The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
2. Introduction
• The world we live in today has become saturated of
computer technologies. Not only in their respective
physical forms, but the computer has also started
ruling our minds.
• The aim of this report is to reflect upon the changes
afoot and outline a new paradigm for understanding
our relationship with technology.
• At the end, I post a conclusion as to how the Human
Computer Interaction will shape the world in the
next 15 years or so.
3. What am I talking about?
We have features for every step of the way
Features of
HCI
Present day
analysis and
expectation
Construction
of ideal HCI
6. Introduction to Part-1
GUIs to Gestures
Making fancy presentations on PowerPoint, creating excel
sheets and use word to process documents is how we’ve
been using graphic user interface since always.
The use of Gestures started with the degradation of mouse
and keyword input usage. Touch-screen and voice gestures
started replacing them.
Systems have started allowing people with severe physical
disabilities to use their brain waves to interact with their
environment. Real-time brainwave activity is beginning to
be used to control digital movies, turn on music, and switch
the lights on and off.
Gestures have hence started replacing our hardware input
techniques from GUIs.
7. Display Units to Smart Fabrics
• Computers have not just
influenced interactions with the
screen but also with fabrics.
• The fixed video display units
(VDUs) of the 1980s are being
superseded by a whole host of
flexible display technologies and
‘smart’ fabrics.
• The rise of OLED’s(organic light
emitting diodes) and Plastic
Electronics have made displays go
cheaper, high in resolution and less
power consuming.
• The screen could be folded,
stretched or if required
miniaturized.
8. Handsets to Mobiles
• The telephone industry has transformed itself from brick to
iPhone. This has brought the most interactive and advanced
technology in our palms.
• We now use mobile devices to interact with objects in the
real world, acting more as if they are extensions of our own
hands, by pointing and gesturing with them.
While travelling travelling, we can gesture with our mobile
device at a historic building and be offered up an audio or
visual history of its architecture. Taking a picture of a product
in the supermarket can send us back information about where
the product came from, its associated air miles, and ecological
credentials.
9. Human Values in the face of Change
• The first has to do with how the proliferation and embedding of
technology has reshaped the way digital devices are presented to us, the
interface.
• Second, changes in how we live with and use technology have resulted in
us becoming ever more dependent upon computing.
• Third, the increasing importance of communication technologies in our
private and public lives has tied us together in new ways.
• Fourth, our desire to be in touch is equalled by our desire to capture
more information about our lives and our doings.
• Finally, the proliferation and appropriation of new kinds of digital tools by
people from all walks of life signals the growth of creative engagement
through technology.
10. Human characteristics
• To understand the human as an information-processing system,
how humans communicate, and
people’s physical and psychological requirements
• Human information processing
– characteristics of the human as a processor of information
• memory, perception, motor skills, attention, problem-solving, learning and skill
acquisition, motivation, conceptual models, diversity...
• Language, communication and interaction
– aspects of language
• syntax, semantics, pragmatics; conversational interaction, specialized languages
• Ergonomics
– anthropometric and physiological characteristics of people and their
relationship to workspace and the environment
• arrangement of displays and controls; cognitive and sensory limits; effects of
display technology; fatigue and health; furniture and lighting; design for stressful
and hazardous environments; design for the disabled...
17. User Interfaces – 4 Types
• 1. Command Line Interface (CLI)
– A CLI displays a prompt, the user types a command on the keyboard and
executes the command. The computer executes the command, providing
textual output.
• 2. Menu Driven Interface
– The user has a list of items to choose from, and can make selections by
highlighting one.
18. User Interfaces – 4 Types
• 3. Graphical User Interface (GUI)
– Uses windows, icons, menus and pointers (WIMP) which can be manipulated
by a mouse (and often to an extent by a keyboard as well).
• 4. Natural Language Interface
– Can range from simple command systems to voice activated text processing.
Commands are spoken in “normal” language.
19. End of Interface Stability
• Our desire for vitality and independence as we grow
older might motivate us to place medical devices close
to or even within our bodies.
• The new relationships between digital devices and the
world will bring to the fore a host of human values that
hitherto have not been considered in relation to
technology – many of which are manifest in the nature
of the world we inhabit.
• The emergence of increasingly complex computational
ecosystems will also have significant impact on our
views of society and technology.
20. Extending the research and Design Cycle
• Stage 1: Understand
The initial – and new – stage we suggest is to focus on human values
and to pinpoint those that we wish to design for and to research.
• Stage 2: Study
This stage of research consists of developing a deeper understanding
of what factors are at play in how the values of interest are manifest in
the everyday world.
• Stage 3: Design
The third stage is primarily a design or creative phase and involves
reflecting on what the design goals should be.
• Stage 4: Build
This phase can involve anything from low-tech methods such as paper
prototypes and sketches, to more hi-tech and robust systems ready for
long-term field testing.
21. The ideal HCI with
recommendation for the
future
Broadcast and compress for seamless delivery
23. Good Interface Design 1
SAFELY
EFFECTIVELY
EFFICIENTLY
ENJOYABLY
Tasks can be completed without risk – e.g.
flying an aeroplane.
Being able to do the right task and do it well –
e.g. videoing a TV programme
To carry out tasks quickly and correctly – e.g.
at a cashpoint
Users should be able to enjoy what they are
doing, not be frustrated by the interface – e.g.
educational programs
Users should be able to use an interface:
24. Good Interface Design 2
WHO
WHAT
ENVIRONMENT
FEASIBILITY
Who is going to use the system, what are their
ages, etc.?
What tasks are they likely to want to perform?
Repetitive, complex, simple, etc.
Where is the computer to be used? In a
hazardous or noisy environment?
What is technologically available? Designers
should not add elements to the interface that
cannot actually be used out easily.
There are four considerations for an interface designer:
26. What about the futuristic goals and
recommendations yet to mention?
27. Recommendations for the Future
• Recommendation 1: Revisit Research and Design methods in HCI
Explore new ways of understanding users.
Reconsider how to evaluate digital technologies. There is a need to be
sensitive to a shift away from the world of work, with its emphasis on
productivity and efficiency, towards considerations of leisure and
entertainment pursuits as well as towards aesthetic and cultural systems
of value.
• Recommendation 2: Be explicit about the remit of HCI
• Recommendation 3: Develop disciplinary techniques that allow HCI
to collaborate with other research communities.
• Recommendation 4: Teach HCI to the young
• Recommendation 5: More advanced training for future HCI
researchers
• Recommendation 6: Engage with government, policy and society
• Recommendation 7: Offer an inclusive future
28. Goals for HCI Profession
1. Science vs. Intuition in interface Design
The biggest challenge stays to connect our exact
thoughts with the needed output in the computer.
2. Influencing academic and industrial researchers.
3. Providing tools, techniques, and knowledge for the
commercial designer.
Rapid prototyping is easy when using contemporary
tools.
To refine the systems, use feedback from individual or
groups of user.
4. Raising the computer consciousness of the general
public
30. • Comparing a Computer as being
Color Blind to all our gestures and
interactions.
• Although it will succeed in
transforming most of the gestures
to fruitful output, there will
always be something that would
lack.
• As a result, Human Computer
Interaction can never give a 100%
output, but we can always work
for reducing the difference to the
minimal levels.
Picture Perfect
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