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Human-Computer Interaction (HCI) in Educational Environments: Implications of Understanding Computers as Media.


This article is a review of the literature in the field of Human Computer Interaction (HCI (Human Computer Interaction) Refers to the design and implementation of computer systems that people interact with. It includes desktop systems as well as embedded systems in all kinds of devices. ) as it may apply specifically to educational environments. The origin of HCI and its relationship to other areas of study such as human factors, usability, and computer interface design are examined. Additionally, the notion of computers as a medium was investigated in order to understand the unique properties of HCI as opposed to other forms of man-machine interaction Man-machine interaction (MMI) may refer to:
  • Control of machines in general using devices like steering wheel, automobile pedal, or button
  • Human–computer interaction
. The article seeks to answer questions about current HCI issues, its relevance to education, and to sketch out a research agenda for the future.

Designing for the little screen on the desktop has the most in common with designing for the Big Screen. Interactive software needs the talents of a Disney, a Griffith, a Welles, a Hitchcock, a Capra... (Nelson, 1995, p. 243)

History of Media in Education

The history of educational technology shows a pattern of moments of exaggerated promise at the introduction of new technology, followed by disappointment. Thomas Edison predicted in 1913 that books would be replaced by motion pictures (Cuban, 1986; Metlitzky, 1999). In 1940, George F. Zook, in his American Council on Education Established in 1918, the American Council on Education (ACE) is a United States organization comprising over 1,800 accredited, degree-granting colleges and universities and higher education-related associations, organizations, and corporations.  report, described film as "the most revolutionary instrument introduced in education since the printing press" (Hoban, 1942, p. 16). However, after these early periods of great promise, the history of the use of technology in education is one of resistance to change and disappointment. Hoban (1942) blames this resistance partially on the Puritanical belief in the power of words, and a suspicion of any education that seems pleasurable pleas·ur·a·ble  
adj.
Agreeable; gratifying.



pleasur·a·bil
. While film came into wide use in educational environments during WWII WWII
abbr.
World War II


WWII World War Two
 when the military needed a device to speed up the training of masses of soldiers with various skill levels and education, it never gained acceptance in higher education higher education

Study beyond the level of secondary education. Institutions of higher education include not only colleges and universities but also professional schools in such fields as law, theology, medicine, business, music, and art.
 in the same way (Hoban, 1942).

The literature on the use of film and TV in educational environments is striking in the manner which one finds much written and published in the period of 1930-1950, and then very little afterwards. Research in the uses of film in education has, in the opinion of one of the leading researchers in this area, remained almost at a standstill standstill /stand·still/ (stand´stil?) cessation of activity, as of the heart (cardiac s.) or chest (respiratory s.) .

stand·still
n.
Complete cessation of activity or progress.
 since 1950 (Hoban, 1971). In the 1960s and 1970s, a few authors focused on how to use films to teach creatively as an augmentation AUGMENTATION, old English law. The name of a court erected by Henry VIII., which was invested with the power of determining suits and controversies relating to monasteries and abbey lands.  and resource in the classroom (Schillaci & Culkin, 1970; Worth, 1981), while others argued about the educational value of film and television, especially Sesame Street Sesame Street is an American educational children's television series for preschoolers and is a pioneer of the contemporary educational television standard, combining both education and entertainment.  (Goldman & Burnett, 1971; Cook, Appleton, Conner, Shaffer, Tamkin, & Weber, 1975). Overall, there is surprisingly little written about the uses of film and television in education.

With the introduction of the personal computer, large claims were once again made for educational applications. The programmed learning Programmed Learning is a learning technique first proposed by the behaviorist B. F. Skinner in 1958. According to Skinner, the purpose of programmed learning is to "manage human learning under controlled conditions".  movement, or auto-instructional movement, began with the introduction of computers and, early on, emphasized B.F. Skinner's model of operant conditioning operant conditioning
n.
A process of behavior modification in which a subject is encouraged to behave in a desired manner through positive or negative reinforcement, so that the subject comes to associate the pleasure or displeasure of the
, response mode, error rate, and reinforcement (DeCecco, 1964). Later, Computer-Aided Instruction (application, education) Computer-Aided Instruction - (CAI, or "assisted", "learning", CAL) The use of (personal) computers for education and training.  (CM) and Intelligent Computer-Aided Instruction (CAI (1) (Computer-Assisted Instruction) Same as CBT.

(2) See CA.

CAI - Computer-Aided Instruction
) developed, seeking to combine artificial intelligence capabilities (Frasson & Gauthier, 1990). However, neither of these movements had much success in either elementary or higher education.

Computer Medium

Computers are usually viewed as tools or instruments for storing and manipulating data (Oren, 1995). However, at times in the literature on human-computer interaction Human-computer interaction

An interdisciplinary field focused on the interactions between human users and computer systems, including the user interface and the underlying processes which produce the interactions.
 (HCI), there are suggestions that the computer is a medium, not a tool, and that it might be fruitful to investigate this notion further (Baecker & Small, 1995; Head, 1999; Kay, 1995; Oren, 1995). As the use of computers in educational environments increases, the need for a more sophisticated understanding of computer design issues becomes more important--an understanding of computers as a medium brings this kind of complexity to the research.

The literature suggests that computers might parallel the evolution of other forms of media (Mountford, 1995; Oren, 1995). According to according to
prep.
1. As stated or indicated by; on the authority of: according to historians.

2. In keeping with: according to instructions.

3.
 Shneiderman (1998), Marshall McLuhan Noun 1. Marshall McLuhan - Canadian writer noted for his analyses of the mass media (1911-1980)
Herbert Marshall McLuhan, McLuhan
 (1964) pointed out that new media are dependent on old media until the unique features of the new media are appreciated and developed. In the way that early movies relied on novels and plays for content, early computing automated the work of typewriters and accounting ledgers. Software engineering has been dominated by engineers (Mountford, 1995), as was the development of the filmmaking film·mak·ing  
n.
The making of movies.
 process first controlled by engineers. In this way, much of the current educational software simply automates typical classroom tasks.

