Lecture 07 - Paradigms
Lecture 07 - Paradigms
paradigms
Today’s Outline
Topics of discussion included today are,
Paradigms, interaction and Example
Time Sharing
Video Display Units
Programming Toolkits
Window systems and the WIMP interface
Metaphor
Direct manipulation
Language versus Action
Modern evolving paradigms of computing
Introduction to Paradigm
The primary objective of an interactive
system is to allow the user to achieve
particular goals in some application
domain, that is, the interactive system
must be usable.
Introduction to Paradigm
The designer of an interactive system,
then, is posed with two open questions:
1. How can an interactive system be
developed to ensure its usability?
2. How can the usability of an interactive
system be demonstrated or measured?
Paradigms
One approach to answering these
questions is by means of example, in
which successful interactive systems are
commonly believed to enhance usability
and, therefore, serve as paradigms for the
development of future products.
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
A paradigm is a way of thinking
about the world.
Paradigms of interaction
Impersonal computing
Batch processing
Example Paradigm Shifts
Batch processing
Time-sharing
Interactive computing
Example Paradigm Shifts
Batch processing @#$% !
Timesharing
Networking
???
Community computing
Example Paradigm Shifts
Batch processing C…P… filename Move this file here,
dot star… or was and copy this to there.
Timesharing it R…M?
Networking
% foo.bar
Graphical ABORT
dumby!!!
displays
Direct manipulation
Example Paradigm Shifts
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
Personal computing
Example Paradigm Shifts
Batch processing
Timesharing
Networking
Graphical display
Microprocessor
WWW
Global information
Example Paradigm Shifts
• Batch processing A symbiosis of physical and
electronic worlds in service
• Timesharing of everyday activities.
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing
Time-sharing
In the 1940s and 1950s, the significant advances in
computing consisted of new hardware technologies.
Mechanical relays were replaced by vacuum electron tubes.
Tubes were replaced by transistors, and transistors by
integrated chips, all of which meant that the amount of sheer
computing power was increasing by orders of magnitude.
By the 1960s it was becoming apparent that the
explosion of growth in computing power would be wasted
if there was not an equivalent explosion of ideas about
how to channel that power.
Time Sharing
A new concept of time sharing is
introduced.
a single computer could support multiple
users.
Previously, the programmer was restricted to
batch sessions, in which complete jobs were
submitted on punched cards or paper tape to an
operator who would then run them individually
on the computer.
Time Sharing
Time-sharing systems of the 1960s made
programming a truly interactive venture
and brought about a subculture of
programmers known as ‘hackers’
i.e.; single-minded masters of detail who took
pleasure in understanding complexity.
Now with time-sharing capability, true
human computer interaction is possible.
Video Display Units
As early as the mid-1950s researchers were
experimenting with the possibility of presenting and
manipulating information from a computer in the form of
images on a video display unit (VDU).
These display screens could provide a more suitable
medium than a paper printout for presenting vast
quantities of strategic information for rapid assimilation.
The earliest applications of display screen images were
developed in military applications, most notably the
Semi-Automatic Ground Environment (SAGE) project of
the US Air Force.
Visual Display units
Primary user hardware for displaying visual
media such as graphics, text, images.
Problems
some tasks do not fit into a given metaphor
cultural bias
Metaphore
In developing the LOGO language to
teach children, Papert used the metaphor
of a turtle dragging its tail in the dirt.
Children could quickly identify with the real-
world phenomenon and that instant familiarity
gave them an understanding of how they
could create pictures.
Metaphor
Metaphors are used quite successfully to
teach new concepts in terms of ones
which are already understood.
Metaphors are used to describe the
functionality of many interaction widgets, such
as windows, menus, buttons and palettes.
Direct Manipulation
In the early 1980s as the price of fast and
high-quality graphics hardware was
steadily decreasing, designers were
beginning to see that their products were
gaining popularity as their visual content
increased.
Direct Manipulation
As long as the user–system dialog remained
largely unidirectional – from user command to
system command line prompt computing was
going to stay within the minority population of the
hackers (programmers) who reveled in the
challenge of complexity.
In a standard command line interface, the only way to
get any feedback on the results of previous interaction
is to know that you have to ask for it and to know
how to ask for it.
Direct Manipulation
Rapid feedback is just one feature of the
interaction technique known as direct
manipulation.
Direct Manipulation
Ben Shneiderman highlights the following features of a
direct manipulation interface:
visibility of the objects of interest
incremental action at the interface with rapid feedback on all
actions
reversibility of all actions, so that users are encouraged to
explore without severe penalties
syntactic correctness of all actions, so that every user action is a
legal operation
replacement of complex command languages with actions to
manipulate directly
the visible objects (and, hence, the name direct manipulation)
Direct Manipulation
The first real commercial success which
demonstrated the inherent usability of
direct manipulation interfaces for the
general public was the Macintosh personal
computer, introduced by Apple Computer,
Inc. in 1984
Direct manipulation – in overview
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
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Multimodality
a mode is a human
communication channel
emphasis on
simultaneous use of
multiple channels for
input and output
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
The World Wide Web
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.
World wide web
Agent-based 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
Ubiquitous Computing
“The most profound technologies are those that
disappear.”
Mark Weiser, 1991
computing is made to
appear everywhere
and anywhere
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?
Summary
Today we have covered
Examples of effective strategies for building interactive systems
provide paradigms for designing usable interactive systems.
The evolution of computing usability paradigms also provides a
good perspective on the history of interactive computing.
Paradigms range from the introduction of time-sharing
computers, through the WIMP and web, to ubiquitous and
context-aware computing