The following outline is provided as an overview of and topical guide to human–computer interaction:
Human–computer interaction – the intersection of computer science and behavioral sciences, this field involves the study, planning, and design of the interaction between people (users) and computers. Attention to human-machine interaction is important, because poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident where investigations concluded that the design of the human–machine interface was at least partially responsible for the disaster.
Human–computer interaction can be described as all of the following:
A field of science – systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe.An applied science – field that applies human knowledge to build or design useful things.A field of computer science – scientific and practical approach to computation and its applications.An application of engineering – science, skill, and profession of acquiring and applying scientific, economic, social, and practical knowledge, in order to design and also build structures, machines, devices, systems, materials and processes.An application of software engineering – application of a systematic, disciplined, quantifiable approach to the design, development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software.A subfield of computer programming – process of designing, writing, testing, debugging, and maintaining the source code of computer programs. This source code is written in one or more programming languages (such as Java, C++, C#, Python,Php etc.). The purpose of programming is to create a set of instructions that computers use to perform specific operations or to exhibit desired behaviors.A social science – academic discipline concerned with society and human behavior.A behavioural science – discipline that explores the activities of and interactions among organisms. It involves the systematic analysis and investigation of human and animal behaviour through controlled and naturalistic observation, and disciplined scientific experimentation. Examples of behavioural sciences include psychology, psychobiology, and cognitive science.A type of system – set of interacting or interdependent components forming an integrated whole or a set of elements (often called 'components' ) and relationships which are different from relationships of the set or its elements to other elements or sets.A system that includes software – software is a collection of computer programs and related data that provides the instructions for telling a computer what to do and how to do it. Software refers to one or more computer programs and data held in the storage of the computer. In other words, software is a set of programs, procedures, algorithms and its documentation concerned with the operation of a data processing system.A type of technology – making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments.A form of computer technology – computers and their application.Command line interfaceGraphical user interface (GUI)Copy and paste, Cut and pasteSingle Document Interface, Multiple Document Interface, Tabbed Document InterfaceElements of graphical user interfacesPointerWidget (computing)iconsWIMP (computing)Point-and-clickDrag-and-dropWindow managersWYSIWYG (what you see is what you get)Zooming user interface (ZUI)Brushing and linkingCrossing-based interfacesHuman–computer interaction draws from the following fields:
psychologyhuman memoryhuman perceptionsensory systemsociology and social psychologycognitive sciencehuman factors / cognitive ergonomics / physical ergonomicsrepetitive strain injurycomputer sciencecomputer graphicsartificial intelligencecomputer visionvisualizationinformation visualizationscientific visualizationknowledge visualizationdesignindustrial designgraphic design and aestheticsinformation designinteraction designprocess-centered designsonic interaction designInteractive Art and HCIlibrary and information science, information scienceinformation securityHCISecspeech-language pathologypersonal information managementphenomenologyHistory of human–computer interaction
Ivan Sutherland's SketchpadHistory of automated adaptive instruction in computer applicationsHistory of the GUITime Sharing (1957)hypertext (Ted Nelson 1963), hypermedia and hyperlinksDirect manipulation (ex. lightpen 1963, mice 1968)Desktop metaphor (197x XEROX PARC)Windows-ParadigmPersonal Computer (1981)CSCW: Computer Supported Collaborative (or Cooperative) Work, collaborative softwareUbiquitous computing ("ubicomp") coined 1988World Wide Web (Tim Berners Lee 1989)Mobile interaction"sensor-based / context-aware interaction"-paradigmNotable systems and prototypes
Office of the future (1940s)Sketchpad (1963)NLS and The Mother of All Demos (1968)Dynabook (circa 1970)Xerox Alto (1973)Xerox Star (1981)Apple Macintosh (1984)Knowledge Navigator (1987)Project Looking Glass (circa 2003 or 2004)The Humane Environment (alpha release, 2004)accessibility and computer accessibilityadaptive autonomyaffordancebanner blindnesscomputer user satisfactioncontextual design and contextual inquirygender HCIgulf of evaluationgulf of executionhabituationhuman action cyclehuman interface devicehuman–machine interfaceinteractioninteraction techniquelook and feelmodephysiological interactionprinciple of least astonishmentprogressive disclosuresonic interaction designthanatosensitivitytransparencyusability and usability testinguser, luseruser experience and user experience designuser-friendlinessuser interface and user interface designuser interface engineering and usability engineeringhandheld devicesHuman–computer information retrievalInformation retrievalInternet and the World Wide WebmultimediaSoftware agentsUniversal usabilityUser experience designVisual programming languages.KnowbilityHardware input/output devices and peripherals:
List of input devicesunit record equipmentbarcode scannerkeyboardcomputer keyboardkeyboard shortcutways to make typing more efficient: command history, autocomplete, autoreplace and Intellisensemicrophonepointing devicecomputer mousemouse chordingList of output devicesvisual devicesgraphical output devicedisplay devicecomputer displayvideo projectorcomputer printerplotterauditory devicesspeakersearphonestactile devicesrefreshable Braille displaybraille embosserHaptic devicesactivity-centered designAffordance analysisbodystormingContextual designfocus groupiterative designparticipatory designpictive user interface workshop methodrapid prototypingScenario-based design (SBD)task analysis/task modelinguser-centered designusage-centered designUser scenarioValue sensitive designWizard of Oz experimentUsability testingheuristic evaluationcognitive walkthroughusability labModels and laws
Hick's lawFitts' lawSteering lawGOMS – goals, operators, methods, and selection rulesKeystroke-level model (KLM)Motion pictures featuring interesting user interfaces:
2001: A Space Odyssey (1968)Star Wars Episode IV: A New Hope (1977)Alien (1979)Blade Runner (1982)Tron (1982)The Last Starfighter (1984)Ghost in the Shell (1991/1995)The Lawnmower Man (1992)Johnny Mnemonic (1995)The Matrix (1999)Serial Experiments LainFinal Fantasy: The Spirits Within (2001)Minority Report (2002)Simone (2002)I, Robot (2004)Iron Man (2008)Avatar (2009)Her (2013)Industrial labs and companies
Industrial labs and companies known for innovation and research in HCI:
Alias WavefrontApple ComputerAT&T LabsBell LabsHP LabsMicrosoft ResearchSRI International (formerly Stanford Research Institute)Xerox PARCOblong IndustriesTim Berners-LeeBill BuxtonJohn M. Carroll (information scientist)Douglas EngelbartPaul FittsAlan KaySteve MannTed NelsonJakob Nielsen (usability consultant)Donald NormanJef RaskinGeorge G. RobertsonBen ShneidermanHerbert A. SimonIvan SutherlandTerry Winograd