HCI is a term used to mean either human-computer interaction or human
computer interface. The former is the more common usage, though in the
United States computer-human interaction (CHI) is sometimes used. It replaces
the older and rather sexist man-machine interface or interaction (MMI), though
in some ways MMI is to be preferred as it implies a breadth of study which is
useful in the development of human-computer systems. It indicates that
potentially computer interfaces of one sort or another will operate at all levels
of our lives. The term human-machine interaction would certainly be an even
better choice since it might serve as a reminder that computers are gradually
infiltrating more and more of the machinery and equipment commonly used,
and sometimes the interfaces and functionality of those everyday machines are
hard for users to fathom. However, in this book the term HCI is used and is
taken to mean human-computer interaction unless stated otherwise. Human
computer interaction is the study of the relationships which exist between
human users and the computer systems they use in the performance of their
various tasks.

HCI endeavours to provide an understanding of both the human user and the
computer system, in an effort to make the interactions between the two easier
and more satisfying. However, the emphasis should always be on the user. HCI
is a discipline concerned with the optimisation of these two complex systems;
computers are highly complex machines and human users are highly complex
organisms. Human-computer interaction seeks to provide an understanding of how users
function, the tasks they need to perform and the way in which a
computer system needs to be structured to facilitate the easy carrying out of
those tasks. The aim is to create computer applications that will make users
more efficient than they would be if they performed their tasks with an
equivalent manual system. This last point is very important, since all too often
computerized applications are produced that do not make the user's task easier
and more satisfying, nor do they save time.
To understand users it is necessary to understand the processes, capabilities
and predilections that they might bring to the tasks they perform. This will
involve an understanding and knowledge of such things as memory, vision,
cognition, hearing, touch and motor skills. The computer system will need to be
understood in terms of what it can do for users and how it might best
communicate with them. Finally, the user's task has to be understood according
to what it is, its relationship to other tasks and how it might best be
accomplished using the computer system. Understanding all of these very
complex parts is not easy. But hopefully, during the course of the following
chapters, some of that complexity will become much more familiar and easier
to comprehend.
Today it is necessary to add to these studies a wider understanding of the
environment in which the user is active and performing tasks. Any good
designer of a modern human-computer system should consider carefully the
characteristics of the organization in which the tasks are performed. This
requires an understanding of the sociology of the user's environment as users
do not perform tasks in isolation nor is any task an isolated task. Thus, in
studying human-computer interaction it is necessary to take a very broad
approach and to consider as a matter of course socio-technical design and the
solutions that this might give to the problems of designing systems for
particular environments. Just as it is unrealistic to assume that all tasks are thesame, so is it unrealistic to presume that all users are the same, or that all
organizations act in a similar way. The task of HCI is to design for people, for
tasks and for environments. If HCI is to be effective then it needs to consider
all of these aspects in the design and development of human-computer systems.
Later in the book the role of socio-technical design and its application for the
realm of HCI will be examined.
In understanding the building blocks that can be used in the construction of
human-computer systems, it is important to consider how the various potentials
might be maximized. The interface has to play up to their strengths and
compensate for their weaknesses. This is possible only if there is an
understanding of the capabilities of each of those elements. To this end, anyone
wishing to practise HCI needs to obtain a firm understanding of what the
building blocks consist of, how they operate, and how they might interact with
each other in a system. Thus, one of the primary roles of HCI is one of
understanding and clarification.

HCI is a multi-disciplined field. This means that it leans heavily upon other
areas of expertise which, in turn, provide significant inputs to its operation and
a framework for its practices. It needs to gain its inputs from many other
associated areas of study because it has to understand both the computer
system, the human user and the task the user is performing. The ability to
develop a computer system will require an understanding of computer
engineering, programming languages, input/output devices and so on. An
understanding of the user will require an appreciation of human behaviour, of
social interaction, of environment, attitudes, motivation, and so on. An
understanding of task requires a means of identifying what is being done and
why and in what type of environment.
Some readers may find Figure 1.1 rather frightening. They may fear that it
means that they will need to know all about psychology, sociology, ergonomics
and various other diverse and complicated subject areas before they can even
approach the study of human-computer interaction. Of course, this would be
impossible.
All of the subject areas mentioned above are suitable for study in their own
right, so to take them on board at the same time as studying HCI would require
an unacceptable effort on the part of an average person.
But rather than being frightening, Figure 1.1 should be seen as a mark of
HCI's strength. The vast inputs from other subjects make the study of HCI a
source of inspiration and excitement. It means that experts in human-computer
interaction can bring to HCI a wealth of knowledge obtained from very diverse
sources.
In the past, HCI practitioners have come from many different fields, although
many have a background in psychology. They have brought to the subject a
vast range of skills, attitudes and abilities. However, in the past it has been very
unlikely that any one person would have all of the expertise that was needed for
the development of a human-computer system. Thus, HCI practitioners have
often formed part of software development teams.