Now that we are reaching a more mature stage in the cycle of the development of the personal computer, it is time to look more closely at the specific characteristics of the medium that might be well suited for educational applications. Consequently, this article seeks to find the answers to the following questions: What is the history of human-computer interaction (HCI)? What are the current issues in HCI research? What aspects of HCI research are relevant to education? Finally, what should be the HCI research agenda for the future, particularly if the discussion is broadened in the context of computers as a medium?

DEFINITION AND HISTORY OF HUMAN COMPUTER INTERACTION (HCI)

The general study of human-machine interaction began in WWII with a focus on understanding the psychology of soldiers interacting with weapon and information systems such as signal detection and cockpit instrument displays (Card, Moran, & Newell, 1983). After the war, human-machine interaction began to be examined more broadly in relationship to work and consumer product environments (Helander, 1998). Human-computer interaction (HCI) developed from this work and is a multi-disciplinary field involving computer science, psychology, engineering, ergonomics ergonomics, the engineering science concerned with the physical and psychological relationship between machines and the people who use them. The ergonomicist takes an empirical approach to the study of human-machine interactions. , sociology, anthropology, philosophy, and design (Card, Moran & Newell, 1983; Faulkner, 1998; Head, 1999). HCI is concerned with the design, evaluation, and implementation of interactive computing In computer science, interactive computing refers to software which accepts input from humans — for example, data or commands. Interactive software includes most popular programs, such as word processors or spreadsheet applications.  systems for human use (Head, 1999; Card, Moran, & Newell, 1983).

The subject of HCI has had various labels and acronyms over the years. It is generally used to mean human-computer interaction, but sometimes is described as human-computer interface (software, hardware) Human-Computer Interface - (HCI) Any software or hardware that allows a user to interact with a computer. Examples are WIMP, command-line interpreter, or virtual reality.

See also Human-Computer Interaction.
. Additionally, CHI, or computer-human interaction, is sometimes used, as well as manmachine interface, or MMI (Man Machine Interface) See HMI.

1. MMI - Man-Machine Interface.
2. (company) MMI - The company which developed the first Programmable Array Logic devices. MMI was bought by AMD.
 (Faulkner, 1998). The primary focus of HCI is the user. The field, as a whole, tries to better understand the interactions between the user and computer (Faulkner, 1998; Head, 1999; Maddix, 1990). The primary factors considered in examining human-computer interactions are organizational, environmental, cognitive, task, constraints, and functionality (Preece & Shneiderman, 1994; Head, 1999).

Cognitive research and principles developed in the 1980s provided much of the early HCI framework (Faulkner, 1998). The literature on HCI focuses in part on cognitive processes Cognitive processes
Thought processes (i.e., reasoning, perception, judgment, memory).

Mentioned in: Psychosocial Disorders
, especially in terms of the capacities of users and how these affect users' abilities to carry out specific tasks with computer systems. In contrast to behaviorism behaviorism, school of psychology which seeks to explain animal and human behavior entirely in terms of observable and measurable responses to environmental stimuli. Behaviorism was introduced (1913) by the American psychologist John B. , which argues that action must be understood in terms of observable behavior between humans and the environment, cognitive psychology cognitive psychology, school of psychology that examines internal mental processes such as problem solving, memory, and language. It had its foundations in the Gestalt psychology of Max Wertheimer, Wolfgang Köhler, and Kurt Koffka, and in the work of Jean  focuses on mental processes, sometimes expressed in computational terms (Wooffitt, Fraser, Gilbert & McGlashan, 1997).

In terms of cognitive issues, HCI focuses on motor, perceptual, and cognitive systems and two types of memory: working and long-term (Card, Moran & Newell, 1983). According to Card, Moran, and Newell (1983), the most effective technique for retaining information is to associate it with something already in long-term memory long-term memory
n.
Abbr. LTM The phase of the memory process considered the permanent storehouse of retained information.


long-term memory 
. Thus, much of this literature on the cognitive aspects of HCI is concerned with the relationship between long- and short-term memory short-term memory
n.
Abbr. STM The phase of the memory process in which stimuli that have been recognized and registered are stored briefly.
. Accordingly, memory is broken down into the following aspects: processor cycle time, memory capacity, memory decay rate, and memory code type (Card, Moran, & Newell, 1983).

Human Factors

HCI is a subset of the field of human factors that also includes interface design, system/user communications, and end-user involvement (Carey, 1991; Reisner, 1987). The term "human factors" is defined by Carey (1991) as "the study of the interaction between people, computers, and their work environment" (p. 2). The objective of human factors research is to create information systems and work environments that help to make people more productive and more satisfied with their work life. However, the overall emphasis of human factors is on system performance, not on human satisfaction (Carey, 1991). Today, most computer and software companies have human factors staff (Helander, 1998), and Shneiderman (1987) claims that the diverse use of computers is stimulating widespread interest in human factors issues. He points to five primary human factors: "time to learn, speed of performance, rate of errors by users, subjective satisfaction, and retention over time" (Shneiderman, 1987, p. 15).

Human error studies are part of the human factors literature. This research has taken two different routes: natural science and cognitive science cognitive science

Interdisciplinary study that attempts to explain the cognitive processes of humans and some higher animals in terms of the manipulation of symbols using computational rules.
 approaches (Reason, 1990). HCI is concerned with the cognitive science approach, and we shall see that the field is very much focused on learning how to minimize user error. Reason (1990) identifies three basic kinds of errors: (a) skill-based, (b) rule-based, and (c) knowledge-based. He argues that errors are bound with stored knowledge structures retrieved in response to situational demands.

