86 relations: Accessibility, ACM Symposium on User Interface Software and Technology, ACM Transactions on Computer-Human Interaction, Activity theory, Alan Dix, Allen Newell, Andrew Sears, Association for Computing Machinery, Bandwidth (signal processing), Behavioural sciences, Bruce Tognazzini, Business process management, Cognitive psychology, Cognitivism (psychology), Communication theory, Computer graphics, Computer keyboard, Computer mouse, Computer science, Computer user satisfaction, Computer-supported cooperative work, Conference on Human Factors in Computing Systems, Design, Display device, Don Norman, Empirical evidence, End-user development, Ethnography, Ethnomethodology, Experience design, Gesture recognition, Graphic design, Graphical user interface, Gregory Abowd, Group work, HCI Bibliography, Human factors and ergonomics, Human interface device, Human–robot interaction, Industrial design, Information architecture, Information design, Interaction, Interaction cost, Interaction design, Iterative design, Jakob Nielsen (usability consultant), Jef Raskin, Jenny Preece, John M. Carroll (information scientist), ..., John Wiley & Sons, Jonathan Grudin, Library (computing), Linguistics, Matt Jones (interaction designer), Media studies, Mindfulness and technology, MobileHCI, New Interfaces for Musical Expression, Ontology (information science), Operating system, Outline of human–computer interaction, Participatory design, Personal information management, Postcognitivism, Principles of user interface design, Programming language, Ronald Baecker, SIGCHI, Social psychology, Social science, Stuart Card, Tangibile, The Design of Everyday Things, The Humane Interface, Thomas P. Moran, Three Mile Island accident, Ubiquitous computing, Usability, User (computing), User experience, User experience design, User interface, User-centered design, Value sensitive design, Virtual reality. Expand index (36 more) »
Accessibility
Accessibility refers to the design of products, devices, services, or environments for people who experience disabilities.
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ACM Symposium on User Interface Software and Technology
The ACM Symposium on User Interface Software and Technology (UIST) is an annual conference for technical innovations in human–computer interfaces.
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ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction is a peer-reviewed scientific journal covering research on human–computer interaction.
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Activity theory
Activity theory (AT; Теория деятельности) is an umbrella term for a line of eclectic social sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Lev Vygotsky, Alexei Leont'ev and Sergei Rubinstein.
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Alan Dix
Alan Dix is a British author and university professor, specialising in human–computer interaction.
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Allen Newell
Allen Newell (March 19, 1927 – July 19, 1992) was a researcher in computer science and cognitive psychology at the RAND Corporation and at Carnegie Mellon University’s School of Computer Science, Tepper School of Business, and Department of Psychology.
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Andrew Sears
Andrew Sears is an American computer scientist.
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Association for Computing Machinery
The Association for Computing Machinery (ACM) is an international learned society for computing.
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Bandwidth (signal processing)
Bandwidth is the difference between the upper and lower frequencies in a continuous band of frequencies.
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Behavioural sciences
The term behavioral sciences encompasses the various disciplines that explores the cognitive processes within organisms and the behavioural interactions between organisms in the natural world.
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Bruce Tognazzini
Bruce "Tog" Tognazzini (born 1945) is a usability consultant in partnership with Donald Norman and Jakob Nielsen in the Nielsen Norman Group, which specializes in human computer interaction.
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Business process management
Business process management (BPM) is a discipline in operations management in which people use various methods to discover, model, analyze, measure, improve, optimize, and automate business processes.
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Cognitive psychology
Cognitive psychology is the study of mental processes such as "attention, language use, memory, perception, problem solving, creativity, and thinking".
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Cognitivism (psychology)
In psychology, cognitivism is a theoretical framework for understanding the mind that gained credence in the 1950s.
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Communication theory
Communication theory is a field of information theory and mathematics that studies the technical process of information and the process of human communication.
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Computer graphics
Computer graphics are pictures and films created using computers.
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Computer keyboard
In computing, a computer keyboard is a typewriter-style device which uses an arrangement of buttons or keys to act as mechanical levers or electronic switches.
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Computer mouse
A computer mouse is a hand-held pointing device that detects two-dimensional motion relative to a surface.
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Computer science
Computer science deals with the theoretical foundations of information and computation, together with practical techniques for the implementation and application of these foundations.
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Computer user satisfaction
Computer user satisfaction (and closely related concepts such as system satisfaction, user satisfaction, computer system satisfaction, end user computing satisfaction) is the attitude of a user to the computer system (s)he employs in the context of his/her work environments.
