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History of Human Computer
Interaction: part 2
MID1043 Multimodal Interaction Design
week 03
Yonggeun Kim
efficient easy
integration
Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction Handbook: Fundamentals,
Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd ed., Taylor & Francis, 2012, pp. xxvii–lxi.
1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010
New
Invention
The
Calculator
The Giant
Brain
Service
Industry
My
productive
tool Ubiquity
user Inventors
Experts and
Pioneers
Computer Center
Priests
Professional
employees
geeks everyone
interface cables
Punch cards and
tapes
Teletype and
terminal
Green-screen
Alphanumeric
GUI
GUIs & Ambient
Interface
objective
Brute Force
Arithmetic
High speed
calculation
Batch processing Time-sharing Package software
Software as
service
consumer
Military &
Government
Scientist
Information
Conglomerate
Most Business
Increasing mobile
home users
Toy
From invention to maturity. Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging
Applications, Third Edition. 3rd ed. Taylor & Francis, 2012. p.lii
1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010
New
Invention
The
Calculator
The Giant
Brain
Service
Industry
My
productive
tool Ubiquity
user Inventors
Experts and
Pioneers
Computer Center
Priests
Professional
employees
geeks everyone
interface cables
Punch cards and
tapes
Teletype and
terminal
Green-screen
Alphanumeric
GUI
GUIs & Ambient
Interface
objective
Brute Force
Arithmetic
High speed
calculation
Batch processing Time-sharing Package software
Software as
service
consumer
Military &
Government
Scientist
Information
Conglomerate
Most Business
Increasing mobile
home users
Toy
Motivation
(inter) personal
Inside
organization
Inter-organization Industry / society
Boundary of Influence
TOC
1. Revision
2. 1965-1980 Human–Computer Interaction Prior to Personal Computing
a. Computer in Office
i. IBM system 360
ii. Xerox Alto
3. 1980-1985 Discretionary Use Comes Into Focus
a. Computer opened up its potential to everyone with ease of varied purpose.
i. Apple Lisa
4. 1985-1995 Graphical User Interfaces Succeed
a. GUI; Sales of easiness to the rest of us
i. Apple Macintosh 128k
5. 1995-2010 The Internet Era Arrives
a. The values beyond efficiency
6. Recap & Conclusion
A Brief History of Computer
1960~1970; The Giant Brain
A Brief History of Computer
1970~1985; Pink Collar Labor (service industry)
Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
1965-1980Human–Computer Interaction Prior to Personal Computing
Computer in Office
http://www.wang3300.org/
*The first project to implement a time-sharing system was initiated by John McCarthy at MIT in 1959.
1.6 Computer in Business
■ Summary
➜ Computer entered in business stronghold.
× IBM System 360
➜ Professions based on the computing roles
× Operation
× Management
× Programming
➜ Human Computer Interaction
× Computer user; a group of people who deals with use of computing process
▪ Operators; users with direct interaction
▫ “interacted directly with computers for routine maintenance and
operation, and as time-sharing developed, hands-on use expanded to
include data entry and other repetitive tasks.”
▪ Managers, Systems analysts
▫ “oversaw hardware acquisition, software development, operation, and
the use of output.”
“Apart from those working in research settings, few programmers were direct users
until late in this period. Many prepared flowcharts and wrote programs on paper
forms. Keypunch operators then punched the program instructions onto cards, which
were sent to computer centers for computer operators to load into the computer and
run. Printouts and other output were picked up later. Many programmers used
computers directly when they could, but the cost generally dictated more efficient
division of labor.”
Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition. 3rd ed. Taylor & Francis,
2012. p.xxiv
1.6.2 Information System Addresses the
Management of Computing
■ Business computers on organizational matters
➜ Informations Systems as a tool for both operators and managers
× “an integrated man–machine system for providing information to support the
operation, management, and decision-making functions in an organization” (Davis
1974)
× “the effective design, delivery, and use of information systems in organizations”
(Keen 1980 quoted in Zhang, Nah, and Preece 2004)
× Information system as a social factor
▪ E.g. teacher―student through CamSys
1.6.2 Information System Addresses the
Management of Computing
■ Business computers on organizational matters
➜ Issues
× Cognitive styles
▪ “On individual differences in how people (notably managers) perceive and
process information.”
