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
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.
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
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.
Agents programming is a modern technique to automate industrial and scientific tasks.