End-user computing: Difference between revisions

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==Definition==
 
''End User Computing'' (EUC) refers to the [[human interface]], [http://en.wikipedia.org/wiki/[Ergonomics |ergonomically]] integrated into a [[user centered design]] system throughout its [[Technology lifecycle|life cycle]]. MoreEUC's simply,goal theis computerto focusesallow onunskilled interacting with humansstaff to douse realexpensive worldand tasks,highly suchskilled asknowledge accounting,in measurement,their resourcejobs. management,This games,is music,done videos,by andputting (human)the communication.knowledge Endand usersexpertise useinto the computer asand ateaching [[blackthe boxend (systems)]] and only knowuser how to getaccess it to do what they want. The [[automated teller machine]] banking system is an example of end user computing.
 
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.
 
Computer developers assume that once the end user knows what and how a particular lever works, they will quickly identify it when it appears in a new console. This means that once staff learn one console, they will be able to operate all consoles. Addmitedly each console will have new components, but training is limited to those, not the whole console.
 
In computer jargon, consoles are called [[computer program|program]]s or [[application software|applications]] and they are presented through a [[Graphical User Interface]] which ensures the components have a consistent [[look and feel]]. The computer's [[operating system|operation]] is hidden behind this [[metaphor]] and presents itself in a way most people understand.
 
==Trend==