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{{Short description|
{{More citations needed|date=December 2022}}
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'''Human–computer interaction''' ('''HCI''') is the process through which people operate and engage with [[computer]] systems. <ref>{{Cite web |last=Rapp |first=Amon |date=2023-05-24 |title=Human–Computer Interaction |url=https://doi.org/10.1093/acrefore/9780190236557.013.47 |url-status=live |access-date=31 July 2025 |website=Oxford Research Encyclopedia of Psychology |publisher=Oxford University Press}}</ref>Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways.<ref>{{Cite book |last=Helander |first=M. G. |url=https://books.google.com/books?id=6vnSAwAAQBAJ&dq=what+is+human+computer+interaction&pg=PP1 |title=Handbook of Human-Computer Interaction |date=2014-06-28 |publisher=Elsevier |isbn=978-1-4832-9513-8 |language=en}}</ref> These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts.<ref>{{Cite journal |last1=Hampton |first1=W. H. |title=Haptic Rewards: How Mobile Vibrations Shape Reward Response and Consumer Choice |journal=Journal of Consumer Research |year=2025 |doi=10.1093/jcr/ucaf025 |url=https://doi.org/10.1093/jcr/ucaf025 }}</ref>
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]], [[Behavioural sciences|behavioral sciences]], [[design]], [[media studies]], and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and [[Thomas P. Moran]] in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle.<ref name="Evaluating the impact of office automation on top management communication"/> The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field.<ref>{{cite book|last1=Suchman|first1=Lucy|title=Plans and Situated Action. The Problem of Human-Machine Communication|date=1987|publisher=Cambridge University Press|___location=New York, Cambridge|url=https://books.google.com/books?id=AJ_eBJtHxmsC&q=suchman+situated+action&pg=PR7|access-date=7 March 2015|isbn=9780521337397}}</ref><ref name=":0">{{cite book|last1=Dourish|first1=Paul|title=Where the Action Is: The Foundations of Embodied Interaction|date=2001|publisher=MIT Press|___location=Cambridge, MA|url=https://books.google.com/books?id=DCIy2zxrCqcC&q=Dourish+where+the+action+is&pg=PR7|isbn=9780262541787}}</ref>
==Introduction==
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{{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)
* '''Visual based''': The visual-based human–computer interaction is probably the most widespread human–computer interaction (HCI) research area.
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===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>{{Cite journal |last1=Milgram |first1=Paul |last2=Takemura |first2=Haruo |last3=Utsumi |first3=Akira |last4=Kishino |first4=Fumio |date=1995 |title=Augmented reality: a class of displays on the reality-virtuality continuum |url=https://www.researchgate.net/publication/228537162 |journal=Telemanipulator and Telepresence Technologies |volume=2351 |page=282 |doi=10.1117/12.197321|bibcode=1995SPIE.2351..282M }}</ref> MR technologies are increasingly applied in education, training simulations, and healthcare, enhancing learning outcomes and user engagement.<ref name=speiginer2015>{{cite journal|last1=Speiginer|first1=Grant|title=Mixed reality in education: A review of current and future trends|journal=Educational Technology Research & Development|year=2015|volume=63|issue=6|pages=855–873|doi=10.1007/s11423-015-9381-7|doi-broken-date=
===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=1321–1329}}</ref> Recent studies highlight how AI-driven personalization and adaptive interfaces improve the usability of XR applications.<ref name=buhalis2022>{{cite journal|last1=Buhalis|first1=Dimitrios|last2=Karatay|first2=Natali|title=Extended reality (XR) and artificial intelligence (AI) revolutionizing the hospitality industry|journal=Journal of Hospitality & Tourism Research|year=2022|volume=46|issue=3|pages=489–508|doi=10.1177/10963480211037322|doi-broken-date=
===Accessibility===
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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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