3. Chapter Objectives
To understand the concept of design paradigms.
Insight to interactive computing systems.
Impact of Paradigm shifts in computers.
4. A major shift
50 years ago the cost of a computer would pay the salaries
of 200 programmers for a year
Today the salary of one programmer for a year will buy
200 computers—each vastly more powerful than the early
machines
Late 70’s: smaller and cheaper computers (PC’s) used by
non-computer experts
Now the goal is to make computers easy to use, to save
people time
5. Examples of interactive computing systems
Single PC - capable of displaying
web pages.
Embedded devices, for example in
cars and in cell phones.
Handheld Global Positioning
Systems for outdoor activities.
6. Usability
Definitions:
A. “a measure of the ease with which a system can be learned
and used, its safety, effectiveness and efficiency, and attitude
of its users towards it” (Preece et al., 1994).
B. “the extent to which a product can be used by specified users
to achieve specified goals with effectiveness, efficiency and
satisfaction in a specified context of use” (ISO 9241-11).
7. How can we measure usability?
How can we develop a system to ensure usability?
1. Paradigms
Usually based on new technology
E.g. WIMP interface
2. Principles
Independent of technology
Usability
8. Paradigm
Inspiration for a conceptual model
General approach adopted by a community for carrying out research
shared assumptions, concepts, values, and practices
e.g. desktop, ubiquitous computing.
10. 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.
11. 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.
12. 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.
16. Example Paradigm Shifts
1. Batch processing
2. Timesharing
3. Networking
4. 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
17. Example Paradigm Shifts
1. Batch processing
2. Timesharing
3. Networking
4. Graphical display
5. Microprocessor
Personal computing
18. Example Paradigm Shifts
1. Batch processing
2. Timesharing
3. Networking
4. Graphical display
5. Microprocessor
6. WWW Global information
19. Example Paradigm Shifts
A symbiosis of physical and electronic
worlds in service of everyday activities.
1. Batch processing
2. Timesharing
3. Networking
4. Graphical display
5. Microprocessor
6. WWW
7. Ubiquitous Computing
20. 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
21. 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.
22. Programming toolkits
1. Engelbart at Stanford Research Institute
2. 1963 – augmenting man's intellect
3. 1968 NLS/Augment system demonstration
4. the right programming toolkit provides building blocks to producing
complex interactive systems
23. 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.
24. 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.
25. 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
26. 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)
27. 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.
28. Multimodality
a mode is a human communication channel.
emphasis on simultaneous use of multiple channels
for input and output.
29. 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
30. 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.
31. 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
32. 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
33. 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?
34. Summary
Developing a conceptual model involves good understanding of the problem
space, specifying what it is you are doing, why, and how it will support users.
A conceptual model is a high-level description of a product in terms of what users
can do with it and the concepts they need to understand how to interact with it.
Interaction types (e.g. conversing, instructing) provide a way of thinking about
how best to support user’s activities.
Paradigms, visions, theories, models, and frameworks provide different ways of
framing and informing design and research.