Human-Computer Interface
Part 1
Human-computer interfaces came out as an area of research and practice around the 1970s and 80s. Although it started as an aspect of computer science, it grew and got to a point where it attracted individuals from different disciplines. In the 70s, as the personal computer became popular, the graphical user interface came to be developed. With this, it was easy to visualize, understand, and use the computer. HCI rose in popularity because now, people did not have to be expert programmers to know how to command the computer. With this HCI, the floodgates of personal computing truly opened.
During this time, the focus of HCI was on cognitive modeling so that people could easily learn and be able to communicate with personal computers and desktops, which had come from the point of not being very usable at first. The idea was to map the physical office environment into the computer interface to make it easy to interact with (Baecker, 1995). The users of these systems would find it easy to work with and easily learn how the machine works by relating it to real life. This was the soul of software design, and it helped the machine become more usable. In the 90s, the focus of HCI was different; interaction design.
Although the computer was supposed to be a work tool, it became more reliable for communication, and thus its design was no longer serving its purpose. This was a time when email was popular, and it became necessary to explore the external influence and analyze the variations of interactions across organizations (MacKenzie, 2013). The focus on how interfaces influenced behavior grew. It became interesting to change the interface to stimulate a connection with others. In the 2000s, the focus of HCI became focused on self-expression and social change. The interactions stopped being simple but rather more intense and emphasized complex interactions across the spaces, people, and technology. During this time, HCI is more philosophical and ethical.
Part 2
An interesting interface to analyze is that of youtube.com. This is an interesting interface because it has only slightly changed from when it was launched, and it has grown to become the biggest video-sharing site in the world. This means that many people log onto it to either upload, watch, or record their videos, amongst many other options. If it handles all of these well, it means that the interface is effective. When one logs onto the website’s home page, there are thumbnails of videos that individuals could be interested in. On the extreme left side is a list of shortcuts to trending videos, saved for later and uploaded by subscribers, amongst others.
The row that is directly above the videos is also a horizontal list that suggests different topics that the user might want to check out. There is also a search bar that allows the user to key in the titles of videos they want to see. When one first uses the website, this search bar is the aspect that they might use first to get videos they like. Henceforth, the website will be recommending videos on the same topic as what the user was watching. The user can also subscribe to the different channels that upload various types of videos and get notifications of any author’s uploads. It is also possible to open their channel and upload video content for their subscribers to see. In some instances, one can even livestream their activities.
Indeed, the website has been effectively designed, which is why it has hardly faced any competition in its lifetime. The algorithms are accurate, and as long as one types the keywords in the video they want to view, it will be amongst the first videos to be shown. This means that the site is efficient. Most of the activity on the website is free, including watching the uploaded videos. This is important as it means that viewers from around the world can watch an artist’s creation even if they’re not in the same geographic location. Amongst the aspects that make the website tiresome are its advertisements, which are many and often interruptive.
Part 3
Part 4
There are different features in the interface that were well thought and designed. One of these is the subscribe and the like button. The subscribe button helps the website user always keep an eye out for when the author publishes another video that could be interesting. The like button is also an appropriate reaction that is simple yet could encourage the channel’s creator to do more. The autoplay button also helps one control their playlist.
I think that an aspect of the website that can be improved and needs to do this is its suggestions. After watching a video, a suggested video follows the one that a person has completed watching. In most instances, this suggested video is not in line with the user’s taste and preference and appears to be forced onto them. There is a chance that these suggested videos, at least when it comes to music, are paid for and forced down the users’ throats. If it was possible to get these suggested videos to learn from the client, the outcomes would be more satisfying and effective.
References
Baecker, R. M. (1995). Readings in human-computer interaction: Toward the year 2000.
MacKenzie, I. S. (2013). Human-computer interaction: An empirical research perspective
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Question
Part 1
The history and background I just want a simple overview. You could write 10 to 15 pages on this easily. I just want a few paragraphs, so you have some context on the subject. Hit the highlights. (ONLY PART THAT NEEDS CITATIONS)
For PARTS 2, 3, and 4, choose an interface to analyze
You will be choosing an interface that you use for this paper. THIS WILL BE A REAL USER INTERFACE that is in use to the public. Not one you made up or are planning, hypothetical or thinking about. It is not just an ATM or gas station interface but a specific interface like Wells Fargo or Bank of America’s ATM interface (replace it with your bank). Or a Wawa Gas station interface. Or a small function of an iPhone interface (send an email, send a text, add a contact), the same as an Andriod function.
YOU WILL PHYSICALLY VISIT THE INTERFACE AND TAKE NOTES ON ALL THE OPTIONS THERE FROM THE BEGINNING OF THE PROCESS TO THE END. If they give you different options, take all the paths to see where they lead and Document it. You will find the interfaces are more in-depth than you thought.
Such as a gas pump interface and going through the options you are given to complete the purchase. DO NOT DO THIS FROM MEMORY. Visit the interface you are going to use. Make sure you have all the options. They would even be different if you went to different gas stations, as every company makes their own. So again, say whose interface it is (Mobile, Exxon, Wawa, Racetrack). If you want to pick a small function like adding a contact or sending a text or email from your phone, that is fine too, but be specific on the type of phone (iPhone, Andriod).
I only want the interface information. Not you going to the car and getting out of the car and Just the actual interface and the options.
Part 2
Write out all the steps and options there were from the beginning to the end of the interface you chose (make sure all the paths are included).
Part 3
Make an Activity Diagram of the options and paths there were for the interface.
You need to create the Activity Diagram. DO NOT TAKE THIS FROM THE INTERNET. It is worth 32.5 points.
Part 4
This is an opinion. Please analyze the chosen interface. Some of the suggested questions you can answer are: What do you like? What do you not like? Were there too many clicks to get there? Was the color scheme and font size easy on the eyes? Did they make a good design for the user? Was it confusing in spots? Could they have done something different to make it better? Put a little thought into it. 🙂
The reflection (opinions) of the process is also 37.5 points. Be thoughtful of your analysis. There are no references for this part, it is your opinion.