why study paradigms
Concerns
βhow can an interactive system be developed
to ensure its usability?
β 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
β e.g., Aristotelian, Newtonian, Einsteinian (relativistic)
paradigms in physics
β’ Understanding HCI history is largely about
understanding a series of paradigm shifts
β Not all listed here are necessarily βparadigmβ shifts,
but are at least candidates
β History will judge which are true shifts
4.
Paradigms of interaction
Newcomputing technologies arrive,
creating a new perception of the
humanβcomputer relationship.
We can trace some of these shifts in
the history of interactive technologies.
Example Paradigm Shifts
β’Batch processing
β’ Timesharing
β’ Networking
β’ Graphical displays % foo.bar
ABORT
dumby!!!
Cβ¦Pβ¦ filename
dot star⦠or was
it Rβ¦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 β explosive technological
growth
β’ 1960s β 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 β 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 β 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’ 1970sβ 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 β 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
βchange the topicβ
β’ 1981 β 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
β LOGO's turtle dragging its tail
β file management on an office desktop
β word processing as typing
β financial analysis on spreadsheets
β virtual reality β user inside the metaphor
β’ Problems
β some tasks do not fit into a given metaphor
β cultural bias
18.
Direct manipulation
β’ 1982β Shneiderman describes appeal of
graphically-based interaction
β visibility of objects
β incremental action and rapid feedback
β reversibility encourages exploration
β syntactic correctness of all actions
β replace language with action
β’ 1984 β 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 β 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 βVannevar Bush and the memex
β’ key to success in managing explosion of
information
β’ mid 1960s β 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
β Commands given to computer
β Language-based
β’ Direct Manipulation/WIMP
β Commands performed on βworldβ representation
β Action based
β’ Agents - return to language by instilling
proactivity and βintelligenceβ in command
processor
β Avatars, natural language processing
25.
Ubiquitous Computing
βThe mostprofound technologies are those that
disappear.β
Mark Weiser, 1991
Late 1980βs: computer was very apparent
How to make it disappear?
β Shrink and embed/distribute it in the physical world
β Design interactions that donβt demand our intention
26.
Sensor-based and Context-
awareInteraction
β’ Humans are good at recognizing the
βcontextβ 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 βawareβ of the surroundings?