SlideShare a Scribd company logo
1 of 53
paradigms
Lecture 7
Today’s Outline
 Topics of discussion included today are,
 Paradigms, interaction and Example
 Time Sharing
 Video Display Units
 Programming Toolkits
 Window systems and the WIMP interface
 Metaphor
 Direct manipulation
 Language versus Action
 Modern evolving paradigms of computing
Introduction to Paradigm
 The primary objective of an interactive system is
to allow the user to achieve particular goals in
some application domain, that is, the interactive
system must be usable.
Introduction to Paradigm
 The designer of an interactive system, then, is
posed with two open questions:
1. How can an interactive system be developed to
ensure its usability?
2. How can the usability of an interactive system be
demonstrated or measured?
Paradigms
 One approach to answering these questions is by
means of example, in which successful interactive
systems are commonly believed to enhance
usability and, therefore, serve as paradigms for
the development of future products.
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
A paradigm is a way of thinking about
the world.
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
Batch processing
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
 Graphical displays % foo.bar
ABORT
dumby!!!
C…P… filename
dot star… or was
it R…M?
Move this file here,
and copy this to there.
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
 A symbiosis of physical and
electronic worlds in service of
everyday activities.
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing
Ubiquitous Computing
Time-sharing
 In the 1940s and 1950s, the significant advances in
computing consisted of new hardware technologies.
 Mechanical relays were replaced by vacuum electron tubes.
Tubes were replaced by transistors, and transistors by
integrated chips, all of which meant that the amount of sheer
computing power was increasing by orders of magnitude.
 By the 1960s it was becoming apparent that the
explosion of growth in computing power would be
wasted if there was not an equivalent explosion of
ideas about how to channel that power.
Time Sharing
 A new concept of time sharing is introduced.
 a single computer could support multiple users.
 Previously, the programmer was restricted to
batch sessions, in which complete jobs were
submitted on punched cards or paper tape to
an operator who would then run them
individually on the computer.
Time Sharing
 Time-sharing systems of the 1960s made
programming a truly interactive venture and
brought about a subculture of programmers
known as ‘hackers’
 i.e.; single-minded masters of detail who took
pleasure in understanding complexity.
 Now with time-sharing capability, true human
computer interaction is possible.
Video Display Units
 As early as the mid-1950s researchers were
experimenting with the possibility of presenting and
manipulating information from a computer in the form
of images on a video display unit (VDU).
 These display screens could provide a more suitable
medium than a paper printout for presenting vast
quantities of strategic information for rapid
assimilation.
 The earliest applications of display screen images
were
 developed in military applications, most notably the
Semi-Automatic Ground Environment (SAGE) project
of the US Air Force.
Visual Display units
 Primary user hardware for displaying visual
media such as graphics, text, images.
 Consists of components such as Monitor,
Video adapter card, video adapter cable.
 Various such devices are CRT, color CRT,
DVST, Flat Panel Displays (LCD & Plasma),
LED monitors, etc.
Old monochrome vs Lcd
Video Display Units
 In1962, a young graduate student at the
Massachusetts Institute of Technology (MIT), Ivan
Sutherland, astonished the established computer
science community with his Sketch pad program,
that the capabilities of visual images were
realized.
Sketch pad Program
Video Display Unit
 Sketchpad demonstrated two important ideas.
 First, computers could be used for more than just
data processing.
 Secondly, Sutherland’s efforts demonstrated how
important the contribution of one creative mind
Programming Toolkits
 Douglas Engelbart’s ambition since the early
1950s was to use computer technology as a
means of complementing human problem solving
activity.
 Engelbart’s idea as a graduate student at the
University of California at Berkeley was to use the
computer to teach humans.
Douglas Engelbart’s ambition
“By ‘augmenting man’s intellect’ we mean
increasing the capability of a man to approach
a complex problem situation, gain
comprehension to suit his particular needs,
and to derive solutions to problems.... We
refer to a way of life in an integrated domain
