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PARADIGM
Hurriyatul Fitriyah [hfitriyah@ub.ac.id]
Human- Computer Interaction Course
Computer System – Information Technology &
Computer Science Program
why study paradigms
Concerns
• how can an interactive system be developed to ensure its usability?
• how can the usability of an interactive system be demonstrated or

measured?

History of interactive system design provides paradigms for
usable designs
What are Paradigms
• Predominant theoretical frameworks or scientific world

views
• e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in

physics

• Understanding HCI history is largely about understanding

a series of paradigm shifts
• Not all listed here are necessarily “paradigm” shifts, but are at least

candidates
• History will judge which are true shifts
Paradigms of interaction
New computing technologies arrive,
creating a new perception of the
human—computer relationship.
We can trace some of these shifts in
the history of interactive technologies.
The initial paradigm
• Batch processing

Impersonal computing
Example Paradigm Shifts
• Batch processing
• Time-sharing

Interactive computing
Example Paradigm Shifts
• Batch processing

@#$% !

• Timesharing
• Networking

???

Community computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking

C…P… filename
dot star… or was
it R…M?

Move this file here,
and copy this to there.

• Graphical displays
% foo.bar
ABORT
dumby!!!

Direct manipulation
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking

• Graphical display
• Microprocessor

Personal computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking

• Graphical display
• Microprocessor
• WWW

Global information
Example Paradigm Shifts
•
•
•
•
•
•
•

Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Ubiquitous
Computing

• A symbiosis of physical and

electronic worlds in service of
everyday activities.
Time-sharing
• 1940s and 1950s – explosive technological growth
• 1960s – need to channel the power
• J.C.R. Licklider at ARPA
• single computer supporting multiple users
Video Display Units
• more suitable medium than paper
• 1962 – Sutherland's Sketchpad

• Shuterland’s innovation demonstrate

2 important ideas:
1.

2.

computers for visualizing and
manipulating data
how important the contribution of one
creative mind could be to the entire
history of computing
Innovator: Ivan Sutherland
• SketchPad - 1963 PhD thesis at MIT
• Sketchpad allowed a computer operator to

use the computer to create, very rapidly,
sophisticated visual models on a display
screen that resembled a television set. The
visual patterns could be stored in the
computer’s memory like any other data,
and could be manipulated by the
computer’s processor... But Sketchpad was
much more than a tool for creating visual
displays. It was a kind of simulation language
that enabled computers to translate
abstractions into perceptually concrete forms.
And it was a model for totally new ways of
operating computers; by changing
something on the display screen, it was
possible, via Sketchpad, to change something
in the computer’s Memory [Howard Rheingold, “Tools
of Thought”]
Programming toolkits
• Engelbart at Stanford Research

Institute
• 1963 – augmenting man's intellect
• 1968 NLS/Augment system

demonstration
• the right programming toolkit

provides building blocks to producing
complex interactive systems
Personal computing
• 1970s – Papert's LOGO

language for simple graphics
programming by children
• A system is more powerful as

it becomes easier to user
• Future of computing in small,

powerful machines dedicated
to the individual
• Kay at Xerox PARC – the

Dynabook as the ultimate
personal computer
Window systems and the WIMP interface
• humans can pursue more than

one task at a time
• windows used for dialogue

partitioning, to “change the
topic”

• 1981 – Xerox Star 8010 first

commercial windowing system
• windows, icons, menus and

pointers now familiar interaction
mechanisms
Metaphor
• relating computing to other real-world activity is effective

teaching technique
• LOGO's turtle dragging its tail
• file management on an office desktop
• word processing as typing
• financial analysis on spreadsheets
• virtual reality – user inside the metaphor

• Problems
• some tasks do not fit into a given metaphor
• cultural bias
Direct manipulation
• Rapid visual and audio feedback on a high-

resolution display screen or through a highquality sound system makes it possible to
provide evaluative information for every
executed user action

• 1982 – Shneiderman describes appeal of

graphically-based interaction
•
•
•
•
•

visibility of objects of interest
incremental action and rapid feedback
reversibility encourages exploration
syntactic correctness of all actions
replace language with action

• 1984 – Apple Macintosh
• the model-world metaphor
• What You See Is What You Get (WYSIWYG)

e.g. In word processor
Language versus Action
• actions do not always speak louder than words!
• DM – interface replaces underlying system
• language paradigm
• interface as mediator