× Approaches to system design:
▪ as a “response to user difficulties and resistance” (dynamics)
▪ The social and organizational dynamics around system adoption and use
i. educating representative workers about technological possibilities
ii. involving them in design, in part to increase their acceptance of the
resulting system
▪ Organizational characteristic over functionality
1.6.3 Programming: Subject Of Study, Source Of
Change
■ internal progress
➜ 1971, The Psychology of Computer Programming by Gerald Weinberg
➜ 1980, Software Psychology: Human Factors in Computer and Information Systems by Ben
Shneiderman
➜ 1981, The Psychological Study of Programming by Beau Sheil
× On programming notation (conditional, control ow, data types), practices (
flowcharting, indenting, variable naming, commenting), and tasks (learning,
coding, debugging).
Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
1.6.3 Programming: Subject Of Study, Source Of
Change
■ Institutions
➜ Xerox Palo Alto Research Center (founded 1970)
× “founded to advance computer technology by developing new hardware,
programming languages, and programming environments”
× extended the primarily perceptual motor focus of human factors to higher-level
cognition
➜ HUSAT (Human Sciences and Advanced Technology research center at Loughborough
University, UK)
× influenced by socio-technical design, extended human factors by considering
organizational factors.
1.6.4 Computer Science: A New Discipline
■ Computer Graphics: Realism and Interaction
➜ Graphics for novice user and his/her interaction or expert’s need
➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing
× First mark for the personal communication with computer
× Not for the commercial market
➜ Vision
× “Interactive computer graphics appears likely to be one of the
main forces that will bring computers directly into the lives of
very large numbers of people {common people} during the next
two or three decades. Truly user-oriented graphics of sufficient
power to be useful to large numbers of people has not been
widely affordable, but it will soon become so and, when it does,
the appropriateness and quality of the products offered will to
a large extent determine the future of computers as intellectual
aids and partners of people.”* -- Licklider (1976)
*Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems,
89–96. New York: ACM. p.76
Tim Mott’s reconstructed idea sketch with Larry Tesler from Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007. P. 50
http://www.computerhistory.org/revolution/input-output/14/347/1520
https://www.youtube.com/watch?v=9H79_kKzmFs&t=355s
Photo from http://history-computer.com/ModernComputer/Personal/Alto.html
Speed; 0.3 MIPS
Memory Type; Semiconductor (Si-gate NMOS)
Memory Size; 64K - 256K
Memory Width; 16-bit
Cost; $40,000
1.6.4 Computer Science: A New Discipline
■ Computer Graphics: Realism and Interaction
➜ Graphics for novice user and his/her interaction or expert’s need
➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing
× First mark for the personal communication with computer
× GUI completed its verification within lab.
× Modalities
▪ Input―tactile, vision, audible
▪ Output―vision, audible
*Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems,
89–96. New York: ACM. p.76
10 min
Break
A Brief History of Computer
1985~1995; Productive tool
1980-1985DISCRETIONARY USE COMES INTO FOCUS
Computer opened up its potential to everyone with ease of varied purpose.
1.7 Discretionary Use Comes Into Focus
■ Introduction
➜ Hi-end market
× The advent of mainframe computers under affordable budget in mid-scale
companies
➜ Low-end market
× Advent of hands-on discretionary (based on their own decision) users
× For the first time, companies targeted significant numbers of non technical
hands-on users who received little or no formal training.
➜ Flood of innovations
× 1981, Xerox Star ($16,500 [$44,415]), IBM PC
× 1982, workstations from Sun Microsystems
× 1983, Apple Lisa ($9,995 [$24,600]), the first commercial OS with GUI
× Employment of psychologist in computer and telecommunication companies
▪ Due to the (1) psychologists who liked to use computers and (2) technology
companies who wanted to sell to discretionary users.