Usability

Another major area of study that overlaps with HCI is usability. Usability refers to the degree to which a computer system is effectively used by its users in the performance of tasks (Carey, 1991). Usability evaluates whether a computer system functions in the manner it was designed and if it fits the design purpose (Faulkner, 1998). This evaluation of usability includes the user interface, dialogue design, cognitive match with the user, quality of documentation, and online help (Maddix, 1990). Interface design is one aspect of usability (Cohen cohen
 or kohen

(Hebrew: “priest”) Jewish priest descended from Zadok (a descendant of Aaron), priest at the First Temple of Jerusalem. The biblical priesthood was hereditary and male.
, 1997). As opposed to the traditional mechanical point of view, usability focuses on the cognitive and social aspects of users when designing computer applications as well. Consequently, usability has a communications medium dimension mediating between users and the designer. In this way, usability focuses on the evolving process of communication and supporting organizational processes (Adler & Winograd, 1992). Maddix (1990) emphasizes the process aspect of usability by suggesting a parallel with the concept of "gestalt Gestalt (gəshtält`) [Ger.,=form], school of psychology that interprets phenomena as organized wholes rather than as aggregates of distinct parts, maintaining that the whole is greater than the sum of its parts. ," implying the understanding of computer systems as a totality, rather than as a collection of individual parts.

Shneiderman (1999) argues that designers of older technologies such as telephones and television have reached the goal of universal usability Universal usability refers to the design of information and communications products and services that are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a computer scientist at the University of Maryland, College Park. , but computers are still too difficult to use. Designing for experienced users is difficult, but designing for a broad audience of unskilled users presents a far greater challenge. Consequently, Shneiderman suggests three usability principles, including supporting a broad range of hardware and software, accommodating users with different skills and needs, and bridging the gap between what users know and what they need to know (Shneiderman, 1999).

The literature on usability also includes information on access for special needs populations. The ACM's Special Interest Group on Computers and the Physically Handicapped, (SIGCAPH SIGCAPH Special Interest Group on Computers and the Physically Handicapped (ACM) ) promotes accessibility for disabled users. The European conferences on User Interfaces for All also deal with interface design strategies, and the Web Accessibility Initiative The World Wide Web Consortium (W3C)'s Web Accessibility Initiative (WAI) is an effort to improve the accessibility of the World Wide Web (WWW or Web) for people using a wide range of user agent devices, not just standard web browsers.  (http://www.w3.org/WAI) of the World Wide Web Consortium has a guidelines document to support special needs users (Shneiderman, 1999).

Interface Design

Computer interface design is a subset of HCI and focuses specifically on the computer input and output devices such as the screen, keyboard, and mouse. Research on the task interface has its roots in the ergonomic ergonomic - Concerning ergonomics or exhibitting good ergonimics.  study of instrument panels during WWII. This research has led directly to the current computer interface design literature (Sime & Coombs Coombs can refer to:
  • Coombs test, a test for the presence of antibodies or antigens
  • Coombs reagent, the reagent used in the Coombs test
  • Coombs' method, a type of voting designed by the psychologist Clyde Coombs
, 1983). Much of this literature focuses on principles of good computer interface design. Donald Norman Donald A. Norman is a professor emeritus of cognitive science at University of California, San Diego and a Professor of Computer Science at Northwestern University, where he also co-directs the dual degree MBA + Engineering degree program between the Kellogg school and Northwestern  (1998; 1988; 1987), one of the leading researchers in this field, suggests seven principles of good design, including using knowledge of both the world and in the user's head, simplifying the structure of tasks, making functions visible, using conceptual maps, exploiting constraints and limitations, expecting user error, and standardizing functions. Head (1999) references IBM's design principles: (a) recommending a focus on users, (b) continual user testing, (c) interactive design, and (d) integrated design The introduction to this article provides insufficient context for those unfamiliar with the subject matter.
Please help [ improve the introduction] to meet Wikipedia's layout standards. You can discuss the issue on the talk page.
. Additionally, the literature is full of design truisms that tend to be repeated such as: consistency eases learning of system, and use no more than four colors (Head, 1999). Oddly, these design "tips" are found both in the academic-style literature as well as the more popular design guides.

ISSUES IN HCI

The following are the primary areas of debate and research within HCI.

Goals, Operations, Methods, and Selection (GOMS GOMS Goals, Operators, Methods and Selection Rules
GOMS Geostationary Operational Meteorological Satellite
GOMS Goals, Operators, Methods, Selection model
GOMS Grants Obligations Management System
GOMS Gulf of Mexico Seawater
GOMS Goals Operators Methods and Selection Rules
) Models

The GOMS Model is one of the basic HCI principles often discussed in the literature (Card, Moran, & Newell, 1983). Goals are set to provide a memory point for return if there is failure or to refer to a navigational history. The operator is output such as the keyboard and mouse. Methods are learned procedures that the user already knows, rather than plans created during the completion of a task. Section is the use of a set of selection rules, often using an if-then logic (Card, Moran, & Newell, 1983). GOMS was one of the first attempts to infer a cognitive model The term cognitive model can have basically two meanings. In cognitive psychology, a model is a simplified representation of reality. The essential quality of such a model is to help deciding the appropriate actions, i.e.  to describe how users perform tasks, and some see GOMS as a major advance in looking at models that predict human behavior (Reisner, 1987). Black, Kay, and Soloway (1987) see GOMS as a well-developed model for the study of story and narrative understanding in computer environments. More recently, more complex models have been proposed, using variations on linguistic grammar theory and production systems, and task-action grammar (Woof-fitt, Fraser, Gi lbert, & McGlashan, 1997).

Wooffitt, Fraser, Gilbert, and McGlashan (1997) criticize the GOMS method because users often behave by first acting when thrown into a situation, and only then devising a goal afterwards. They argue that an individual's actions are produced on a moment-by-moment basis, and that their behavior in particular circumstances is not rule-governed. Consequently, the GOMS method may have limitations.

