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Paradigms and Frameworks of Interaction

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Come up with a list of things that you found surprising about the design and the ... 50's: Semi-Automatic Ground Environment (SAGE) 60's: Sketchpad (Sutherland) ... – PowerPoint PPT presentation

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Title: Paradigms and Frameworks of Interaction


1
Paradigms and Frameworks of Interaction
  • Building better systems by repeating historys
    lessons

2
Agenda
  • Questions
  • Talk about the movie
  • History of interactive breakthroughs
  • themes
  • people
  • Frameworks for HCI
  • Intro to usability principles

3
IDEO Shopping Cart you talk.
  • Come up with a list of things that you found
    surprising about the design and the design process

4
Our own design process
  • How can we apply IDEO lessons to our own projects?

5
History of interactive breakthroughs
  • Other sources
  • Rheingolds Tools for Thought
  • on-line
  • www.artmuseum.net/w2vr

6
Networks and time-sharing
  • J.C.R. Licklider at ARPA (Advanced Research
    Projects Agency)
  • Take advantage of increased computing power
  • Batch processing -gt interactive computing

7
Video display units
  • 50s Semi-Automatic Ground Environment (SAGE)
  • 60s Sketchpad (Sutherland)
  • allowed abstraction and visualization of data
  • computer conforming to human needs, rather than
    vice versa

8
Programming toolkits
  • Engelbart at SRI
  • Can computers teach humans?
  • Allowed for bootstrapping
  • People could build complex systems more quickly
    and easily

9
Personal computing
  • LOGO (Papert) enabled children to program using
    a simple language
  • Smalltalk, Dynabook, vision of PCs (Kay)
  • Computing more accessible to regular people

10
Windows
  • WIMP (Engelbart, Xerox PARCs Alto)
  • Enabled a single user to engage in multiple tasks
  • Computer as a dialogue partner

11
Metaphors
  • LOGOs turtle
  • office desktop
  • Keyboard
  • Mapping new interactions to existing, familiar
    concepts

12
Direct manipulation
  • Shneiderman, Hutchins, Hollan, Norman
  • Visibility of objects of interest
  • Incremental action at the interface, rapid
    feedback
  • Reversability of actions
  • Syntactic correctness of actions
  • Actions to manipulate visible actions directly

13
Language vs. action (agents)
  • User understands system or interface translates
    for user
  • Tradeoff between requiring the system to
    understand the user, and user to understand the
    system
  • Tradeoffs between language and direct manipulation

14
Hypertext/WWW
  • Memex (Bush) hypothetical system
  • Xanadu, hypertext (Nelson)
  • Allows non-linear interaction with data and
    information
  • WWW (Berners-Lee), Mosaic(Andreesen)
  • Computing as community

15
Multi-modality
  • vision and haptic, other channels, simultaneous
    channels
  • Multiple input and output channels
  • Flexibility and suitability to multiple purposes

16
CSCW
  • collaboration via computers, networks
  • groupware, email
  • Many users, shared system, but now the users are
    interacting with each other

17
Ubiquitous computing
  • Tabs, pads, boards (Weiser Xerox PARC)
  • PDAs, mobile phones
  • Many devices per user.

18
Sensor-based and context-aware computing
  • Commanding a system ? implicit interaction
  • Data used to make inferences about a situation
  • Controversial and still problematic

19
Frameworks for HCI
  • Folk HCI
  • Humans as sensory processors
  • Human factors, experimental psych
  • Humans as interpreters/predictors
  • Cognitive psych, AI
  • Humans as actors in environment
  • Activity theory, ethnography, ecol psych

20
What makes a system usable
  • Humans as sensory processors
  • Fit with human limits
  • Humans are interpreters/predictors
  • Fit with knowledge and task
  • Humans as actors
  • Fit with task environment and social context

21
HCI Methods
  • Humans as sensory processors
  • Quantitative evaluation
  • Humans are interpreters/predictors
  • Task analysis, Cognitive walkthrough
  • Humans as actors
  • Ethnographic field work, participatory design

22
Two views of interaction
  • Interaction with
  • Software as a tool or machine
  • Interface is usability-engineered membrane
  • Human as processor interpreter models
  • Interaction through
  • Software as medium to interact with task objects
    or people
  • Interface plays a role in social context
  • Human as interpreter actor models

23
Cognitive Frameworks
  • Model-Human Processor (Card, Moran and Newell)
  • Situated Action (Suchman)
  • Activity Theory (Vygotsky, Nardi)
  • Distributed Cognition (Hutchins)

24
Intro to Usability Principles
  • Formative Abstract rules that can be applied to
    design
  • Summative Can explain why a design or paradigm
    is successful or not

25
Learnability
26
Flexibility
27
Robustness
28
Learnability
  • predictability
  • synthesizability
  • familiarity
  • generalizability
  • consistency

29
Flexibility
  • dialog initiative
  • multi-threading
  • task migratability
  • substitutivity
  • customizability

30
Robustness
  • observability
  • recoverability
  • responsiveness
  • task conformance

31
Upcoming
  • More on usability principles
  • Feedback on Part 0
  • Information on Part 1
  • Homework 1 due May 21
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