Human-Computer Interaction (HCI)
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Which of the following best describes the primary focus of Human-Computer Interaction (HCI)?

  • Creating complex algorithms for data processing.
  • Developing advanced computer hardware components.
  • Optimizing network infrastructure for faster communication.
  • Designing, evaluating, and implementing interactive computing systems for human use. (correct)

HCI primarily focuses on minimizing the study of phenomena surrounding interactive computing systems.

False (B)

What does HCI try to provide by understanding both the computer and the person using it?

More enjoyable and effective interaction

According to T.H. Nelson, designing an object to be simple and clear takes at least ______ as long as the usual way.

<p>twice</p> Signup and view all the answers

Match the following aspects of HCI with their description:

<p>Design = The process of creating interactive computing systems for human use. Evaluation = Assessing the usability and effectiveness of the designed systems. Implementation = Putting the designed systems into practice. Phenomena Study = Studying major factors around interactive systems.</p> Signup and view all the answers

Humans are naturally skilled at which of the following?

<p>Sensing low-level stimuli and pattern recognition (D)</p> Signup and view all the answers

Usability is not related to HCI study.

<p>False (B)</p> Signup and view all the answers

What three words concerning HCI does the text mention involving process?

<p>Design, evaluation, implementation</p> Signup and view all the answers

Which of the following best describes the goal of the Brainternet project in BCI (Brain-Computer Interface) technology?

<p>To connect a user's brain directly to the internet as a node. (A)</p> Signup and view all the answers

Cognitive modeling in HCI focuses solely on gathering user feedback after a design is implemented.

<p>False (B)</p> Signup and view all the answers

According to classical HCI theories, what are the key areas regarding user attributes that designers should primarily consider?

<p>memory, attention, perception, and learning</p> Signup and view all the answers

_______ research in HCI emphasizes the testing of theories and fundamental principles, often in a lab setting.

<p>Basic</p> Signup and view all the answers

Match the following research applications with their descriptions:

<p>Handwriting Recognition = Automatic detection tools analyze and interpret written text. Face Recognition = Automatic detection tools identify or verify a person from a digital image or a video frame. Promazine Effects = Discovery of how promazine effects schizophrenia. X-Ray = A form of electromagnetic radiation used for imaging.</p> Signup and view all the answers

Which of the following is NOT a reason why HCI is becoming increasingly important?

<p>It solely focuses on button size and menu layout. (B)</p> Signup and view all the answers

HCI is solely concerned with the aesthetics of a digital product or interface.

<p>False (B)</p> Signup and view all the answers

Define 'affordance' in the context of Human-Computer Interaction.

<p>Affordance refers to the perceived and actual properties of an object that determine how the object could possibly be used.</p> Signup and view all the answers

A user who is completely new to a system is categorized as a ______ user.

<p>novice</p> Signup and view all the answers

Which technology, developed by Ivan Sutherland in 1968, is widely recognized as the first virtual reality head-mounted display system?

<p>Sword of Damocles (D)</p> Signup and view all the answers

Match the user category with the appropriate description:

<p>Expert User = Has detailed knowledge of the system. Occasional User = Knows how to perform frequent tasks well. Novice User = Has never used the system before.</p> Signup and view all the answers

Which field studies physical body limits and health and safety to inform HCI design?

<p>Ergonomics (D)</p> Signup and view all the answers

Steve Mann's smartwatch, released in 1998, was the first data-entry watch ever created.

<p>False (B)</p> Signup and view all the answers

What company released the PLATO IV computer, featuring a touch panel for graphic interaction, marking an early use of multi-touch technology?

<p>Control Data Corporation</p> Signup and view all the answers

What does 'visibility' refer to in the context of HCI?

<p>What a user can see and perceive on the interface. (D)</p> Signup and view all the answers

Perceived affordance always aligns perfectly with actual affordance.

<p>False (B)</p> Signup and view all the answers

The first joystick to be used in gaming was brought out with the release of SEGA's arcade game, ______.

<p>Missile</p> Signup and view all the answers

Match the inventor with their invention.

<p>Ralph Baer = Gaming Joystick Ivan Sutherland = Virtual Reality (Sword of Damocles) Dr. Kodama = 3D Printing Steve Mann = Smartwatch</p> Signup and view all the answers

What feature of the Nintendo Wii allowed users' motions to translate them into instructions or responses?

<p>Natural user interface and gesture recognition (A)</p> Signup and view all the answers

Dr. Kodama successfully obtained a patent for his invention of 3D printing technology.

