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CMC/CC A Paradigms for Interaction. Master IK, CIW, MMI L.M. Bosveld-de Smet Hoorcollege 3; ma. 18 sept. 2006; 16.00-18.00. Paradigms for designing usable interactive systems. Primary objective of interactive system: Allow user to achieve particular goals in some application domain
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CMC/CC AParadigms for Interaction Master IK, CIW, MMI L.M. Bosveld-de Smet Hoorcollege 3; ma. 18 sept. 2006; 16.00-18.00
Paradigms for designing usable interactive systems • Primary objective of interactive system: • Allow user to achieve particular goals in some application domain • Two open questions for designers: • How can an interactive system be developed to ensure its usability? • How can the usability of an interactive system be demonstrated or measured? • Succesful interactive systems • Enhance usability • Serve as paradigms
Principal historical advances in interaction designs since mainframe technology 15 paradigms
1.Time-sharing systems • 1960s: explosion of growth in computing power • Licklider (ARPA) • Truly interactive exchange between programmer and computer • Real human-computer interaction
Mid 1950s: SAGE project (US Air Force) 2. Video Display Units (1)
Video Display Units (2) • 1962: Ivan Sutherland, Sketchpad • Computer can do more than merely data processing • Contribution of one creative mind
3. Programming Toolkits • 1960s: Douglas Engelbart • ‘augmenting man’s intellect’ • NLS: oNLineSystem • Pioneering computer system: mouse, graphical display, writing machine
4. Personal Computing • 1970s: emergence of computing power aimed at the masses • Using the computer becomes available to any one • Seymour Papert: LOGO • Mid 1970s: Alan Kay (PARC): Smalltalk
LOGO programming language forward 50 right 90 forward 50 right 90 forward 50 right 90 forward 50 right 90
6. Metaphor • Spreadsheet metaphor • Ex. travel planning assistent
7. Direct Manipulation (1) • 1982: Shneiderman • Graphics-based interactive systems • Attractive features: • Visibility of objects of interest • Incremental action at the interface with rapid feedback on all actions • Reversibility of all actions (exploration is not punished) • Syntactic correctness of all actions (every user action is legal) • Replacement of complex command languages with actions to manipulate directly visible objects
Direct Manipulation (2) • 1984: Macintosh PC by Apple Computer, Inc. • Ed Hutchins, Jim Hollan, Donald Norman: model-world metaphor • No intermediary between user and world of interest • Direct engagement • The interface is the system • Widgets are interaction objects • WYSIWYG paradigm is related to DM paradigm
8. Language paradigm • Advantageous for generic and repeatable procedures • 2 interpretations: • Interface need not perform much translation • Interface is an agent • Action and language paradigms: programming by example
9. Hypertext • 1945: Vannevar Bush: ‘As We May Think’ • MEMEX • Random associative links between pieces of knowledge • Mid 1960s: Ted Nelson: Xanadu • Worldwide publishing and IR system • Non-linear and associative linking schemes
11. Computer-Supported Cooperative Work (1) • 1960s: first computer networks • Reconnection to workstations • in immediate working environment • Throughout the world • CSCW systems allow interaction between humans via the computer • Ex. Electronic mail
12. World Wide Web • Built on top of internet • Predominantly graphical interface to information • 1989: Tim Berners-Lee • Free access to information and virtual social environment
13. Agent-based interfaces • Aspects of both actions and language paradigm • Email agents • Web crawlers • Agents act on user’s behalf • Agent acts within world user could also act upon
14. Ubiquitous Computing • Late 1980s: Mark Weiser • Moving human-computer interaction away from the desktop • Think of computing technology in different sizes • Pocket-sized electronic bible • Stanford Interactive mural
Interaction gets implicit nature There is no conscious interaction anymore 15. Sensor-based and Context-aware interaction