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Computer-supported cooperative work
The term computer-supported cooperative work (CSCW) was first coined by Irene Greif and Paul M. Cashman in 1984, at a workshop attended by individuals interested in using technology to support people in their work.
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Conference on Human Factors in Computing Systems
The ACM Conference on Human Factors in Computing Systems (CHI) series of academic conferences is generally considered the most prestigious in the field of human–computer interaction and is one of the top ranked conferences in computer science.
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Design
Design is the creation of a plan or convention for the construction of an object, system or measurable human interaction (as in architectural blueprints, engineering drawings, business processes, circuit diagrams, and sewing patterns).
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Display device
A display device is an output device for presentation of information in visual or tactile form (the latter used for example in tactile electronic displays for blind people).
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Don Norman
Donald Arthur Norman (born December 25, 1935) is the director of The Design Lab at University of California, San Diego.
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Empirical evidence
Empirical evidence, also known as sensory experience, is the information received by means of the senses, particularly by observation and documentation of patterns and behavior through experimentation.
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End-user development
End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers.
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Ethnography
Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures.
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Ethnomethodology
Ethnomethodology is the study of methods people use for understanding and producing the social order in which they live.
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Experience design
Experience design (XD) is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the user experience and culturally relevant solutions.
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Gesture recognition
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms.
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Graphic design
Graphic design is the process of visual communication and problem-solving through the use of typography, photography and illustration.
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Graphical user interface
The graphical user interface (GUI), is a type of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation.
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Gregory Abowd
Gregory Dominic Abowd is a computer scientist best known for his work in ubiquitous computing, software engineering, and technologies for autism.
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Group work
Group work is a form of voluntary association of members benefiting from cooperative learning, that enhances the total output of the activity than when done individually.
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HCI Bibliography
The HCI Bibliography is a web-based project to provide a bibliography of Human Computer Interaction (HCI) literature.
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Human factors and ergonomics
Human factors and ergonomics (commonly referred to as Human Factors), is the application of psychological and physiological principles to the (engineering and) design of products, processes, and systems.
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Human interface device
A human interface device or HID is a type of computer device usually used by humans that takes input from humans and gives output to humans.
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Human–robot interaction
Human–robot interaction is the study of interactions between humans and robots.
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Industrial design
Industrial design is a process of design applied to products that are to be manufactured through techniques of mass production.
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Information architecture
Information architecture (IA) is the structural design of shared information environments; the art and science of organizing and labelling websites, intranets, online communities and software to support usability and findability; and an emerging community of practice focused on bringing principles of design and architecture to the digital landscape.
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Information design
Information design is the practice of presenting information in a way that fosters efficient and effective understanding of it.
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Interaction
Interaction is a kind of action that occur as two or more objects have an effect upon one another.
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Interaction cost
Interaction cost are work, costs, and other expenses, sometime dues to complete a task or interaction.
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Interaction design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it.
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Iterative design
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process.
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Jakob Nielsen (usability consultant)
Jakob Nielsen (born 5 October 1957) is a Danish web usability consultant.
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Jef Raskin
Jef Raskin (March 9, 1943 – February 26, 2005) was an American human–computer interface expert best known for conceiving and starting the Macintosh project at Apple in the late 1970s.
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Jenny Preece
Jenny Preece is the Dean Emerita (2005–2015) of the College of Information Studies, a Professor at the University of Maryland, and a member of the University of Maryland Human-Computer Interaction Lab.
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John M. Carroll (information scientist)
John Millar Carroll (born 1950) is a distinguished professor of Information Sciences and Technology at Pennsylvania State University where he previously served as the Edward Frymoyer Chair of Information Sciences and Technology.
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John Wiley & Sons
John Wiley & Sons, Inc., also referred to as Wiley, is a global publishing company that specializes in academic publishing.
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Jonathan Grudin
Jonathan Grudin is a Principal Design Researcher at Microsoft working in the fields of human-computer interaction (HCI) and computer-supported cooperative work (CSCW).
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Library (computing)
In computer science, a library is a collection of non-volatile resources used by computer programs, often for software development.
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Linguistics
Linguistics is the scientific study of language, and involves an analysis of language form, language meaning, and language in context.
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Matt Jones (interaction designer)
Matt Jones is the co-author - with Gary Marsden - of Mobile Interaction Design and a full research Professor at Swansea University.
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Media studies
Media studies is a discipline and field of study that deals with the content, history, and effects of various media; in particular, the mass media.
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Mindfulness and technology
Mindfulness and technology is a movement in research and design, that encourages the user to become aware of the present moment, rather than losing oneself in a technological device.
