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{{Short description|
{{More citations needed|date=December 2022}}
[[File:
'''Human–computer interaction''' ('''HCI''') is
A device that allows interaction between human being and a computer is known as a "'''human–computer interface'''".
As a field of research, human–computer interaction is situated at the intersection of [[computer science]], [[
==Introduction==
Humans interact with computers in many ways, and the interface between the two is crucial to facilitating this interaction. HCI is also sometimes termed ''human–machine interaction'' (HMI), ''man-machine interaction'' (MMI) or ''computer-human interaction'' (CHI). Desktop applications, web browsers, handheld computers, and computer kiosks make use of the prevalent [[graphical user interface]]s (GUI) of today.<ref name="ACM SIGCHI">{{cite web|last1=Hewett|last2=Baecker|last3=Card|last4=Carey|last5=Gasen|last6=Mantei|last7=Perlman|last8=Strong|last9=Verplank|title=ACM SIGCHI Curricula for Human–Computer Interaction|url=http://old.sigchi.org/cdg/cdg2.html#2_1|publisher=ACM SIGCHI|access-date=15 July 2014|archive-url=https://web.archive.org/web/20140817165957/http://old.sigchi.org/cdg/cdg2.html#2_1|archive-date=17 August 2014|url-status=dead}}</ref> [[Voice user interface]]s (VUIs) are used for [[speech recognition]] and synthesizing systems, and the emerging [[multimodal interaction|multi-modal]] and Graphical user interfaces (GUI) allow humans to engage with [[Embodied agent|embodied character agents]] in a way that cannot be achieved with other interface paradigms.
The [[Association for Computing Machinery]] (ACM) defines human–computer interaction as "a discipline that is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them".<ref name="ACM SIGCHI"/> A key aspect of HCI is user satisfaction, also referred to as End-User Computing Satisfaction. It goes on to say:
"Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in [[computer graphics]], [[operating system]]s, [[programming language]]s, and development environments are relevant. On the human side, [[communication theory]], [[graphic design|graphic]] and [[industrial design]] disciplines, [[linguistics]], [[social science]]s, [[cognitive psychology]], [[social psychology]], and [[human factors]] such as [[computer user satisfaction]] are relevant. And, of course, engineering and design methods are relevant."<ref name="ACM SIGCHI" /> HCI ensures that humans can safely and efficiently interact with complex technologies in fields like aviation and healthcare.<ref>{{Cite journal |last1=Carroll |first1=Meredith |last2=Dahlstrom |first2=Nicklas |date=2021-04-21 |title=Human Computer Interaction on the Modern Flight Deck |url=https://www.tandfonline.com/doi/full/10.1080/10447318.2021.1890495 |journal=International Journal of Human–Computer Interaction |language=en |volume=37 |issue=7 |pages=585–587 |doi=10.1080/10447318.2021.1890495 |issn=1044-7318}}</ref>
Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success.
Poorly designed [[human-machine interface]]s can lead to many unexpected problems. A classic example is the [[Three Mile Island accident]], a nuclear meltdown accident, where investigations concluded that the design of the human-machine interface was at least partly responsible for the disaster.<ref name="What is Cognitive Ergonomics?" /><ref name="NRC: Backgrounder on the Three Mile Island Accident" /><ref name="three mile island" /> Similarly, some accidents in aviation have resulted from manufacturers' decisions to use non-standard [[Flight instruments#Layout|flight instruments]] or throttle quadrant layouts: even though the new designs were proposed to be superior in basic human-machine interaction, pilots had already ingrained the "standard" layout. Thus, the conceptually good idea had unintended results.<ref>{{Cite web |date=1994-05-02 |title=Bonanza Safety Review |url=https://www.aopa.org/news-and-media/all-news/1994/february/pilot/bonanza-safety-review |access-date=2025-05-12 |website=www.aopa.org |language=en}}</ref>
==Human–computer interface==
{{main|User interface}}
{{Unreferenced section|date=May 2021}}
A human–computer interface can be described as the interface of communication between a human user and a computer.<ref>{{Cite journal |last1=Hartson |first1=H. Rex |last2=Hix |first2=Deborah |date=1989-03-01 |title=Human-computer interface development: concepts and systems for its management |url=https://dl.acm.org/doi/10.1145/62029.62031 |journal=ACM Comput. Surv. |volume=21 |issue=1 |pages=5–92 |doi=10.1145/62029.62031 |issn=0360-0300}}</ref> The flow of information between the human and computer is defined as the ''loop of interaction''.<ref>{{Cite book |last1=Costa |first1=Pedro Maurício |last2=Galvão |first2=Teresa |last3=Falcão e Cunha |first3=João |last4=Pitt |first4=Jeremy |chapter=How to support the design and development of interactive pervasive environments |date=June 2015 |title=2015 8th International Conference on Human System Interaction (HSI) |pages=278–284 |doi=10.1109/HSI.2015.7170680|isbn=978-1-4673-6936-7 }}</ref> The loop of interaction has several aspects to it, including:
* '''Visual
* '''Audio-
* '''''Feedback''''': Loops through the interface that evaluate, moderate, and confirm processes as they pass from the human through the interface to the computer and back.
* '''''Fit''''': This matches the computer design, the user, and the task to optimize the human resources needed to accomplish the task.
