End-user computing: Difference between revisions

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{{cleanupdate|April 13}}
'''End User Computing''' (EUC) refers to the [[human interface]], [[Ergonomicsergonomics|ergonomically]] integrated into a [[user centered design]] system throughout its [[Technologytechnology lifecycle|life cycle]]. EUC's goal is to allow unskilled staff to use expensive and highly skilled knowledge in their jobs. This is done by putting the knowledge and expertise into the computer and teaching the end user how to access it.
 
==Definition==
 
''End User Computing'' (EUC) refers to the [[human interface]], [[Ergonomics|ergonomically]] integrated into a [[user centered design]] system throughout its [[Technology lifecycle|life cycle]]. EUC's goal is to allow unskilled staff to use expensive and highly skilled knowledge in their jobs. This is done by putting the knowledge and expertise into the computer and teaching the end user how to access it.
 
It appears easier to teach factory workers, for example, how to read dials, push buttons, pull levers, and log results than to teach them the manufacturing process and mathematical models. The current computing trend is to [[simulate]] a console with similar dials, sliders, levers, and switches, which the end user is taught to use. To further reduce end user training, computer consoles all contain components which are shaped, labled, coloured, and function similarly.
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==Trend==
 
The historical view regarding end users is being eroded by the internet and wireless communication, where the traditional end user is able to actively contribute and add value to the computer system. [[wiki]]s are one example where end users provide the content and free the webmaster to manage the site. Another example within the computer field is [[FLOSS]], where end users engage in all aspects of software development, from feature requests, through testing and reviews, to useability, documentation, and distribution. Music, pictures, and documents are remixed and edited to satisify personal taste and demand. The consequence is that many countries and industries have been slow or unwilling to adjust to this emerging society, but some have seen the potential and are exploring economic possibilities.
 
==Research==
 
The human interface receives continuous attention as emerging interfaces reveal more possibilities and risks. The quest to both internationalize ([[i18n]]) and localize ([[L10n]]) software is hampered by computers designed for the English alphabet, but other major languages, such as Hàny ([[Chinese language]]), [[Japanese]] and [[Arabic]] have different requirements.
 
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==Analysis==
 
The concepts related to the 'end user' cover a wide range (novice user to intellectual borg {see Slogan 2}), hence '''End User Computing''' can have a range of forms and values. Most early computer systems were tightly controlled by an IT department; 'users' were just that. However, at any point in the evolution of computer systems through time, there was serious work in several domains that required user development. The dynamics of the power struggles between centralized and decentralized computing have been a fact; this was partially due to the emergence of the mid-sized computers ([[VAX]], etc.). Then, the advent of the personal workstation opened up the door, so to speak, since it allowed a more pervasive type of computation to emerge. The recent advent of 'web' services has extended the issues to a more broad scope.
 
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Examples of End User Computing are [[ICAD]], [[SQL]], ... [[ICAD]] (in the [[Knowledge-Based_Engineering|KBE]] ___domain) stands as a prime example since it is associated with the pervasive use of [[Lisp_programming_language|Lisp]] by [[Engineers]] to accomplish remarkable effects through a long economic cycle.
 
=== Slogans ===
::'''Slogan* 1''':Good good '''End User Computing''' practices might help temper things such as the [[AI Winter]].
::'''Slogan* 2''': theThe computational needs to wed with the phenomenal (are 'borgs' inevitable?).
:::Note: '''[[Borg]]''', in this sense, may be inspired by science fiction, however the reality of [[Wearable_computing|wearables]] and embedded [[Integrated_circuit|chips]] ought to be considered. Witness, too, the recent article in an [[IEEE]] periodical about the use of embedded circuitry (such as, to regulate release of medication) in [[Psychiatry]] practice. Related discussion will cover [[cognition]], [[perception]], and much more (to be listed).
::'''Slogan* 3''': thereThere is always more than meets the eye (or, [[Graphical_user_interface|GUI]], or any interface, is only part of the [[truth]]).
 
==Addiction==
 
When people use computers to the extent it disrupts their relationships and lifestyle, they are addicted. Common addictions include [[Internet Relay Chat]] and [[mudding]].
::(Note: this is a little strong in that '''gaming''' can be a respected form of [[training]] and [[education]]; [[Augmented_reality|augmented reality]] is getting serious money behind it; ...)
 
== See also ==
* [[Software engineering]]
 
* [[Software engineering]], [[Usability engineering]],
* [[user (computing)]],
* [[end-user (computer science)]],
* [[usability]],
* [[user interface]],
* [[computer systems]]
* [[Scientific_methodScientific method#Computational_approachesComputational approaches|Scientific method]], [[Knowledge-Based_Engineering]]
* [[Knowledge-Based_Engineering]]
* [[computer addiction]], [[Mobile phones and driving safety]], [[digital persona]], [[luser]]
* [[computer addiction]]
* [[computer addiction]], [[Mobile phones and driving safety]], [[digital persona]], [[luser]]
* [[digital persona]]
* [[luser]]
 
==External links==
 
* [http://eusesconsortium.org/ EUSES Consortium, a collaboration that researches end user computing.]