• interface acts as intelligent agent
• programming by example is both action and language
Hypertext
• 1945 – Vannevar Bush and the

memex
• key to success in managing

explosion of information
• mid 1960s – Nelson describes

hypertext as non-linear browsing
structure
• hypermedia and multimedia
• Nelson's Xanadu project still a

dream today
Multimodality
• A multi-modal interactive system

is a system that relies on the use
of multiple human communication
channels (mouse, display screen)
• a mode is a human

communication channel
• emphasis on simultaneous use of

multiple channels for input and
output
Computer Supported Cooperative Work
(CSCW)
• Another development in computing in the 1960s was the

establishment of the first computer networks which
allowed communication between separate machines
• CSCW removes bias of single user / single computer

system
• Can no longer neglect the social aspects
• Electronic mail is most prominent success
The World Wide Web
• Hypertext, as originally realized, was a closed
•

•
•

•

•
•

system
The web is built on top of the internet, and offers
an easy to use, predominantly graphical
interface to information, hiding the underlying
complexities of transmission protocols,
addresses and remote access to data
The computers of the internet all communicate
using common data transmission protocols
(TCP/IP) and addressing systems (IP addresses
and domain names)
Simple, universal protocols (e.g. HTTP) and
mark-up languages (e.g. HTML) made
publishing and accessing easy
The world wide web project was conceived in
1989 by Tim Berners-Lee
Critical mass of users lead to a complete
transformation of our information economy.
Agent-based Interfaces
• Original interfaces
• Commands given to computer
• Language-based
• Direct Manipulation/WIMP
• Commands performed on “world” representation
• Action based
• Agents - return to language by instilling proactivity and

“intelligence” in command processor
• Avatars, natural language processing
• Email filter
Ubiquitous Computing
“The most profound technologies are those that disappear.”
Mark Weiser, 1991
Late 1980’s: computer was very apparent
How to make it disappear?
• Shrink and embed/distribute it in the physical world

• Design interactions that don’t demand our intention
Sensor-based and Context-aware
Interaction
• Humans are good at recognizing the “context” of a

situation and reacting appropriately
• Automatically sensing physical phenomena (e.g., light,
temp, location, identity) becoming easier
• How can we go from sensed physical measures to
interactions that behave as if made “aware” of the
surroundings?

