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chapter 4

paradigms
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
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
• Batch processing

Impersonal computing
Example Paradigm Shifts
• Batch processing
• Time-sharing

Interactive computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking

@#$% !

???

Community computing
Example Paradigm Shifts
•
•
•
•

Batch processingC…P… filename
dot star… or was
Timesharing
it R…M?
Networking
% foo.bar
Graphical displays

Move this file here,
and copy this to there.

ABORT
dumby!!!

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
Timesharing
Networking
Graphical display
Microprocessor
WWW
Ubiquitous
Computing

• A symbiosis of physical
and electronic worlds in
service of everyday
activities.
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
–
–
–
–
–

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
Hypertext
• 1945 – Vannevar Bush and the memex
• key to success in managing explosion of
information
• mid 1960s – Nelson describes hypertext as
non-linear browsing structure
• hypermedia and multimedia
• Nelson's Xanadu project still a dream today
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.
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
Late 1980’s: computer was very apparent
How to make it disappear?
– Shrink and embed/distribute it in the physical world
– Design interactions that don’t demand our intention
Sensor-based and Contextaware 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?

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E3 chap-04

  • 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. 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
  • 4. 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.
  • 5. The initial paradigm • Batch processing Impersonal computing
  • 6. Example Paradigm Shifts • Batch processing • Time-sharing Interactive computing
  • 7. Example Paradigm Shifts • Batch processing • Timesharing • Networking @#$% ! ??? Community computing
  • 8. Example Paradigm Shifts • • • • Batch processingC…P… filename dot star… or was Timesharing it R…M? Networking % foo.bar Graphical displays Move this file here, and copy this to there. ABORT dumby!!! Direct manipulation
  • 9. Example Paradigm Shifts • • • • • Batch processing Timesharing Networking Graphical display Microprocessor Personal computing
  • 10. Example Paradigm Shifts • • • • • • Batch processing Timesharing Networking Graphical display Microprocessor WWW Global information
  • 11. Example Paradigm Shifts • • • • • • • Batch processing Timesharing Networking Graphical display Microprocessor WWW Ubiquitous Computing • A symbiosis of physical and electronic worlds in service of everyday activities.
  • 12. 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
  • 13. 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
  • 14. 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
  • 15. 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
  • 16. 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
  • 17. Metaphor • relating computing to other real-world activity is effective teaching technique – – – – – 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
  • 18. 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)
  • 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 • 1945 – Vannevar Bush and the memex • key to success in managing explosion of information • mid 1960s – Nelson describes hypertext as non-linear browsing structure • hypermedia and multimedia • Nelson's Xanadu project still a dream today
  • 21. Multimodality • a mode is a human communication channel • emphasis on simultaneous use of multiple channels for input and output
  • 22. 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
  • 23. 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.
  • 24. 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
  • 25. Ubiquitous Computing “The most profound technologies are those that disappear.” Mark Weiser, 1991 Late 1980’s: computer was very apparent How to make it disappear? – Shrink and embed/distribute it in the physical world – Design interactions that don’t demand our intention
  • 26. Sensor-based and Contextaware 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?