chapter 4
paradigms
why study paradigms
Concerns
– how can an interactive system be developed
to ensure its usability?
– how can the usability of an interactive
system be demonstrated or measured?
History of interactive system design
provides paradigms for usable designs
What are Paradigms
β€’ Predominant theoretical frameworks or
scientific world views
– e.g., Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
β€’ Understanding HCI history is largely about
understanding a series of paradigm shifts
– Not all listed here are necessarily β€œparadigm” shifts,
but are at least candidates
– History will judge which are true shifts
Paradigms of interaction
New computing technologies arrive,
creating a new perception of the
humanβ€”computer relationship.
We can trace some of these shifts in
the history of interactive technologies.
The initial paradigm
β€’ Batch processing
Impersonal computing
Example Paradigm Shifts
β€’ Batch processing
β€’ Time-sharing
Interactive computing
Example Paradigm Shifts
β€’ Batch processing
β€’ Timesharing
β€’ Networking
???
@#$% !
Community computing
Example Paradigm Shifts
β€’ Batch processing
β€’ Timesharing
β€’ Networking
β€’ 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
β€’ Batch processing
β€’ Timesharing
β€’ Networking
β€’ Graphical display
β€’ Microprocessor
Personal computing
Example Paradigm Shifts
β€’ Batch processing
β€’ Timesharing
β€’ Networking
β€’ Graphical display
β€’ Microprocessor
β€’ WWW
Global information
Example Paradigm Shifts
β€’ A symbiosis of physical
and electronic worlds in
service of everyday
activities.
β€’ Batch processing
β€’ Timesharing
β€’ Networking
β€’ Graphical display
β€’ Microprocessor
β€’ WWW
β€’ Ubiquitous
Computing
Time-sharing
β€’ 1940s and 1950s – explosive technological
growth
β€’ 1960s – need to channel the power
β€’ J.C.R. Licklider at ARPA
β€’ single computer supporting multiple users
Video Display Units
β€’ more suitable medium than paper
β€’ 1962 – Sutherland's Sketchpad
β€’ computers for visualizing and manipulating
data
β€’ one person's contribution could drastically
change the history of computing
Programming toolkits
β€’ Engelbart at Stanford Research Institute
β€’ 1963 – augmenting man's intellect
β€’ 1968 NLS/Augment system demonstration
β€’ the right programming toolkit provides
building blocks to producing complex
interactive systems
Personal computing
β€’ 1970s – Papert's LOGO language for simple
graphics programming by children
β€’ A system is more powerful as it becomes
easier to user
β€’ Future of computing in small, powerful
machines dedicated to the individual
β€’ Kay at Xerox PARC – the Dynabook as the
ultimate personal computer
Window systems and the WIMP
interface
β€’ humans can pursue more than one task at a
time
β€’ windows used for dialogue partitioning, to
β€œchange the topic”
β€’ 1981 – Xerox Star first commercial windowing
system
β€’ windows, icons, menus and pointers now
familiar interaction mechanisms
Metaphor
β€’ 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
β€’ Problems
– some tasks do not fit into a given metaphor
– cultural bias
Direct manipulation
β€’ 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
β€’ 1984 – Apple Macintosh
β€’ the model-world metaphor
β€’ What You See Is What You Get (WYSIWYG)
Language versus Action
β€’ actions do not always speak louder than
words!
β€’ DM – interface replaces underlying
system
β€’ language paradigm
β€’ interface as mediator
β€’ interface acts as intelligent agent
β€’ programming by example is both action
and language
Hypertext
β€’ 1945 – Vannevar Bush and the memex
β€’ key to success in managing explosion of
information
β€’ mid 1960s – Nelson describes hypertext as
non-linear browsing structure
β€’ hypermedia and multimedia
β€’ Nelson's Xanadu project still a dream today
Multimodality
β€’ a mode is a human communication
channel
β€’ emphasis on simultaneous use of
multiple channels for input and output
Computer Supported
Cooperative Work (CSCW)
β€’ CSCW removes bias of single user /
single computer system
β€’ Can no longer neglect the social aspects
β€’ Electronic mail is most prominent
success
The World Wide Web
β€’ Hypertext, as originally realized, was a
closed system
β€’ Simple, universal protocols (e.g. HTTP)
and mark-up languages (e.g. HTML)
made publishing and accessing easy
β€’ Critical mass of users lead to a
complete transformation of our
information economy.
Agent-based Interfaces
β€’ Original interfaces
– Commands given to computer
– Language-based
β€’ Direct Manipulation/WIMP
– Commands performed on β€œworld” representation
– Action based
β€’ Agents - return to language by instilling
proactivity and β€œintelligence” in command
processor
– Avatars, natural language processing
Ubiquitous Computing
β€œThe most profound technologies are those that
disappear.”
Mark Weiser, 1991
Late 1980’s: computer was very apparent
How to make it disappear?
– Shrink and embed/distribute it in the physical world
– Design interactions that don’t demand our intention
Sensor-based and Context-
aware Interaction
β€’ Humans are good at recognizing the
β€œcontext” of a situation and reacting
appropriately
β€’ Automatically sensing physical
phenomena (e.g., light, temp, location,
identity) becoming easier
β€’ How can we go from sensed physical
measures to interactions that behave as
if made β€œaware” of the surroundings?

