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Course Title: Human Computer Interaction You are required to select a small proj

ID: 3592351 • Letter: C

Question

Course Title: Human Computer Interaction You are required to select a small project for step-wise application of the knowledge acquired during this course. It could be a web site, a mobile app, etc. Focus on something that solves a problem or fills a need. Your project needs to be sufficiently complex to show your ability to design multiple screens and interaction flows as the user carries out a small number of tasks. You will be using the same project to work on in other assignments during the entire semester. For this assignment you need to do the following: 1. Brainstorm ideas. You might want to use a free, online mind-mapping tool like SpiderScribe or Mindomo (NOT compulsory). Here are some questions you might want to consider to focus your brainstorming: a) Think of a service you or your friends use. What’s the biggest avoidable hassle (inconvenience) customers must endure? b) What happens in your daily routine that is complex or confusing? How could you simplify it? c) Think of a domain that interests you: shopping, elementary education, exercise, social media, etc. What possibilities are there to do something new or better? What might be redesigned for newer or different technologies like smart phones or gaming platforms? 2. Narrow your choices down to ONE best idea. 3. Answer the following questions . 1- What is the problem? Why is it interesting? 2- Who are the main users affected? 3- List the main goals of your project. 4- Describe in your own words simila

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Explanation / Answer

Human-computer interaction (HCI) is an area of research and practice that emerged in the early 1980s, initially as a specialty area in computer science embracing cognitive science and human factors engineering. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-autonomous fields of research and practice in human-centered informatics. However, the continuing synthesis of disparate conceptions and approaches to science and practice in HCI has produced a dramatic example of how different epistemologies and paradigms can be reconciled and integrated in a vibrant and productive intellectual project.

Until the late 1970s, the only humans who interacted with computers were information technology professionals and dedicated hobbyists. This changed disruptively with the emergence of personal computing in the later 1970s. Personal computing, including both personal software (productivity applications, such as text editors and spreadsheets, and interactive computer games) and personal computer platforms (operating systems, programming languages, and hardware), made everyone in the world a potential computer user, and vividly highlighted the deficiencies of computers with respect to usability for those who wanted to use computers as tools.
The challenge of personal computing became manifest at an opportune time. The broad project of cognitive science, which incorporated cognitive psychology, artificial intelligence, linguistics, cognitive anthropology, and the philosophy of mind, had formed at the end of the 1970s. Part of the programme of cognitive science was to articulate systematic and scientifically informed applications to be known as "cognitive engineering". Thus, at just the point when personal computing presented the practical need for HCI, cognitive science presented people, concepts, skills, and a vision for addressing such needs through an ambitious synthesis of science and engineering. HCI was one of the first examples of cognitive engineering.

This was facilitated by analogous developments in engineering and design areas adjacent to HCI, and in fact often overlapping HCI, notably human factors engineering and documentation development. Human factors had developed empirical and task-analytic techniques for evaluating human-system interactions in domains such as aviation and manufacturing, and was moving to address interactive system contexts in which human operators regularly exerted greater problem-solving discretion. Documentation development was moving beyond its traditional role of producing systematic technical descriptions toward a cognitive approach incorporating theories of writing, reading, and media, with empirical user testing. Documents and other information needed to be usable also.

The original and abiding technical focus of HCI was and is the concept of usability. This concept was originally articulated somewhat naively in the slogan "easy to learn, easy to use". The blunt simplicity of this conceptualization gave HCI an edgy and prominent identity in computing. It served to hold the field together, and to help it influence computer science and technology development more broadly and effectively. However, inside HCI the concept of usability has been re-articulated and reconstructed almost continually, and has become increasingly rich and intriguingly problematic. Usability now often subsumes qualities like fun, well being, collective efficacy, aesthetic tension, enhanced creativity, flow, support for human development, and others. A more dynamic view of usability is one of a programmatic objective that should and will continue to develop as our ability to reach further toward it improves.

The possibility to move is an important aspect of the human condition, and body motion is a natural and essential element of interactive settings and scenarios. Until now the role of body movement however was not addressed with priority in human computer interaction and user experience research. This relative lack of interest probably
can be explained by the limitations of available technologies capable of collecting motion data reliably and economically. Recently these technological restrictions have become less and less severe, and in future we expect an almost complete removal of restrictions stemming from technical limitations. More and more tools become available that allow to easily access and utilize body movements for interaction purposes.
Until recently game controllers for example only used the tiny movements of the fingers to control the action, and current office applications rely almost exclusively on mouse and keyboard input. This is about to change, as the example of the huge success of the Nintendo Wii indicates.
The main goal of this paper is to explore the resulting possibilities and issues for usability and user experience research. We firstly want to outline the theoretical background and present related research focusing on existing work on capturing motion data, the role of movement in human computer interaction. Secondly we present two examples using different technological approaches in addressing these issues and provide information on how we used these approaches in human computer interaction research. We discuss the possibilities, advantages, shortcomings and research implications of these approaches. Finally we provide thoughts on future direction of research using body motion detection and open issues to be solved.