Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information. Human-centered computing researchers and practitioners usually come from one or more disciplines such as computer science, human factors, sociology, psychology, cognitive science, anthropology, communication studies, graphic design, and industrial design. Some researchers focus on understanding humans, both as individuals and in social groups, by focusing on the ways that human beings adopt and organize their lives around computational technologies. Others focus on designing and developing new computational artifacts.
Overview
Scope HCC aims at bridging the existing gaps between the various disciplines involved with the design and implementation of computing systems that support humans' activities. Meanwhile, it is a set of methodologies that apply to any field that uses computers in applications in which people directly interact with devices or systems that use computer technologies. HCC facilitates the design of effective computer systems that take into account personal, social, and cultural aspects and addresses issues such as information design, human information interaction, human-computer interaction, human-human interaction, and the relationships between computing technology and art, social, and cultural issues.
HCC topics The National Science Foundation (NSF) defines three-dimensional research as "a three dimensional space comprising human, computer, and environment." According to the NSF, the human dimension ranges from research that supports individual needs, through teams as goal-oriented groups, to society as an unstructured collection of connected people. The computer dimension ranges from fixed computing devices, through mobile devices, to computational systems of visual/audio devices that are embedded in the surrounding physical environment. The environment dimension ranges from discrete physical computational devices, through mixed reality systems, to immersive virtual environments. Some examples of topics in the field are listed below.
List of topics in the HCC field Problem-solving in distributed environments, ranging across Internet-based information systems, grids, sensor-based information networks, and mobile and wearable information appliances. Multimedia and multi-modal interfaces in which combinations of speech, text, graphics, gesture, movement, touch, sound, etc. are used by people and machines to communicate with one another. Intelligent interfaces and user modeling, information visualization, and adaptation of content to accommodate different display capabilities, modalities, bandwidth, and latency. Multi-agent systems that control and coordinate actions and solve complex problems in distributed environments in a wide variety of domains, such as disaster response teams, e-commerce, education, and successful aging. Models for effective computer-mediated human-human interaction under a variety of constraints, (e.g., video conferencing, collaboration across high vs. low bandwidth networks, etc.). Definition of semantic structures for multimedia information to support cross-modal input and output. Specific solutions to address the special needs of particular communities. Collaborative systems that enable knowledge-intensive and dynamic interactions for innovation and knowledge generation across organizational boundaries, national borders, and professional fields. Novel methods to support and enhance social interaction, including innovative ideas like social orthotics, affective computing, and experience capture. Studies of how social organizations, such as government agencies or corporations, respond to and shape the introduction of new information technologies, especially with the goal of improving scientific understanding and technical design. Knowledge-driven human-computer interaction that uses ontologies to address the semantic ambiguities between human and computer's understandings towards mutual behaviors Human-centered semantic relatedness measure that employs human power to measure the semantic relatedness between two concepts
Human-centered systems Human-centered systems (HCS) are systems designed for human-centered computing. This approach was developed by Mike Cooley in his book Architect or Bee? drawing on his experience working with the Lucas Plan. HCS focuses on the design of interactive systems as they relate to human activities. According to Kling et al., the Committee on Computing, Information, and Communication of the National Science and Technology Council, identified human-centered systems, or HCS, as one of five components for a High Performance Computing Program. Human-centered systems can be referred to in terms of human-centered automation. According to Kling et al., HCS refers to "systems that are:
based on the analysis of the human tasks the system is aiding monitored for performance in terms of human benefits built to take account of human skills and adaptable easily to changing human needs." In addition, Kling et al. defines four dimensions of human-centeredness that should be taken into account when classifying a system: systems that are human centered must analyze the complexity of the targeted social organization, and the varied social units that structure work and information; human centeredness is not an attribute of systems, but a process in which the stakeholder group of a particular system assists in evaluating the benefit of the system; the basic architecture of the system should reflect a realistic relationship between humans and machines; the purpose and audience the system is designed for should be an explicit part of the design, evaluation, and use of the system.
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