SEM 6 › Human Computer Interaction › Week 01
Human Computer Interaction · Week 01

Humans, Computers & Interactions

Where HCI came from, why it's multi-disciplinary, ubiquitous computing, human perception, two-way task-centred interaction, the HCI space, and its applications.

ITE37523 videos · 31 min📄 Week 01 - Introduction to HCI.pdf

▶Lecture videos

Click any timestamp — here or inside the notes — to jump the video to that moment. Your position is remembered.

1History of HCI

  • HCI emerged as a formal academic and engineering discipline in the late 1970s and early 1980s. The term was coined and popularised around 1980.
  • Its ideas are much older. Before digital computers existed, the field was Human-Machine Interaction (HMI).
  • A "machine" could be anything: a juice blender, a power tool, a weapon, an early TV, a motorbike.
  • HMI asked how to design machinery that is safe, ergonomic and suited to human operators.
Landmark vision: Vannevar Bush, July 1945

In his essay "As We May Think", American scientist Dr. Vannevar Bush predicted that human knowledge and thinking would be amplified by machines. The human stays at the centre while technology fades into the background.

2HCI is multi-disciplinary

HCI isn't an isolated branch of computer science. It combines many fields:

Discipline What it contributes
💻 Computer Science & Engineering Software architecture, graphics, interface toolkits, input/output devices, systems engineering
🧠 Cognitive Psychology Memory, attention span, visual perception, mental models, cognitive load
📐 Ergonomics & Human Factors Physical comfort, biomechanics, posture, sensory limits, workstation safety
🎨 Arts, Design & Aesthetics Typography, visual hierarchy, spatial balance, colour theory, emotional design
👥 Sociology & Anthropology Group collaboration, cultural expectations, workplace dynamics, technology adoption
🌐 Diversified domains Medicine, aviation, agriculture, defence, finance, industrial automation, each with strict needs
Why this matters

Because HCI serves such different fields, one-size-fits-all design fails. User requirements, environments and risk tolerance differ hugely. A game can tolerate errors; an aircraft cockpit cannot.

3Computers today: ubiquitous computing

What do you picture when you hear "computer"? A desktop tower, a laptop, a phone, a smartwatch?

Ubiquitous (pervasive) computing

Computing power is embedded everywhere. Cars, electronic car keys, smart TVs, AC consoles, ATMs, fridges, rice cookers and digital pens are all computers in disguise. It's hard to find an appliance without an embedded processor.

So HCI isn't only about desktop screens. It covers interaction with any computing device 01:50.

4Humans and perception

Humans sense the world through five senses:

Sense Role in HCI
👀 Seeing (visual) Primary: screens, colours, layout
👂 Hearing (auditory) Alerts, speech UIs, feedback chimes
✋ Feeling (haptic) Touchscreens, vibration, tactile keys
👅 Taste (gustatory) Experimental niches only
👃 Smell (olfactory) Rare, experimental simulations

Sensing is only the first step. Perception is shaped by prior experience, memories, culture, skills and emotions. How a person interprets input depends on cognitive framing (context).

🧪 Try it — Same word, different meaning — the "credit" case study

Takeaway: all three listeners hear the same word, but their internal processing gives different meanings, depending on contextual expectations. Designers must remember that users interpret interfaces through their own context.

5Interaction: two-way and task-centred

In HCI, interaction is a continuous two-way dialogue:

Human → computer: input (click, touch, voice, movement)Computer → human: feedback (screen change, sound, vibration, actuation)

Intentional vs unintentional interaction

🎯 Intentional

The user consciously acts and expects a response.

Example: printing. You click Print, the OS asks for settings or starts the job, then confirms or reports an error.

📷 Unintentional

The system observes or reacts to the user's presence or behaviour without a conscious command.

Example: smart building access. A camera detects your face and sends it to face recognition. The door unlocks, or stays closed with an alert.

Golden principle: task-centred design, the "invisible interface"

Interactions take place to accomplish a TASK. The user really interacts with the task; the interface only mediates. If users struggle with the interface instead of their goal, they get frustrated. Good interfaces become invisible, like a video game where players feel inside the game world and don't think about the controller buttons.

6The HCI space

The video asks where HCI fits among the many related terms: human factors, usability, UX, interaction design, ergonomics, product design 00:02.

HCI space diagram
Figure 1.1: HCI within Human Factors Engineering
Level Contains
Human Factors Engineering (the big umbrella) Everything about human factors and designing interfaces and products 01:10
→ Industrial design, product design Mostly the ergonomic side, plus interaction
→ HCI Specifically interaction between humans and computers: any computing device, from big computers to airport kiosks
→ → UI design User interface design
→ → UX design User experience design
→ → Interaction design Designing the interactions themselves

HCI

Focuses on computerised and digital components.

E.g. designing a car's touchscreen dashboard: climate settings, navigation.

Human Factors Engineering

Covers digital and non-computing physical components.

E.g. the angle and diameter of the steering wheel, seat lumbar support, pedal distances.

Common misconception 02:50

"I know majority of you might have imagined HCI is simply the usability and interface design." Usability and UI design are just one part. HCI covers much more, as this module shows.

How interface design evolved

  • Early era: HCI was strictly about on-screen desktop UI. Interfaces went from tele-typewriters to command-line interfaces (CLI) to graphical user interfaces (GUI, windows), and mice went from mechanical roller-ball to optical laser sensors.
  • Today: UX design looks holistically at user psychology, context, hardware constraints and seamless workflows. Rigorous testing and iterative refinement are the foundations of good UX.

7Applications of HCI — three pillars

Applications taxonomy
Figure 1.2: Technologies, ideas and domains
🧪 Try it — Explore the three pillars
Pillar Members
1. Technologies VR, AR, ubiquitous & wearables, human-robot interaction, mobile
2. Ideas & paradigms Social computing, affective computing, context-sensitive computing, gesture/pen/touch UI, (information visualization), CSCW
3. Domains Special needs & accessibility, education, healthcare, security & biometrics, games
Exam focus

Likely questions: "Explain the HCI space with a diagram" (draw Figure 1.1), "What is ubiquitous computing?", "Differentiate intentional and unintentional interaction with examples", and "Give HCI applications under technologies, ideas and domains".

8Quick revision sheet

Concept Remember it as
Origin HMI → HCI, late 1970s/early 1980s; term ~1980
Vannevar Bush 1945, "As We May Think": human at the centre, tech in the background
Multi-disciplinary CS · cognitive psychology · ergonomics · design/arts · sociology · domains
Ubiquitous computing Processors embedded everywhere (ATMs, cars, rice cookers)
Senses Sight (primary), hearing, touch; taste and smell are experimental
Perception Shaped by context and experience: the "credit" example
Interaction Two-way: input ⇄ feedback
Intentional / unintentional Click Print / face-recognition door
Task-centred Users interact with the task; the interface should be invisible
HCI space Human Factors Eng. → {Industrial, HCI, Product design}; HCI →
HCI vs HFE Digital only vs digital + physical
Applications Technologies · Ideas · Domains

?Self-check quiz

11 questions on this week. Answer them all, then press Check my answers. Your best and latest scores are saved and shown on the subject page.