Though they bring to the
design of the interface considerable expertise and skill, they will also need to
supplement this knowledge with sorties into different disciplines as and when
this extra information is required. Figure 1.2 suggests some contributions that
the various areas might make.
For example, it could be argued that the use of graphic artists might be a
good idea to help with the design of screen displays or of icons since they
would be accustomed to presenting information in an appropriate and eye catching
way. The student of HCI should be aware of the fact that it might be
necessary to go much further afield than knowledge of the user, the task and
computers in order to solve a particular problem for a particular system.
Building a human-computer system might well involve seeking help from
another expert who is not directly involved in the design or development of
computer systems. It is the knowledge of what sort of information is needed in
order to solve a particular problem that the study of human-computer
interaction will hopefully provide. HCI still has much to learn from other
subject areas as it is still a relatively young field of interest and it is still
being
defined.
All too often, a mention of HCI still gets the response 'What's that?' a sure
sign of its youth. Certainly, the amount of input from each field varies
according to the area of HCI being examined and probably it also depends on
the person who is practising it. Some HCI practitioners view HCI as a branch
of computer science and place the emphasis on the development of software.
Others see it as a branch of psychology and spend their time studying people.
Still others may see HCI as a branch of ergonomics and will place the emphasis
on human capabilities. HCI courses and research can occur in computer studies
or computer science departments, departments of psychology or departments of
ergonomics. Depending on the subject area of the hosting discipline the nature
of the focus for HCI will differ. Although a theoretical framework is necessary
for the continued strength of the subject, theory alone is insufficient if it is not
applied to the real world (Faulkner, 1995). Therefore, HCI needs a strong link
with computing if it is to influence the software engineers of the future.
In my own School of Computing, first year software development
students study the problems of interface design as a matter of course. It
is hoped that by exposing them early to the idea of user friendly design,
they will see this as a natural part of the development of good software.
When you are first learning how to program, the user seems to be the
least of your worries, so it is a measure of the good work done by both
the lecturers concerned with the delivery of that course and the students
themselves that software is built that does attempt to consider the user.
At the end of the day, HCI must deliver systems that are easier for the
end user. The theory must be applied and must produce tangible results.
What remains true though is that all the time that HCI is involved in an
attempt to solve the problem of how to make interaction with computers easier
it will continue to draw upon material as and when it is needed.

For example,
f it was found that better interfaces could be built by using human abilities of
taste then HCI would need to address more closely the problems of taste based
interfaces. Many HCI practitioners would like to see HCI take on a larger role
in the development of entire systems and to consider some of those aspects
currently tackled by ergonomics too.
As systems develop it is likely that the areas of study will expand
accordingly. HCI is not a discipline for those people who prefer their
knowledge to be relatively static. HCI is constantly changing and evolving a
the ability to build better systems develops. This tends to require a greater
use. Furthermore, because HCI draws so heavily upon other areas of study, it
understanding of the way in which human beings operate with the systems they
has to readjust its own findings and practices as the body of knowledge in the
other fields is added to or altered as part of the ongoing process of the
development of ideas.
As well as being mutable, the material HCI has to deal with is often complex
and contradictory because human beings are highly complex and some people
necessary
would say contradictory too. To create better systems for people it is
to know about the person, the task being performed and the environment in
which that task will be carried out. That way, good systems can be built that
will actually fulfil the real needs of the user. These will be systems that will be
used by the user because they do really help to perform the task required of
them. In other words, it can be said that the aim of HCI is to know the user and
to understand the task the user is trying to perform. If the designer of a
computer application knows the user and also understands the task that this user
is performing then there is a better chance of providing an appropriate system.
Above all, if an understanding of user and task exists then the likelihood is that
a system will be built that the user will adopt in preference to any other
available tools that may or may not be computerized.
The coming chapters will examine both the end-user and the task being
performed and the ways in which computerized systems can be built to make
the performance of the task more efficient and more pleasant for the end user.
In building the human-computer interface designers are helping to create a
human-computer system which will be both efficient and satisfying to use. HCI
practitioners are concerned with both these aspects of efficiency and user
satisfaction, since a user who is satisfied with a system is likely to be far more
efficient.
1.3 The importance of HCI
Today, computers are widely used by people who although they may be experts
in their particular field, for example medicine, banking or flying aircraft, are not
necessarily computer experts. In other words, they might know a great deal
about the task they want to perform but nothing or very little, about the
computer they use. It is important to recognize that the users may well be
experts in their own right since an acknowledgement of this may well prevent
the development of a system that talks down to them. It is necessary to accept
that there is no real need for experts in other fields to become computer experts
as well, any more than there is any need for people to be telephone engineers before
they can use a telephone. It ought to be possible to produce computer
systems that enable the user to perform the task without first acquiring a
detailed knowledge of computer systems. The user's knowledge of the task
ought to be quite sufficient to enable the successful completion of the task with
the aid of a computer. If the human-computer system is properly built, the user
will actually ignore it and will not notice that it is there. The very best systems
and the very best interfaces will be overlooked entirely by the user. A good
computer system, like a good pair of shoes, should feel natural, comfortable
and fit without the user being aware of it.