1.7.1 Discretion In Computer Use
■ Discretion in computer
➜ Users enjoy more choices and congenial (suitable and friendly) computer
➜ Enabled by
× Hardware innovation; low cost with high performance
▪ cf) DEC, Data General, and Wang Laboratories
× versatile software
× steady progress in understanding the psychology of users and tasks
× transferring that understanding to software developers
➜ “from Human factors to human actors”
× From action to performance
1.7.2 Minicomputers And Office Automation
■ Scenery
➜ The Ancestors of OA (office automation) / OIS (office information system) visited
market
× Terminals for the command input of batch processing
× Central processor
× file-sharing, word-processing, spreadsheet, and e-mail, and manage output
devices
➜ Result
× Leading the innovation in several topics such as hypertext, computer mediated
communication, and collaboration support
× the price of computers to fit into the budget of a small workgroup or an office (yet
to be personal)
× Beginning of computer mediated communication through small group networking
Chronicle with key terms and topics
A Brief History of Computer
1995~?; Networked Ubiquity
1985-1995GRAPHICAL USER INTERFACES SUCCEED
1985-1995GRAPHICAL USER INTERFACES SUCCEED
GUI; Sales of easiness to the rest of us
1.8. 1 Computer–Human Interface Embraces
Computer Science
■ Shifts
➜ 1984, Apple Macintosh 128K
× US$2,495 [$5,877] (GDP/c US$17,100)*
× A first GUI success in market. GUI (experience) became a selling point.
*1981, Xerox Star ($16,500 [$44,415]) (GDP/c US$13,970)
1.8. 1 Computer–Human Interface Embraces
Computer Science
■ Shifts
➜ Criticism on GUI
× “GUIs confused and created problems for people familiar with existing interfaces.”
× inconvenient interface ⇢ confusing interface
× Influences by Psychology
▪ The given framework was only valid within command- and form-based
interaction
▪ Not with color, sound, animation, icons, menu design, window arrangements,
etc.
▪ A shift from Cold logic to hot perception
× Software design in computer science construes HCI needs them.
▪ Subfields : “interactive graphics, software engineers interested in interaction,
and AI researchers working on speech recognition, language understanding,
and expert systems.”
1.8.2 Human Factors And Ergonomics Maintains
A Nondiscretionary Use Focus
■ Nondiscretionary users
➜ Users who is mandatory to use the system to complete specified task
× cf) Students, University Staffs, and CamSys
➜ Human Factors and ergonomics
× Necessary knowledge about human behaviour and characteristic to link machine
and human in engineering aspect
× for trained and skilled use/user
× cf) the needs of government agencies, the military, aviation industry, and
telecommunications
1995-2010THE INTERNET ERA ARRIVES
The values beyond efficiency
1.10.4 Computer–Human Interaction Evolves,
And Embraces Design
■ Standpoint
➜ Innovation requires to be congenial* for wider audiences
■ Internet
➜ New perspective
× virtual worlds (online) as phenomena & public space
× adaptive systems that merge and filter local and Internet-based information (cf.
Google)
× Efficiency vs. Funology (gamification)
▪ Information behavior is discretional and subjective.
× Conflicts between designer and consumer
▪ In the realm of web marketing & branding e.g) Pop-up, bridge pages, inserts
× Interaction design with a social or political stance
▪ cf) physical constraints. Socioeconomic factors, etc.
× Interaction as everyday thing
➜ Discovery of the values beyond efficiency in human-computer
Interaction
*Congenial,
1. (of a person) pleasing or liked on account of having qualities or interests that are similar to one's own: his need for some congenial company. 2. (of a thing)
pleasant or agreeable because suited to one's taste or inclination: he went back to a climate more congenial to his cold stony soul.
Looking BackCULTURES AND BRIDGES
1940~1960 1960~1970 1970-1985 1985~1995 1995~2010
user Pioneers Closed circle
Professional
employees
geeks everyone
interface Punchcard & Tapes Teletype and terminal CUI GUI GUI
Objective
High-speed
Calculations
Batch processing Time-sharing Package software Web-enabled tools
consumer Rocket Scientists
Government &
Information
Conglomerate
Companies
Increasing mobile
home users
Cheap and multiple
1.11.1 Discretion As A Major Differentiator
■ We have witnessed.
➜ Human-computer interaction is for everyone.
× Able to target individual and organization at the same time
× Participants than trainees
× Same goals with different emphasis
▪ cf) fewer errors, faster performance, quicker learning, greater memorability,
and being enjoyable
▪ Solution vs. experience
× Quantitative vs. qualitative; “In assessing designs for mass markets, avoiding obvious
problems can be more important than striving for an optimal solution.”
