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What is Human-Centered Computing? NASA Statement Relevant

The design, development, and implementation of mixed-initiative human-computer systems are studied by human-centred computing (HCC). It is the result of the interdisciplinary fields’ shared interest in both human comprehension and the creation of computer products.

Human-computer interaction, information science, and human-centered computing are all closely linked fields.

Human-centered computing typically focuses on the systems and procedures of technology use, whereas human-computer interaction is more concerned with the ergonomics and usability of computing artefacts, and information science is concerned with the procedures of information gathering, processing, and use.

what is human-centered computing nasa statement relevant

Benefits of using Human-Centered Computing

A crucial skill required for creating the System of Systems the Exploration Systems Program will require is human-centred Computing. The multigenerational effort of this project must be supported by technology rather than hampered by it because to the intricacy of both the procedure and the final outcome.

With lowering processing costs and more Internet accessibility globally, the moment for change is here. With the removal of access hurdles like language and education, HCC aims to assist users of different cultural backgrounds in gaining the benefits of access to computer resources. People who study and adapt to technology have more opportunities in today’s society.

Use case of Human-Centered Computing

  • Addressing issues in dispersed contexts, including grids, mobile and wearable information appliances, sensor-based information networks, and Internet-based information systems.
  • Interfaces that combine speech, text, images, gesture, movement, touch, sound, and other elements to enable multi-media and multi-modal communication between humans and machines.
  • Information visualisation, intelligent user interfaces, and content adaptation to account for various display capabilities, modalities, bandwidth, and latency.
  • Multi-agent systems are used in a broad range of fields, including disaster response teams, e-commerce, education, and effective ageing, to manage and coordinate activities as well as solve difficult issues in distant contexts.
  • Models for efficient human-human interaction mediated by computers under various limitations (e.g., video conferencing, collaboration across high vs. low bandwidth networks, etc.).
  • To facilitate cross-modal input and output, semantic frameworks for multimedia information are defined.
  • solutions that are specific to the requirements of certain communities.
    Systems that foster collaboration across corporate, national, and professional barriers through knowledge-intensive and dynamic interactions.
  • New approaches to assist and improve social interaction, include ground-breaking concepts like affective computing, social orthotics, and experience capture.
  • Studies of how social organisations, such firms or governments, react to and influence the introduction of new information technologies, especially with the aim of enhancing technological design and scientific knowledge.
  • Knowledge-driven human-computer interaction that makes use of ontologies to overcome semantic discrepancies in how the two species comprehend one another’s actions.
  • A human-centred semantic relatedness metric that gauges the degree of semantic similarity between two ideas.
human-centered computing

A software engineering process called human-centred computing makes the assumption that in order to build software (and hardware) that is helpful, one must first have a thorough grasp of the entire work system for the technology in question.

“System” refers to both the greater context of the social system of work practises, facilities, processes, legal rules, and culture as well as the technological environment of linked hardware and software.

Human-Centered Computing in Multi-Media

Human-centered multimedia activities, or HCM, may be categorised into three categories: production, analysis, and interaction. Media production, annotation, organisation, archive, retrieval, sharing, and communication.

Media creation by humans is called multimedia production. For instance, taking pictures, making audio recordings, remixing, etc. It is crucial that all relevant media production processes directly include people when it comes to HCM. Multimedia creation primarily consists of two elements. Culture and social elements come first.

HCM production systems should take into account cultural variances and be created with the culture in which they will be used in mind. The second is to think about what people can do. The individuals involved in the development of HCM should be capable of completing the tasks.

hcc prototype

Why is Human-Centered Computing Important?

The transition from technology-centric to human-centric system design can further enable people to take use of technology and foster stronger interpersonal relationships.

With the explosion of data at our disposal, we must harness it and utilise it to our advantage, but as technology advances, we must ensure that it is for the good of humanity rather than at its expense.

With the aid of our business intelligence and data management solutions, CDW can assist your company in using a sea of data and generating insightful knowledge from it.

semantic of human centered computing

Conclusion

There are two last phases in the Human-Centered Design Process. The designer would often create high-fidelity prototypes from their paper designs or low-fidelity wireframes after wireframing or sketching.

By using prototypes, the designer is able to concentrate on the overarching design concept and further explore their design ideas.

A high-fidelity prototype resembles a genuine application and is interactive or “clickable.” The designer may then carry out usability testing after producing this very detailed prototype of their idea.

This entails gathering participants who correspond to the intended users of the product and having them interact with the prototype as if it were the finished article.

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