where hunches, cut-and-try, intangibles, and
the human ‘feel for the situation’ usefully
coexist with powerful concepts, streamlined
terminology and notation, sophisticated
methods, and high-powered electronic aids”.
Programming Toolkits
 Ideas that Engelbart’s team developed at the
Augmentation Research Center includes
 word processing and
 the mouse
Programming toolkits in Overview
 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 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
Metaphore
 In developing the LOGO language to teach
children, Papert used the metaphor of a turtle
dragging its tail in the dirt.
 Children could quickly identify with the real-world
phenomenon and that instant familiarity gave them
an understanding of how they could create pictures.
Metaphor
 Metaphors are used quite successfully to teach
new concepts in terms of ones which are already
understood.
 Metaphors are used to describe the functionality of
many interaction widgets, such as windows, menus,
buttons and palettes.
Direct Manipulation
 In the early 1980s as the price of fast and high-
quality graphics hardware was steadily
decreasing, designers were beginning to see that
their products were gaining popularity as their
visual content increased.
Direct Manipulation
 As long as the user–system dialog remained
largely unidirectional – from user command to
system command line prompt computing was
going to stay within the minority population of
the hackers (programmers) who reveled in the
challenge of complexity.
 In a standard command line interface, the only way
to get any feedback on the results of previous
interaction is to know that you have to ask for it and
to know how to ask for it.
Direct Manipulation
 Rapid feedback is just one feature of the
interaction technique known as direct
manipulation.
Direct Manipulation
 Ben Shneiderman highlights the following features of
a direct manipulation interface:
 visibility of the objects of interest
 incremental action at the interface with rapid feedback on all
actions
 reversibility of all actions, so that users are encouraged to
explore without severe penalties
 syntactic correctness of all actions, so that every user action is
a legal operation
 replacement of complex command languages with actions to
manipulate directly
 the visible objects (and, hence, the name direct manipulation)
Direct Manipulation
 The first real commercial success which
demonstrated the inherent usability of direct
manipulation interfaces for the general public was
the Macintosh personal computer, introduced by
Apple Computer, Inc. in 1984
Direct manipulation – in overview
 1982 – Shneiderman describes appeal of graphically-
based interaction
 visibility of objects
 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)
Language versus Action
 actions do not always speak louder than words!
 Image projected as 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 the first hypertext
project still a dream today
The memex (a portmanteau of "memory"
and "index" or "memory" and "extender")
is the name of the hypothetical proto-
hypertext system that Vannevar Bush
described in his 1945 The Atlantic
Monthly article "As We May Think".
Hypertext and Hypermedia
 Ted Nelson coined the term hypertext in
1963.
 Also credited for being first to use words
like hypermedia.
 Hypertext spawned from the concept of
Memex (Vannevar Bush):a mechanical
desk linked to an extensive archive of
microfilms, able to display books, writings,
or any document from a library.
 Earlier hypertext: footnotes
Example of hypertext
 <html>
<body>
<h1>My First Heading</h1>
<p>My first paragraph.</p>
</body>
</html>
Multimodality
 a mode is a human
communication channel
 emphasis on simultaneous use
of multiple channels for input
and output
Computer Supported Cooperative
Work (CSCW)
 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
 Simple, universal protocols (e.g. HTTP) and
mark-up languages (e.g. HTML) made publishing
and accessing easy
 Critical mass of users lead to a complete
transformation of our information economy.
World wide web
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
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
computing is made to
appear everywhere
and anywhere
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?
Summary
 Today we have covered
 Examples of effective strategies for building interactive
systems provide paradigms for designing usable interactive
systems.
 The evolution of computing usability paradigms also provides
a good perspective on the history of interactive computing.
 Paradigms range from the introduction of time-sharing
computers, through the WIMP and web, to ubiquitous and
context-aware computing