▪ Contextual design vs. persona
Looking ForwardTRAJECTORIES
■ We can predict, based on our observation
➜ Discretion; decision is up to you
× The rise and fall of right to choice by user
▪ “Discretion can evaporate when a technology becomes mission-critical, as word
processing and email did in the 1990s.”
× cf) Writing
▪ typewriter ⇢ word processing (unification) ⇢ PDF (from many others)
1.12.1 Discretion: Now You See It, Now You Don’t
(inter) personal
Inside
organization
Inter-organization Industry / society
Motivation
Boundary of Influence
1.12.2 Ubiquitous Computing: Invisible Human–
Computer Interaction?
■ We can predict, based on our observation
➜ “Invisible through omnipresence” by embedded technology
× “It makes interaction with digital technology become part of everyone’s
research”
➜ Vanishing disciplines
× Matured enough to be fundamental towards other research fields
▪ Human Factors and Ergonomics
▫ Permeating into Cognitive Engineering and Decision Making,
Communication, Human Performance Modeling, Internet, System
Development, and Virtual Environment
▪ Information Systems
▫ Too broad to meet the needs from more ramified disciplines
+ Business-to-business / customer portal / e-government
▪ Computer–Human Interaction
▫ More specific division is on the rise
+ CHI vs. WWW, Mobile Usability, Game Interface, etc.
1.12.3 Information
■ We can predict, based on our observation
➜ “Information is being reinvented”
1. Conceptualizing Information
▪ Is information message, data (input/output), or access?
http://sce2.umkc.edu/bit/cs100/coursecontent/computerconcepts/
http://www.visualcapitalist.com/internet-minute-2018/
1.12.3 Information
■ We can predict, based on our observation
➜ “Information is being reinvented”
1. Conceptualizing Information
▪ Is information about access?
▪ “like magnets or attractors, sucking the focus-oriented materials out of the
disciplines and restructuring them within the information scientific framework.”
▫ Is it about every kind of information or
▫ Is it about general theory on computer ?
▫ Should it have specialized branches?
2. Multidisciplinary approach towards interaction as social behavior
▪ Communication studies
▪ Media studies
ConclusionThe NEXT GENERATION
1.13 Summary
■ New Factors, unknown
➜ New waves of hardware enabled different ways to support the same activities.
× e.g. Email : informal ⇢ formal
➜ Patterns
× “Today the PC is losing the spotlight.” As email and mainframe computer did.
▪ “The role of the PC may shift, becoming a personal control station where we can
monitor vast quantities of information on anything of interest—our health, the
state of household appliances, Internet activity, etc.—on large displays, with
specific tasks easily moved to portable or distributed devices.”
× Directions under specific context
× New territory with new socio-cultural exposure
➜ A generation has grown up with computers
Bibliography
1. Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction
Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd
ed., Taylor & Francis, 2012, pp. xxvii–lxi.
2. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press,
2011.
3. Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007.
Appendix
➜ Xerox Alto
× Restoration project with working unit;
https://www.youtube.com/watch?v=9H79_kKzmFs&t=355s
➜ Apple Macintosh 128K
× Video recording of Steve Jobs Introduces the Macintosh from Computer
History Museum
▪ Apple Macintosh premiere with Steve Jobs and the Mac team, Boston
Computer Society General Meeting, January 30, 1984. Steve Jobs
introduces the Macintosh, followed by a panel including Steve Capps,
Andy Hertzfeld, Randy Wigginton, Bill Atkinson, Bruce Horn, Burrell
Smith, Owen Densmore, and Rony Sebok. Recorded: January 30, 1984,
Catalog Number: 102739983
▸ Week 4 class is blended learning.
■ Please study on Don Norman’s idea about usability and concepts and principles.
■ You are required to answer with additional reading materials.
■ Start your team and let me know it.
■ From here. 👉
Reminder
Quiz 🔗
🕐 Due is 20 July 2018
⚠ Please note that this quiz is 10% of your evaluation.
You are allowed to answer again by the end of day.