Therefore, the aim of HCI should be to build computer applications that are
jargon free and easy to use to the degree that all the user sees is the task and
not the computer system at all! Although many people working with computers
find them fascinating and rewarding, the same is not true of everyone.
Therefore, designers of systems have to understand the centrality of the user's
task above all else. It is the task that is important, not the means by which the
task is done. Indeed, it could well be that the replacement computerized system
creates a sense of loss in the user for the old manual system.
I was once told by a graphic designer that although the computerized
system he used was fast, efficient and relatively easy to use, he missed
his compass, his pencils and rulers and the feel of the various pieces of
equipment as he changed between them. He felt that he had lost some of
his skills. As designers of computerized systems we need to take such
sentiments seriously and to remember that the loss of tools and a
perceived loss of skill are both stiff competition to our systems, however
good we might think they are. Our computerized solution needs to make
up for the fact that it does take away this close relationship between the
craftsperson and the tools of the trade. If we fail to understand this then
in some vital respect we fail to understand the user and the task being
done.
It is the duty of systems designers to understand these feelings of the user
and to make the system so easy and natural to use that the user is able to
concentrate on the task alone. The loss of the manual system will not be
mourned because the user is able to concentrate on the interesting and creative
aspects of the task without worrying about incidental difficulties that may have
got in the way with the manual system.
It is an economic fact of life that the cost of software is still relatively high
and a competitive edge is more difficult to achieve for software companies
wishing to sell their products. The interface to a system might just give it the
desirable edge over that competition. Certainly, many users will judge software
on the basis of the interface; after all the interface is the only part they see,
and
they will prefer one system over another because of its perceived relative ease.
Once users have adopted a particular piece of software they are liable to remain
with that product for all sorts of reasons, some of which are examined
below:
1 The initial cost will make an immediate change to another system
unlikely unless there is a pressing need for a change.
2 Upgrades to the application will hopefully build on the existing system
and will not require a whole new way of thinking about the task So the
user is unlikely to wish to swap to another product because of the
retraining involved.
3 Software development houses usually offer reduced prices for upgrades,
provided that an earlier version has been purchased. This will encourage
customers to stay with their original choice of package.
4 The way in which the software encourages a user to think about the task
will mean that the user comes to see that software as being intuitive.
Once organizations are using a particular piece of software, or computer
system, it is difficult for them to extricate then mselves, especially if they are a
large organization and the software is used throughout that organization. This
is referred to as being locked into a particular system. The cost of retraining an
entire staff, both in terms of financial outlay and time, might well be
prohibitive. Even where the cost in financial terms is not considerable, the task
of retraining is not to be taken on lightly: people do not like to scrap skills they
already have. The interface, therefore, must reduce the trauma of learning and
maximize the ease of transition from the existing system to the new system.
Therefore, it can be said that the first impression the interface creates on the
user continues to be of prime importance to those wishing to sell their products.
The differences between two pieces of software might be minimal or non
existent in terms of performance and functionality, how quickly a task is
performed and what tasks can be performed with the computer application. But
the choice between the two products might seem to be profound to the end user
who may well choose one rather than the other on the basis of how easy it
appears to be to learn and to use.
It is expensive to train users of computer systems. The task of training
involves both the learner and the trainer to be released from their usual tasks,
although it is possible that the trainer's task is training! It has to be remembered
that learners will be unable to be left alone to carry out the task until they are
proficient in the use of the new system. It might be they require support for
some time after the initial training has been completed, before they are
sufficiently confident with the new system.
The computer is just a tool and the
employee is employed to perform a task. However, the tool is not important in
itself and any necessary training is therefore a means to an end rather than an
end in itself.
For all of the reasons discussed above, employees often resent having to
spend time learning new systems and certainly employers would prefer that
training was not necessary or, if it is absolutely essential, that it is kept to an
absolute minimum. Employees who are either training or being trained are, as
far as business is concerned, effectively unproductive. They might be learning
something or teaching something but nothing tangible is actually produced.
Therefore, it is true to say that a system that is easy and natural to use will save
the organization money in the long run since it will require less training and
less time spent in supporting the learner of the new system. Such a system is
much more likely to be used than a system that requires more time spent on it
both in terms of learning and in user support.
Lastly, as computer system pervade more aspects of our daily lives,it is likely that
legislation will gradually become wider in its application to software.there is
already have some legislation that can be applied to software and its fitness for
purpose..
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