e3-chap-04 .pptx

  • 1.
  • 2.
    why study paradigms Concerns –how can an interactive system be developed to ensure its usability? – how can the usability of an interactive system be demonstrated or measured? History of interactive system design provides paradigms for usable designs
  • 3.
    What are Paradigms β€’Predominant theoretical frameworks or scientific world views – e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics β€’ Understanding HCI history is largely about understanding a series of paradigm shifts – Not all listed here are necessarily β€œparadigm” shifts, but are at least candidates – History will judge which are true shifts
  • 4.
    Paradigms of interaction Newcomputing technologies arrive, creating a new perception of the humanβ€”computer relationship. We can trace some of these shifts in the history of interactive technologies.
  • 5.
    The initial paradigm β€’Batch processing Impersonal computing
  • 6.
    Example Paradigm Shifts β€’Batch processing β€’ Time-sharing Interactive computing
  • 7.
    Example Paradigm Shifts β€’Batch processing β€’ Timesharing β€’ Networking ??? @#$% ! Community computing
  • 8.
    Example Paradigm Shifts β€’Batch processing β€’ Timesharing β€’ Networking β€’ 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
  • 9.
    Example Paradigm Shifts β€’Batch processing β€’ Timesharing β€’ Networking β€’ Graphical display β€’ Microprocessor Personal computing
  • 10.
    Example Paradigm Shifts β€’Batch processing β€’ Timesharing β€’ Networking β€’ Graphical display β€’ Microprocessor β€’ WWW Global information
  • 11.
    Example Paradigm Shifts β€’A symbiosis of physical and electronic worlds in service of everyday activities. β€’ Batch processing β€’ Timesharing β€’ Networking β€’ Graphical display β€’ Microprocessor β€’ WWW β€’ Ubiquitous Computing
  • 12.
    Time-sharing β€’ 1940s and1950s – explosive technological growth β€’ 1960s – need to channel the power β€’ J.C.R. Licklider at ARPA β€’ single computer supporting multiple users
  • 13.
    Video Display Units β€’more suitable medium than paper β€’ 1962 – Sutherland's Sketchpad β€’ computers for visualizing and manipulating data β€’ one person's contribution could drastically change the history of computing
  • 14.
    Programming toolkits β€’ Engelbartat Stanford Research Institute β€’ 1963 – augmenting man's intellect β€’ 1968 NLS/Augment system demonstration β€’ the right programming toolkit provides building blocks to producing complex interactive systems
  • 15.
    Personal computing β€’ 1970s– Papert's LOGO language for simple graphics programming by children β€’ A system is more powerful as it becomes easier to user β€’ Future of computing in small, powerful machines dedicated to the individual β€’ Kay at Xerox PARC – the Dynabook as the ultimate personal computer
  • 16.
    Window systems andthe WIMP interface β€’ humans can pursue more than one task at a time β€’ windows used for dialogue partitioning, to β€œchange the topic” β€’ 1981 – Xerox Star first commercial windowing system β€’ windows, icons, menus and pointers now familiar interaction mechanisms
  • 17.
    Metaphor β€’ relating computingto 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 β€’ Problems – some tasks do not fit into a given metaphor – cultural bias
  • 18.
    Direct manipulation β€’ 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 β€’ 1984 – Apple Macintosh β€’ the model-world metaphor β€’ What You See Is What You Get (WYSIWYG)
  • 19.
    Language versus Action β€’actions do not always speak louder than words! β€’ DM – interface replaces underlying system β€’ language paradigm β€’ interface as mediator β€’ interface acts as intelligent agent β€’ programming by example is both action and language
  • 20.
    Hypertext β€’ 1945 –Vannevar Bush and the memex β€’ key to success in managing explosion of information β€’ mid 1960s – Nelson describes hypertext as non-linear browsing structure β€’ hypermedia and multimedia β€’ Nelson's Xanadu project still a dream today
  • 21.
    Multimodality β€’ a modeis a human communication channel β€’ emphasis on simultaneous use of multiple channels for input and output
  • 22.
    Computer Supported Cooperative Work(CSCW) β€’ CSCW removes bias of single user / single computer system β€’ Can no longer neglect the social aspects β€’ Electronic mail is most prominent success
  • 23.
    The World WideWeb β€’ Hypertext, as originally realized, was a closed system β€’ Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy β€’ Critical mass of users lead to a complete transformation of our information economy.
  • 24.
    Agent-based Interfaces β€’ Originalinterfaces – Commands given to computer – Language-based β€’ Direct Manipulation/WIMP – Commands performed on β€œworld” representation – Action based β€’ Agents - return to language by instilling proactivity and β€œintelligence” in command processor – Avatars, natural language processing
  • 25.
    Ubiquitous Computing β€œThe mostprofound 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
  • 26.
    Sensor-based and Context- awareInteraction β€’ Humans are good at recognizing the β€œcontext” of a situation and reacting appropriately β€’ Automatically sensing physical phenomena (e.g., light, temp, location, identity) becoming easier β€’ How can we go from sensed physical measures to interactions that behave as if made β€œaware” of the surroundings?