This chapter sets the scene for the book. Human–Computer Interaction (HCI) is both an area of academic research and a practical design discipline, and the two are often closely connected. As a research area HCI studies the way that digital technology impacts humans. As a design discipline it seeks to create specific applications and user interfaces so that the wider socio-technical systems of which they are a part function better. This may include the physical design of devices and environments as well as the more obvious digital aspects. In the early days of HCI, the focus was on an individual with a single screen and keyboard, often in an office. Now the most obvious applications are on smartphones but also include voice-based systems, smart TVs, and AI driven by passive sensing in environments. There are many rich human roles across the design, development and deployment of these systems: user researchers, designers, front-end developers, product managers, local experts, families and friends. The design discipline has reinvented itself over the years; you might see the terms user interface design, interaction design, or now most commonly user experience design. All share a common focus on helping the people who live and work with the digital systems that surround us.
Contents
- What is HCI
- The design and development process
- Iterative design
- People in the design process
- Communication between roles
- Where to start
- Being used
- Trends in HCI — a brief history
- Multiplicity — how many?
- Purpose — for what?
- Choice
- Who are the users
- Diversity
- Digital exclusion
- The H in HCI
- The AI turn
- Agency and embodiment
- The three Cs
- Chapter Keypoints
- Additional reading
Glossary items referenced in this chapter
(un)certainty, adoption, agile development, augmented reality glasses, autonomy, black-boxes, collocated collaborative work, complexity, computer supported cooperative work, continuous product development, conversational user interfaces, cyborg, data centres, data synchronisation, decision trees, delays in networks, digital natives, embodiment, front-end developers, ghosts in the walls, goal, GPS, intelligent algorithms, intelligent tutoring systems, intervention, iterative design, medical implants, model of human cognition, product managers, prototype, scenario, smart cities, smart speaker, societal discrimination, stakeholders, tasks, transparent AI, ubiquitous computing, uncertainty, use cases, user experience design, user experience designers, user research, user researchers, wearable computing, wireframes