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Hci Report
The dawn of personal computing in the early 1980s was the beginning of a rapidly evolving technology stranglehold on everyday life. The mechanical world of typewriters, dedicated word processors and adding machines with cranks were quickly left in a wake of microchips. The good news: you could do more. The bad news: you can be caught in a mire of complex and often-confusing computer-based equipment. The study of Human-Computer Interaction (HCI) finally took center stage in the mid-1990s as the World Wide Web, e-mail, and Windows 95 burst upon the scene. Over the years, computers and programs have become easier to use. Computer programs have become more user friendly, taking advantage of “point and click” design. Minimal mouse clicks are only part of the picture to improve the computing experience. Cleaner, less cluttered “work spaces” for software are the heart of HCI. Users can focus on the tasks at hand (i.e., doing whatever it is they want to do with computers without worrying about how to “make things work”). HCI was a major factor at the Xerox Park Research Project in the late 1970s, even if the people involved weren’t quite sure initially what HCI was (or the monumental impact it would ultimately have). Those researchers made pioneering efforts studying how people interacted with technology. They then redesigned software (and computers) to improve the “computing experience,” boosting productivity. Mouse technology and “desktops” with icons (primitive as they were compared to today’s standards) made it easier for people to work with technology that was soon to change the computing landscape of our daily lives in the 1980s. HCI has to do with the space that is created for you to work with technology. I’m not talking about space in the traditional sense of “floor space.” I’m referring to the space that envelops you the minute you start concentrating. That space is what you become “submerged” in when you interact with a computer (or any kind of technological

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