Human-computer interaction (HCI) is a multidisciplinary scientific field that deals with the development, evaluation and implementation of interactive computing systems for human use, as well as to study various aspects of its impact. In the field of computer supported collaborative work, emphasis is placed on the ability of systems to support collaborative interaction of a group of people. The system may be based on the Siemens HMI software.
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.
The computer has evolved very quickly since its debut in 1940. The first computers used punched cards, punched tapes or tapes. There were a keyboards for interacting with the system (console). Personal computers then began using floppy disks and a mouse before moving to touchscreens. The mouse allows you to use a computer with the WIMP paradigm that relies on graphical interfaces to organize the presentation of information to the user.
As an example, when driving the driver uses the steering wheel and accelerator to determine direction and speed. The steering, throttle and dashboard instruments in this example, are the human-machine interface. The vehicle reacts to the interaction. An important aspect of human-computer interaction entails ensuring user satisfaction.
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.
When designing user interfaces, developers consider the results of cognitive research in areas such as memory and attention. Modern models tend to focus on the ongoing feedback and dialogue between users, developers and engineers endeavor to ensure that the technical system revolve around the needs of users. User-oriented design: the development of user-centric systems is a modern, widely practiced philosophy, the essence of which is that users should be central to the development of any computer system.
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.
The computer has evolved very quickly since its debut in 1940. The first computers used punched cards, punched tapes or tapes. There were a keyboards for interacting with the system (console). Personal computers then began using floppy disks and a mouse before moving to touchscreens. The mouse allows you to use a computer with the WIMP paradigm that relies on graphical interfaces to organize the presentation of information to the user.
As an example, when driving the driver uses the steering wheel and accelerator to determine direction and speed. The steering, throttle and dashboard instruments in this example, are the human-machine interface. The vehicle reacts to the interaction. An important aspect of human-computer interaction entails ensuring user satisfaction.
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.
When designing user interfaces, developers consider the results of cognitive research in areas such as memory and attention. Modern models tend to focus on the ongoing feedback and dialogue between users, developers and engineers endeavor to ensure that the technical system revolve around the needs of users. User-oriented design: the development of user-centric systems is a modern, widely practiced philosophy, the essence of which is that users should be central to the development of any computer system.
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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