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Human-computer interaction (HCI) is defined as the field that forms the intersection of people and the use of computer systems. As an acronym, HCI is sometimes mistaken for human-computer interface, thus referencing one of the artifacts that is investigated in the overarching field of human-computer interaction. The field of HCI is interdisciplinary and resolves to investigate all of the interactions that occur during the design, development, implementation, and evaluation of computerized systems. The field places its focus on how, when, and why people use interfaces to interact with computers and with people being the focus, there are many factors that affect how and why these interactions occur. This entry discusses the development of HCI, theories and examples of HCI, the implications of HCI for learning, and possible avenues for the future direction of HCI.

Generally, interactions can occur between a user and any inanimate device or system. An example of such an interaction is that between a user and a cup. This interaction is simplified into two delineated areas of activities: the user and the cup—how the cup is held, when it is held, and why it is held. The interaction between a user and a device or system that includes a computerized component requires more analysis of the activity: The user may touch, look at, speak to, or even taste the device through an interface; in response, the device interprets the action, makes some conclusions, and produces a reaction, all of which make for a complex state of computations.

The interdisciplinary nature of the field illuminates its complexity. Some of this foundational knowledge includes, but is not restricted to, the fields of anthropology, sociology, psychology, communications, cognitive science, ergonomics, computer science (i.e., algorithms, programming, etc.), graphic design, and industrial design. The combinations of the disciplines are generally based on the context of the solution, the actions that are performed, the skills of the person using the system, the environment where the system is housed, and the timing of all of these components. Combining all of these components can provide an infinite number of permutations for the appropriate access or interaction.

An example of how these components are combined is the case of the interaction between a user and a simple touch-tone telephone; there are many areas where the user can have an interaction. The phone handset is shaped in such a way to promote an interaction between the phone system and the user. To further facilitate the purpose of the phone, the communication process of listening and talking is reflected in the design of the handset with a receiver and a microphone area. The handset casing by itself does not contribute to the field of human-computer interaction, but the casing along with the speaker and the microphone do contribute to the field. Other examples include the design of the touch pad area for microwave ovens, the use of a mobile device to access an application, and the design of a commercial airplane’s cockpit. Each of these examples includes a user, a computer, an interface, and interactions; these examples also highlight the complexity of possible and intended interactions.

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