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Chapter 1 Introduction

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Human Factors of Interactive Software

Introduction

New technologies provide extraordinary-almost supernatural-powers to those who master them. Computer systems and accessible interfaces are still new technologies that are being rapidly disseminated. Great excitement spreads as designers provide remarkable functions in carefully crafted interactive and networked systems. The opportunities for youthful system builders and mature entrepreneurs are substantial, and the impacts on individuals and organizations are profound.
Like early photography equipment or automobiles, computers have been available only to people who were willing to devote effort to mastering the technology. Harnessing the computer's power is a task for designers who understand the technology and are sensitive to human capacities and needs.
Human performance in the use of computer and information systems will remain a rapidly expanding research and development topic in the coming decades. This interdisciplinary journey of discovery combines the data-gathering methods and intellectual framework of experimental psychology with the powerful and widely used tools developed from computer science. Contributions also accrue from educational and industrial psychologists, instructional and graphic designers, technical writers, experts in human factors or ergonomics, and adventuresome anthropologists or sociologists.

Applications developers who apply human-factors principles and processes are producing exciting interactive systems. Provocative ideas emerge in the pages of the numerous thick computer magazines, the shelves of the proliferating computer stores, and the menus of the expanding computer networks. User interfaces also produce corporate success stories and Wall Street sensations such as Netscape, America Online, or Lycos. They also produce intense competition (with Microsoft as everyone's favorite enemy), copyright-infringement suits (such as Apple's against Microsoft covering the Windows interface), mega-mergers (such as Bell Atlantic and NYNEX), takeovers (such as IBM's grabbing Lotus), and international recognition.
At an individual level user interfaces change many people's lives: doctors can make a more accurate diagnosis, children can learn more effectively, graphic artists can explore more creative possibilities, and pilots can fly airplanes more safely. However some changes are disruptive and too often users must cope with the frustration, fear, and failure when they encounter excessive complexity, incomprehensible terminology, or chaotic layouts

The steadily growing interest in user-interface design spans remarkably diverse systems (Figures 1.1a through 1.1f and Color Plates 1 through 9). Word processors and desktop publishing tools are used routinely, and many businesses employ photo scanning and image manipulation software. Electronic mail, bulletin boards, and computer conferencing have provided new communication media. Digital image libraries are expanding in applications from medicine to space exploration. Scientific visualization and simulator workstations allow safe, inexpensive training and experimentation. Electronic spreadsheets and decision-support systems serve as tools for analysts from many disciplines. Educational and public access to information from museum kiosks or government sources is expanding. Commercial systems include inventory, personnel, reservations, air traffic, and electric-utility control. Computer-assisted software-engineering tools and programming environments allow rapid prototyping, as do computer-assisted design, manufacturing, and engineering workstations. Most of us use various consumer electronics, such as VCRs, telephones, cameras, and appliances. Art, music, sports, and entertainment all are assisted or enhanced by computer systems.

Practitioners and researchers in many fields are making vital contributions. Academic and industrial theorists in computer science, psychology, and human factors are developing perceptual, cognitive, and motor theories and models of human performance; experimenters are collecting empirical data.
Software designers are exploring how best to organize information graphically. They are developing query languages and visually attractive facilities for input, search, and output. They are using sound (such as music and voice), three dimensional representations, animation, and video to improve the appeal and information content of interfaces. Techniques such as direct manipulation, telepresence, and virtual realities may change the way we interact with and think about computers.
Hardware developers and system builders are offering novel keyboard designs and pointing devices, as well as large, high-resolution color displays. They are designing systems that provide rapid response times for increasingly complex tasks, and that have fast display rates and smooth transitions for increasingly high-resolution displays. Technologies that allow speech input and output, and gestural input and tactile or force-feedback output, increase ease of use, as do input devices such as the touchscreen and stylus.

Developers with an orientation toward educational psychology, instructional design, and technical writing are creating engaging online tutorials, training, reference manuals, demonstrations and sales materials, and are exploring novel approaches to group lectures, distance learning, personalized experiential training, and video presentations. Graphic designers are actively engaged in visual layout, color selection, and animation. Sociologists, anthropologists, philosophers, policy makers, and managers are dealing with organizational impact, computer anxiety, job redesign, retraining, distributed teamwork, computer-supported cooperation strategies, work-at-home schemes, and long-term societal changes.

This is an exciting time for developers of user interfaces. The hardware and software foundations for the bridges and tunnels have been built. Now, the roadway can be laid and the stripes painted to make way for the heavy traffic of eager users.

The rapid growth of interest in user-interface design is international in scope. In the United States, the Association for Computing Machinery (ACM) Special Interest Group in Computer Human Interaction (SIGCHI) had more than 6000 members in 1996. The annual CHI conferences draw almost 2500 people. The Human Factors & Ergonomics Society and other professional groups also devote increasing attention to human­p;computer interaction. In Europe, the ESPRIT project devotes approximately 150 person-years of effort per year to the topic. In 1988 in Japan, the Ministry of International Trade and Industry created the FRIEND21 project, conducted by Institute for Personalized Information Environment (Nonogaki and Ueda, 1991; specialized references for this chapter appear on page XX; general information resources begin on page XX). This consortium of 14 major computing, home-electronics, and publishing companies is conducting basic human-interface research.


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Last Updated: 11 December 2002