Friday, 23 May 2014

Basic Overview Of Siemens HMI Software

By Marci Glover


Human-computer interaction as a branch of computer science is concerned with the user-oriented design of interactive systems and their human-machine interfaces (HMI). Knowledge of computer science is complemented by cognitive science, ergonomics, sociology to create Siemens HMI software. Important sub-areas of human-computer interaction, include usability engineering, E -learning, context analysis, interaction design and information design.

Human-machine interaction (HMI) is a parent field which deals with similar issues but generalizes the interaction between humans and the machine. An important aspect in this field involves the usability of software and hardware. The standard EN ISO 9241 (especially Part 110 and 11) defines which requirements are placed on the usability of software or hardware.

In any case, in this context of human-machine interfaces, usability and accessibility aspects are of primary importance. With the advent of digital instrument clusters, it is becoming increasingly important to conduct in-depth study of HMIs in the automotive industry. In computer science, the term GUI (Graphical User Interface or GUI) indicates the layer of modern operating systems that allows interaction with the user through graphics rather than with keyboard commands (command line interface, CLI).

The term human-machine interface is sometimes used to refer to what is best described as direct neural interface, or some imaginary technology can make a direct connection between the human nervous system and a computer. The user interface is to be understood as an intermediary between man and machine, and may include both the hardware and software side of a machine.

Ergonomic studies have also emphasized the relation of working conditions with stress and the visual perception of images. In assessing the current user interface, or developing new interfaces, designers should keep in mind the following principles of development: From the outset, it is necessary to focus on users and tasks. Set the number of users who are required to perform tasks. Iterative design involves determining the number of users, tasks, making empirical measurements.

Industrial computers, PLCs are still largely equipped with pushbuttons and LEDs. In the car, people first interacted with simple mechanical means and the evolution of computing and robotics led to more sensors and information available to the driver who has to choose the action to perform via the steering wheel, brake pedal and various switches (lights, cruise control).

One can observe that the HMI are increasingly disconnected from the actual implementation of controlled mechanisms. Alan Cooper distinguishes three interface paradigms: technological paradigm - the interface reflects how the controlled mechanism is built. The paradigm of metaphor that can mimic the behavior of an interface as an object of everyday life and thus already controlled by the user. Idiomatic paradigm that uses interface elements in stereotyped behavior, consistent and therefore easy to learn but not necessarily modeled on real-life objects.

From an organic point of view, it is possible to distinguish three types of HMI: The acquisition interfaces: buttons, knobs, joysticks, computer keyboard, MIDI keyboard, remote control, motion sensor, microphone with voice recognition. The combined interfaces: touch screens, multi-touch control feedback. Games and virtual worlds such as Second Life, Everquest or Wolfenstein, where several players or users enjoy overall immersion in a common landscape, provide insight into new relationships that can be implemented through realistic interfaces.




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