Week 1 IxD History: Course Overview
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Week 1 IxD History: Course Overview

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Slides from History of Interaction Design course at SVA.

Slides from History of Interaction Design course at SVA.

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  • Design for how people interact with (and adapt to) computers or digital products <br /> Includes physical, cognitive, and social aspects of interaction <br /> How people interact is determined by input devices (like keyboards and mice) and output devices (like screens and printers) <br /> Based in the fundamental tenets of user-centered design, interaction designers strive to create useful and usable products <br /> Addresses the paradox of technology: devices intended to make life simpler by automating tasks make life more complicated by being hard to use
  • The story of interaction design is largely a story of how we create machines to enable us to do things we couldn&#x2019;t otherwise do. At first, it was enough to be able to do something at all &#x2013; fly through the air, or multiply very large numbers. But usually in order to gain this new skill, we first had to adapt ourselves to the computer, we tried to fit our behavior to the way the machine worked. After a while, though, we started trying to refine the computer to fit the way we think and behave and move. Interaction design is the design process where we understand human behavior so we can refine digital products to better fit our lives. <br /> <br /> Don&#x2019;t think of this presentation as about the history of technology &#x2013; it&#x2019;s not about the machines. Think of it as a history of how people communicate with the machines &#x2013; how we talk to computers, and tell them what to do, and how computers present their information or results back to us. This communication includes physical actions, whether that&#x2019;s feeding something in to a machine, or pushing a button. What&#x2019;s more, this communication requires fairly complex cognitive skills to understand the results of our actions and understand what the computer is saying. And there&#x2019;s a social aspect to it too &#x2013; our relationship to computers is increasingly about how they enable us to work with a group of people, or develop personal relationships.
  • Hierarchical menus and function keys
  • Hierarchical menus and function keys
  • Hierarchical menus and function keys

Week 1 IxD History: Course Overview Week 1 IxD History: Course Overview Presentation Transcript