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1810.mid1043.03

  • 1. History of Human Computer Interaction: part 2 MID1043 Multimodal Interaction Design week 03 Yonggeun Kim
  • 3. Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd ed., Taylor & Francis, 2012, pp. xxvii–lxi. 1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010 New Invention The Calculator The Giant Brain Service Industry My productive tool Ubiquity user Inventors Experts and Pioneers Computer Center Priests Professional employees geeks everyone interface cables Punch cards and tapes Teletype and terminal Green-screen Alphanumeric GUI GUIs & Ambient Interface objective Brute Force Arithmetic High speed calculation Batch processing Time-sharing Package software Software as service consumer Military & Government Scientist Information Conglomerate Most Business Increasing mobile home users Toy
  • 4. From invention to maturity. Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition. 3rd ed. Taylor & Francis, 2012. p.lii 1945~1950 1950~1960 1960~1970 1970-1985 1985~1995 1995~2010 New Invention The Calculator The Giant Brain Service Industry My productive tool Ubiquity user Inventors Experts and Pioneers Computer Center Priests Professional employees geeks everyone interface cables Punch cards and tapes Teletype and terminal Green-screen Alphanumeric GUI GUIs & Ambient Interface objective Brute Force Arithmetic High speed calculation Batch processing Time-sharing Package software Software as service consumer Military & Government Scientist Information Conglomerate Most Business Increasing mobile home users Toy Motivation (inter) personal Inside organization Inter-organization Industry / society Boundary of Influence
  • 5. TOC 1. Revision 2. 1965-1980 Human–Computer Interaction Prior to Personal Computing a. Computer in Office i. IBM system 360 ii. Xerox Alto 3. 1980-1985 Discretionary Use Comes Into Focus a. Computer opened up its potential to everyone with ease of varied purpose. i. Apple Lisa 4. 1985-1995 Graphical User Interfaces Succeed a. GUI; Sales of easiness to the rest of us i. Apple Macintosh 128k 5. 1995-2010 The Internet Era Arrives a. The values beyond efficiency 6. Recap & Conclusion
  • 6. A Brief History of Computer 1960~1970; The Giant Brain
  • 7. A Brief History of Computer 1970~1985; Pink Collar Labor (service industry)
  • 8. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
  • 9. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
  • 10. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
  • 11. 1965-1980Human–Computer Interaction Prior to Personal Computing Computer in Office
  • 12.
  • 13. http://www.wang3300.org/ *The first project to implement a time-sharing system was initiated by John McCarthy at MIT in 1959.
  • 14. 1.6 Computer in Business ■ Summary ➜ Computer entered in business stronghold. × IBM System 360 ➜ Professions based on the computing roles × Operation × Management × Programming ➜ Human Computer Interaction × Computer user; a group of people who deals with use of computing process ▪ Operators; users with direct interaction ▫ “interacted directly with computers for routine maintenance and operation, and as time-sharing developed, hands-on use expanded to include data entry and other repetitive tasks.” ▪ Managers, Systems analysts ▫ “oversaw hardware acquisition, software development, operation, and the use of output.”
  • 15. “Apart from those working in research settings, few programmers were direct users until late in this period. Many prepared flowcharts and wrote programs on paper forms. Keypunch operators then punched the program instructions onto cards, which were sent to computer centers for computer operators to load into the computer and run. Printouts and other output were picked up later. Many programmers used computers directly when they could, but the cost generally dictated more efficient division of labor.” Jacko, Julie A., ed. Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition. 3rd ed. Taylor & Francis, 2012. p.xxiv
  • 16. 1.6.2 Information System Addresses the Management of Computing ■ Business computers on organizational matters ➜ Informations Systems as a tool for both operators and managers × “an integrated man–machine system for providing information to support the operation, management, and decision-making functions in an organization” (Davis 1974) × “the effective design, delivery, and use of information systems in organizations” (Keen 1980 quoted in Zhang, Nah, and Preece 2004) × Information system as a social factor ▪ E.g. teacher―student through CamSys
  • 17.