<p>False (B)</p> Signup and view all the answers

What components did the Nintendo Wii use to sense rotation, tilting, and acceleration for human-computer interaction in the gaming world?

<p>gyroscopes and controller-based accelerometers</p> Signup and view all the answers

Which section of Human-Computer Interaction focuses on the physical aspects of user interaction, such as comfort and safety?

<p>Ergonomics (D)</p> Signup and view all the answers

Implementation Techniques and Tools fall under the 'Human' section of the HCI diagram.

<p>False (B)</p> Signup and view all the answers

Name the section of HCI that addresses how the user interface fits into social structures and work environments.

<p>UI Social Organisation and Work</p> Signup and view all the answers

The HCI section relating input and output devices falls under the category of ______.

<p>Computer</p> Signup and view all the answers

Match the HCI areas with their respective descriptions:

<p>Human Information Processing = Deals with how users perceive, process, and remember information. Dialogue Architecture = Studies overall structure and flow of communication between user and computer. Evaluation Techniques = Methods used to assess the usability and effectiveness of interfaces. Human-Machine Fit and Adaption = Focuses on how systems can adjust to user needs and capabilities.</p> Signup and view all the answers

Which of the following best describes Theodor Holm Nelson's contribution to the field of computing?

<p>Coining the term 'hypertext'. (A)</p> Signup and view all the answers

The Xerox Star was a commercial success due to its affordable price and open architecture.

<p>False (B)</p> Signup and view all the answers

What does the acronym WIMP stand for in the context of graphical user interfaces?

<p>Windows, Icons, Menus, Pointers</p> Signup and view all the answers

The Xerox Alto was a precursor to modern GUIs and featured a local processor, bitmap display, and a ______.

<p>mouse</p> Signup and view all the answers

Match the following personal computers with their significant features or contributions:

<p>IBM PC (1981) = Sold lots and performed tasks the general public wanted to be done Xerox Star (1981) = First commercial PC designed for business professionals and based on usability VisiCalc (1978) = Spreadsheet software Xerox Alto = Precursor to modern GUI, windows, menus, scrollbars</p> Signup and view all the answers

Which of the following describes a key advancement represented by 'Personal Computing' as it emerged in the late 20th century?

<p>Making systems more powerful through increased ease of use and individual dedication. (B)</p> Signup and view all the answers

Time-sharing operating systems were designed to allow multiple users to use a computer system simultaneously; multitasking, enabled by WIMP interfaces, allows a single user run multiple programs.

<p>True (A)</p> Signup and view all the answers

Besides cost, what were two major factors that contributed to the Xerox Star's failure in the market, despite its innovative features?

<p>Closed architecture and lacking key functionality (spreadsheet)</p> Signup and view all the answers

Flashcards

Human-Computer Interaction (HCI)

A field studying the design, evaluation, and implementation of interactive computing systems for human use.

HCI Focus

The study and practice of making technology usable, desirable, and effective for people.

HCI Goal

Understanding computers and their users to make the interaction more effective and enjoyable.

HCI Process

Design, evaluation, and implementation.

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HCI Systems

Interactive computing systems designed for human use.

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HCI Scope

The study of major phenomena surrounding interactive computing systems.

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Humans Are Good At

Sensing low level stimuli, pattern recognition, inductive reasoning, multiple strategies, adapting "Hard and fuzzy things".

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Gaming Joystick (1967)

The first gaming joystick was introduced with SEGA's arcade game "Missile," featuring a fire button.

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Virtual Reality (1968)

The Sword of Damocles is recognized as the first virtual reality head-mounted display system.

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Multi-Touch Technology (1972)

The PLATO IV computer featured a touch panel using single-touch points in a 16x16 array for graphic interaction.

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3D Printing (1984)

Dr. Kodama created 3D printing for rapid prototyping using a photosensitive resin polymerised by UV light.

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The Smartwatch (1998)

Mann's Linux-powered smartwatch featured a 16-bit processor and 128KB of RAM.

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Nintendo Wii (2006)

Nintendo Wii tracks user motions using gyroscopes and controller-based accelerometers for game interaction.

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Brain-Computer Interface (BCI)

Decoding and translating information from thoughts into actions using computer technology.

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Brainternet

A project aiming to connect a user's brain to the internet.

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Basic Research

Focuses on fundamental principles and testing theories.

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Applied Basic Research

Provides prescriptive advice for interface design.

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Cognitive Modeling

Describing or predicting user performance through a generalized representation of the way a type of user would interact with a system

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Theodor Holm Nelson

A pioneer who believed computers should empower individuals, not just businesses, and coined the term 'hypertext'.