Command Language Versus Direct Manipulation

In the HCI literature, two types of interaction styles are generally recognized: command language or direct manipulation systems. Command language systems are also known as linguistic manipulation systems, or dialogue systems, and were often used in the early days of computers in which users communicated with the computer through text command. Direct manipulation systems are the graphic user interfaces See GUI.  (GUI (Graphical User Interface) A graphics-based user interface that incorporates movable windows, icons and a mouse. The ability to resize application windows and change style and size of fonts are the significant advantages of a GUI vs. a character-based interface. ) now common to users in the Windows environment (1) (upper case "W") Refers to computers running under a Microsoft Windows operating system.

(2) (lower case "w") Also called a "windowing environment," it refers to any software that provides multiple windows on screen such as Windows, Mac, Motif and X Window.
 (Faulkner, 1998). Shneiderman (1995) is credited with introducing "direct manipulation" as a phrase for interfaces with the following characteristics: continuous representation, physical actions instead of typed commands, and rapid impact on objects with the results becoming immediately visible (Helander, 1998).

Shneiderman (1997b) argued that the usefulness of direct manipulation stemmed from the visibility of the objects of interest so that there is little need for the mental decomposition decomposition /de·com·po·si·tion/ (de-kom?pah-zish´un) the separation of compound bodies into their constituent principles.

de·com·po·si·tion
n.
1.
 of tasks into multiple commands. Each action produces a result in the task domain that is visible in the interface. He related the basic principle to stimulus-response compatibility discussions in the human-factors literature. He claimed that the difficulty with direct manipulation was to come up with an appropriate representation or model of reality (Shneiderman, 1987). Later, we see how this discussion is renewed in the literature on metaphor and simulation.

Hypertext hypertext, technique for organizing computer databases or documents to facilitate the nonsequential retrieval of information. Related pieces of information are connected by preestablished or user-created links that allow a user to follow associative trails across the  

Hypertext is an important issue in HCI research. It is connected to the literature on cognitive issues because hypertext is said to mimic the associative as·so·ci·a·tive  
adj.
1. Of, characterized by, resulting from, or causing association.

2. Mathematics Independent of the grouping of elements.
 manner in which the brain works. Often, it is argued that hypertext may alter the way in which people read, write, and organize information, and it may be crucial in the development of nonlinear A system in which the output is not a uniform relationship to the input.

nonlinear - (Scientific computation) A property of a system whose output is not proportional to its input.
 thinking (McKnight, Dillon, & Richardson, 1991). This literature claims that linear text limits an author's ability to address the range of needs and interests of readers. Hypertext solves this problem, the argument goes, by presenting text in a nonlinear arrangement linked by key phrases in the text (Osgood, 1994). Additionally, in line with the media discussion, one of the most important advantages of hypertext is that it is a method for integrating three technologies and industries that have been separate until recently: publishing, computing, and broadcasting in the form of television and film (Nielsen, 1990).

However, the literature shows that one of the primary problems with hypertext is that it causes severe difficulty with navigation for users (McKnight, Dillon, & Richardson, 1991; Osgood, 1994). Additionally, hypertext indexing methods are often inadequate and not necessarily focused on what the user most wants to follow (McKnight, Dillon, & Richardson, 1991). Researchers, recognizing the problem of navigation, work on helping users better navigate through text, including better forms of indexing (Osgood, 1994).

Some argue that the opposition between hypertext and print reading is a false dichotomy. McKnight, Dillon, and Richardson (1991) point out that reading is not really a linear activity, but instead involves a great deal of skimming Skimming

An electronic method of capturing a victim's personal information used by identity thieves. The skimmer is a small device that scans a credit card and stores the information contained in the magnetic strip.
. Particularly in experienced readers, rarely is a document read straight through from beginning to end. The problem with hypertext is that its theoretical basis, which is an implied criticism of normal text forms, is inaccurate, and consequently the alternative is not the advantage that proponents imagine (McKnight, Dillon, & Richardson, 1991). While hypertext represents a change in the presentation of text, it may not alter the way in which words are read by a reader (McKnight, Dillon, & Richardson, 1991).

Graphic/visual Issues

In addition to visual interface issues, the HCI literature also touches on topics related to visual perception and how the specifics of human visual perception may impact human-computer interaction. The important issues include how light transmits information to the eye of the perceiver, how that information is processed, and finally, how that information results in conscious experience of the external world. The notion of the perceiver as a processor of information is the central focus of the psychology of visual perception (Haber & Hershenson, 1973). Some interested in broader visual research have examined the relationship between visual imagery and mental imagery in human perception (Klima, 1974).

Arnheim's work (1974) is central (and often cited) in this discussion of perceptual issues in HCI. He argued that "gestalt," the German word for shape or form, has been applied since the beginning of the 20th century to a body of scientific principles that were derived mainly from experiments in sensory perception. Arnheim points to Christian von Ehrenfels Christian Freiherr von Ehrenfels (June 2 1859 in Rodaun near Vienna - September 8 1932 in Lichtenau), was an Austrian philosopher, and is known as one of the founders and precursors of Gestalt psychology. , who claimed that the sum of the experience of 12 observers who listen to one of the 12 tones of a melody is quite different from the experience of someone listening to the whole melody. Arnheim (1974) argues that, in a similar manner, vision is not a mechanical recording of individual elements, but rather the recognition of patterns. Consequently, much of the research has focused on visual pattern recognition.

According to Shneiderman (1997b), visual perception is underutilized by today's graphical user interfaces graphical user interface (GUI)

Computer display format that allows the user to select commands, call up files, start programs, and do other routine tasks by using a mouse to point to pictorial symbols (icons) or lists of menu choices on the screen as opposed to having to
. His work on the HomeFinder and the FilmFinder demonstrated that users could find information faster with graphical user interfaces than with natural language queries A query expressed by typing English, French or any other spoken language in a normal manner. For example, "how many sales reps sold more than a million dollars in any eastern state in January?" In order to allow for spoken queries, both a voice recognition system and natural language , and that user comprehension and satisfaction was high for these interfaces (Shneiderman, 1997b). Furthermore, the literature suggests that there is evidence to support that humans recall pictures better than words (Faulkner, 1998).

