Human-computer interaction as a branch of computer science is concerned with the user-oriented design of interactive systems and their human-machine interfaces (HMI). Knowledge of computer science is complemented by cognitive science, ergonomics, sociology to create Siemens HMI software. Important sub-areas of human-computer interaction, include usability engineering, E -learning, context analysis, interaction design and information design.
Human-machine interaction (HMI) is a parent field which deals with similar issues but generalizes the interaction between humans and the machine. An important aspect in this field involves the usability of software and hardware. The standard EN ISO 9241 (especially Part 110 and 11) defines which requirements are placed on the usability of software or hardware.
Human-computer interaction has differences with the human factor (accounted in ergonomics and usability), it focuses more on users working with computers rather than with other types of equipment. HCI also focuses on the implementation of software and hardware to support the interaction. Thus, the human factor is a broader concept. HCI can be characterized as the human factor - although some experts are trying to divide the data area.
HMI places less emphasis on objectives, procedures and physical activity. The problems tackled by HMI operations are a natural extension of the classical objectives of engineering psychology, except that new problems have a significant cognitive, communication and interactive nature, not previously considered in engineering psychology and helped advance the field in various directions.
Ergonomic studies have also emphasized the relation of working conditions with stress and the visual perception of images. In assessing the current user interface, or developing new interfaces, designers should keep in mind the following principles of development: From the outset, it is necessary to focus on users and tasks. Set the number of users who are required to perform tasks. Iterative design involves determining the number of users, tasks, making empirical measurements.
The following steps are usually applicable in iterative development: develop a user interface, perform testing, and analyzing the results. Iterative development steps are repeated until a practical, user-friendly interface is created. Variety of techniques outlining design technique of human-computer interaction began appearing during the development of this field in the 1980s. Most development methodologies have evolved from models of interaction of users, developers and technical systems. Newer techniques such as cognitive processes of users are treated as predictable and quantifiable.
One can observe that the HMI are increasingly disconnected from the actual implementation of controlled mechanisms. Alan Cooper distinguishes three interface paradigms: technological paradigm - the interface reflects how the controlled mechanism is built. The paradigm of metaphor that can mimic the behavior of an interface as an object of everyday life and thus already controlled by the user. Idiomatic paradigm that uses interface elements in stereotyped behavior, consistent and therefore easy to learn but not necessarily modeled on real-life objects.
From an organic point of view, it is possible to distinguish three types of HMI: The acquisition interfaces: buttons, knobs, joysticks, computer keyboard, MIDI keyboard, remote control, motion sensor, microphone with voice recognition. The combined interfaces: touch screens, multi-touch control feedback. Games and virtual worlds such as Second Life, Everquest or Wolfenstein, where several players or users enjoy overall immersion in a common landscape, provide insight into new relationships that can be implemented through realistic interfaces.
Human-machine interaction (HMI) is a parent field which deals with similar issues but generalizes the interaction between humans and the machine. An important aspect in this field involves the usability of software and hardware. The standard EN ISO 9241 (especially Part 110 and 11) defines which requirements are placed on the usability of software or hardware.
Human-computer interaction has differences with the human factor (accounted in ergonomics and usability), it focuses more on users working with computers rather than with other types of equipment. HCI also focuses on the implementation of software and hardware to support the interaction. Thus, the human factor is a broader concept. HCI can be characterized as the human factor - although some experts are trying to divide the data area.
HMI places less emphasis on objectives, procedures and physical activity. The problems tackled by HMI operations are a natural extension of the classical objectives of engineering psychology, except that new problems have a significant cognitive, communication and interactive nature, not previously considered in engineering psychology and helped advance the field in various directions.
Ergonomic studies have also emphasized the relation of working conditions with stress and the visual perception of images. In assessing the current user interface, or developing new interfaces, designers should keep in mind the following principles of development: From the outset, it is necessary to focus on users and tasks. Set the number of users who are required to perform tasks. Iterative design involves determining the number of users, tasks, making empirical measurements.
The following steps are usually applicable in iterative development: develop a user interface, perform testing, and analyzing the results. Iterative development steps are repeated until a practical, user-friendly interface is created. Variety of techniques outlining design technique of human-computer interaction began appearing during the development of this field in the 1980s. Most development methodologies have evolved from models of interaction of users, developers and technical systems. Newer techniques such as cognitive processes of users are treated as predictable and quantifiable.
One can observe that the HMI are increasingly disconnected from the actual implementation of controlled mechanisms. Alan Cooper distinguishes three interface paradigms: technological paradigm - the interface reflects how the controlled mechanism is built. The paradigm of metaphor that can mimic the behavior of an interface as an object of everyday life and thus already controlled by the user. Idiomatic paradigm that uses interface elements in stereotyped behavior, consistent and therefore easy to learn but not necessarily modeled on real-life objects.
From an organic point of view, it is possible to distinguish three types of HMI: The acquisition interfaces: buttons, knobs, joysticks, computer keyboard, MIDI keyboard, remote control, motion sensor, microphone with voice recognition. The combined interfaces: touch screens, multi-touch control feedback. Games and virtual worlds such as Second Life, Everquest or Wolfenstein, where several players or users enjoy overall immersion in a common landscape, provide insight into new relationships that can be implemented through realistic interfaces.






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