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Instructional Module and Its Components: Course Human Computer Interaction (HCI) Developer and Their Background

This document provides an overview of an instructional module on Human Computer Interaction (HCI). It includes details on the course such as developers, description, outline, chapters and components. Specifically, it summarizes Chapter 4 which discusses paradigms in HCI including the timesharing paradigm, window systems, direct manipulation and more. The chapter aims to explain how usability paradigms have evolved in line with changes in computing technologies and provided frameworks for designing interactive systems. Students are expected to understand the influence of interface styles on dialog and compare figures in the history of paradigms.

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Rovell Asidera
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0% found this document useful (0 votes)
60 views8 pages

Instructional Module and Its Components: Course Human Computer Interaction (HCI) Developer and Their Background

This document provides an overview of an instructional module on Human Computer Interaction (HCI). It includes details on the course such as developers, description, outline, chapters and components. Specifically, it summarizes Chapter 4 which discusses paradigms in HCI including the timesharing paradigm, window systems, direct manipulation and more. The chapter aims to explain how usability paradigms have evolved in line with changes in computing technologies and provided frameworks for designing interactive systems. Students are expected to understand the influence of interface styles on dialog and compare figures in the history of paradigms.

Uploaded by

Rovell Asidera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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INSTRUCTIONAL MODULE AND ITS COMPONENTS

COURSE Human Computer Interaction (HCI)


DEVELOPER AND THEIR Rovell F. Asidera
BACKGROUND Mel Johnson Aquino
Patima Pingol
Christian Jose Santos
Regina Arceo
Gloria Prellejera
Jay Pabustan
James Bryan Roman
Anna Cazandra Delos Reyes
Joshue Manaloto
COURSE DESCRIPTION Human Computer Interaction (HCI)) - This course
intends to teach students to design user interfaces
based on the capabilities of computer technology and
the limitations of human factors. The student design
the user interfaces of a system and implement a
prototype from a list of informal requirements. The
project is developed over four tutor-marked exercises
by a design process based on current Human-
Computer Interaction principles.
COURSE OUTLINE Course Content/Subject Matter
A. The Human and
Week 1 - 2
The Computer
Week 3 -5 B. The Interaction
Week 6 – 8
C. Paradigms
Week 9 D. Midterm Exam

Week 10 – 11 E. Interaction Design


Week 12 – 13 F. HCI in the software
process
Week 14 – 15 G. Design Rules
Week 16 – 17 H. Implementation
Support
Week 18 I. Final Exam
One week (or an J. Allotted for the
equivalent of three Midterm and the
hours) Final Exams
CHAPTER # 4
TITLE Paradigms
I. RATIONALE Examples of effective strategies for building
interactive systems provide paradigms for
designing usable interactive systems.

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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.

1. On the previous module. What did you learn


from it?

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

• 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

IV. SYNTHESIS / In this chapter, we have discussed the examples of


GENERALIZATION effective strategies for building interactive
systems provide paradigms for designing usable
interactive systems. And also the, evolution of
these usability paradigms also provides a good
perspective on the history of interactive
computing. Laslty, These paradigms range from
the introduction of timesharing computers,
through the WIMP and web, to ubiquitous and
context-aware computing.
V. EVALUATION Students are encouraged to conduct a self-check
test by doing any of the following:

1. List down and compare the people who are involve


in the world of Paradigms.

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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

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