Human–computer interaction in the context of "Computer science"

⭐ In the context of computer science, human–computer interaction (HCI) is considered distinct from software engineering primarily because HCI focuses on:

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⭐ Core Definition: Human–computer interaction

Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. 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 how people interact with computers and design technologies that allow humans to interact with computers in new ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts.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, behavioral sciences, design, media studies, and several other fields. 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. 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.

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👉 Human–computer interaction in the context of Computer science

Computer science is the study of computation, information, and automation. Included broadly in the sciences, computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design and implementation of hardware and software). An expert in the field is known as a computer scientist.

Algorithms and data structures are central to computer science.The theory of computation concerns abstract models of computation and general classes of problems that can be solved using them. The fields of cryptography and computer security involve studying the means for secure communication and preventing security vulnerabilities. Computer graphics and computational geometry address the generation of images. Programming language theory considers different ways to describe computational processes, and database theory concerns the management of repositories of data. Human–computer interaction investigates the interfaces through which humans and computers interact, and software engineering focuses on the design and principles behind developing software. Areas such as operating systems, networks and embedded systems investigate the principles and design behind complex systems. Computer architecture describes the construction of computer components and computer-operated equipment. Artificial intelligence and machine learning aim to synthesize goal-orientated processes such as problem-solving, decision-making, environmental adaptation, planning and learning found in humans and animals. Within artificial intelligence, computer vision aims to understand and process image and video data, while natural language processing aims to understand and process textual and linguistic data.

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Human–computer interaction in the context of Cursor (user interface)

In human–computer interaction, a cursor is an indicator used to show the current position on a computer monitor or other display device that will respond to input, such as a text cursor or a mouse pointer.

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Human–computer interaction in the context of Graphical user interface

A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where head-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.

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Human–computer interaction in the context of Douglas Engelbart

Douglas Carl Engelbart (January 30, 1925 – July 2, 2013) was an American engineer, inventor, and a pioneer in many aspects of computer science. He is best known for his work on founding the field of human–computer interaction, particularly while at his Augmentation Research Center Lab in SRI International, which resulted in creation of the computer mouse, and the development of hypertext, networked computers, and precursors to graphical user interfaces. These were demonstrated at The Mother of All Demos in 1968. Engelbart's law, the observation that the intrinsic rate of human performance is exponential, is named after him.

The "oN-Line System" (NLS) developed by the Augmentation Research Center under Engelbart's guidance with funding mostly from the Advanced Research Projects Agency (ARPA), later renamed Defense Advanced Research Projects Agency (DARPA), demonstrated many technologies, most of which are now in widespread use; it included the computer mouse, bitmapped screens, word processing, and hypertext; all of which were displayed at "The Mother of All Demos" in 1968. The lab was transferred from SRI to Tymshare in the late 1970s, which was acquired by McDonnell Douglas in 1984, and NLS was renamed Augment (now the Doug Engelbart Institute). At both Tymshare and McDonnell Douglas, Engelbart was limited by a lack of interest in his ideas and funding to pursue them and retired in 1986.

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Human–computer interaction in the context of Interactivity

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks.

Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:

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Human–computer interaction in the context of User interface

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.

Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the user.

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Human–computer interaction in the context of Copy and paste

Cut, copy, and paste are essential commands of modern human–computer interaction and user interface design. They offer an interprocess communication technique for transferring data through a computer's user interface. The cut command removes the selected data from its original position, and the copy command creates a duplicate; in both cases the selected data is kept in temporary storage called the clipboard. Clipboard data is later inserted wherever a paste command is issued. The data remains available to any application supporting the feature, thus allowing easy data transfer between applications.

The command names are a (skeuomorphic) interface metaphor based on the physical procedure used in manuscript print editing to create a page layout, like with paper.The commands were pioneered into computing by Xerox PARC in 1974, popularized by Apple Computer in the 1983 Lisa workstation and the 1984 Macintosh computer, and in a few home computer applications such as the 1984 word processor Cut & Paste.

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