  • 18. 1.6.2 Information System Addresses the Management of Computing ■ Business computers on organizational matters ➜ Issues × Cognitive styles ▪ “On individual differences in how people (notably managers) perceive and process information.” × Approaches to system design: ▪ as a “response to user difficulties and resistance” (dynamics) ▪ The social and organizational dynamics around system adoption and use i. educating representative workers about technological possibilities ii. involving them in design, in part to increase their acceptance of the resulting system ▪ Organizational characteristic over functionality
  • 19. 1.6.3 Programming: Subject Of Study, Source Of Change ■ internal progress ➜ 1971, The Psychology of Computer Programming by Gerald Weinberg ➜ 1980, Software Psychology: Human Factors in Computer and Information Systems by Ben Shneiderman ➜ 1981, The Psychological Study of Programming by Beau Sheil × On programming notation (conditional, control ow, data types), practices ( flowcharting, indenting, variable naming, commenting), and tasks (learning, coding, debugging).
  • 20. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. p. 8, 65, 98
  • 21. 1.6.3 Programming: Subject Of Study, Source Of Change ■ Institutions ➜ Xerox Palo Alto Research Center (founded 1970) × “founded to advance computer technology by developing new hardware, programming languages, and programming environments” × extended the primarily perceptual motor focus of human factors to higher-level cognition ➜ HUSAT (Human Sciences and Advanced Technology research center at Loughborough University, UK) × influenced by socio-technical design, extended human factors by considering organizational factors.
  • 22. 1.6.4 Computer Science: A New Discipline ■ Computer Graphics: Realism and Interaction ➜ Graphics for novice user and his/her interaction or expert’s need ➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing × First mark for the personal communication with computer × Not for the commercial market ➜ Vision × “Interactive computer graphics appears likely to be one of the main forces that will bring computers directly into the lives of very large numbers of people {common people} during the next two or three decades. Truly user-oriented graphics of sufficient power to be useful to large numbers of people has not been widely affordable, but it will soon become so and, when it does, the appropriateness and quality of the products offered will to a large extent determine the future of computers as intellectual aids and partners of people.”* -- Licklider (1976) *Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems, 89–96. New York: ACM. p.76
  • 23. Tim Mott’s reconstructed idea sketch with Larry Tesler from Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007. P. 50
  • 25. 1.6.4 Computer Science: A New Discipline ■ Computer Graphics: Realism and Interaction ➜ Graphics for novice user and his/her interaction or expert’s need ➜ 1973, Xerox Alto; A first GUI oriented prototype for personal computing × First mark for the personal communication with computer × GUI completed its verification within lab. × Modalities ▪ Input―tactile, vision, audible ▪ Output―vision, audible *Licklider, J. C. R. 1976. User-oriented interactive computer graphics. In Proceedings of SIGGRAPH Workshop on User- Oriented Design of Interactive Graphics Systems, 89–96. New York: ACM. p.76
  • 27. A Brief History of Computer 1985~1995; Productive tool
  • 28. 1980-1985DISCRETIONARY USE COMES INTO FOCUS Computer opened up its potential to everyone with ease of varied purpose.
  • 29. 1.7 Discretionary Use Comes Into Focus ■ Introduction ➜ Hi-end market × The advent of mainframe computers under affordable budget in mid-scale companies ➜ Low-end market × Advent of hands-on discretionary (based on their own decision) users × For the first time, companies targeted significant numbers of non technical hands-on users who received little or no formal training. ➜ Flood of innovations × 1981, Xerox Star ($16,500 [$44,415]), IBM PC × 1982, workstations from Sun Microsystems × 1983, Apple Lisa ($9,995 [$24,600]), the first commercial OS with GUI × Employment of psychologist in computer and telecommunication companies ▪ Due to the (1) psychologists who liked to use computers and (2) technology companies who wanted to sell to discretionary users.
  • 30.