More Related Content

Similar to 1.lecture_07_paradigms.ppt

Multimediaexercise
MultimediaexerciseMultimediaexercise
MultimediaexerciseRony Mohamed
 
Human computer interaction by Atheer
Human computer interaction by Atheer Human computer interaction by Atheer
Human computer interaction by Atheer Self employed
 
Designing Structure: Interaction Design
Designing Structure: Interaction DesignDesigning Structure: Interaction Design
Designing Structure: Interaction DesignChristina Wodtke
 
A Brief History Of Human-Computer Interaction Technology
A Brief History Of Human-Computer Interaction TechnologyA Brief History Of Human-Computer Interaction Technology
A Brief History Of Human-Computer Interaction TechnologyAndrew Molina
 
[I3 d]04 interactivity
[I3 d]04 interactivity[I3 d]04 interactivity
[I3 d]04 interactivityjylee_kgit
 
The Toolkit Approach for Endggh-user.pdf
The Toolkit Approach for Endggh-user.pdfThe Toolkit Approach for Endggh-user.pdf
The Toolkit Approach for Endggh-user.pdfHakkemB
 
Interaction styles
Interaction stylesInteraction styles
Interaction stylesDavid Lamas
 
1810.mid1043.03
1810.mid1043.031810.mid1043.03
1810.mid1043.03vizualizer
 
a lecture of Human- computer interactive
a lecture of Human- computer interactivea lecture of Human- computer interactive
a lecture of Human- computer interactiveDrAliKMattar
 
Bernard' work presentation
Bernard' work presentationBernard' work presentation
Bernard' work presentationBernard Champoux
 
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdf
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdfWEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdf
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdfrominiccheng
 

Similar to 1.lecture_07_paradigms.ppt (20)

Multimediaexercise
MultimediaexerciseMultimediaexercise
Multimediaexercise
 
Human computer interaction by Atheer
Human computer interaction by Atheer Human computer interaction by Atheer
Human computer interaction by Atheer
 
Hci activity#1
Hci activity#1Hci activity#1
Hci activity#1
 
Designing Structure: Interaction Design
Designing Structure: Interaction DesignDesigning Structure: Interaction Design
Designing Structure: Interaction Design
 
A Brief History Of Human-Computer Interaction Technology
A Brief History Of Human-Computer Interaction TechnologyA Brief History Of Human-Computer Interaction Technology
A Brief History Of Human-Computer Interaction Technology
 
Lecture # 8.ppt
Lecture # 8.pptLecture # 8.ppt
Lecture # 8.ppt
 
HCI
HCIHCI
HCI
 
E3 chap-04
E3 chap-04E3 chap-04
E3 chap-04
 
E3 chap-04
E3 chap-04E3 chap-04
E3 chap-04
 
[I3 d]04 interactivity
[I3 d]04 interactivity[I3 d]04 interactivity
[I3 d]04 interactivity
 
The Toolkit Approach for Endggh-user.pdf
The Toolkit Approach for Endggh-user.pdfThe Toolkit Approach for Endggh-user.pdf
The Toolkit Approach for Endggh-user.pdf
 
Interaction styles
Interaction stylesInteraction styles
Interaction styles
 
1810.mid1043.03
1810.mid1043.031810.mid1043.03
1810.mid1043.03
 
a lecture of Human- computer interactive
a lecture of Human- computer interactivea lecture of Human- computer interactive
a lecture of Human- computer interactive
 
Bernard' work presentation
Bernard' work presentationBernard' work presentation
Bernard' work presentation
 
14 585
14 58514 585
14 585
 
Chapter1(hci)
Chapter1(hci)Chapter1(hci)
Chapter1(hci)
 
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdf
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdfWEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdf
WEEK1-STE-COMPSCI-G7-1Q-ROMINICCHENG.docx.pdf
 
Chapter01
Chapter01Chapter01
Chapter01
 
Chap10.ppt
Chap10.pptChap10.ppt
Chap10.ppt
 

Recently uploaded

Types of Journalistic Writing Grade 8.pptx
Types of Journalistic Writing Grade 8.pptxTypes of Journalistic Writing Grade 8.pptx
Types of Journalistic Writing Grade 8.pptxEyham Joco
 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxNirmalaLoungPoorunde1
 
Gas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxGas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxDr.Ibrahim Hassaan
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...JhezDiaz1
 
ENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomnelietumpap1
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...Nguyen Thanh Tu Collection
 
How to Configure Email Server in Odoo 17
How to Configure Email Server in Odoo 17How to Configure Email Server in Odoo 17
How to Configure Email Server in Odoo 17Celine George
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersSabitha Banu
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPCeline George
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfphamnguyenenglishnb
 
ROOT CAUSE ANALYSIS PowerPoint Presentation
ROOT CAUSE ANALYSIS PowerPoint PresentationROOT CAUSE ANALYSIS PowerPoint Presentation
ROOT CAUSE ANALYSIS PowerPoint PresentationAadityaSharma884161
 
Keynote by Prof. Wurzer at Nordex about IP-design
Keynote by Prof. Wurzer at Nordex about IP-designKeynote by Prof. Wurzer at Nordex about IP-design
Keynote by Prof. Wurzer at Nordex about IP-designMIPLM
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptxSherlyMaeNeri
 
