Instructional Module and Its Components: Course Human Computer Interaction (HCI) Developer and Their Background
Instructional Module and Its Components: Course Human Computer Interaction (HCI) Developer and Their Background
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Chapter 4 - Paradigms
n-The evolution of these usability paradigms also
provides a good perspective on the history of
interactive computing.
-These paradigms range from the introduction of
timesharing computers, through the WIMP and
web, to ubiquitous and context-aware computing..
INSTRUCTION TO THE USERS Read and understand the contents of the topics to be
discussed in this module. You may start using this
module upon instruction from your instructor or align
it with the schedule of the course outline. Closure
activities and assignments are provided in this module
to test your knowledge and understanding of the
topics. For synchronous learners, your closure
activities are to be answered during the online
discussion, and assignments are to be submitted online
when your instructor tells you to do so. For
asynchronous learners, you are to submit your outputs
to the closure activities, and assignments (answer all),
For the evaluation assessment test, wait for further
instructions from your instructor.
PRE-TEST Direction: Read the questions carefully. Write your
answers on a separate paper.
II. LEARNING OBJECTIVES At the end of the chapter, students are expected to:
a. The dialog between user and system is
influenced by the style of the interface.
III. CONTENT
What are Paradigms?
• Predominant theoretical frameworks or scientific world views
– e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics
• Understanding HCI history is largely about understanding a series of paradigm shifts
– Not all listed here are necessarily “paradigm” shifts, but are at least candidates
– History will judge which are true shifts
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
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Chapter 4 - Paradigms
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Chapter 4 - Paradigms
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Chapter 4 - Paradigms
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Chapter 4 - Paradigms
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• 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
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Chapter 4 - Paradigms
– 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
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
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Chapter 4 - Paradigms
VI. ASSIGNMENT / Direction: Read the questions carefully. Answer it on a
AGREEMENT separate paper.
Explain the following based on your own opinion:
Time-sharing
Video Display Units
Programming toolkits
REFERENCES Human-Computer Interaction: Fundamentals and
Practice, Gerard Jounghyun Kim,2015,CRC Press
Taylor & Francis Group,2015
Human Computer Interaction, I. Scott MacKenzie,
Elsevier 2013
Human Computer Interaction, 3rd Edition, Dix,
Finlay,Abowd, et.al . Pearson Education,2004
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Chapter 4 - Paradigms