  • 31. 1.7.1 Discretion In Computer Use ■ Discretion in computer ➜ Users enjoy more choices and congenial (suitable and friendly) computer ➜ Enabled by × Hardware innovation; low cost with high performance ▪ cf) DEC, Data General, and Wang Laboratories × versatile software × steady progress in understanding the psychology of users and tasks × transferring that understanding to software developers ➜ “from Human factors to human actors” × From action to performance
  • 32. 1.7.2 Minicomputers And Office Automation ■ Scenery ➜ The Ancestors of OA (office automation) / OIS (office information system) visited market × Terminals for the command input of batch processing × Central processor × file-sharing, word-processing, spreadsheet, and e-mail, and manage output devices ➜ Result × Leading the innovation in several topics such as hypertext, computer mediated communication, and collaboration support × the price of computers to fit into the budget of a small workgroup or an office (yet to be personal) × Beginning of computer mediated communication through small group networking
  • 33. Chronicle with key terms and topics
  • 34. A Brief History of Computer 1995~?; Networked Ubiquity
  • 36. 1985-1995GRAPHICAL USER INTERFACES SUCCEED GUI; Sales of easiness to the rest of us
  • 37. 1.8. 1 Computer–Human Interface Embraces Computer Science ■ Shifts ➜ 1984, Apple Macintosh 128K × US$2,495 [$5,877] (GDP/c US$17,100)* × A first GUI success in market. GUI (experience) became a selling point. *1981, Xerox Star ($16,500 [$44,415]) (GDP/c US$13,970)
  • 38.
  • 39. 1.8. 1 Computer–Human Interface Embraces Computer Science ■ Shifts ➜ Criticism on GUI × “GUIs confused and created problems for people familiar with existing interfaces.” × inconvenient interface ⇢ confusing interface × Influences by Psychology ▪ The given framework was only valid within command- and form-based interaction ▪ Not with color, sound, animation, icons, menu design, window arrangements, etc. ▪ A shift from Cold logic to hot perception × Software design in computer science construes HCI needs them. ▪ Subfields : “interactive graphics, software engineers interested in interaction, and AI researchers working on speech recognition, language understanding, and expert systems.”
  • 40. 1.8.2 Human Factors And Ergonomics Maintains A Nondiscretionary Use Focus ■ Nondiscretionary users ➜ Users who is mandatory to use the system to complete specified task × cf) Students, University Staffs, and CamSys ➜ Human Factors and ergonomics × Necessary knowledge about human behaviour and characteristic to link machine and human in engineering aspect × for trained and skilled use/user × cf) the needs of government agencies, the military, aviation industry, and telecommunications
  • 41. 1995-2010THE INTERNET ERA ARRIVES The values beyond efficiency
  • 42. 1.10.4 Computer–Human Interaction Evolves, And Embraces Design ■ Standpoint ➜ Innovation requires to be congenial* for wider audiences ■ Internet ➜ New perspective × virtual worlds (online) as phenomena & public space × adaptive systems that merge and filter local and Internet-based information (cf. Google) × Efficiency vs. Funology (gamification) ▪ Information behavior is discretional and subjective. × Conflicts between designer and consumer ▪ In the realm of web marketing & branding e.g) Pop-up, bridge pages, inserts × Interaction design with a social or political stance ▪ cf) physical constraints. Socioeconomic factors, etc. × Interaction as everyday thing ➜ Discovery of the values beyond efficiency in human-computer Interaction *Congenial, 1. (of a person) pleasing or liked on account of having qualities or interests that are similar to one's own: his need for some congenial company. 2. (of a thing) pleasant or agreeable because suited to one's taste or inclination: he went back to a climate more congenial to his cold stony soul.
  • 43. Looking BackCULTURES AND BRIDGES 1940~1960 1960~1970 1970-1985 1985~1995 1995~2010 user Pioneers Closed circle Professional employees geeks everyone interface Punchcard & Tapes Teletype and terminal CUI GUI GUI Objective High-speed Calculations Batch processing Time-sharing Package software Web-enabled tools consumer Rocket Scientists Government & Information Conglomerate Companies Increasing mobile home users Cheap and multiple
  • 44. 1.11.1 Discretion As A Major Differentiator ■ We have witnessed. ➜ Human-computer interaction is for everyone. × Able to target individual and organization at the same time × Participants than trainees × Same goals with different emphasis ▪ cf) fewer errors, faster performance, quicker learning, greater memorability, and being enjoyable ▪ Solution vs. experience × Quantitative vs. qualitative; “In assessing designs for mass markets, avoiding obvious problems can be more important than striving for an optimal solution.” ▪ Contextual design vs. persona
  • 45.
  • 46.
