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{{Short description|
{{More citations needed|date=December 2022}}
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'''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 |
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 based''': The visual-based human–computer interaction is probably the most widespread human–computer interaction (HCI) research area.
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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===
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 reality (AR)===
{{main|Augmented reality}}
Augmented reality (AR) integrates digital content with the real world. It enhances human perception and interaction with physical environments. AR research mainly focuses on adaptive user interfaces, multimodal input techniques, and real-world object interaction.<ref name=azuma1997>{{cite journal|last1=Azuma|first1=Ronald T.|title=A Survey of Augmented Reality|journal=Presence: Teleoperators & Virtual Environments|year=1997|volume=6|issue=4|pages=
===Virtual reality (VR)===
{{main|Virtual reality}}
Virtual reality (VR) creates a fully immersive digital environment, allowing users to interact with computer-generated worlds through sensory input devices. Research focuses on user presence, interaction techniques, and cognitive effects of immersion.<ref name=slater2009>{{cite journal|last1=Slater|first1=Mel|title=Place Illusion and Plausibility Can Lead to Realistic Behavior in Immersive Virtual Environments|journal=Philosophical Transactions of the Royal Society B|year=2009|volume=364|issue=1535|pages=
===Mixed reality (MR)===
{{main|Mixed reality}}
Mixed reality (MR) blends elements of both augmented reality (AR) and virtual reality (VR). It enables real-time interaction with both physical and digital objects. HCI research in MR concentrates on spatial computing, real-world object interaction, and context-aware adaptive interfaces.<ref
===Extended reality (XR)===
{{main|Extended reality}}
Extended reality (XR) is an umbrella term encompassing AR, VR, and MR, offering a continuum between real and virtual environments. Research investigates user adaptability, interaction paradigms, and ethical implications of immersive technologies.<ref name=milgram1994>{{cite journal|last1=Milgram|first1=Paul|title=A Taxonomy of Mixed Reality Visual Displays|journal=IEICE Transactions on Information and Systems|year=1994|volume=77|issue=12|pages=
===Accessibility===
{{main|Accessibility}}
Accessibility in human–computer interaction (HCI) focuses on designing inclusive digital experiences, ensuring usability for people with diverse abilities. Research in this area is related to assistive technologies, adaptive interfaces, and universal design principles.<ref name=lazar2017>{{cite book|last1=Lazar|first1=Jonathan|title=Research Methods in Human-Computer Interaction|year=2017|publisher=Morgan Kaufmann|isbn=978-0128053904}}</ref> Studies indicate that accessible design benefits not only people with disabilities but also enhances usability for all users.<ref name=shinohara2011>{{cite
===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]]
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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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