Content deleted Content added
CrafterNova (talk | contribs) Changing short description from "Design, development, and deployment of mixed-initiative human-computer systems" to "Design, development and deployment of mixed-initiative human-computer systems" (Shortdesc helper) |
m task, replaced: IEEE Multimedia → IEEE MultiMedia (2) |
||
Line 1:
{{Short description|Design, development and deployment of mixed-initiative human-computer systems}}
{{other uses|Human-centered computing (disambiguation)}}▼
{{Use American English|date=March 2021}}
{{Use mdy dates|date=March 2021}}
▲{{other uses|Human-centered computing (disambiguation)}}
'''Human-centered computing''' ('''HCC''') studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts.<ref name=":2">{{cite journal | url=https://www.researchgate.net/publication/242103770 | title=Human-centered computing: toward a human revolution | journal=Computer | volume=40 | issue=5 | pages=30–34 | date=Nov 20, 2007 |author1=Alejandro Jaimes |author2=Daniel Gatica-Perez |author3=Nicu Sebe |author4=Thomas S. Huang | doi=10.1109/MC.2007.169 | s2cid=2180344 }}</ref> Human-centered computing is closely related to [[human-computer interaction]] and [[information science]]. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on [[ergonomics]] and the [[usability]] of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of [[information]].
Line 44:
[[File:Wikimania Human Centered Design Visualization.jpg|thumb|Wikimania human-centered design visualization, created by ''[[Myriapoda]]''.]]
The '''human-centered activities in multimedia''', or '''HCM''', can be considered as follows according to:<ref>{{Cite journal|title = Human-centered multimedia: culture, deployment, and access|last =Jaimes |first =A. |journal = IEEE
=== Multimedia production ===
Line 56:
== Human-Centered Design Process ==
The [[Human-centered design|Human-Centered Design]] Process is a method to problem-solving used in design. The process involves, first, empathizing with the user to learn about the target audience of the product and understand their needs. Empathizing will then lead to research, and asking the target audience specific question to further understand their goals for the product at hand. This researching stage may also involve [[competitor analysis]] to find more design opportunities in the product's market. Once the designer has compiled data on the user and the market for their product design, they will then move on to the [[Ideation (creative process)|ideation]] stage, in which they will brainstorm design solutions through sketches and wireframes. Wireframing is a digital or physical illustration of a user interface, focusing on information architecture, space allocation, and content functionality. Consequently, a [[wire-frame model|wireframe]] typically doesn't have any colors or graphics and only focuses on the intended functionalities of the interface.<ref name="Affairs">{{Cite web|url=https://www.usability.gov/how-to-and-tools/methods/wireframing.html|title=Wireframing|last=Affairs|first=Assistant Secretary for Public|date=2013-09-06|website=www.usability.gov|language=en-us|access-date=2019-12-09}}</ref>
To conclude the Human-Centered Design Process, there are two final steps. Upon wireframing or sketching, the designer will usually turn their paper sketches or low-fidelity wireframes into high-fidelity [[prototype]]s. Prototyping allows the designer to explore their design ideas further and focus on the overall design concept.<ref
== Career ==
Line 87:
Based on the principles of human-centered computing, the Center for Cognitive Ubiquitous Computing (CUbiC)<ref>{{cite web |url=https://cubic.asu.edu/ |access-date=28 December 2018|title=Home | Center for Cognitive Ubiquitous Computing}}</ref> at [[Arizona State University]] develops assistive, rehabilitative and healthcare applications. Founded by [[Sethuraman Panchanathan]] in 2001, CUbiC research spans three main areas of multimedia computing: sensing and processing, recognition and learning, and interaction and delivery. CUbiC places an emphasis on transdisciplinary research and positions individuals at the center of technology design and development. Examples of such technologies include the Note-Taker,<ref>{{cite news |last1=Kullman |first1=Joe |title=Note-Taker device promises to help students overcome visual impairments |url=https://asunow.asu.edu/content/note-taker-device-promises-help-students-overcome-visual-impairments |access-date=28 December 2018 |publisher=ASU Now |date=23 August 2011}}</ref> a device designed to aid students with low vision to follow classroom instruction and take notes, and VibroGlove,<ref>{{cite web |last1=Panchanathan |first1=Sethuraman |last2=Krishna |first2=Sreekar |last3=Bala |first3=Shantanu |title=VibroGlove |url=https://cubic.asu.edu/content/vibroglove |website=CUbiC.asu.edu |access-date=28 December 2018}}</ref> which conveys facial expressions via haptic feedback to people with visual impairments.
In 2016, researchers at CUbiC introduced “Person-Centered Multimedia Computing,"<ref>{{cite journal |last1=Panchanathan |first1=S. |last2=Chakraborty |first2=S. |last3=McDaniel |first3=T. |last4=Tadayon |first4=R. |title=Person-Centered Multimedia Computing: A New Paradigm Inspired by Assistive and Rehabilitative Applications |journal=IEEE
==See also==
|