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79e983 - HCI Chapter 4

The document discusses the history of paradigms in interactive system design and provides examples of paradigm shifts, including from batch processing to time-sharing, networking, graphical displays, and personal computing. It also covers paradigms like direct manipulation, multimodality, computer supported cooperative work, the world wide web, agent-based interfaces, ubiquitous computing, and sensor-based and context-aware interaction."

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Muhammad Ali
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0% found this document useful (0 votes)
41 views

79e983 - HCI Chapter 4

The document discusses the history of paradigms in interactive system design and provides examples of paradigm shifts, including from batch processing to time-sharing, networking, graphical displays, and personal computing. It also covers paradigms like direct manipulation, multimodality, computer supported cooperative work, the world wide web, agent-based interfaces, ubiquitous computing, and sensor-based and context-aware interaction."

Uploaded by

Muhammad Ali
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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chapter 4

Paradigms
1.The generally accepted perspective of a particular discipline at a given time
“he framed the problem within the psychoanalytic paradigm“
2.Systematic arrangement of all the inflected forms of a word
3.A standard, typical or perfect example "he is the paradigm of good breeding“
4.The class of all items that can be substituted into the same position (or slot) in a grammatical
sentence (are in paradigmatic relation with one another)
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
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 processingC…P… filename Move this file here,


• Timesharing dot star… or was
it R…M?
and copy this to there.

• Networking
• Graphical displays % foo.bar
ABORT
dumby!!!

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

• Batch processing • A symbiosis of physical


and electronic worlds in
• Timesharing service of everyday
activities.
• 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
In user interface design, an interface metaphor is a set of
user interface visuals, actions and procedures that exploit
specific knowledge that users already have of other
domains. The purpose of the interface metaphor is to give
the user instantaneous knowledge about how to interact
with the user interface.
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
Multimodality

Multimodality is an inter-disciplinary approach


that understands communication and
representation to be more than about language.

• 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
Ubiquitous computing (or "ubicomp") is a concept in software engineering and computer science
where computing is made to appear anytime and everywhere. In contrast to
desktop computing, ubiquitous computing can occur using any device, in any location, and in
any format.

“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
Ubiquitous Computing
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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