Metaphor

Interface metaphors An Interface metaphor is a set of user interface visuals, actions and procedures that exploit specific knowledge that users already have of other domains. The purpose of the interface metaphor is to give the user instantaneous knowledge about how to interact with the user interface.  are often discussed in HCI literature as they pertain to pertain to
verb relate to, concern, refer to, regard, be part of, belong to, apply to, bear on, befit, be relevant to, be appropriate to, appertain to
 interface design. The use of an interface metaphor--such as the desktop and window--is widespread in computer software design as an ideal method for providing a quick and easy foundation for users to understand how applications work (Cohen, 1997). Interface metaphors work by exploiting previous user knowledge of a mental model (Helander, 1998; Klima, 1974). There are three main approaches to metaphor research: measuring behavioral effects, cognitive mappings between metaphor and meaning, and the constraints of context and goals when using particular metaphors (Helander, 1998).

In the literature on interface metaphors, critics claim that metaphors stand in the way of making new connections and associations (Nelson, 1995). Research in cognitive psychology supports this notion that using similar representations is helpful, but can be detrimental to user behavior under specific conditions, particularly if the metaphor does not fit appropriately (Cohen, 1997). Nelson (1995) believed that metaphors are counterproductive coun·ter·pro·duc·tive  
adj.
Tending to hinder rather than serve one's purpose: "Violation of the court order would be counterproductive" Philip H. Lee.
  because they kept designers from finding new design principles that might lead to a new conceptual organization. In a similar fashion, Oren (1995) saw the use of metaphor as a genre in which familiarity to images and conventions prevented users from taking a more active role.

Animation

Animation is another subject discussed in the HCI literature, usually a addressed along with interface design issues. The term "animation" is not used

to describe drawn figures, but rather to describe movements of either text or

graphics on the computer screen. It is the use of graphic art occurring over time (Baecker & Small, 1995). Animation is not used as much as it could be in human-computer interactions. Many in the literature argue that it can be very effective in establishing mood, in increasing sense of identification in the user, for persuasion, and for explication ex·pli·cate  
tr.v. ex·pli·cat·ed, ex·pli·cat·ing, ex·pli·cates
To make clear the meaning of; explain. See Synonyms at explain.



[Latin explic
 (Baecker & Small, 1995; Morris, Owen,

& Fraser, 1994). Baecker and Small (1995) describe many specific uses for animation including reviewing, identification of an application, emphasizing transitions to orient the user, to provide choices in complex menus, to demonstrate actions, to provide clear explanations, give feedback on computer status, show history of navigation In the pre-modern history of human migration and discovery of new lands by navigating the oceans, a few peoples have excelled as sea-faring explorers. Prominent examples are the Phoenicians, the Ancient Greeks, the Persians, Arabians, the Norse and the Austronesian peoples including the , and to provide guidance when a user needs hel p.

In terms of assessment, there is disagreement about the effectiveness of animation. Morris, Owen, and Fraser (1994) claimed that several studies have explored the effectiveness of animations in educational contexts, while Bederson (1998) argued there have been few studies providing clear evidence of the positive affects of animation for the user.

Organizational Issues

The literature on HCI also addresses issues having to do with how computers are used in organizations. Increasingly, HCI researchers are looking at not just the individual characteristics of the user, but at interactions among people mediated by computers (Malone, 1987; Faulkner, 1998; Wooffitt, Fraser, Gilbert, & McGlashan, 1997). Rather than focusing on the user, this approach looks at groups of users and how to design computer systems in such a way that they fit naturally and appropriately into human organizations (Malone, 1987). Malone also identified four basic aspects of the organizational issues in HCI including economic, structural, human relations human relations nplrelaciones fpl humanas , and political. Maddix (1990) saw the emphasis on organizational HCI analysis as rising as organizational changes lead to workgroups characterized by a collective mission instead of individuals. In fact, some argued that differences in users' interactions with systems are not the result of individual psychological and physical differences, but social struc tured differences (Wooffitt, Fraser, Gilbert, & McGlashan, 1997).

Agents

HCI literature also addressed the use of various forms of artificial intelligence (AI) in the service of users including agents, text filtering, predictive text Predictive text is an input technology designed for mobile phones. The technology allows words to be entered by a single keypress for each letter, as opposed to the multiple keypress approach used in the older generation of mobile phones.  generation, and simulation. Agents are active and ever-present software components that perceive, appear to reason, act, and communicate (Huhns & Singh, 1998). Agents, also referred to as guides and personal assistants, first appeared in the form of travel agents helping users make their way through applications (Oren, Salomon, Kreitman, & Abbe, 1995). The key aspects of agents are anthropomorphic Having the characteristics of a human being. For example, an anthropomorphic robot has a head, arms and legs.  presentation, adaptive behavior Adaptive behavior is a type of behavior that is used to adapt to another type of behavior or situation. This is often characterized by a kind of behavior that allows an individual to substitute an unconstructive or disruptive behavior to something more constructive. , multi-modal, dialogue based, ability to work with vague goal specification (mixed initiative), supply what you need, and work unattended (Schneiderman, 1995; Huhns & Singh, 1998). Also, agents suggest a natural way to present multiple voices and points of view (Oren, Salomon, Kreitman, & Abbe, 1995) and involve a degree of improvisation improvisation

Creation of music in real time. Improvisation usually involves some preparation beforehand, particularly when there is more than one performer. Despite the central place of notated music in the Western tradition, improvisation has often played a role, from the
 (Chapman, 1991). Many believe that human-human interaction is a good model for human-comp uter interaction and, consequently, look to agents as a perfect HCI solution (Shneiderman, 1997b).