Hierarchy of management that covers different levels of management
Hierarchy of management that covers different levels of managementHierarchy of management that covers different levels of management
Hierarchy of management that covers different levels of managementmkooblal
 
Grade 9 Q4-MELC1-Active and Passive Voice.pptx
Grade 9 Q4-MELC1-Active and Passive Voice.pptxGrade 9 Q4-MELC1-Active and Passive Voice.pptx
Grade 9 Q4-MELC1-Active and Passive Voice.pptxChelloAnnAsuncion2
 
Roles & Responsibilities in Pharmacovigilance
Roles & Responsibilities in PharmacovigilanceRoles & Responsibilities in Pharmacovigilance
Roles & Responsibilities in PharmacovigilanceSamikshaHamane
 

Recently uploaded (20)

Types of Journalistic Writing Grade 8.pptx
Types of Journalistic Writing Grade 8.pptxTypes of Journalistic Writing Grade 8.pptx
Types of Journalistic Writing Grade 8.pptx
 
Employee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptxEmployee wellbeing at the workplace.pptx
Employee wellbeing at the workplace.pptx
 
Gas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptxGas measurement O2,Co2,& ph) 04/2024.pptx
Gas measurement O2,Co2,& ph) 04/2024.pptx
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
 
ENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choomENGLISH6-Q4-W3.pptxqurter our high choom
ENGLISH6-Q4-W3.pptxqurter our high choom
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
 
How to Configure Email Server in Odoo 17
How to Configure Email Server in Odoo 17How to Configure Email Server in Odoo 17
How to Configure Email Server in Odoo 17
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginners
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERP
 
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdfAMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
AMERICAN LANGUAGE HUB_Level2_Student'sBook_Answerkey.pdf
 
9953330565 Low Rate Call Girls In Rohini Delhi NCR
9953330565 Low Rate Call Girls In Rohini  Delhi NCR9953330565 Low Rate Call Girls In Rohini  Delhi NCR
9953330565 Low Rate Call Girls In Rohini Delhi NCR
 
ROOT CAUSE ANALYSIS PowerPoint Presentation
ROOT CAUSE ANALYSIS PowerPoint PresentationROOT CAUSE ANALYSIS PowerPoint Presentation
ROOT CAUSE ANALYSIS PowerPoint Presentation
 
Keynote by Prof. Wurzer at Nordex about IP-design
Keynote by Prof. Wurzer at Nordex about IP-designKeynote by Prof. Wurzer at Nordex about IP-design
Keynote by Prof. Wurzer at Nordex about IP-design
 
OS-operating systems- ch04 (Threads) ...
OS-operating systems- ch04 (Threads) ...OS-operating systems- ch04 (Threads) ...
OS-operating systems- ch04 (Threads) ...
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptx
 
Hierarchy of management that covers different levels of management
Hierarchy of management that covers different levels of managementHierarchy of management that covers different levels of management
Hierarchy of management that covers different levels of management
 
Grade 9 Q4-MELC1-Active and Passive Voice.pptx
Grade 9 Q4-MELC1-Active and Passive Voice.pptxGrade 9 Q4-MELC1-Active and Passive Voice.pptx
Grade 9 Q4-MELC1-Active and Passive Voice.pptx
 
Raw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptxRaw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptx
 
Roles & Responsibilities in Pharmacovigilance
Roles & Responsibilities in PharmacovigilanceRoles & Responsibilities in Pharmacovigilance
Roles & Responsibilities in Pharmacovigilance
 
Model Call Girl in Bikash Puri Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Bikash Puri  Delhi reach out to us at 🔝9953056974🔝Model Call Girl in Bikash Puri  Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Bikash Puri Delhi reach out to us at 🔝9953056974🔝
 

