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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 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
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.
The initial paradigm Batch processing Impersonal computing
Example Paradigm Shifts Batch processing Time-sharing Interactive computing
Example Paradigm Shifts Batch processing Timesharing Networking Community computing ??? @#$% !
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
Example Paradigm Shifts Batch processing Timesharing Networking Graphical display Microprocessor Personal computing
Example Paradigm Shifts Batch processing Timesharing Networking Graphical display Microprocessor WWW Global information
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
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
Video Display Units more suitable medium than paper 1962 – Sutherland's Sketchpad computers for visualizing and manipulating data one person's contribution could drastically change the history of computing
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
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
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
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
Direct manipulation 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)
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
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
Multimodality a mode is a human communication channel emphasis on simultaneous use of multiple channels for input and output
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
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.
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
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
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?

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HCI - Chapter 4

  • 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.
  • 5. The initial paradigm Batch processing Impersonal computing
  • 6. Example Paradigm Shifts Batch processing Time-sharing Interactive computing
  • 7. Example Paradigm Shifts Batch processing Timesharing Networking Community computing ??? @#$% !
  • 8. 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
  • 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 A symbiosis of physical and electronic worlds in service of everyday activities. Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing
  • 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 computers for visualizing and manipulating data one person's contribution could drastically change the history of computing
  • 14. 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
  • 15. 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
  • 16. 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
  • 17. 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
  • 18. Direct manipulation 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)
  • 19. 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
  • 20. 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
  • 21. Multimodality a mode is a human communication channel emphasis on simultaneous use of multiple channels for input and output
  • 22. 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
  • 23. 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.
  • 24. 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
  • 25. 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
  • 26. 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?