Agents are viewed in two extreme views reflecting viewpoints on the degree of artificial intelligence used in their construction. One sees agents as conscious, cognitive entities. The second major view is that agents are only programs responding to commands or command sets made in advance (Huhns & Singh, 1998). Applications involving information access, filtering, electronic commerce, education, and entertainment are becoming more prevalent and have in common a need for mechanisms for finding, fusing, using, presenting, managing, and updating information, all of which agents are intended to perform (Huhns & Singh, 1998). In recent years, much has been written on agents, as the trend has shifted from passive interfaces to active interfaces (Huhns & Singh, 1998).

Some designers promote the notion of adaptive and/or anthropomorphic agents who anticipate and carry out the users' intentions. The famous bow-tied, helpful young man in Apple Computer's 1987 video on the Knowledge Navigator, and Microsoft's unsuccessful Bob program are examples of early attempts at anthropomorphic computer agents.

Although the majority of the literature is highly optimistic op·ti·mist  
n.
1. One who usually expects a favorable outcome.

2. A believer in philosophical optimism.



op
 about the promise of agents, some doubt that they will work because of the difficulties in understanding the context of information and the need for users to trust computer agents (Head, 1999; Shneiderman, 1995). Shneiderman (1995) argues that agents offer promise, but a good alternative to agents may be to expand the control-panel metaphor and establish personal preferences (Shneiderman, 1997b).

Text Filtering

Text filtering is another type of AI often mentioned in HCI literature. Text filtering may be one of the functions of an intelligent agent and is an information seeking Information seeking is the process or activity of attempting to obtain information in both human and technological contexts. Information seeking is related to, but yet different from, information retrieval (IR).  process in which documents are selected for specific information needs (Oard & Marchionini, 1997; Shneiderman, 1997b). Luhn is credited with identifying a modern information filtering system An Information filtering system is a system that removes redundant or unwanted information from an information stream using (semi)automated or computerized methods prior to presentation to a human user.  and introducing the idea of a "Business Intelligence System" in 1958. In this system, library workers would create profiles for individual users and produce lists of new documents for each user (Qard & Marchionini, 1997). Selective Dissemination of Information (library) Selective Dissemination of Information - (SDI) (From Library Science) SDI is a current awareness system which alerts you to the latest publications in your specified field(s) of interest.  (SDI (1) (Serial Digital Interface) A physical interface widely used for transmitting digital video in various formats. For electrical transmission, it uses a high grade of coaxial cable and a single BNC connector with Teflon insulation. ) became a field and resulted in the creation of the Special Interest Group on SDI (SIG-SDI) of the American Society for Information Science. By 1969, 60 operational systems were being used, generally following Luhn's model (Oard & Marchionini, 1997).

Denning coined the term "information filtering" and broadened a discussion that had traditionally focused on generation of information to include reception of information as well. He described a need to filter information arriving by e-mail in order to separate urgent messages from routine ones and customize to the needs of the user. Malone introduced an alternative approach called social or collaborative filtering Also known as "social filtering" and "social information filtering," it refers to techniques that identify information a user might be interested in. There are different kinds of algorithms used, but the basic principle is to develop a rating system for matching incoming material. , where a document is based on annotations to that document made by previous readers (Oard & Marchionini, 1997).

Predictive Text Generation

Predictive text generation is another form of artificial intelligence that uses a context-sensitive technique for enhancing expressive communication to suggest what the user might want to type next, on the basis of preceding input (Darragh & Witten, 1992). Predictive text generation is now familiar to many that use the latest Microsoft Office Microsoft's primary desktop applications for Windows and Mac. Depending on the package, it includes some combination of Word, Excel, PowerPoint, Access and Outlook along with various Internet and other utilities.  products. Many of the traditional uses for this form of HCI are for those with special needs. It works by accelerating typewritten type·write  
intr. & tr.v. type·wrote , type·writ·ten , type·writ·ing, type·writes
To engage in writing or to write (matter) with a typewriter.
 communication with a computer system by predicting what the user is going to type next. Good touch-typists are likely to find predictive text generation a hindrance hin·drance  
n.
1.
a. The act of hindering.

b. The condition of being hindered.

2. One that hinders; an impediment. See Synonyms at obstacle.
, but moderate to poor typists find it helpful, especially for highly structured text (Darragh & Witten, 1992).

Visualization/Creativity

A final use of artificial intelligence in HCI repeatedly described in the literature is for visualization and creative endeavors. Shneiderman (1999b) described the need to support creativity as a challenge for HCI designers. His model, called "genex," includes four stages focusing on: a) collecting previous works stored in digital libraries, b) relating with peers and mentors at multiple stages, c) creating through exploration and discovery, and d) donating by disseminating the creative results to digital library collections (Shneiderman, 1999b). To this scheme, Shneiderman (1999) adds visualization, free association, and replaying histories as areas of needed research. He sees visualization as supporting creative work by enabling users to find relevant information, and identify patterns (Shneiderman, 1 999b). Further, important aspects of computer assistance with creativity include constructing meaningful overviews, zooming in on desired items, filtering out undesired items, and showing relationships among items (Shneiderman, 1999b).

North and Shneiderman (1999) propose the use of multiple coordinated views for exploring information creatively. Each view is a visualization of some part of the information, and views are tightly linked so that they operate together as a unified interface (North & Shneiderman, 1999). Spotfire (www.ivee.com), Xerox PARC's perspective wall, Yale computer science professor David Gelernter's LifeStreams, and LifeLines are other systems which take a similar approach to information exploration (Shneiderman, 1997).

Pickover (1991) is another of the main proponents for the use of computers as aids to imagination. He argues that computers are providing mankind with an unlimited unparalleled aid for the imagination. He proposes visualization for scientific use through both simple and advanced computer graphics as a way to help understand complicated data (Pickover, 1991).