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Early IBM PCs

Early personal computers like the IBM PC, known for their text-based interfaces, affordability, and versatility in performing tasks for the general public.

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Personal Computing

The shift towards small, powerful computers dedicated to individual use, emphasizing ease of use, networking, and time-sharing.

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WIMP

Stands for Windows, Icons, Menus, Pointers, representing a graphical user interface for multitasking.

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Xerox Alto's GUI

A graphical user interface featuring windows, menus, scrollbars, and a mouse, developed in the mid-1970s at Xerox PARC.

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Xerox Star (1981)

Early personal computer designed for business professionals, emphasizing usability with a desktop metaphor and WYSIWYG, but was a commercial failure due to high cost and closed architecture.

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GUI Icons

Visual representations used in GUIs to represent files, applications, and actions, like documents, folders, and printers.

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Spreadsheet

A program that shows data arranged in rows and columns of a grid and allows you to manipulate this data.

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UI Social Organisation and Work

Considers how UI aligns with social structures and workplace dynamics.

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Human-Machine Fit and Adaption

Focuses on matching technology to human capabilities and adaptability.

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Human Information Processing

Covers how humans process information when interacting with computers.

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Implementation Techniques and Tools

Studies methods and tools for building user interfaces.

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Evaluation Techniques

Methods used to assess the usability and effectiveness of a system.

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What is HCI?

The study of our interface with information.

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HCI affects what?

Effectiveness, productivity, morale, and safety.

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Computer user categories

Expert, occasional, and novice users.

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Expert users

Having a detailed knowledge of that particular system.

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Occasional users

Know how to perform tasks they need to perform frequently.

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Novice users

Have never used the system before.

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Visibility in HCI

What is seen.

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Affordance in HCI

What operations and manipulation can be done to a particular object

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Study Notes

  • AP. Bernard G. Sanidad, DIT, DBA is the course facilitator for the "Introducing HCI" course

Learning Objectives

  • Students completing the course will be able to:
  • Discuss the history of HCI, including contributing individuals
  • Discuss examples of Human-Computer Interaction
  • Explain the importance of HCI
  • Identify the goals of HCI
  • Discuss the relationship of HCI with other disciplines
  • Identify different design needs
  • Discuss the HCI Theories Timeline
  • Explain the role of Usability in HCI
  • Identify the fields and topics HCI covers

Defining Human-Computer Interaction

  • Human-computer interaction (HCI) is a discipline concerned with:
  • The design of interactive computing systems for human use
  • The evaluation of these systems
  • The implementation of these systems
  • The study of major phenomena surrounding them
  • HCI focuses on understanding and creating user-friendly technology.
  • HCI aims to make the interaction between computers and users more effective and enjoyable.
  • HCI concerns the processes of design, evaluation and implementation
  • HCI focuses on interactive computing systems for human use
  • HCI studies major phenomena surrounding the interaction of humans and computers

Humans, Computers, Interactions

  • Humans are adept at:
  • Sensing low-level stimuli
  • Pattern recognition and inductive reasoning
  • Applying multiple strategies
  • Adapting to "hard and fuzzy things"
  • Computers excel at:
  • Counting and measuring
  • Accurate data storage and recall
  • Rapid and consistent responses
  • Data processing and calculations
  • Repetitive actions and performance over time
  • Handling "simple and sharply defined things"
  • The skills of humans and computers are complementary

History of HCI

  • 1945: Vannevar Bush publishes "As We May Think" in The Atlantic Monthly
  • 1962: Ivan Sutherland develops Sketchpad
  • 1963: Douglas Engelbart invents the computer mouse
  • 1981: Xerox Star launched
  • 1982: ACM SIGCHI formed
  • 1983: Card, Moran, and Newell publish The Psychology of Human-Computer Interaction
  • 1984: Apple Macintosh launched
  • 2007: the 25th Anniversary of CHI

Mechanical Computers

  • 1623: Schickard creates the "Calculating Clock", a 6-digit machine that can add, subtract, and indicates overflow.
  • 1674: Leibniz designs the "Stepped Reckoner" which can multiply with operands of up to 5 and 12 digits, operated by turning a crank.
  • 1820: de Colmar makes the "Arithmometer", the first mass-produced calculator that performs multiplication and division, remaining reliable for about 90 years.
  • 1889: Felt invents the first printing desk calculator.
  • 1935: IBM introduces the "IBM 601", a punch card machine capable of 1 multiplication per second, with 1500 units made.
  • 1945: Mauchly & Eckert create "ENIAC" for ballistics, weighing 30 tons and consuming 140 kilowatts of electricity via 17,468 vacuum tubes

Vannevar Bush

  • Bush wrote "As We May Think" in The Atlantic Monthly in 1945
  • The article highlights that publications have extended far beyond our present ability to make real use of the record
  • Bush postulated the Memex device:
  • Storing all records, articles and communications
  • Items are retrieved by indexing, keywords, cross-references (now called hyperlinks)
  • Envisioned as microfilm, not computer
  • Including interactive and nonlinear components.

