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1. Human–Computer Interface (HCI) On a daily basis Swagger Distribution’s employ

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Question

1. Human–Computer Interface (HCI)

On a daily basis Swagger Distribution’s employees log in to the company’s network and utilize many different types of software and the internet. They use Microsoft Word and Microsoft Visio on a daily basis. Summarize the human–computer interface (HCI) of these two software applications. Be sure to note any commonalities among the applications and note any metaphors that are utilized. Suggest one enhancement to one of the two applications that would improve HCI, supported by at least one example for the suggestion. Use this information to create a one-page tutorial for new employees who are familiar with Microsoft Word but have never used Microsoft Visio. This tutorial only needs to introduce two basic functions and/or menu options. Incorporate connections to human intuition and similarities to MS Word when possible.

Explanation / Answer

The human–computer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it, including:

Visual Based :The visual based human computer inter-action is probably the most widerpread area in HCI research.
Audio Based : The audio based interaction between a computer and a human is another important area of in HCI systems. This area deals with information acquired by different audio signals.
Task environment: The conditions and goals set upon the user.
Machine environment: The environment that the computer is connected to, e.g. a laptop in a college student's dorm room.
Areas of the interface: Non-overlapping areas involve processes of the human and computer not pertaining to their interaction. Meanwhile, the overlapping areas only concern themselves with the processes pertaining to their interaction.
Input flow: The flow of information that begins in the task environment, when the user has some task that requires using their computer.
Output: The flow of information that originates in the machine environment.
Feedback: Loops through the interface that evaluate, moderate, and confirm processes as they pass from the human through the interface to the computer and back.
Fit: This is the match between the computer design, the user and the task to optimize the human resources needed to accomplish the task.

1.User customization

End-user development studies how ordinary users could routinely tailor applications to their own needs and use this power to invent new applications based on their understanding of their own domains. With their deeper knowledge of their own knowledge domains, users could increasingly be important sources of new applications at the expense of generic systems programmers (with systems expertise but low domain expertise).

2.Embedded computation

Computation is passing beyond computers into every object for which uses can be found. Embedded systems make the environment alive with little computations and automated processes, from computerized cooking appliances to lighting and plumbing fixtures to window blinds to automobile braking systems to greeting cards. To some extent, this development is already taking place. The expected difference in the future is the addition of networked communications that will allow many of these embedded computations to coordinate with each other and with the user. Human interfaces to these embedded devices will in many cases be very different from those appropriate to workstations
4.Augmented reality

A common staple of science fiction, augmented reality refers to the notion of layering relevant information into our vision of the world. Existing projects show real-time statistics to users performing difficult tasks, such as manufacturing. Future work might include augmenting our social interactions by providing additional information about those we converse with.

5. Social computing

there has been an explosion of social science research focusing on interactions as the unit of analysis. Much of this research draws from psychology, social psychology, and sociology. For example, one study found out that people expected a computer with a man's name to cost more than a machine with a woman's name.[20] Other research finds that individuals perceive their interactions with computers more positively than humans, despite behaving the same way towards these machines