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The Human-Computer Interface - Assignment Example

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The paper "The Human-Computer Interface" outlines that before elucidating haptic feedback, it is of significance to defining the term human-computer interface. Human-computer interaction refers to the communication, contact, and relations between human beings and computers…
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The Human-Computer Interface
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Human-Computer Interface Human-Computer Interface Haptic feedback Before elucidating haptic feedback, it is of significance to define the term human-computer interface. Human-computer interaction refers to the communication, contact, and relations between human beings and computers (Bourg and Bywalec, 2013). It is imperative to note that there have been numerous methodical investigations conducted over the recent past to find out the scope in which computers have been designed to interact with human. These investigations have shown the need for the creation of innovative designs geared towards improving human-computer interaction. Bourg and Bywalec (2013) defines haptic feedback as "The method of including physical feedback to assist a user in interacting with entirely virtual objects" (p. 411). Every gadget in todays world functions with the use of computerized systems. Haptic feedbacks can either be in form of vibrations or senses that identify the location of the objects or bodies, as well as movements. Haptic feedback in form of vibrations is used mainly in touch-screen mobile phones whereby the phones vibration system recognizes a touch on the screen by the user (Bourg and Bywalec, 2013). In essence, the touch-screen mobile phone to some extent vibrates in order to substitute for a typical or ordinary physical reaction from a push button. In terms of senses, Bourg and Bywalec (2013) emphasizes that haptic feedback is used in the creation of joysticks to play games. In games, haptic feedback is used to alert the player when an incident or episode has taken place. In some games in fact, the player can even be wobbled by the joystick to symbolize the happening of an incident. It is worth noting that haptic feedback is a vital constituent imperative in human-computer interface, and it as well needed for its effectiveness and minimization of inaccuracies or miscalculations in computerized gadgets (Bourg and Bywalec, 2013). Types of human memory and their impact on the human-computer interface Memory is regarded as one of the vital functions of the human mind. There are three types of human memory and they are grouped on the basis of the length of preservation or how long the memory is withheld in the brain. These three types of human memory according to Kumar (2005) include "Sensory memory, short0term memory, and long-term memory" (p. 115). In comparison, sensory memory denotes memory roughly at the instant it is professed while short-term memory refers to the sensory memory that manages to pass through to the sensory stockpile for storage. Long-term memory on the other hand is memory refers to the information that can be repossessed in a matter of days, months, or even years (Kumar, 2005). The manner of action of the human brain has prompted experts to investigate the odds of computers incorporating and utilizing a range of sensory conduits and controls analogous to the human brain. Just as the human brain has sensory, short-term, and long-term memory, experts have endeavored to deduce information concerning the user based on surveillance of their functioning, actions, as well as environments they function best (Kumar, 2005). In so doing, the computers can acclimatize themselves to the user priorities to offer support on the basis of existing undertakings. Potential outcomes of not using consistency in the human-computer interface Conducting activities using a computer requires effective coordination of actions conducted at a speedily. For instance, a user is required to point the cursor at specific locations, and click in order to perform the task at hand. This is conducted at a very speedy rate and repetitively for effective use of the computer. When this is done in a recurring manner, a routine is developed that helps the computer offer support to the user. In other words, a routine is developed to aid in communication in the human-computer interface. Weight is therefore placed on specific commands in the memory of the computer referred to as cognitive load. Inconsistencies on the routine can therefore have negative effects on performance (Schaffer, 2004). Continued discrepancies and irregularities on the routine or the human-computer interface leads to impulsiveness that translates to ineffectiveness and disorganization. Subsequently, errors are more likely to occur where there is inconsistencies in the human-computer interface (Shaffer, 2004). Additionally, Kumar (2005) posits that consistent human-computer interface is imperative when it comes to interactions in machineries particularly airplanes. Therefore, inconsistencies resulting to errors can be very costly in terms of finances as well as los of human life. Steps of the user-centric design process A user-centric design (UCD) is defined as a human-computer interaction plan that spotlights its attention to the objectives of the interaction, the location of operation, and the repeated patterns of operation (Schaffer, 2004). There are a number of steps followed when designing a UCD. The initial step is to have a plan. This means that one ought to have a market in mind and design the UCD on the basis of customers needs. The plan also entails exploring or investigating the available technology in order to align the design with the modern UCD and as well boost innovativeness (Schaffer, 2004). The second step is to scrutinize the process of design. This is in terms of comprehending the kind of interactions and utility required by the client. Subsequently, scrutiny involves evaluation all user aspects including their objectives and what they intend to use the UCD for (Schaffer, 2004). The third step involves specification in a bid to inform and guide the design process methodically (Schaffer, 2004). The fourth step as asserted by Schaffer (2004) is the design itself. A number of models or test products are created for appraisal and valuation. The clients are allowed to use the models to determine their functionality and identify areas requiring additional improvements. The final step is evaluation (Schaffer, 2004). The chosen and final model is put on trial for appraisal by the targeted individuals or clients. At this final step, the product is also evaluated by the authorities or professionals to determine whether it aligns with social and internationally accepted guidelines. Role of human motion in the design of the human-computer interface Since time immemorial, human beings have been able to deduce the intention of others through observing their body language particularly the movement of their body parts. Kondori (2012) notes the fact that human motion in design has been used for many years to investigate information captured through motions in the human body in identification of medical problems and communication or interaction between human beings and computers. There is a gap in terms of information between human beings and computers; this is bridged through evaluating human motion in design (Schaffer, 2004). The role of human motion in design in also to enable the tracking of body parts and capture their arrangement in all dimensions. Other than in the medical field, this technology is also used to capture movements when shooting films, scrutinize performance in sports, and security searches in airports and other highly secured areas. It is imperative to posit the fact that human motion in design has led to technological transformation whereby people will change from the conventional keyboard and mouse to human motion designs (Kondori, 2012). References Bourg, D. M., & Bywalec, B. (2013). Physics for Game Developers: Science, Math, and Code for Realistic Effects. Sebastopol, CA: OReilly Media Inc. Kondori, F. A. (2012). Human Motion Analysis for Creating Immersive Experience. Umea, Sweden: Digital Media Lab. < http://umu.diva- portal.org/smash/get/diva2:530604/FULLTEXT01.pdf> Kumar, R. (2005). Human Computer Interaction. New Delhi, India: Firewall Media. Schaffer, E. (2004). Institutionalization of Usability: A Step-by-step Guide. Boston, MA: Pearson Education Inc. Read More
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