Joseph Carl Robnett Licklider

  • In 1960, Licklider postulated "Man-Computer Symbiosis"
  • The concept involves tightly coupling human brains and computing machines to revolutionize information handling

Mid 1960's

  • Timesharing mode of computing emerged
  • Computers were too expensive for individuals
  • Timesharing increased accessibility
  • Interactive systems, not jobs
  • It included text processing, editing, email, and shared file systems

Sketchpad

  • In 1962, Ivan Edward Sutherland created Sketchpad
  • It featured direct manipulation, including:
  • Visibility of objects
  • Incremental action and rapid feedback
  • Reversibility and exploration
  • Syntactic correctness of all actions
  • Replacing language with action
  • The term "direct manipulation" was coined by Ben Shneiderman

Invention of the mouse

  • Douglas Engelbart invented the mouse in 1963

HCI's First User Study

  • Evaluated mouse input relative to joystick, lightpen, Grafacon and knee-controlled lever

Alan Kay

  • Credited with "Personal Computing"
  • Creator of the Dynabook, which was imagined as notebook sized, loaded with multimedia, and capable of storing everything
  • Also responsible for the desktop interface metaphor

Theodor Holm Nelson

  • Believed that computers can help people, not just business
  • Coined the term "hypertext"

Personal Computers

  • 1974: IBM 5100
  • 1981: Datamaster and IBM XT/AT
    • Text and command-based
    • Sold lots and performed many various general tasks
    • Had good basic toolkit
  • 1978: VisiCalc

Personal Computing Qualities

  • A system is more powerful if it's easier to use
  • Small, powerful machines should be dedicated to individuals
  • Networks and time-sharing are important
  • Kay's Dynabook and IBM PC impacted development
  • "The Computer" was named Time's Man of the Year in 1982

WIMP

  • Stands for Windows, Icons, Menus, Pointers
  • Timesharing = multiusers
  • Requiring multitasking
  • WIMP interface facilitates doing several simultaneous things
  • It has become the familiar GUI interface seen in Xerox Alto, Star, and early Apple systems

PCs with GUIs

  • Xerox PARC in the mid-1970s created the Alto
  • Local processor, bitmap display, and mouse
  • It was a precursor to modern GUIs, windows, menus, and scrollbars
  • LAN - ethernet

Xerox Star (1981)

  • The first commercial PC designed for "business professionals"
  • Provided desktop metaphor, with pointing, WYSIWYG, consistency, and simplicity
  • First system based on usability
  • Using paper prototyping and analysis
  • Applying Usability testing & iterative refinement
  • The Xerox Star was a commercial flop, costing $15k and lacked key functionality (spreadsheet)

Apple Lisa (1982)

  • Based on ideas of Star system
  • Designed as more personal rather than office tool
  • Was still expensive and had difficulties

Apple Macintosh (1984)

  • Used aggressive pricing model at $2500
  • Not a trailblazer, but a smart copier of technology
  • Had good interface guidelines
  • Leveraged 3rd party applications
  • Offered high-quality graphics and came with a laser printer

Windows 95

  • Microsoft Windows 95

Handhelds

  • Combines portable computing and phone
  • Newton, Palm, Blackberry, iPhone

Examples of HCI

  • 1873: QWERTY keyboard layout by Christopher Latham Sholes, designed to prevent typewriter jams by placing frequently used letter pairs apart.
  • 1946: ENIAC by John Mauchly and John Presper Eckert, the first general-purpose computer, used for calculating artillery firing tables.
  • 1952: The DATAR trackball by Tom Cranston, Fred Longstaff, and Kenyon Taylor, used a bowling ball for sonar and radar data transfer on ships.
  • 1967: The Gaming Joystick by Ralph Baueckert, first used in SEGA's Missile
  • 1968: Virtual Reality by Ivan Sutherland with the Sword of Damocles, the first virtual reality head-mounted display system.
  • 1972: Multi-Touch Technology by Control Data Corporation, released a terminal using single-touch points in a 16x16 array, with the PLATO IV computer using a touch panel for graphic interaction.
  • 1984: 3D Printing by Dr. Kodama used a photosensitive resin which polymerised using UV light
  • 1998: The Smartwatch by Steve Mann, the first Linux-powered smartwatch with a 16-bit processor and wireless communication capabilities.
  • 2006: Nintendo Wii uses natural user interface and gesture recognition to track a user's motions via gyroscopes and controller-based accelerometers.
  • 2011: Google Voice Search App allows users to make Google queries with their phones by voice on Android cellphones.
  • 2016: Dexmo Exoskeleton by Dexta Robotics, uses "switching force feedback" to simulate touching virtual objects.
  • 2018 and beyond:
  • Emotion sensing being explored for human-computer interaction, with focus on emotion-sensing technologies reading facial expressions.
  • Brain-computer interfaces (BCI) are becoming more advanced used for thought-to-text translation or to control movements from prosthetic limbs.

