Human-centered computing: Difference between revisions

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== Human-centered systems ==
'''Human-centered systems''' ('''HCS)''') are systems designed for human-centered computing. This approach was developed by [[Mike Cooley (engineer)|Mike Cooley]] in his book ''[[Architect or Bee?]]'' <ref>http://www.spokesmanbooks.com/Spokesman/PDF/131OGrady.pdf | Architect or Bee? The human price of technology</ref> drawing on his experience working with the [[Lucas Industries#Lucas Plan (1976)|Lucas Plan]]. HCS focuses on the design of interactive systems as they relate to human activities.<ref>{{Cite web|title = Human-Centered Systems &#124; Research Areas &#124; Research {{!}} Computer Science & Engineering {{!}} College of Engineering|url = http://engineering.tamu.edu/cse/research/areas/human-centered-systems|website = engineering.tamu.edu|access-date = 2015-04-17|first = Texas|last = Communications}}</ref> According to Kling et al., the Committee on Computing, Information, and Communication of the [[National Science and Technology Council]], identified human-centered systems, or HCS, as one of five components for a High Performance Computing Program.<ref name=":0">{{Cite web|title = Human Centered Systems in the Perspective of Organizational and Social Informatics|url = http://philfeldman.com/Human_centered_systems_in_the_perspective_of_organizational_and_social_informatics.pdf|website = philfeldman.com|access-date = 2015-04-17}}</ref> Human-centered systems can be referred to in terms of human-centered automation. According to Kling et al., HCS refers to "systems that are:
# based on the analysis of the human tasks the system is aiding
# monitored for performance in terms of human benefits
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# adaptable easily to changing human needs."<ref name=":0" />
 
In addition, Kling et al. defines four dimensions of human-centeredness that should be taken into account when classifying a system: &nbsp;systems that are human centered must analyze the complexity of the targeted social organization, and the varied social units that structure work and information; &nbsp;human centeredness is not an attribute of systems, but a process in which the stakeholder group of a particular system assists in evaluating the benefit of the system; the basic architecture of the system should reflect a realistic relationship between humans and machines; &nbsp;the purpose and audience the system is designed for should be an explicit part of the design, evaluation, and use of the system.<ref name=":0" />
 
== Human-Centeredcomputer Computing and Human Computer Interactioninteraction ==
Within the field of Humanhuman-Computercomputer Interactioninteraction (HCI), there is a commonly usedthe term known as "user-centered." is commonly used. The main focus of this approach is to thoroughly understand and address user needs to drive the design process. However, it's important to note that Humanhuman-Centeredcentered Computingcomputing (HCC) goes beyond conventional areas like usability engineering, human-computer interaction, and human factors which primarily deal with user interfaces and interactions. Experts define HCC as a discipline that integrates disciplines such as learning sciences, social sciences, cognitive sciences, and intelligent systems more extensively compared to traditional HCI practices.
 
The concept of Humanhuman-Centeredcentered Computingcomputing (HCC) is regarded as an essential aspect within the realm of computer-related research, extending beyond being just a subset discipline of computer science. The HCC perspective acknowledges that "computing" encompasses tangible technologies that enable diverse tasks while also serving as a significant social and economic influence.
 
In addition, Dertouzos elaborates on how HCC goes beyond the notion of interfaces that are easy for users to navigate by strategically incorporating five technologies: natural interaction, automation, personalized information retrieval, collaborative capabilities, and customization.
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== 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'tdoes not 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 name="Affairs"/> High-fidelity means that the prototype is interactive or "clickable" and simulates the a real application.<ref>{{Cite web|url=https://www.usability.gov/what-and-why/glossary/high-fidelity-prototype.html|title=High-Fidelity Prototype {{!}} Usability.gov|date=2013-06-10|website=www.usability.gov|language=en-us|access-date=2019-12-09}}</ref> After creating this high-fidelity prototype of their design, the designer can then conduct [[usability testing]]. This involves collecting participants that represent the target audience of the product and having them walk through the prototype as if they were using the real product. The goal of usability testing is to identify any issues with the design that need to be improved and analyze how real users will interact with the product.<ref>{{Cite web|url=https://www.usability.gov/how-to-and-tools/methods/usability-testing.html|title=Usability Testing|last=Affairs|first=Assistant Secretary for Public|date=2013-11-13|website=www.usability.gov|language=en-us|access-date=2019-12-11}}</ref> To run an effective usability test, it is imperative to take notes on the users behavior and decisions and also have the user thinking out loud while they use the prototype.
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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 &#124; 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"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 MultiMedia |date=July–September 2016 |volume=23 |issue=3 |pages=12–19 |doi=10.1109/MMUL.2016.51 }}</ref> a new paradigm adjacent to HCC, which aims to understand a user’suser's needs, preferences, and mannerisms including cognitive abilities and skills to design ego-centric technologies. Person-centered multimedia computing stresses the multimedia analysis and interaction facets of HCC to create technologies that can adapt to new users despite being designed for an individual.
 
==See also==