Simulation

Simulation is a major part of the literature on HCI, particularly as it applies to educational environments. A review of the literature shows the number of published simulation articles at approximately 200 for each of the years 1986 to 1990 (Pickover, 1991). Especially in educational environments, simulation can be very effective as an HCI tool. Because of the rich multimedia computer environment, learners can better bridge the gap between reality and the simulated task. Learning by doing is accomplished through simulation and is especially useful where actual environments are expensive and impractical to recreate constantly (Feifer, 1994). Simulation is effective because it can create a context for learning (Feifer, 1994). Pickover (1991) encourages the use of the computer as an instrument for both simulation and discovery, particularly in science. Feifer (1994) argues that the difficulty of creating good simulations and the difficulty of learners using simulations by themselves are two factors limiting th e use of computer simulations in teaching.

Schank (1997) argues that learning in computer simulations, or virtual learning, offers the best opportunity for students to learn by doing in an apprenticeship-type model. He stated that one of the biggest issues for learners is that they have trouble failing in public, while computers offer an ability to fail independently. Schank focuses on the use of stories in simulators, and the use of both expert and non-expert storytelling Storytelling
Aesop

semi-legendary fabulist of ancient Greece. [Gk. Lit.: Harvey, 10]

Münchäusen

Baron traveler grossly embellishes his experiences. [Ger. Lit.
 in simulations. He argues that in workplace learning, stories are at the root of organizational knowledge. By simulating scenarios based on common organizational stories, employees can quickly acquire needed knowledge.

HCI IN LEARNING ENVIRONMENTS

A review of the literature in HCI reveals many principles that should be embraced in the development of educational software. First, principles of human factors and usability need to be incorporated in educational software design. Schneiderman's (1987) focus on the five human factors: (a) time to learn, (b) speed of performance, (c) rate of errors, (d) subjective satisfaction, and (e) retention over time are very useful in education. In particular, the philosophical approach of usability ties in very well with learner-centered educational approaches. Maddix's (1990) emphasis on the process aspect of usability by viewing computer systems as a totality also has important ramifications ramifications nplAuswirkungen pl  for educational software that currently often emphasizes individual drills and testing. Furthermore, the usability emphasis on supporting a range of user skills and needs is essential in education.

In looking at specific issues in HCI, interface metaphors, animation, and collaboration tools A collaboration tool is something that helps people collaborate. The term is often used to mean collaborative software, but collaboration tools were being used before computers existed, a piece of paper can for example can be used as collaboration tool.  are relevant to education. Metaphors may stand in the way of making new connections and associations (Nelson, 1995; Oren, 1995). On the other hand, effects such as animation can be very effective in establishing mood, in increasing sense of identification, for persuasion, and for explication (Baecker & Small, 1995; Morris, Owen, & Fraser, 1994). Also, some argue that integrated classroom tools should support collaborative processes (Norman, 1997; Shneiderman, 1998b). Networked classrooms enable a variety of collaboration opportunities (Shneiderman et al., 1995), and improved collaborative software This is a list of collaborative software (or list of groupware) applications. Wiki software is on a list of wiki software. Open source or free software
The following are open source or free software applications.
 could facilitate easier management of teams of learners (1998b).

The understanding of computers as a medium may be a key to re-envisioning educational software. Oren (1995) argues that understanding computers as a medium means enlarging HCI to include issues such as the psychology of media, evolution of genre and form, and the societal implications of media. Computers began to be used in educational environments much later than film, and some claim that we are still using computers, instructionally, at very low levels of sophistication so·phis·ti·cate  
v. so·phis·ti·cat·ed, so·phis·ti·cat·ing, so·phis·ti·cates

v.tr.
1. To cause to become less natural, especially to make less naive and more worldly.

2.
 (Gibbons Famous people named Gibbons include:
  • Beth Gibbons (born 1965), British singer
  • Billy Gibbons, guitarist for ZZ Top
  • Cedric Gibbons (1893–1960), American art director
  • Christopher Gibbons (1615 - 1676), English composer, son of Orlando
 & Fairweather, 1998). If computers are a new medium, what is unique about the computer medium? What are its specific advantages for education?

Gibbons and Fairweather (1998) identified five attributes that make the computer, as instructional medium, unique: (a) dynamic display, (b) ability to accept student input, (c) speed, (d) ability to select, and (e) flawless memory. One of the distinct advantages of learning in computer environments might be this ability to have a record of learning. Plaisant, Rose, Rubloff, Salter salt·er  
n.
1. One that manufactures or sells salt.

2. One that treats meat, fish, or other foods with salt.

Noun 1.
, and Shneiderman (1999) state that such a record of learning could help students monitor their behavior, reflect on their progress, and experiment with revisions of their experiences.

Some argue that computer environments are particularly useful in giving users rich learning experiences, a direct result of its media nature. Shaffer and Resnick (1999) describe a "thick authenticity" in computer simulation which is personally meaningful and connected to the real world. Shneiderman argues in a similar fashion that constructivist con·struc·tiv·ism  
n.
A movement in modern art originating in Moscow in 1920 and characterized by the use of industrial materials such as glass, sheet metal, and plastic to create nonrepresentational, often geometric objects.
 notions of learning as activity, exploration, and creation are well suited to the computer environment. His view is that traditional education is passive, and that computers offer an opportunity for engagement that is powerful and new. Shneiderman (1993) claimed that the constructivist approach to computer learning is very different from the teaching machines, computer-assisted instruction computer-assisted instruction

Use of instructional material presented by a computer. Since the advent of microcomputers in the 1970s, computer use in schools has become widespread, from primary schools through the university level and in some preschool programs.
, intelligent computer-assisted instruction, and intelligent tutoring systems An intelligent tutoring system (ITS), broadly defined, is any computer system that provides direct customized instruction or feedback to students, i.e. without the intervention of human beings.[1] ITS systems may employ a host of different technologies. . The constructivist view focuses on interactive learning environments and discovery learning (Schneiderman, 1993).