HCI Theories

  • 1967: Grounded Theory
  • 1970: Distributed Cognition
  • 1988: CSCW
  • 1990: Situated Action
  • 2000: Activity Theory
  • 2003: Ethnomethodology and Ethnography
  • 1995: Turn to the Wild
  • 2001: Turn to the Embodiment
  • 2004: Turn to Design
  • 2007: Human Values
  • 2008: Turn to the Culture
  • 2010: Turn to Space

Goals of HCI

  • Includes understanding how people use technology
  • Developing tools and techniques to enables building suitable systems
  • Achieving efficient, effective, and safe interaction
  • Putting people first

Usability

  • Ensure usable software systems support effective and efficient task completion within a given work context
  • Bottom-line benefits of a more usable software system for business users include
  • Increased productivity
  • Decreased user training time and cost
  • Decreased user errors
  • Increased accuracy of data input and data interpretation
  • Decreased need for ongoing technical support
  • Benefits of usability to development organizations include
  • Greater profits due to competitive products and services
  • Decreased overall development and maintenance costs
  • Decreased customer support costs
  • More follow-on business due to satisfied customers
  • Avoid using the term 'user-friendly
  • Design of user interface to any interactive product should account for these factors
  • Cognitive, perceptual, and motor capabilities and constraints of people in general
  • Special and unique characteristics of the intended user population
  • Unique characteristics of the users' physical and social work environment
  • Unique characteristics and requirements of the users' tasks
  • Capabilities and constraints of the chosen software and/or hardware and platform
  • Extent to which a system, product, or service can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use

Characteristics of Usability

  • Easy to learn and remember how to use
  • Effective and efficient to use
  • Safe and enjoyable to use

Dimensions of Usability

  • Effectiveness
  • Efficiency
  • Safety
  • Utility
  • Learnability
  • Memorability

Measuring Usability Using ISO 9241-11:2018

  • Effectiveness: accuracy and completeness with which specified users achieve goals
  • Efficiency: resources expended in relation to accuracy and completeness of goals achieved
  • Satisfaction: comfort and acceptability of the work system to its users

Importance of HCI

  • In software development and system design methods
  • In future legal requirements for software
  • As the basis for usability criteria to evaluate competing products
  • In strategies for the home and small business user.

Why HCI is Important

  • It studies our interface with information
  • It is not just about 'how big should I make buttons' or 'how to layout menu choices'
  • Affects effectiveness, productivity, morale and safety

Different Design Needs

  • There are three broad categories of computer users:
  • Expert users with detailed knowledge of a particular system
  • Occasional users who know how to perform the tasks they need to perform frequently
  • Novices who have never used the system before
  • Users may be novices at one computer application but experts at another

Visibility & Affordance:

  • Visibility: what is seen
  • Affordance: what operations and manipulation can be done to a particular object
  • Visible elements have a good mapping to their effect on system
  • Perceived affordance - what a person thinks can be done to the object

Topics and Fields Relevant to HCI

  • Computer Science, Mathematics, Web Engineering, Artificial Intelligence, Economics, Philosophy, Law
  • Ergonomics, Psychology, Sociology, Media, Biology, Ecology, Design, Management & Information Sciences

Topics in HCI

  • HCI uses and takes place in context of U1 Social Organization and Work, U2 application Areas and U3 Human-Machine Fit and Adaptation
  • It addresses Human in form of H1 information processing, H2 language and communication, and H3 ergonomics
  • It uses Computer via C2 techniques, C3 dialog genre, C4 graphics and C5 architectures
  • It takes into account D1 design approaches, D2 implementation techniques and D4 example systems and D3 evaluations

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Description

This quiz explores the core principles of Human-Computer Interaction (HCI). It covers topics like usability, cognitive modeling, and the relationship between humans and computers. It also touches on Brain-Computer Interfaces and design considerations.

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