scholarly journals Analysis of modern human-computer interfaces

2021 ◽  
Vol 18 ◽  
pp. 22-29
Author(s):  
Michał Cioczek ◽  
Tomasz Czarnota ◽  
Tomasz Szymczyk

This article describes two research methods that are currently used in the study of graphical interfaces. The examined aspect is human-computer interaction (HCI), which is carried out by means of manipulators, which are input devices, and by means of which the tester performs the tasks set in the research scenario, which are presented using a graphical interface (GUI). The analysis covers the path the cursor follows, its speed and time. The path that the cursor takes is also drawn, and it is divided into stages because there are intermediate elements between the start and end elements. Due to the fact that it is impossible to describe numerically the feelings of the examined person, and these feelings are important for the study, the so-called usability tests, in which, among others, the ergonomics of controllers and the graphic interface itself was examined.

Author(s):  
Gabriele Peters

Interaction in modern human-computer interfaces is most intuitively initiated in an image-based way. Often images are the key components of an interface. However, too frequently, interfaces are still designed by computer scientists with no explicit education in the aesthetic design of interfaces and images. This article develops a well-defined system of criteria for the aesthetic design of images, motivated by principles of visual information processing by the human brain and by considerations of the visual arts. This theoretic disquisition establishes a framework for the evaluation of images in terms of aesthetics and it serves as a guideline for interface designers by giving them a collection of criteria at hand; how to deal with images in terms of aesthetics for the purpose of developing better user interfaces. The proposed criteria are exemplified by an analysis of the images of the web interfaces of four well known museums.


2021 ◽  
Author(s):  
Sai Chaitanya Cherukumilli

Human-computer interaction systems have been providing new ways for amateurs to compose music using traditional computer peripherals as well as gesture interfaces. Vibro-tactile patterns, which are a vibrational art form similar to auditory music, can also be composed using human-computer interfaces. This thesis discusses the gesture interface system called the Vibro-Motion, which facilitates the composition of vibro-tactile patterns in real-time on an existing tactile sensory substitution system called the Emoti-Chair. The Vibro-Motion allows users to control the pitch, magnitude of the vibration as well as the position of the vibration. A usability evaluation of Vibro-Motion system showed it to be intuitive, comfortable and enjoyable for the participants.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Andreas M. Kunz

The most common working situation is standing or sitting at a table, and performing daily business work. Although this situation is very intuitive to the user, a computer support can hardly be found in this area, mainly because of missing or inadequate human-computer interfaces that do not meet the expected requirements of the user. However, ongoing research in this particular field of human-computer interaction addresses this problem. The following paper shows an exemplaric research progress and gives and outlook on future research.


Author(s):  
Gabriele Peters

Interaction in modern human-computer interfaces is most intuitively initiated in an image-based way. Often images are the key components of an interface. However, too frequently, interfaces are still designed by computer scientists with no explicit education in the aesthetic design of interfaces and images. This article develops a well-defined system of criteria for the aesthetic design of images, motivated by principles of visual information processing by the human brain and by considerations of the visual arts. This theoretic disquisition establishes a framework for the evaluation of images in terms of aesthetics and it serves as a guideline for interface designers by giving them a collection of criteria at hand; how to deal with images in terms of aesthetics for the purpose of developing better user interfaces. The proposed criteria are exemplified by an analysis of the images of the web interfaces of four well known museums.


Author(s):  
Rebecca A. Fiebrink ◽  
Baptiste Caramiaux

Machine learning is the capacity of a computational system to learn structure from data in order to make predictions on new data. This chapter draws on music, machine learning, and human-computer interaction to elucidate an understanding of machine learning algorithms as creative tools for music and the sonic arts. It motivates a new understanding of learning algorithms as human-computer interfaces: like other interfaces, learning algorithms can be characterized by the ways their affordances intersect with goals of human users. The chapter also argues that the nature of interaction between users and algorithms impacts the usability and usefulness of those algorithms in profound ways. This human-centred view of machine learning motivates a concluding discussion of what it means to employ machine learning as a creative tool.


1991 ◽  
Vol 20 (354) ◽  
Author(s):  
Jonathan Grudin ◽  
Donald A. Norman

Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended ''dialogues'' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer ''languages'' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.


Author(s):  
I. Scott Mackenzie

One enduring trait of computing systems is the presence of the human operator. At the human-computer interface, the nature of computing has witnessed dramatic transformations—from feeding punched cards into a reader to manipulating 3D virtual objects with an input glove. The technology at our fingertips today transcends by orders of magnitude that in the behemoth calculators of the 1940s. Yet technology must co-exist with the human interface of the day. Not surprisingly, themes on keeping pace with advances in technology in the human-computer interface and, hopefully, getting ahead, underlie many chapters in this book. The present chapter is no exception. Input devices and interaction techniques are the human operator’s baton. They set, constrain, and elicit a spectrum of actions and responses, and in a large way inject a personality on the entire human-machine system. In this chapter, we will present and explore the major issues in “input,” focusing on devices, their properties and parameters, and the possibilities for exploiting devices in advanced human-computer interfaces. To place input devices in perspective, we illustrate a classical human-factors interpretation of the human-machine interface (e.g., Chapanis, 1965, p. 20). Figure 11-1 simplifies the human and machine to three components each. The internal states of each interact in a closed-loop system through controls and displays (the machine interface) and motor-sensory behaviour (the human interface). The terms “input” and “output” are, by convention, with respect to the machine; so input devices are inputs to the machine controlled or manipulated by human “outputs.” Traditionally human outputs are our limbs—the hands, arms, legs, feet, or head—but speech and eye motions can also act as human output. Some other human output channels are breath and electrical body signals (important for disabled users). Interaction takes place at the interface (dashed line in Figure 11-1) through an output channel—displays stimulating human senses—and the input channel. In the present chapter, we are primarily interested in controls, or input devices; but, by necessity, the other components in Figure 11-1 will to some extent participate in our discussion.


2021 ◽  
Author(s):  
Sai Chaitanya Cherukumilli

Human-computer interaction systems have been providing new ways for amateurs to compose music using traditional computer peripherals as well as gesture interfaces. Vibro-tactile patterns, which are a vibrational art form similar to auditory music, can also be composed using human-computer interfaces. This thesis discusses the gesture interface system called the Vibro-Motion, which facilitates the composition of vibro-tactile patterns in real-time on an existing tactile sensory substitution system called the Emoti-Chair. The Vibro-Motion allows users to control the pitch, magnitude of the vibration as well as the position of the vibration. A usability evaluation of Vibro-Motion system showed it to be intuitive, comfortable and enjoyable for the participants.


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