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Hci [5]paradigm

  • 1. PARADIGM Hurriyatul Fitriyah [hfitriyah@ub.ac.id] Human- Computer Interaction Course Computer System – Information Technology & Computer Science Program
  • 2. why study paradigms Concerns • how can an interactive system be developed to ensure its usability? • how can the usability of an interactive system be demonstrated or measured? History of interactive system design provides paradigms for usable designs
  • 3. What are Paradigms • Predominant theoretical frameworks or scientific world views • e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics • Understanding HCI history is largely about understanding a series of paradigm shifts • Not all listed here are necessarily “paradigm” shifts, but are at least candidates • History will judge which are true shifts
  • 4. Paradigms of interaction New computing technologies arrive, creating a new perception of the human—computer relationship. We can trace some of these shifts in the history of interactive technologies.
  • 5. The initial paradigm • Batch processing Impersonal computing
  • 6. Example Paradigm Shifts • Batch processing • Time-sharing Interactive computing
  • 7. Example Paradigm Shifts • Batch processing @#$% ! • Timesharing • Networking ??? Community computing
  • 8. Example Paradigm Shifts • Batch processing • Timesharing • Networking C…P… filename dot star… or was it R…M? Move this file here, and copy this to there. • Graphical displays % foo.bar ABORT dumby!!! Direct manipulation
  • 9. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor Personal computing
  • 10. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW Global information
  • 11. Example Paradigm Shifts • • • • • • • Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing • A symbiosis of physical and electronic worlds in service of everyday activities.
  • 12. Time-sharing • 1940s and 1950s – explosive technological growth • 1960s – need to channel the power • J.C.R. Licklider at ARPA • single computer supporting multiple users
  • 13. Video Display Units • more suitable medium than paper • 1962 – Sutherland's Sketchpad • Shuterland’s innovation demonstrate 2 important ideas: 1. 2. computers for visualizing and manipulating data how important the contribution of one creative mind could be to the entire history of computing
  • 14. Innovator: Ivan Sutherland • SketchPad - 1963 PhD thesis at MIT • Sketchpad allowed a computer operator to use the computer to create, very rapidly, sophisticated visual models on a display screen that resembled a television set. The visual patterns could be stored in the computer’s memory like any other data, and could be manipulated by the computer’s processor... But Sketchpad was much more than a tool for creating visual displays. It was a kind of simulation language that enabled computers to translate abstractions into perceptually concrete forms. And it was a model for totally new ways of operating computers; by changing something on the display screen, it was possible, via Sketchpad, to change something in the computer’s Memory [Howard Rheingold, “Tools of Thought”]
  • 15. Programming toolkits • Engelbart at Stanford Research Institute • 1963 – augmenting man's intellect • 1968 NLS/Augment system demonstration • the right programming toolkit provides building blocks to producing complex interactive systems
  • 16. Personal computing • 1970s – Papert's LOGO language for simple graphics programming by children • A system is more powerful as it becomes easier to user • Future of computing in small, powerful machines dedicated to the individual • Kay at Xerox PARC – the Dynabook as the ultimate personal computer
  • 17. Window systems and the WIMP interface • humans can pursue more than one task at a time • windows used for dialogue partitioning, to “change the topic” • 1981 – Xerox Star 8010 first commercial windowing system • windows, icons, menus and pointers now familiar interaction mechanisms
  • 18. Metaphor • relating computing to other real-world activity is effective teaching technique • LOGO's turtle dragging its tail • file management on an office desktop • word processing as typing • financial analysis on spreadsheets • virtual reality – user inside the metaphor • Problems • some tasks do not fit into a given metaphor • cultural bias
  • 19. Direct manipulation • Rapid visual and audio feedback on a high- resolution display screen or through a highquality sound system makes it possible to provide evaluative information for every executed user action • 1982 – Shneiderman describes appeal of graphically-based interaction • • • • • visibility of objects of interest incremental action and rapid feedback reversibility encourages exploration syntactic correctness of all actions replace language with action • 1984 – Apple Macintosh • the model-world metaphor • What You See Is What You Get (WYSIWYG) e.g. In word processor
  • 20. Language versus Action • actions do not always speak louder than words! • DM – interface replaces underlying system • language paradigm • interface as mediator • interface acts as intelligent agent • programming by example is both action and language
  • 21. Hypertext • 1945 – Vannevar Bush and the memex • key to success in managing explosion of information • mid 1960s – Nelson describes hypertext as non-linear browsing structure • hypermedia and multimedia • Nelson's Xanadu project still a dream today
  • 22. Multimodality • A multi-modal interactive system is a system that relies on the use of multiple human communication channels (mouse, display screen) • a mode is a human communication channel • emphasis on simultaneous use of multiple channels for input and output
  • 23. Computer Supported Cooperative Work (CSCW) • Another development in computing in the 1960s was the establishment of the first computer networks which allowed communication between separate machines • CSCW removes bias of single user / single computer system • Can no longer neglect the social aspects • Electronic mail is most prominent success
  • 24. The World Wide Web • Hypertext, as originally realized, was a closed • • • • • • system The web is built on top of the internet, and offers an easy to use, predominantly graphical interface to information, hiding the underlying complexities of transmission protocols, addresses and remote access to data The computers of the internet all communicate using common data transmission protocols (TCP/IP) and addressing systems (IP addresses and domain names) Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy The world wide web project was conceived in 1989 by Tim Berners-Lee Critical mass of users lead to a complete transformation of our information economy.
  • 25. Agent-based Interfaces • Original interfaces • Commands given to computer • Language-based • Direct Manipulation/WIMP • Commands performed on “world” representation • Action based • Agents - return to language by instilling proactivity and “intelligence” in command processor • Avatars, natural language processing • Email filter
  • 26. Ubiquitous Computing “The most profound technologies are those that disappear.” Mark Weiser, 1991 Late 1980’s: computer was very apparent How to make it disappear? • Shrink and embed/distribute it in the physical world • Design interactions that don’t demand our intention
  • 27. Sensor-based and Context-aware Interaction • Humans are good at recognizing the “context” of a situation and reacting appropriately • Automatically sensing physical phenomena (e.g., light, temp, location, identity) becoming easier • How can we go from sensed physical measures to interactions that behave as if made “aware” of the surroundings?