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Learn about principles of interactive software, development of interactive applications, history of interfaces, architectures, widgets, event-driven programming, and more. Explore input/output devices evolution and key milestones in human-computer interaction evolution.
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G52GUI Course Tom Rodden
The Course • The principles of interactive software • Architectures • Windowing Models • Widgets • Event Driven Programming • Layout and Display • Primitive Graphics • The practice of interactive software • Development of Interactive Applications • Knowledge of JAVA Swing
Supporting Material • Principles of Interactive Systems • Dan Olsen • PDF for full book available on-line • Course website • www.cs.nott.ac.uk/~tar/G52GUI/ • Dan Olsen BYU • http://icie.cs.byu.edu/cs456/CS456.html • Practice of Interactive Systems Development • Java Swing Tutorial • http://java.sun.com/docs/books/tutorial/uiswing/
Assessment • Course is 100% Coursework Assessment • Set of simple examples given out during lectures • Two substantial projects • Working code demonstrating good design of interactive appplication • Support Document • Principles of the deign and construction • User Manual • Strategy for user evaluation of the application • Coursework issues week 3 submission dates will be given in coursework • Labs & Examples • Labs support to course will act as surgeries for the assessed coursework • You will be expected to download , run and extend the code provided in the Swing Tutorial as part of your learning
Input/output devices • Input Output Early days connecting wires lights on display paper tape & punch cards paper keyboard teletype Today keyboard scrolling glass teletype + cursor keys character terminal + mouse bit-mapped screen + microphone audio Soon? data gloves + suits head-mounted displays computer jewelry ubiquitous computing natural language autonomous agents cameras multimedia • The lesson • keyboards & terminals are just artifacts of today’s technologies • new input/output devices will change the way we interact with computers
Input/output devices • Input Output Early days connecting wires lights on display paper tape & punch cards paper keyboard teletype Todaykeyboard scrolling glass teletype + cursor keys character terminal + mouse bit-mapped screen + microphone audio Soon? data gloves + suits head-mounted displays computer jewelry ubiquitous computing natural language autonomous agents cameras multimedia • The lesson • keyboards & terminals are just artifacts of today’s technologies • new input/output devices will change the way we interact with computers
History of Interfaces From ImageShack web site //www.imageshack.us ; original source unknown
Eniac (1943) • A general view of the ENIAC, the world's first all electronic numerical integrator and computer. From IBM Archives.
History of HCIMark I (1944) • The Mark I paper tape readers. From Harvard University Cruft Photo Laboratory.
History of HCIIBM SSEC (1948) • From IBM Archives.
Stretch (1961) A close-up of the Stretch technical control panel. • From IBM Archives.
Vannevar Bush (1945) • “As we may think” article in Atlantic Monthly • Identified the information storage and retrieval problem:new knowledge does not reach the people who could benefit from it • Foundations of Hypertext in the Memex System “publication has been extended far beyond our present ability to make real use of the record”
Ivan Sutherland’s SketchPad-1963 PhD Sophisticated drawing package From http://accad.osu.edu/~waynec/history/images/ivan-sutherland.jpg
Introduced many ideas/concepts core to today’s interfaces • hierarchical structures defined pictures and sub-pictures • object-oriented programming: master picture with instances • constraints: specify details which the system maintains through changes • icons: small pictures that represented more complex items • copying: both pictures and constraints • input techniques: efficient use of light pen • world coordinates: separation of screen from drawing coordinates • recursive operations: applied to children of hierarchical objects From http://accad.osu.edu/~waynec/history/images/ivan-sutherland.jpg
Xerox PARC, mid-’70s • Alto computer, a personal workstation • local processor, bit-mapped display, mouse • modern graphical interfaces • text and drawing editing, electronic mail • windows, menus, scroll bars, mouse selection, etc • local area networks (Ethernet) for personal workstations • could make use of shared resources
History of HCICommercial machines: Xerox Star-1981 • First commercial personal computer designed for “business professionals” • First comprehensive GUI used many ideas developed at Xerox PARC • familiar user’s conceptual model (simulated desktop) • promoted recognizing/pointing rather than remembering/typing • property sheets to specify appearance/behaviour of objects • what you see is what you get (WYSIWYG) • small set of generic commands that could be used throughout the system • high degree of consistency and simplicity • modeless interaction • limited amount of user tailorability
X X X File Icon Folders Printer Xerox Star Birth of the Desktop
Apple Lisa (1983) • based upon many ideas in the Star • predecessor of Macintosh, • commercial failure http://fp3.antelecom.net/gcifu/applemuseum/lisa2.html
Interaction Principles INTERFACE
Interaction Principles Input
Interaction Principles Output
Interaction Principles Feedback Loop Fast feedback gives the impression of direct manipulation
Simple example • How do set the temperature in a heating control • Increase temperature • Decrease temperature • Display the temperature
Speech interface INTERFACE
The window elf • Tangible interface used moving an elf ELF
Programming the Interface • hierarchical structures of components or widgets • object-oriented programming representing each component • Event based input through mouse and keyboard • Focus on the development of a windows based applications.
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Implementing the interface • Two main elements need coded in order to build the interface • The hierarchy of components • Made up of swing components • The behaviour for each of the elements making up the interface • Java code associated with each screen element
JPanel 70 - + 70 - + JButton JText JButton Hierarchy of Components Hierarchy of Components SWING The interface components + 70 -