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ProgramiranjeI_sylabus.doc iris@fit.ba
SOFTWARE ENGINEERING
HUMAN-COMPUTER INTERACTION
"The question persists and indeed grows whether the computer will make it easier or harder for human
beings to know who they really are, to identify their real problems, to respond more fully to beauty,
to place adequate value on life, and to make their world safer than it now is."
(Norman Cousins – The Poet and the Computer, 1966)
The world we live in has become suffused with computer technologies. They have created change and
continue to create change. It is not only on our desktops and in our hands that this is manifested; it is in
virtually all aspects of our lives, in our communities, and in the wider society of which we are a part.
What will our world be like in 2020?
Digital technologies will continue to proliferate, enabling ever more ways of changing how we live. But
will such developments improve the quality of life, empower us, and make us feel safer, happier and
more connected? Or will living with technology make it more tiresome, frustrating and security-driven?
What will it mean to be human when everything we do is supported or augmented by technology?
What role can researchers, designers and computer scientists have in helping to shape the future?
On one hand, people use technology to pursue healthier and more enjoyable lifestyles, expand their
creative skills with digital tools, and instantly gain access to information available never before. On the
other, governments become more reliant on computers to control society, criminals become more
‘digitally cunning', and people worry more about what information is stored about them.
An important aspect of the evolution in computing is how we interact with thousands of devices
increasingly at our disposal. Just as the keyboard and mouse, and the computer screen ‘graphical user
interface,' or GUI, made it possible to do much more than was possible with punched cards and tape,
new forms of computing will demand new interaction mechanisms. From GUIs to multi-touch screens,
speech and gesture recognition, advanced display systems such as augmented and virtual reality the
ways we interact with computers are diversifying as never before. Two-handed and multi-fingered input
is providing a more natural and flexible means of interaction beyond the single point of contact offered
by either the mouse or stylus. The shift to multiple points of input also supports novel forms of interaction
where people can share a single interface by gathering around it and interacting together. Smart devices
and services are also able to show intelligent behavior recognizing intentions of the user and anticipating
the users’ needs. These technologies are central in Human-Computer Interaction (HCI).
- methodologies and processes for designing interfaces (i.e., given a task and a class of
users, design the best possible interface within given constraints, optimizing for a
desired property such as learnability or efficiency of use).
- methods for implementing interfaces (e.g. software toolkits and libraries; efficient algorithms)
- techniques for evaluating and comparing interfaces
- developing new interfaces and interaction techniques
- developing descriptive and predictive models and theories of interaction
A long term goal of HCI is to design systems that minimize the barrier between the human's
cognitive model of what they want to accomplish and the computer's understanding of the
user's task.
Increasingly, researchers and designers are conducting experiments on the profound effects that
design improvements can have on users: reduced learning times, faster performance on tasks, lower
rate of errors, higher subjective satisfaction, and better human retention over time. Theories,
taxonomies, and models at differing levels of abstraction are competing for attention.
Knowledgeable managers are recognizing that excellent user interfaces produce dramatic marketing
advantages because they can greatly increase productivity, substantially reduce fatigue and errors,
and enable users to be more creative in solving problems. When the user interface is well designed
users should not only be performing well, but should also experience a sense of accomplishment and a
positive regard for the designer of the interface.
The success of HCI now allows researchers to focus on how computers can support human-to-human
concerns, rather than simply human-machine interaction. HCI has helped to produce a world in which
interacting with computers is easier and richer. The real HCI issues now include what might be our
aspirations, our desires for self-understanding and expression, and our willingness to use imagination
to create a different future.
By 2020, society's relationship with technology will be quite different from what it has meant to be
‘users' of computers. Computers will quite literally be everywhere, from inside our bodies to roaming
Mars. They will also look and feel quite different from the PCs, laptops or handheld computers of the
1990s. There will be many opportunities to use them in diverse and novel ways not possible now,
allowing us to express ourselves, be creative, and to nurture, protect, and care for one another in new
ways. But technological advances can equally support the darker side of what it means to be human.
People may use them to find ever more sophisticated and subtle ways to control us, deceive us or to
spy on our every movement and transaction.
Even if computers are not used with nefarious intentions, we could equally find ourselves in a world
where we are bombarded with information, told what to do by our cars, offices and homes, forced to
grapple with ever more complex technologies in our home and working lives, and monitored,
measured and recorded without our knowing.
Digital technologies have become a central feature of the 21st century and will become an even more
fundamental and critical part of how we live. Our relationship with technology is changing and these
changes raise fundamental questions about what we anticipate of computer systems in the future.
What is clear is that digital technology in the world of 2020 will be as different from today as technology
twenty five years ago was different from what we have now. These shifts and transformations in
technology, and in our judgments about what we want computing to do, pose fundamental questions to
those involved in Human-Computer Interaction. These questions require the HCI community to bring to
the fore the fundamental human values shaping our everyday world and to use these to guide how HCI
helps shape the ways people of all kinds will relate to computing technologies in future.
http://www.youtube.com/watch?v=8Ff7SzP4gfg
Fakultet informacijskih tehnologija
ProgramiranjeI_sylabus.doc iris@fit.ba
GRAMMAR WORK
POSITION OF ADVERBS
Adverb + adjective
When an adverb qualifies an adjective or past participle, it comes immediately before it.
Adverb + verb
When an adverb qualifies a verb + object, we do not usually put the adverb between the verb and its object.
2. Mid (before the main verb, but after the verb to be)
Different kinds of adverbs go in different positions and many can go in all three.
However, here are their common positions.
Note:
Some adverbs can be both comment and manner. The position depends on which use it is.
Some adverbs express how complete something is. They come in mid-position.
If there is more than one adverbial in the end position, the normal order is manner, place, time.
Adverb collocation
Adverbs can go with certain verbs or adjectives because there is a link in meaning
between the two. For example, emotions can be deep, so we often find the adverb deeply with words that express
feelings.
Some adverbs have two forms, one with and one without –ly.
Sometimes, the two meanings are connected:
EXERCISES
Task 1 Rewrite the sentence with the adverb (in brackets) in its correct position.
Do not forget the punctuation mark.
Task 2 Rewrite the sentence putting the adverb given in brackets into its proper position.
2. The return of the Shakespearean actor Donald Bennett to the London stage is
awaited.
days.
9. Having worked for the same firm for forty years, he was awarded a
gold watch.
10. In her anger she hit him. Later she regretted this.
11. Two people escaped unhurt in the accident, but unfortunately the third passenger was _ injured and
died on the way to hospital.
12. Alison made her views on the subject of politicians clear.
She dislikes all of them.
KEY TO GRAMMAR EXERCISES
Task 1
Task 2
Task 3