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Human Computer Interaction

Human Computer Interaction. Introduction to HCI. Konlachan Anantasomboon. 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?

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Human Computer Interaction

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  1. Human Computer Interaction Introduction to HCI KonlachanAnantasomboon

  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. 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

  4. The initial Paradigm • Batch Processing

  5. Example of Paradigm shifts • Batch Processing • Time sharing

  6. Example of Paradigm shifts • Batch Processing • Time sharing • Networking

  7. Example of Paradigm shifts • Batch Processing • Time sharing • Networking • Graphical Display

  8. Example of Paradigm shifts • Batch Processing • Time sharing • Networking • Graphical Display • Microprocessor

  9. Example of Paradigm shifts • Batch Processing • Time sharing • Networking • Graphical Display • Microprocessor • Ubiquitous Computing A symbiosis of physical and electronic worlds in service of everyday activities.

  10. Example of Paradigm shifts • Batch Processing • Time sharing • Networking • Graphical Display • Microprocessor • Ubiquitous Computing • WWW

  11. Time Sharing • described publicly in early 1957 by Bob Bemer • Compatible Time-Sharing System or CTSS, was demonstrated in November 1961 • The first commercially successful time-sharing system was theDartmouth Time Sharing System • Concept : • Single computer supporting multiple users

  12. Video Display Units  more suitable medium than paper  1962 – Sutherland's Sketchpad  computers for visualizing and manipulating data

  13. Programming Toolkits • Engelbartat 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

  14. 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

  15. Personal Computing

  16. Windows system • 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. 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)

  18. 1984 – Apple Macintosh  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

  21. 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

  22. The World Wide Web • The World Wide Web ("WWW" or simply the "Web") is a global information medium which users can read and write via computers connected to the Internet. • 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.

  23. The World Wide Web

  24. Agent-Base 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 • Ubiquitous computing (ubicomp) is an advanced computing concept where computing is made to appear everywhere and anywhere. • can occur using any device, in any location, and in any format • Technologies to support ubiquitous computing include Internet, advancedmiddleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, networks, mobile protocols, location and positioning and new materials.

  26. Ubiquitous Computing

  27. 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?

  28. Sensor-based and Context-aware Interaction

  29. Sensor-based and Context-aware Interaction

  30. Sensor-based and Context-aware Interaction

  31. Quiz 1 HCI ในปัจจุบัน ต่างกับ ในอดีตในแง่ใดบ้าง

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