A (Brief) History of User Experience


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Those who don't learn from history are doomed to NOT repeat it.

We know the old adage, but the other reality is that there's nothing new under the sun. The same goes for the practice of User Experience (UX) and it goes back further than you might think.

History can be fun – especially when we see how it relates to our ever-expanding and shifting industry of today. This presentation is geared to new practitioners who want to understand the foundations of our field and veterans who would like to see a different perspective on our profession. Let's look at the practice of UX through a historical lens at some of man's most creative pursuits and demonstrate the parallels between the past and today's design trends.

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A (Brief) History of User Experience

  1. 1. A (BRIEF) HISTORY OF USER EXPERIENCE @chrispalle @wisdomandcraft #uxhistory 1 wisdom + craft human-Centric research human-Centric wisdom strategy research + craft design strategy design
  2. 2. BOTHSCIENCE+ART http://www.panomatics.net/theundividedmind/ wisdom + craft
  3. 3. DEEP ROOTS IN COMMUNICATION sender MESSAGE receiver feedback wisdom + craft
  4. 4. PROTOWRITING http://en.wikipedia.org/wiki/History_of_writing 4
  5. 5. Cuneiform http://en.wikipedia.org/wiki/History_of_writing wisdom + craft
  6. 6. DEEP ROOTS IN COMMUNICATION Early Chinese Pictograms Kanji http://en.wikipedia.org/wiki/History_of_writing wisdom + craft
  7. 7. DEEP ROOTS IN COMMUNICATION Textura (Blackletter), Printed Type (15th Century) Johannes Gutenberg The Printing Press & Moveable Type (Invented in early 1400s) Humanist or Venetian Type (15th Century) wisdom + craft
  8. 8. GOTHIC ARCHITECTURE Medieval Architecture Renaissance Architecture Laon Cathedral 1160-1225 Ideal Gothic Church The Dome of St Peter's Basilica, Rome wisdom + craft
  9. 9. Laon Cathedral 1160-1225 The Dome of St Peter's Basilica, Rome Ideal Gothic Church RENAISSANCE ARCHITECTURE wisdom + craft
  10. 10. LEONARDO DAVINCI 1452-1519 wisdom + craft
  11. 11. The Scientific Method Observation/Experience Define Problem Hypothesis Gather Evidence Retain or Reject Hypothesis Develop Theory 11
  12. 12. TELEGRAPH KEYS “Sideswiper” Straight 12 wisdom + craft
  13. 13. TELEPHONE Two-Way One-Way 13 wisdom + craft
  14. 14. WIRELESS REMOTE CONTROL 14 wisdom + craft
  15. 15. COMPUTING 1st Tabulating Machine (c. 1885) IBM Type 704 (c. 1957) wisdom + craft
  16. 16. IMAGING R.B. Thomas - First scanner 1957 http://patapsco.nist.gov/ImageGallery/details.cfm?imageid=342 First Scanned Image 1957 http://patapsco.nist.gov/ImageGallery/details.cfm?imageid=342 wisdom + craft
  17. 17. CULTURAL PHENOMENON Fashion 1920s Walt Disney 1901-1966 “Hollywoodland” c. 1923 World Travel 1925 wisdom + craft
  18. 18. NOT THE PRESENTATION LAYER SOCIAL INTERACTIONS BETWEEN PEOPLE AND MACHINE AND BETWEEN OTHER PEOPLE http://wirewax.wordpress.com/2012/03/27/smart-tv-just-got-smarter/ wisdom + craft
  19. 19. NOT THE PRESENTATION LAYER wisdom + craft
  20. 20. INFORMATION AGE DAWNS Douglas Englebart First Mouse Inventor 1952 ARPANET, Logical Map March 1977 wisdom + craft
  21. 21. INFORMATION AGE DAWNS Xerox Star 8010 Document Processor 1981 Originally $17,000 Original Apple “Lisa” 1979-1983 wisdom + craft
  22. 22. INFORMATION AGE DAWNS wisdom + craft
  23. 23. Proposal for World Wide Web Originally, “Mesh” Sir Tim Berners-Lee, 1989 wisdom + craft
  24. 24. INFORMATION AGE RISEN Mosaic, First Web Browser 1993 America Online CDs wisdom + craft
  25. 25. FROM COMPLEXITY TO SIMPLICITY 25 wisdom + craft
  26. 26. Claude Shannon “Father of the information age” Boolean Algebra - Digital Logic, AND, OR, & NOT wisdom http://www.youtube.com/watch?v=z2Whj_nL-x8&sns=em + craft
  27. 27. found through a google image search*. wisdom + craft *URL HERE
  28. 28. COMPLEXITY EXPLOSION “Internet of Things” - “Big Data” (Too long; didn’t Read) wisdom + craft
  29. 29. “Internet of Things” - “Big Data” wisdom + craft
  31. 31. Wa ste Perfection Social Sciences: Economics ce en l el hip xc ftsmans E oor Cra P Efficiency 31 Mathematics: Statistics
  32. 32. ON VISUAL PERCEPTION Direct Perception What you see is there, not what you perceive to be a state of mind - indirect perception Invariants Fixed objects in space Optic Flow Apparent movement of objects through space Affordances wisdom + craft
  33. 33. AFFORDANCES Learn more about: J.J. Gibson and Donald Norman wisdom + craft
  34. 34. HICK-HYMAN LAW Time to make a decision increases with complexity wisdom + craft
  35. 35. What the??? FITTS’LAW Time required to move to target is a function of its size and distance. wisdom + craft
  36. 36. Richard Saul Wurman 36 Don Norman Jakob Neilson
  37. 37. Peter Morville & Lou Rosefeld, Information Architecture for the Web 37 Steve Krug, Don’t Make Me Think Christina Wodtke, IA, Blueprints for the Web & BoxesandArrows.com
  38. 38. THE BUSINESS OF EXPERIENCE Differentiated Guide Transformation Relevant to Stage Experiences Competitive Position Needs of Customers Deliver Services MAKE GOODS UnDifferentiated Extract Commodities Market 38 Irrelevant to Pricing Premium Pine, B. Joseph., and James H. Gilmore. The Experience Economy. Boston, MA: Harvard Business Review, 1999. 22. Print.
  39. 39. EXPERIENCE REALMS ABSORPTION ENTERTAINMENT EDUCATIONAL PASSIVE PARTICIPATION ACTIVE PARTICIPATION ESTHETIC ESCAPIST IMMERSION You’re not really “creating experiences” unless you’re hitting all these high notes. The experience must have a participatory aspect to its theme to the point where the persons’ life is so immersed for a period of time that their perception has shifted to believe that their experience is entirely based on their own active participation. Pine, B. Joseph., and James H. Gilmore. The Experience Economy. Boston, MA: Harvard Business Review, 1999. 30. Print. wisdom + craft
  40. 40. CLOSING THOUGHTS Always ensure we bake in feedback loops; consider the economic impact we can have Don’t limit yourself to just USER experience; think about your entire Cast of Characters Identify bodies of work in the Cognitive Sciences and Arts that need experimentation and exploration Investigate the notion of Service Design, but also, consider how thematic experiences could potentially play a role in your projects Go Forth, Dig in. Learn Our History. wisdom + craft
  41. 41. THANKS! QUESTIONS? @chrispalle @wisdomandcraft #uxhistory 41 wisdom + craft human-Centric research strategy design
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