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== Human-centered systems ==
'''Human-centered systems''' ('''HCS
# 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:
== Human-
Within the field of
The concept of
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
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 | 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
==See also==
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