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Module 2

"Living in the IT Era" refers to the current period in which Information Technology (IT) plays a central role in our daily lives. It encompasses the widespread use of computers, the internet, digital devices, and data-driven technologies that have transformed various aspects of society, including communication, work, education, and entertainment. In the IT era, people rely on technology for information access, connectivity, and productivity, shaping the way we interact with the world and each ot

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0% found this document useful (0 votes)
10 views23 pages

Module 2

"Living in the IT Era" refers to the current period in which Information Technology (IT) plays a central role in our daily lives. It encompasses the widespread use of computers, the internet, digital devices, and data-driven technologies that have transformed various aspects of society, including communication, work, education, and entertainment. In the IT era, people rely on technology for information access, connectivity, and productivity, shaping the way we interact with the world and each ot

Uploaded by

shin rose
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We take content rights seriously. If you suspect this is your content, claim it here.
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2.

2 Human Computer Interaction


LITE
Human- Computer Interaction (HCI)
❑ Human-computer interaction (HCI) is a
multidisciplinary field of study focusing on the
design of computer technology and in particular,
the interaction between humans (the users)
and computers.
❑ Researchers in the field of HCI observe the
ways in which humans interact with computers
and design technologies that let humans
interact with computers in novel ways.

https://www.digitalinformationworld.com/2020/08/benefits-of-hci-in-your-designs.html
Human- Computer Interaction (HCI)

https://sites.google.com/a/nu.edu.pk/mohammmadumairawanhci/home/what-is-hci
Goals of HCI
The goal of HCI is to optimize how users and computers interact by designing
interactive computer interfaces that satisfy users’ needs.
❑ For the developers to understand the factors that determine how people use
technology
❑ To design methods, techniques, and tools that allow users to access systems
based on their needs
❑ To produce usable and safe systems, as well as functional systems
Types of User Interface
1. Graphical User Interface (GUI)-
a form of user interface that allows
users to interact with electronic
devices through graphical icons
and audio indicator such
4. Folder Icons
3. System Icons

6. Windows

8. Desktop

7. System Tray or
5. Shortcut Icons Notification Area
1. Start button 2. Taskbar
4. Folder Icons
3. System Icons

6. Windows

8. Desktop

7. System Tray or
5. Shortcut Icons Notification Area
1. Start button 2. Taskbar
Types of User Interface
2. Virtual Reality- creates the "illusion
of participation in a synthetic
environment rather than external
observation of such an environment"
(Gigante, 1993); uses VR headsets and
input devices (e.g. joysticks)

https://www.analyticsinsight.net/medical-virtual-reality-vr-helps-pharmacists-discover-new-drugs/
Types of User Interface
3. Gesture Based UI- using hands and arms to interact

https://newatlas.com/microsoft-research-hand-tracking/44063/
Types of User Interface
4. Touch-based UI- a type of interaction
is executed by doing a physical touch on
the screen and the computer responds
to this touch interaction. Example are
ATM, camera, mobile phones, LCD
touchscreens, etc.

https://www.brsolutions.com/how-to-do-with-digital/touch-button-interface1/
Types of User Interface
5. Haptics- “touch the virtual”;
type of technology that gives you a
tactile response. Haptics allow
non-responsive surfaces like
touchscreens to emulate the
feeling of using real objects like
buttons and dials. Haptic
technology can involve vibrations,
motors, and even ultrasound
beams to simulate the feeling of
touch.
https://virtualrealityreporter.com/nanoport-announces-new-haptics-components-gaming/
HCI Examples
1873- QWERTY (Christopher Latham Sholes)

https://www.bbc.com/news/business-47460499
HCI Examples
1946- ENIAC- The Birth of a Giant Brain (John Mauchly and J.
Presper Eckert)

https://fineartamerica.com/featured/the-eniac-computer-c1946-granger.html
HCI Examples
1952- The Trackball of Datar (Tom Cranston, Fred Longstaff and
Kenyon Taylor, Ferranti Canada)

http://enseignement.leomartin.net/cyu/2020-2021/dutmmi/m1105/modules/culture- https://switchandclick.com/how-to-use-a-trackball-mouse/
numerique/index.html
HCI Examples
1967- The Gaming Joystick (Ralph Baer)

https://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/Prototype_Ge https://www.aliexpress.com/item/32737751629.html
mini_Hand_Controller.jpg/800px-Prototype_Gemini_Hand_Controller.jpg
HCI Examples
1968- The “Sword of Damocles” for Virtual Reality/ Augmented Reality (Ivan Sutherland)

https://www.pinterest.ph/pin/191191946659057300/ https://developer.vive.com/resources/news/8-key-takeaways-developers-virtual-reality-industry-today/
HCI Examples
1972- Multi-touch Technology (Control Data Corporation)

https://www.billbuxton.com/inputTimeline.html

Photo courtesy of the Archives of the University of Illinois,


Urban Champaign.Found in RS: 39/2/20, Box COL 13,
http://edt1602.blogspot.com/2012/09/multi-touch-revolution.html
Folder COL 13-13 Computer Ed. Research Lab / PLATO
1952-74
HCI Examples
3D Printing: 1980- Hideo Kodama (Rapid Prototyping)
and 1986- Chuck Hill (Stereolitography)

https://www.sculpteo.com/blog/2017/03/01/who
s-behind-the-three-main-3d-printing-technologies/

https://3dprint.com/72171/first-3d-printer-chuck-hull/ https://giphy.com/search/prototyping

http://3dprintinginc.weebly.com/history-of-the-3d-printer.html
HCI Examples
1998- Smartwatch (Steve Mann- Father of Wearable Computing)

https://dailybayonet.com/fossil-sport-smartwatch-releases-new-colors-with-a-massive-price-cut/
HCI Examples
2011- Google Voice Search Application (Google)

https://androidforums.com/threads/google-wants-you-to-
https://medium.com/@abebellini/what-is-google-voice-search-d4e5774e5ff6
buy-products-with-google-now-voice-search.1005991/
HCI Examples
2016- Dexmo Exoskeleton (Dexta Robotics)

https://esistme.wordpress.com/2016/08/24/dexmo-exoskeleton-glove-lets-you-touch-and-feel-in-vr/
The Impact of HCI
1. Daily life
2. Business and Industry
3. Accessibility (accessible, usable, efficient, and safe)
4. Software success (develop software products to make them usable)
5. Useful for untrained users (user-friendly)

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