** '''Visual-
**# Facial
**# Body
**# Gesture
**# Gaze
**'''Audio-
**# Speech
**# Speaker
**# Auditory
**# Human-
**# Musical
**'''Sensor-
**# Pen-
**# Mouse &
**# Joysticks: Another established input device for interactive control, commonly used in gaming and simulations.
**# Motion-tracking
**# Haptic
**# Pressure
**# Taste/
==Goals for computers==
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* [[Principles of user interface design|Principles of UI design]]: these standards may be considered during the [[User interface design|design of a client interface]]: resistance, effortlessness, permeability, affordance, consistency, structure, and feedback.<ref name="mit"/>
* [[Value sensitive design]] (VSD): a technique for building innovation that accounts for the individuals who utilize the design straightforwardly, and just as well for those who the design influences, either directly or indirectly. VSD utilizes an iterative planning process that includes three kinds of examinations: theoretical, exact, and specialized. Applied examinations target the understanding and articulation of the different parts of the design, and its qualities or any clashes that may emerge for the users of the design. Exact examinations are subjective or quantitative plans to explore things used to advise the creators' understanding regarding the clients' qualities, needs, and practices. Specialized examinations can include either investigation of how individuals use related advances or the framework plans.<ref name="value sensitive design"/>
==Current research==
Topics in human–computer interaction include the following''':'''
===
Human-AI Interaction explores how users engage with artificial intelligence systems, particularly focusing on usability, trust, and interpretability. The research mainly aims to design AI-driven interfaces that are transparent, explainable, and ethically responsible.<ref name=shneiderman2022>{{cite book|last1=Shneiderman|first1=Ben|title=Human-Centered AI|year=2022|publisher=Oxford University Press|isbn=978-0192845290}}</ref> Studies highlight the importance of explainable AI (XAI) and human-in-the-loop decision-making, ensuring that AI outputs are understandable and trustworthy.<ref name=doshi2017>{{cite
===Augmented
{{main|Augmented
Augmented
===Virtual
{{main|Virtual
Virtual
===Mixed
{{main|Mixed
Mixed
===Extended
{{main|Extended reality}}
Extended
===Accessibility===
{{main|Accessibility}}
Accessibility in
===Social computing===
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* their interface designers lacked understanding of related security concepts
* their interface designers were not usability experts (often meaning they were the application developers themselves)
===Feminist HCI===
{{main|Feminist HCI}}
Feminist HCI is a subfield of Human-Computer Interaction (HCI) that examines the interaction between people and technology through the lens of [[Feminist theory|feminist]] and [[Critical theory|critical theories]]. This particular research topic consists of many sub-disciplines that examine the role of power, [[Social privilege|privilege]], and other systems of [[oppression]] in the [[design]] and interaction of technology.
==Factors of change==
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* ASSETS: ACM International Conference on Computers and [[Accessibility]]
* CSCW: ACM conference on [[Computer Supported Cooperative Work]]
* CUI: ACM conference on [[Conversational user interface|Conversational User Interfaces]]
* DIS: ACM conference on Designing Interactive Systems
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* HCII: Human–Computer Interaction International
* ICMI: International Conference on Multimodal Interfaces
* ITS: ACM conference on
* [[MobileHCI]]: International Conference on Human–Computer Interaction with Mobile Devices and Services
* NIME: International Conference on [[New Interfaces for Musical Expression]]
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* [[CAPTCHA]]
* [[Digital Live Art]]
* [[
* [[HCI Bibliography]], a web-based project to provide a bibliography of Human Computer Interaction literature
* [[Information architecture]]
* [[Information design]]
* [[Intelligence amplification]]
* [[Mindfulness and technology]]
* [[Outline of human–computer interaction]]
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<ref name="value sensitive design">Friedman, B., Kahn Jr, P. H., Borning, A., & Kahn, P. H. (2006). Value Sensitive Design and information systems. Human–Computer Interaction and Management Information Systems: Foundations. ME Sharpe, New York, 348–372.</ref>
<ref name="interaction-design">Kaptelinin, Victor (2012): ''Activity Theory''. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "Encyclopedia of Human–Computer Interaction". The Interaction-Design.org Foundation. Available online at [http://www.interaction-design.org/encyclopedia/activity_theory.html http://www.interaction-design.org/encyclopedia/activity_theory.html] {{Webarchive|url=https://web.archive.org/web/20120323212118/http://www.interaction-design.org/encyclopedia/activity_theory.html |date=2012-03-23 }}</ref>
<ref name="mit">{{cite web|url=https://www.mit.edu/~jtidwell/common_ground_onefile.html|title=The Case for HCI Design Patterns|access-date=2019-08-26|archive-date=2019-09-28|archive-url=https://web.archive.org/web/20190928001239/http://www.mit.edu/~jtidwell/common_ground_onefile.html|url-status=live}}</ref>
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* {{cite journal |last1= Carroll |first1= John M. |year= 2010 |title= Conceptualizing a possible discipline of human–computer interaction |journal= Interacting with Computers |volume= 22 |issue= 1 |pages= 3–12 |doi= 10.1016/j.intcom.2009.11.008}}
* Sara Candeias, S. and A. Veiga ''The dialogue between man and machine: the role of language theory and technology'', Sandra M. Aluísio & Stella E. O. Tagnin, New Language Technologies, and Linguistic Research, A Two-Way Road: cap. 11. Cambridge Scholars Publishing. ({{ISBN|978-1-4438-5377-4}})
;Social science and HCI
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