- Indicators
- 2
- Leaders
- 10placeholder ratings
- Like it
- 5capabilities
- Developments
- 4
What Human-Machine Interfaces is, and how it is measured
The capacity to join humans and machines: brain-computer and neural interfaces, augmented and immersive interaction, and the human-performance technologies at the boundary of person and system.
Indicators
- Research publication share in neural and immersive interfaces
- Interface device trials approved
The nations that lead in Human-Machine Interfaces
These ratings stand in until the capability is rated.
The capabilities most like Human-Machine Interfaces
Likeness, from 0 to 1, as the Atlas measures it.
How Human-Machine Interfaces came to be
- Technology
Historical Developments
Oldest first1970s
Xerox PARC provided the early roots of human–computer interaction research
Work at Xerox PARC during the 1970s is identified as the origin of HCI as a research practice. It preceded by decades the later offshoot of HCI security (HCISec), a comparatively nascent field.
1975
Carlisle made the first known use of the term 'human–computer interaction'
The phrase that would come to name the field was first recorded in 1975 by Carlisle. Naming the interaction, rather than the machine, framed the relationship between user and computer as an open-ended dialogue rather than tool use.
Recent Developments
Most recent first1983
Stuart Card, Allen Newell and Thomas P. Moran published The Psychology of Human–Computer Interaction
The seminal 1983 book popularised the term human–computer interaction and grounded it in behavioural science. It established the analogy between human-to-human dialogue and human-to-computer interaction that became central to the field's theory.
1980s
Human–computer interaction field developed formal interaction design methods following its conception
Various strategies setting out methods for designing human–computer interaction emerged after the field was conceived during the 1980s. This marked HCI's shift from observation of users to a discipline with prescriptive design methodology, situated across computer science, behavioural sciences, design and media studies.