The document discusses the history of human-computer interaction paradigms from batch processing to ubiquitous computing. It outlines several paradigm shifts including from batch processing to timesharing, networking, graphical displays, personal computing, direct manipulation interfaces, hypertext, multimodality, computer supported cooperative work, the World Wide Web, agent-based interfaces, and ubiquitous computing embedded in the physical world. The paradigms represent new perceptions of the human-computer relationship and technologies that arrive to create interactive systems with improved usability.
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
Human computer interaction 3 4(revised)emaan waseem
human computer interaction Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
additional slides for Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Chapter 10: Universal design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
A simple research paper on Graphical User Interface or GUI (gooey). It is a type of user interface that allows users to interact with electronic devices through graphical icons. For example: Microsoft Word, Windows,Linux (GNOME SHELL, KDE Plasma),Mac. etc.Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human–computer interaction. Xerox Star was the first computer to use GUI.GUIs were a hot topic in the early 1980.
10 Usability Heuristics for User Interface DesignMaxx Crawford
An overview of the 10 Usability Heuristics for User Interface Design developed by Jakob Nielsen of the Nielsen Norman Group. Each heuristic is explained and examples are provided.
Characteristics of a well designed user interfaceThomas Byttebier
"Designing a good user interface is like tightrope walking: it's all about finding the right balance."
Translated slides for a presentation I first gave at Luca School of Arts, Gent, March 2015.
[Slightly updated November and December 2015]
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
additional slides for Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Chapter 10: Universal design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
A simple research paper on Graphical User Interface or GUI (gooey). It is a type of user interface that allows users to interact with electronic devices through graphical icons. For example: Microsoft Word, Windows,Linux (GNOME SHELL, KDE Plasma),Mac. etc.Designing the visual composition and temporal behavior of a GUI is an important part of software application programming in the area of human–computer interaction. Xerox Star was the first computer to use GUI.GUIs were a hot topic in the early 1980.
10 Usability Heuristics for User Interface DesignMaxx Crawford
An overview of the 10 Usability Heuristics for User Interface Design developed by Jakob Nielsen of the Nielsen Norman Group. Each heuristic is explained and examples are provided.
Cloud computing is used to define a new class of computing that is based on the network technology. Cloud computing takes place over the internet. It comprises of a collection of integrated and networked hardware, software and internet infrastructures. These infrastructures are used to provide various services to the users. Distributed computing comprises of multiple software components that belong to multiple computers. The system works or runs as a single system. Cloud computing can be referred to as a form that originated from distributed computing and virtualization.
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This will be used as part of your Personal Professional Portfolio once graded.
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Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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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
• 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
4. 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.
8. Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
C…P… filename
dot star… or was
it R…M?
Move this file here,
and copy this to there.
• Graphical displays
% foo.bar
ABORT
dumby!!!
Direct manipulation
9. Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
Personal computing
10. Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
• WWW
Global information
11. Example Paradigm Shifts
•
•
•
•
•
•
•
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Ubiquitous
Computing
• A symbiosis of physical and
electronic worlds in service of
everyday activities.
12. Time-sharing
• 1940s and 1950s – explosive technological growth
• 1960s – need to channel the power
• J.C.R. Licklider at ARPA
• single computer supporting multiple users
13. Video Display Units
• more suitable medium than paper
• 1962 – Sutherland's Sketchpad
• Shuterland’s innovation demonstrate
2 important ideas:
1.
2.
computers for visualizing and
manipulating data
how important the contribution of one
creative mind could be to the entire
history of computing
14. Innovator: Ivan Sutherland
• SketchPad - 1963 PhD thesis at MIT
• Sketchpad allowed a computer operator to
use the computer to create, very rapidly,
sophisticated visual models on a display
screen that resembled a television set. The
visual patterns could be stored in the
computer’s memory like any other data,
and could be manipulated by the
computer’s processor... But Sketchpad was
much more than a tool for creating visual
displays. It was a kind of simulation language
that enabled computers to translate
abstractions into perceptually concrete forms.
And it was a model for totally new ways of
operating computers; by changing
something on the display screen, it was
possible, via Sketchpad, to change something
in the computer’s Memory [Howard Rheingold, “Tools
of Thought”]
15. Programming toolkits
• 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
16. 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
17. 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 8010 first
commercial windowing system
• windows, icons, menus and
pointers now familiar interaction
mechanisms
18. 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
19. Direct manipulation
• Rapid visual and audio feedback on a high-
resolution display screen or through a highquality sound system makes it possible to
provide evaluative information for every
executed user action
• 1982 – Shneiderman describes appeal of
graphically-based interaction
•
•
•
•
•
visibility of objects of interest
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)
e.g. In word processor
20. Language versus Action
• actions do not always speak louder than words!
• DM – interface replaces underlying system
• language paradigm
• interface as mediator
• interface acts as intelligent agent
• programming by example is both action and language
21. 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 project still a
dream today
22. Multimodality
• A multi-modal interactive system
is a system that relies on the use
of multiple human communication
channels (mouse, display screen)
• a mode is a human
communication channel
• emphasis on simultaneous use of
multiple channels for input and
output
23. Computer Supported Cooperative Work
(CSCW)
• Another development in computing in the 1960s was the
establishment of the first computer networks which
allowed communication between separate machines
• CSCW removes bias of single user / single computer
system
• Can no longer neglect the social aspects
• Electronic mail is most prominent success
24. The World Wide Web
• Hypertext, as originally realized, was a closed
•
•
•
•
•
•
system
The web is built on top of the internet, and offers
an easy to use, predominantly graphical
interface to information, hiding the underlying
complexities of transmission protocols,
addresses and remote access to data
The computers of the internet all communicate
using common data transmission protocols
(TCP/IP) and addressing systems (IP addresses
and domain names)
Simple, universal protocols (e.g. HTTP) and
mark-up languages (e.g. HTML) made
publishing and accessing easy
The world wide web project was conceived in
1989 by Tim Berners-Lee
Critical mass of users lead to a complete
transformation of our information economy.
25. 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
• Email filter
26. 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
27. 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?