  • Welcome! 1
  • HISTORY OF INTERACTION DESIGN Week 1: Course Overview
  • WHAT’S EXPECTED OF YOU 3
  • 1. RESEARCH PLAN (10% OF YOUR GRADE) _ Select a person, event, theme, or innovation in the history of interaction design. _ Develop an approach to researching this topic through original sources — beyond Wikipedia. _ Document your topic and research methods in a brief outline (1–2 pages). RESEARCH PLAN DUE FRIDAY, SEPTEMBER 11 4
  • 2. 2500 WORD PAPER 40% OF YOUR GRADE _ Write a paper explaining why your topic is important in the history of interaction design. _ Cite your sources appropriately. Citation text is not included in word count. _ Images may be included if desired. PAPER DUE TUESDAY, SEPTEMBER 22 5
  • 3. FIVE-MINUTE PRESENTATION 40% OF YOUR GRADE _ Prepare a five-minute presentation about your research topic. _ Include photos, diagrams, charts, or other visual aids. Keep bullet points to a minimum. _ Presentations which exceed the five-minute maximum will be penalized one letter grade. Rehearse! PRESENTATION DUE IN CLASS TUESDAY, OCTOBER 6 6
  • 4. CLASS PARTICIPATION 10% OF YOUR GRADE _ 80% of success is just showing up. _ Actively participate in class discussions. _ Read or watch the required material. 7
  • What is interaction design? 8
  • “ Interaction Design (IxD) defines the structure and behavior of interactive products and services. Interaction Designers create compelling relationships between people and the interactive systems they use, from computers to mobile devices to appliances; Interaction Designers lay the groundwork for intangible experiences. —Interaction Design Association (IxDA) 9
  • “ In the same way that industrial designers have shaped our everyday life through objects they design for our offices and for our homes, interaction design is shaping our life with interactive technologies — computers, telecommunications, mobile phones, and so on. — Gillian Crampton Smith Interaction Design Institute, Ivrea 10
  • IS THIS INTERACTION DESIGN? 11
  • IS THIS INTERACTION DESIGN?  GRAPHIC DESIGN 11
  • IS THIS INTERACTION DESIGN?   GRAPHIC DESIGN INFORMATION DESIGN 11
  • IS THIS INTERACTION DESIGN?    GRAPHIC DESIGN INFORMATION DESIGN INDUSTRIAL DESIGN 11
  • HUMAN COMPUTER INTERACTION (HCI) 12
  • HUMAN COMPUTER INTERACTION (HCI) COMPUTER SCIENCE 12
  • HUMAN COMPUTER INTERACTION (HCI) COMPUTER HUMAN SCIENCE FACTORS 12
  • INTERACTION DESIGN HUMAN COMPUTER INTERACTION (HCI) COMPUTER HUMAN SCIENCE FACTORS 12
  • g INTERACTION r in DESIGN e e g in HUMAN E n COMPUTER INTERACTION (HCI) COMPUTER HUMAN SCIENCE FACTORS 12
  • g INTERACTION r in DESIGN e e g in HUMAN E n COMPUTER INTERACTION ELECTRICAL ENGINEERING (HCI) COMPUTER HUMAN SCIENCE FACTORS 12
  • g INTERACTION r in DESIGN e e g in HUMAN E n COMPUTER INTERACTION ELECTRICAL ENGINEERING (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS ENGINEERING 12
  • g INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS ENGINEERING 12
  • g INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS ENGINEERING 12
  • g INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • Design g INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • Design g ARCHITECTURE INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • Design INFORMATION DESIGN g ARCHITECTURE INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • Design INFORMATION GRAPHIC DESIGN DESIGN g ARCHITECTURE INTERACTION Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • Design INFORMATION GRAPHIC DESIGN DESIGN INDUSTRIAL g ARCHITECTURE INTERACTION DESIGN Ps Re r in DESIGN yc sea e e ho rc g in HUMAN lo h n COMPUTER gy E ELECTRICAL INTERACTION ENGINEERING ERGONOMICS (HCI) COMPUTER HUMAN MECHANICAL SCIENCE FACTORS COGNITIVE ENGINEERING PSYCHOLOGY 12
  • HOW WE TALK TO COMPUTERS HOW MACHINES TALK BACK 13
  • COGNITIVE PHYSICAL SYMBOLIC TACTILE 14
  • GOAL INTENTION EVALUATION ACTION INTERPRETATION SPECIFICATION EXECUTION PERCEPTION Donald Norman, Seven Stages of Action 15
  • INTERACTION DESIGN HISTORY in the teensiest possible nutshell *with apologies to Mark Rettig
  • Research TIMELINE OF ADOPTION Professional Use (AND ADAPTATION!) Personal Use Punched Cards / Switches 1880s Keyboard / Terminal Graphical User Interface Hypertext Networks Mobility 1945 1955 1965 1975 1985 1995 2005
  • WHO’S THE USER?
  • WHAT’S THE INTERFACE?
  • HOW WAS IT USED?
  • WHO BOUGHT THEM?
  • BEFORE 1945 MECHANICAL TOOLS Who’s What’s the user? the interface? MAD SCIENTISTS GEARS AND CRANKS How Who is it bought used? 1, 2, 3, 4... them? COUNTING IT DEPENDS
  • 1945–1950 THE NEW INVENTION Who’s What’s the user? the interface? THE INVENTORS MOVING CABLES AROUND How Who is it bought used? them? BRUTE FORCE ARITHMETIC THE MILITARY
  • 1950 –1960 THE CALCULATOR Who’s What’s the the user? interface? EXPERTS AND PIONEERS PUNCH CARDS AND TAPE How is it Who used? bought them? HIGH SPEED CALCULATIONS ROCKET SCIENTISTS
  • 1960 –1970 THE GIANT BRAIN Who’s the What’s the user? interface? COMPUTER CENTER ACOLYTES TELETYPE AND TERMINAL How is it Who used? bought them? BATCH PROCESSING INFORMATION INTENSIVE BUSINESSES
  • 1970 –1985 PINK COLLAR LABOR Who’s the What’s the user? interface? DATA ENTRY OPERATORS GREEN-SCREEN ALPHANUMERIC How is it Who used? bought them? TIME SHARING MOST BUSINESSES
  • 1985 –1995 PRODUCTIVITY TOOL Who’s What’s the the user? interface? GEEKS GUIs How is Who it used? bought them? SHRINK-WRAPPED SOFTWARE UPWARDLY MOBILE HOME USERS
  • 1995 – ? NETWORKED UBIQUITY Who’s What’s the the user? interface? EVERYONE. GUIs How is Who it used? bought them? WEB-ENABLED TOOLS THEY’RE CHEAP! BUY SEVERAL!
  • THE PEOPLE THAT YOU’LL MEET
  • WEEK 1 COMPUTING BEFORE COMPUTERS CHARLES BABBAGE HERMAN HOLLERITH Inventor of the Inventor of the Difference Engine punched card and the Analytical Engine ADA LOVELACE THOMAS J. WATSON The first President of IBM programmer? Or the first technical writer?
  • WEEK 1 COMPUTING BEFORE COMPUTERS F.W. TAYLOR ALAN TURING Defined scientific The father of modern management or computer science “Taylorism” VANNEVAR BUSH JOHN VON NEUMANN The “Godfather” of Inventor of stored American science program architecture and technology
  • WEEK 3 PROFESSIONAL COMPUTING JOHN MAUCHLEY & J.C.R. LICKLIDER PRESPER ECKERT Defined the idea of Invented the digital man-computer computer symbiosis GRACE MURRAY HENRY DREYFUS HOPPER Legendary industrial “The third designer programmer of the first computer”
  • WEEK 4 PERSONAL COMPUTING IVAN SUTHERLAND TERRY WINOGRAD Designed the first Wrote “Bringing direct manipulation Design to Software” interface DOUGLAS ALAN KAY ENGELBART Conceived the first Developed an laptop interactive system to “augment human intellect”
  • WEEK 4 INTERACTION DESIGN DISCIPLINE DONALD NORMAN JOHN CARROLL Wrote “The Design Leading HCI of Everyday researcher Things” JAKOB NIELSEN BRUCE TOGNAZZINI Don’t knock him ‘til Called for an you’ve tried him interaction design discipline
  • NEXT WEEK Interaction Design Before Computers _Early Information Processing _The Human Factor _World War II Computing RESEARCH PLAN DUE FRIDAY
  • http://www.youtube.com/watch?v=h4wQJfdhOlU 36