  • 48. ■ We can predict, based on our observation ➜ Discretion; decision is up to you × The rise and fall of right to choice by user ▪ “Discretion can evaporate when a technology becomes mission-critical, as word processing and email did in the 1990s.” × cf) Writing ▪ typewriter ⇢ word processing (unification) ⇢ PDF (from many others) 1.12.1 Discretion: Now You See It, Now You Don’t
  • 49. (inter) personal Inside organization Inter-organization Industry / society Motivation Boundary of Influence
  • 50. 1.12.2 Ubiquitous Computing: Invisible Human– Computer Interaction? ■ We can predict, based on our observation ➜ “Invisible through omnipresence” by embedded technology × “It makes interaction with digital technology become part of everyone’s research” ➜ Vanishing disciplines × Matured enough to be fundamental towards other research fields ▪ Human Factors and Ergonomics ▫ Permeating into Cognitive Engineering and Decision Making, Communication, Human Performance Modeling, Internet, System Development, and Virtual Environment ▪ Information Systems ▫ Too broad to meet the needs from more ramified disciplines + Business-to-business / customer portal / e-government ▪ Computer–Human Interaction ▫ More specific division is on the rise + CHI vs. WWW, Mobile Usability, Game Interface, etc.
  • 51. 1.12.3 Information ■ We can predict, based on our observation ➜ “Information is being reinvented” 1. Conceptualizing Information ▪ Is information message, data (input/output), or access? http://sce2.umkc.edu/bit/cs100/coursecontent/computerconcepts/ http://www.visualcapitalist.com/internet-minute-2018/
  • 52. 1.12.3 Information ■ We can predict, based on our observation ➜ “Information is being reinvented” 1. Conceptualizing Information ▪ Is information about access? ▪ “like magnets or attractors, sucking the focus-oriented materials out of the disciplines and restructuring them within the information scientific framework.” ▫ Is it about every kind of information or ▫ Is it about general theory on computer ? ▫ Should it have specialized branches? 2. Multidisciplinary approach towards interaction as social behavior ▪ Communication studies ▪ Media studies
  • 54. 1.13 Summary ■ New Factors, unknown ➜ New waves of hardware enabled different ways to support the same activities. × e.g. Email : informal ⇢ formal ➜ Patterns × “Today the PC is losing the spotlight.” As email and mainframe computer did. ▪ “The role of the PC may shift, becoming a personal control station where we can monitor vast quantities of information on anything of interest—our health, the state of household appliances, Internet activity, etc.—on large displays, with specific tasks easily moved to portable or distributed devices.” × Directions under specific context × New territory with new socio-cultural exposure ➜ A generation has grown up with computers
  • 56. 1. Grudin, Jonathan. “A Moving Target: The Evolution of Human–Computer Interaction.” Human Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications, Third Edition, edited by Julie A. Jacko, 3rd ed., Taylor & Francis, 2012, pp. xxvii–lxi. 2. Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011. 3. Moggridge, Bill. Designing Interactions. 1 edition, The MIT Press, 2007.
  • 58. ➜ Xerox Alto × Restoration project with working unit; https://www.youtube.com/watch?v=9H79_kKzmFs&t=355s ➜ Apple Macintosh 128K × Video recording of Steve Jobs Introduces the Macintosh from Computer History Museum ▪ Apple Macintosh premiere with Steve Jobs and the Mac team, Boston Computer Society General Meeting, January 30, 1984. Steve Jobs introduces the Macintosh, followed by a panel including Steve Capps, Andy Hertzfeld, Randy Wigginton, Bill Atkinson, Bruce Horn, Burrell Smith, Owen Densmore, and Rony Sebok. Recorded: January 30, 1984, Catalog Number: 102739983
  • 59. ▸ Week 4 class is blended learning. ■ Please study on Don Norman’s idea about usability and concepts and principles. ■ You are required to answer with additional reading materials. ■ Start your team and let me know it. ■ From here. 👉 Reminder
  • 60. Quiz 🔗 🕐 Due is 20 July 2018 ⚠ Please note that this quiz is 10% of your evaluation. You are allowed to answer again by the end of day.

Editor's Notes

  1. Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.
  2. Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.
  3. Figure 2.5 IBM Data Processing Center, IBM World Headquarters, New York, ca. 1954–55. Schematic plan of computer installations. Courtesy of IBM Corporate Archives, Somers, New York. from Harwood, John. The Interface: IBM and the Transformation of Corporate Design, 1945-1976. Univ Of Minnesota Press, 2011.