CONCLUSION--FURTHER RESEARCH ON HCI IN EDUCATION

It is clear from the HCI literature review that education can learn a great deal from human factors, usability, and interface design approaches to software design. These areas need to be explored with education in mind. Furthermore, specific topic areas such as interface metaphors, the use of agents, predictive text generation, text filtering, and simulation are especially relevant to educational environments and should be pursued vigorously. In addition, the following are primary areas for research on the uses of HCI as media in education:

Research Media Properties of Computing

The whole area of HCI research focusing on computers as a medium is especially important for education. Kay (1995) quoted McLuhan in suggesting that if the personal computer is a truly new medium then the very use of it will change cultural and individual thought patterns. Could the development of this new medium change education? Kay (1995) argued that for users to receive messages embedded Inserted into. See embedded system.  in a medium, they need to have internalized the medium. While American film has developed an elaborate code over the years, the Years, The

the seven decades of Eleanor Pargiter’s life. [Br. Lit.: Benét, 1109]

See : Time
 conventions of which are clearly understood by the general viewing audience, computers have yet to develop such complex viewing conventions. We need to develop these computer viewing/using conventions, particularly for learners.

Although there are similarities between computers and other media (film in particular), there are unique properties as well, that are transformative to the user. Printed books transformed society by allowing users to preserve and share information. The computer and digital communications Transmitting text, voice and video in binary form. See communications.  are, again, transforming society in a similarly large way. The important question then is, what are the specific properties Specific properties of a substance are derived from other intrinsic and extrinsic properties (or intensive and extensive properties) of that substance. For example, the density of steel (a specific and intrinsic property) can be derived from measurements of the mass of a steel bar  of the new medium? What content is best delivered through this medium? Westland (1994) asks, "if the medium is the message, then what kinds of messages are facilitated by multimedia?" (Westland, 1994, p. 359).

Identify Other Media Parallels to Computers

Another key research question is if the computer is a medium, which is most relevant to the computer? Nelson (1995) argued that movies have the greatest experience in working with psychological and visual effects on screens. It is for this reason that film is most relevant as a medium to computer. Nelson points out that particular talents are required for the effective use of both computers and film as a medium, most importantly Adv. 1. most importantly - above and beyond all other consideration; "above all, you must be independent"
above all, most especially
, a unifying vision. Baecker and Small (1995) agree with Nelson in arguing that designers should look to the language of cinema for models of how computer interfaces are structured. Cinematic theory and conventions developed from American film, integrated with new early computer conventions (especially from video games See video game console. ), might lead to the establishment of a computer medium language (Westland, 1994). This computer medium language is one that is essential for the further development of educational software.

Understand Transitions

One obvious application of this parallel between computers and film is in transitions such as the cut, fade in, fade out, dissolve, wipe, overlay, and the cinematic effects such as multiple exposure, panning, zooming in, and emphasized camera angles (Baecker & Small, 1995). However, some feel that the use of film-style transitions is overused, and used without specific intentional meaning in current software (Westland, 1994). Westland (1994) argued that the parallel editing style of film--in which two sequences are intercut in·ter·cut  
v. in·ter·cut, in·ter·cut·ting, in·ter·cuts

v.tr.
To interweave (two separate, usually concurrent scenes) in a film; crosscut.

v.intr.
To crosscut.
 in order to build tension and contrast content-should be used to organize content in software. Film as a language has developed to the point that it understands the importance of context and order (or syntax) of images (Worth, 1981). The film viewer assumes intentionality intentionality

Property of being directed toward an object. Intentionality is exhibited in various mental phenomena. Thus, if a person experiences an emotion toward an object, he has an intentional attitude toward it.
, while this may not be the case with the computer medium because of interactivity and user control. What are the editing principles of the new computer medium? How can they best be used in educational environments?

Levels of Media Understanding

Oren (1995) suggests that, with more developed forms of media such as written language, there may be levels of language use and understanding. In the same way as reading a novel, one can understand it on a superficial level of plot as well as a deeper textual level, computers as a medium may develop levels of convention and sophistication (Oren, 1995). What does this mean for teaching strategies in this new medium?

Understand the Nature of Interaction

One clear difference in computers, as opposed to film, is user interaction and the ability to manipulate symbols. Oren (1995) describes it as a "metamedium" in that it can involve the manipulation of various kinds of media by the user. Interactivity is a key aspect of the computing medium and needs to be an object of much more study.

Investigate Better Use of Sound

Another large difference between films and computers is the use of sound (Westland, 1994). While in the last 20 years in American cinema, directors such as Speilberg and Lucas have focused on the narrative uses of sound, most computer applications vastly under use sound. Computers, thus far, heavily emphasize the visual message over the auditory auditory /au·di·to·ry/ (aw´di-tor?e)
1. aural or otic; pertaining to the ear.

2. pertaining to hearing.


au·di·to·ry
adj.
 (Westland, 1994). Research needs to be performed on the use of sound in educational software.

Finally, why is the computer-as-medium notion important for HCI in education? It redirects and broadens further research to include not only a notion of how humans interact with computers, but how humans interact with a new medium. In the future, a more accurate label for HCI research might be HCMI HCMI Human Capital Management Inc (Wayne, PA) , human-computer media interaction. As a new medium, computers may finally realize the potential of educational technology to transform education.

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Author:BERG, GARY A.
Publication:Journal of Educational Multimedia and Hypermedia
Geographic Code:1USA
Date:Dec 22, 2000
Words:7578
Previous Article:Students' and Teachers' Perceptions of Motivation and Learning Through the Use in Schools of Multimedia Encyclopaedias on CD-ROMs.(Statistical Data...
Next Article:Online Discussions: A Survey of Advantages and Disadvantages Compared to Face-to-Face Discussions.
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