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MobileHCI
The Conference on Human-Computer Interaction with Mobile Devices and Services (MobileHCI) is a leading series of academic conferences in HCI and is sponsored by ACM SIGCHI, the Special Interest Group on Computer-Human Interaction.
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New Interfaces for Musical Expression
New Interfaces for Musical Expression, also known as NIME, is an international conference dedicated to scientific research on the development of new technologies and their role in musical expression and artistic performance.
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Ontology (information science)
In computer science and information science, an ontology encompasses a representation, formal naming, and definition of the categories, properties, and relations of the concepts, data, and entities that substantiate one, many, or all domains.
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Operating system
An operating system (OS) is system software that manages computer hardware and software resources and provides common services for computer programs.
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Outline of human–computer interaction
The following outline is provided as an overview of and topical guide to human–computer interaction: Human–computer interaction – the intersection of computer science and behavioral sciences, this field involves the study, planning, and design of the interaction between people (users) and computers.
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Participatory design
Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable.
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Personal information management
Personal information management (PIM) is the activities people perform in order to acquire, organize, maintain, retrieve and use personal information items such as documents (paper-based and digital), web pages and email messages for everyday use to complete tasks (work-related or not) and fulfill a person's various roles (as parent, employee, friend, member of community, etc.). More simply, PIM is the art of getting things done in our lives through information. Practically, PIM is concerned with how people organize and maintain personal information collections, and methods that can help people in doing so.
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Postcognitivism
Psychological movements are considered to be post-cognitivist if they are opposed to or move beyond the cognitivist theories posited by Noam Chomsky, Jerry Fodor, David Marr, and others.
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Principles of user interface design
The principles of user interface design are intended to improve the quality of user interface design.
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Programming language
A programming language is a formal language that specifies a set of instructions that can be used to produce various kinds of output.
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Ronald Baecker
Ronald Baecker (born October 7, 1942) is a tenured professor of Computer Science (cross-appointed to the Department of Electrical and Computer Engineering and to the Faculty of Management) at the University of Toronto, and has held these positions since 1989.
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SIGCHI
Special Interest Group on Computer–Human Interaction (SIGCHI) is the one of the Association for Computing Machinery's special interest groups which is focused on human–computer interactions (HCI).
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Social psychology
Social psychology is the study of how people's thoughts, feelings, and behaviors are influenced by the actual, imagined, or implied presence of others.
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Social science
Social science is a major category of academic disciplines, concerned with society and the relationships among individuals within a society.
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Stuart Card
Stuart K. Card (born c. 1946), an American researcher and retired Senior Research Fellow at Xerox PARC, is considered to be one of the pioneers of applying human factors in human–computer interaction.
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Tangibile
Tangibility is the attribute of being easily detectable with the senses.
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The Design of Everyday Things
The Design of Everyday Things is a best-selling book by cognitive scientist and usability engineer Donald Norman about how design serves as the communication between object and user, and how to optimize that conduit of communication in order to make the experience of using the object pleasurable.
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The Humane Interface
The Humane Interface: New Directions for Designing Interactive Systems is a book about user interface design written by Jef Raskin and published in 2000.
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Thomas P. Moran
Thomas P. Moran is a Distinguished Engineer at the IBM Almaden Research Center in San Jose, California.
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Three Mile Island accident
The Three Mile Island accident occurred on March 28, 1979, in reactor number 2 of Three Mile Island Nuclear Generating Station (TMI-2) in Dauphin County, Pennsylvania, near Harrisburg.
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Ubiquitous computing
Ubiquitous computing (or "ubicomp") is a concept in software engineering and computer science where computing is made to appear anytime and everywhere.
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Usability
Usability is the ease of use and learnability of a human-made object such as a tool or device.
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User (computing)
A user is a person who utilizes a computer or network service.
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User experience
User Experience (UX) refers to a person's emotions and attitudes about using a particular product, system or service.
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User experience design
User experience design (UX, UXD, UED or XD) is the process of enhancing user satisfaction with a product by improving the usability, accessibility, and pleasure provided in the interaction with the product.
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User interface
The user interface (UI), in the industrial design field of human–computer interaction, is the space where interactions between humans and machines occur.
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User-centered design
User-centered design (UCD) or user-driven development (UDD) is a framework of processes (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process.
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Value sensitive design
Value sensitive design (VSD) is a theoretically grounded approach to the design of technology that accounts for human values in a principled and comprehensive manner.
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Virtual reality
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
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References
[1] https://en.wikipedia.org/wiki/Human–computer_interaction