1.lecture_07_paradigms.ppt

  • 2. Today’s Outline  Topics of discussion included today are,  Paradigms, interaction and Example  Time Sharing  Video Display Units  Programming Toolkits  Window systems and the WIMP interface  Metaphor  Direct manipulation  Language versus Action  Modern evolving paradigms of computing
  • 3. Introduction to Paradigm  The primary objective of an interactive system is to allow the user to achieve particular goals in some application domain, that is, the interactive system must be usable.
  • 4. Introduction to Paradigm  The designer of an interactive system, then, is posed with two open questions: 1. How can an interactive system be developed to ensure its usability? 2. How can the usability of an interactive system be demonstrated or measured?
  • 5. Paradigms  One approach to answering these questions is by means of example, in which successful interactive systems are commonly believed to enhance usability and, therefore, serve as paradigms for the development of future products.
  • 6. 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
  • 7. A paradigm is a way of thinking about the world.
  • 8. 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.
  • 9. The initial paradigm  Batch processing Impersonal computing
  • 11. Example Paradigm Shifts  Batch processing  Time-sharing Interactive computing
  • 12. Example Paradigm Shifts  Batch processing  Timesharing  Networking ??? @#$% ! Community computing
  • 13. Example Paradigm Shifts  Batch processing  Timesharing  Networking  Graphical displays % foo.bar ABORT dumby!!! C…P… filename dot star… or was it R…M? Move this file here, and copy this to there. Direct manipulation
  • 14. Example Paradigm Shifts  Batch processing  Timesharing  Networking  Graphical display  Microprocessor Personal computing
  • 15. Example Paradigm Shifts  Batch processing  Timesharing  Networking  Graphical display  Microprocessor  WWW Global information
  • 16. Example Paradigm Shifts  A symbiosis of physical and electronic worlds in service of everyday activities. • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW • Ubiquitous Computing
  • 18. Time-sharing  In the 1940s and 1950s, the significant advances in computing consisted of new hardware technologies.  Mechanical relays were replaced by vacuum electron tubes. Tubes were replaced by transistors, and transistors by integrated chips, all of which meant that the amount of sheer computing power was increasing by orders of magnitude.  By the 1960s it was becoming apparent that the explosion of growth in computing power would be wasted if there was not an equivalent explosion of ideas about how to channel that power.
  • 19. Time Sharing  A new concept of time sharing is introduced.  a single computer could support multiple users.  Previously, the programmer was restricted to batch sessions, in which complete jobs were submitted on punched cards or paper tape to an operator who would then run them individually on the computer.
  • 20. Time Sharing  Time-sharing systems of the 1960s made programming a truly interactive venture and brought about a subculture of programmers known as ‘hackers’  i.e.; single-minded masters of detail who took pleasure in understanding complexity.  Now with time-sharing capability, true human computer interaction is possible.
  • 21. Video Display Units  As early as the mid-1950s researchers were experimenting with the possibility of presenting and manipulating information from a computer in the form of images on a video display unit (VDU).  These display screens could provide a more suitable medium than a paper printout for presenting vast quantities of strategic information for rapid assimilation.  The earliest applications of display screen images were  developed in military applications, most notably the Semi-Automatic Ground Environment (SAGE) project of the US Air Force.
  • 22. Visual Display units  Primary user hardware for displaying visual media such as graphics, text, images.  Consists of components such as Monitor, Video adapter card, video adapter cable.  Various such devices are CRT, color CRT, DVST, Flat Panel Displays (LCD & Plasma), LED monitors, etc.
  • 24. Video Display Units  In1962, a young graduate student at the Massachusetts Institute of Technology (MIT), Ivan Sutherland, astonished the established computer science community with his Sketch pad program, that the capabilities of visual images were realized.
  • 26. Video Display Unit  Sketchpad demonstrated two important ideas.  First, computers could be used for more than just data processing.  Secondly, Sutherland’s efforts demonstrated how important the contribution of one creative mind
  • 27. Programming Toolkits  Douglas Engelbart’s ambition since the early 1950s was to use computer technology as a means of complementing human problem solving activity.  Engelbart’s idea as a graduate student at the University of California at Berkeley was to use the computer to teach humans.
  • 28. Douglas Engelbart’s ambition “By ‘augmenting man’s intellect’ we mean increasing the capability of a man to approach a complex problem situation, gain comprehension to suit his particular needs, and to derive solutions to problems.... We refer to a way of life in an integrated domain where hunches, cut-and-try, intangibles, and the human ‘feel for the situation’ usefully coexist with powerful concepts, streamlined terminology and notation, sophisticated methods, and high-powered electronic aids”.
  • 29. Programming Toolkits  Ideas that Engelbart’s team developed at the Augmentation Research Center includes  word processing and  the mouse
  • 30. Programming toolkits in Overview  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
  • 31. 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
  • 32. 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 first commercial windowing system  windows, icons, menus and pointers now familiar interaction mechanisms
  • 33. 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
  • 34. Metaphore  In developing the LOGO language to teach children, Papert used the metaphor of a turtle dragging its tail in the dirt.  Children could quickly identify with the real-world phenomenon and that instant familiarity gave them an understanding of how they could create pictures.
  • 35. Metaphor  Metaphors are used quite successfully to teach new concepts in terms of ones which are already understood.  Metaphors are used to describe the functionality of many interaction widgets, such as windows, menus, buttons and palettes.
  • 36. Direct Manipulation  In the early 1980s as the price of fast and high- quality graphics hardware was steadily decreasing, designers were beginning to see that their products were gaining popularity as their visual content increased.
  • 37. Direct Manipulation  As long as the user–system dialog remained largely unidirectional – from user command to system command line prompt computing was going to stay within the minority population of the hackers (programmers) who reveled in the challenge of complexity.  In a standard command line interface, the only way to get any feedback on the results of previous interaction is to know that you have to ask for it and to know how to ask for it.
  • 38. Direct Manipulation  Rapid feedback is just one feature of the interaction technique known as direct manipulation.
  • 39. Direct Manipulation  Ben Shneiderman highlights the following features of a direct manipulation interface:  visibility of the objects of interest  incremental action at the interface with rapid feedback on all actions  reversibility of all actions, so that users are encouraged to explore without severe penalties  syntactic correctness of all actions, so that every user action is a legal operation  replacement of complex command languages with actions to manipulate directly  the visible objects (and, hence, the name direct manipulation)
  • 40. Direct Manipulation  The first real commercial success which demonstrated the inherent usability of direct manipulation interfaces for the general public was the Macintosh personal computer, introduced by Apple Computer, Inc. in 1984
  • 41. Direct manipulation – in overview  1982 – Shneiderman describes appeal of graphically- based interaction  visibility of objects  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)
  • 42. Language versus Action  actions do not always speak louder than words!  Image projected as DM – interface replaces underlying system  language paradigm  interface as mediator  interface acts as intelligent agent  programming by example is both action and language
  • 43. 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 the first hypertext project still a dream today The memex (a portmanteau of "memory" and "index" or "memory" and "extender") is the name of the hypothetical proto- hypertext system that Vannevar Bush described in his 1945 The Atlantic Monthly article "As We May Think".
  • 44. Hypertext and Hypermedia  Ted Nelson coined the term hypertext in 1963.  Also credited for being first to use words like hypermedia.  Hypertext spawned from the concept of Memex (Vannevar Bush):a mechanical desk linked to an extensive archive of microfilms, able to display books, writings, or any document from a library.  Earlier hypertext: footnotes
  • 45. Example of hypertext  <html> <body> <h1>My First Heading</h1> <p>My first paragraph.</p> </body> </html>
  • 46. Multimodality  a mode is a human communication channel  emphasis on simultaneous use of multiple channels for input and output
  • 47. Computer Supported Cooperative Work (CSCW)  CSCW removes bias of single user / single computer system  Can no longer neglect the social aspects  Electronic mail is most prominent success
  • 48. The World Wide Web  Hypertext, as originally realized, was a closed system  Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy  Critical mass of users lead to a complete transformation of our information economy.
  • 50. 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
  • 51. 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 computing is made to appear everywhere and anywhere
  • 52. 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?
  • 53. Summary  Today we have covered  Examples of effective strategies for building interactive systems provide paradigms for designing usable interactive systems.  The evolution of computing usability paradigms also provides a good perspective on the history of interactive computing.  Paradigms range from the introduction of time-sharing computers, through the WIMP and web, to ubiquitous and context-aware computing

Editor's Notes

  1. Batch Processing In some systems, the changes are not made immediately but stored up and all performed in one go when the database is not in general use. This is called batch processing. This type of processing is used when it is not practical break the job into individual parts. Batch processing is ideal for: Recording attenance records in schools from OMR sheets Producing bills for electricity, gas and telephone comapnies Producing monthly bank and credit card statements In batch processing all the changes (Insertions, deletions, and amendments) are stored up in a transaction file. At a certain point the transaction file will be closed. To update the master file, the transaction and master files go through a merge process to create an updated master file.
  2. Agents programming is a modern technique to automate industrial and scientific tasks.