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Interaction design
A short/condensed history




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The future is already here. It’s just not evenly distributed.
William Gibson




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
...




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Pre-computer

Before computers, there wasn’t “interaction design.”
But most of the qualities we seek have been valued through the ages.

useful/usable/desirable
affordable for the right people
appropriately complex
appropriately styled
appropriately transparent in function and use
appropriately adaptable, extensible, malleable
overall, having “good fit” with people, context,
 activity, result
Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine

                                                                            When programmable, interactive
                                                                            machines first appeared, the creators
                                                                            of their interfaces, emphasized the goal
                                                                            of “operating the machine.”




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Engineering design

Design was engineering design:
• make faster, bigger machines, expose their guts through controls,
• people adapt to the machines and speak the language of the machines,
• elaborate efforts to prepare problems for the machines,
• no designers involved, but lots of clever engineers – emergence of a new set of
 skills, new disciplines,
• in the meantime, the field of human factors is blooming, along with things like
 “aviation psychology”.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
People as component in a system of production

The 5 elements of system design:
• personnel selection
• personnel training
• machine design
• job design
• environmental design




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Punch cards

                                                                            Puch cards
                                                                            80 columns to hold 80 characters or numbers




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Wiring a new program

                                                                            ENIAC, 1946, Mauchly and Eckert
                                                                            3,000 cubic feet
                                                                            30 tons
                                                                            18,000 vacuum tubes
                                                                            70,000 resistors
                                                                            170 kilowatt power req.
                                                                            ~1 kilobit memory
                                                                            Approximate processing power of today’s singing
                                                                            birthday card.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Front panel switches

                                                                            DEC PDP-8, TI 980, 1960’s

                                                                            The internal architecture of the machine is exposed
                                                                            in the controls. You can see that the PDP-8 is an octal
                                                                            computer, with its switches in three-bit
                                                                            configurations (it takes three bits to count from 0 to
                                                                            7, for a total of 8 numbers. Base 8. Octal. Get it?). The
                                                                            TI 980 is a hexadecimal machine, with switches in
                                                                            groups of four. Using the switches, you program the
                                                                            machine one word at a time (a word being, say, two
                                                                            hexadecimal bytes for the TI).




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Configure switches




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Batch processing, feed it cards, wait while it runs




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Preparing punch cards




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Preparing punch cards

                                                                            Each key press punches holes, so there’s no “erase.”
                                                                            Fixing a mistake almost always required ejecting the
                                                                            card and starting it over.

                                                                            In a pinch – say you really needed to fix a card and
                                                                            the punch was down – a clever operator might
                                                                            know enough about the card encoding to close
                                                                            some holes with tape and open others with a knife.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Online processing

                                                                            Spacewar, Steve Russel, 1962

                                                                            www.media.mit.edu/groups/el/projects/
                                                                            spacewar/




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Operator console

                                                                            IBM system 360, 1960’s




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Remote terminal

                                                                            IBM 3270, 1970’s




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Home computer...

                                                                            Altair 8800, 1975




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Command line interfaces




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
User friendliness

                                                                            “User Friendly” a buzz phrase for years.
                                                                            Early on, it meant things like providing clear help
                                                                            and easy to remember command names. A great
                                                                            and still relevant book from the time: Paul Heckel’s
                                                                            Elements of Friendly Software Design. Still available
                                                                            from Amazon.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
User friendliness

                                                                            sketchpad, Ivan Sutherland, 1963
                                                                            CAD features in 4K RAM (?) using an oscilloscope and
                                                                            a light pen. Englebart, Sutherland and others were
                                                                            shifting from “operating the machine” to providing
                                                                            people with useful tools. Englebart sought to
                                                                            “augment the human intellect.”
                                                                            Think about a world of punch cards, then watch the
                                                                            video: http://ftp.archive.org/movies/lisarein/oreilly/
                                                                            etech2003/alankay/sketchpad-ui-1963-mres.mov
                                                                            Sutherland’s demo itself is available on the ACM
                                                                            SIGCHI Video compilation for 1983.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
User friendliness

                                                                            Mouse, Doug Englebart, 1964
                                                                            A landmark event in the history of interaction design:
                                                                            Doug Englebart’s 1968 demo at SRI.
                                                                            He demonstrated most of the ideas we associate
                                                                            with modern desk-top computing: the mouse
                                                                            hypertext, objects in the interface, dynamic file
                                                                            linking, and even two people at different locations
                                                                            communicating over network audio and video. This
                                                                            work was done from a human-centered point of
                                                                            view, and the demo is required viewing. Watch it,
                                                                            remember it’s 40 years ago, and think about how
                                                                            progress is made in this field.



Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Hardware/software...

Alan Kay: Those who are serious about software should make their own hardware.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software

Shift in focus from controlling the computer to using applications and tools
trying to make it so people have to adapt less to use the machines’ capability
design is still done mostly by engineers, few specialists still mostly thought of as
 “computer human factors”.

Use a spreadsheet/use a word processor/play a game.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
A tool for home business and small business calculations

                                                                            Visicalc, Dan Bricklin, 1979
                                                                            Finally people had a reason to buy a home computer
                                                                            (specifically, an Apple II): so they could use VisiCalc,
                                                                            the first spreadsheet.
                                                                            THE place to learn about Visicalc: www.bricklin.com/
                                                                            visicalc.htm
                                                                            Download a working version!




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
A tool for home business and small business calculations
                                                                            As Dan Bricklin points out, VisiCalc’s design has lived
                                                                            long: “It was interactive in a WYSIWYG way:
                                                                            • Point to change a value.
                                                                            • Instant automatic recalculation based on formulas stored in the cells
                                                                             referencing other cells
                                                                            • Scroll left/right/up/down
                                                                            • The input, definition, formatting and output were all merged into a natural,
                                                                             program-by-example interface
                                                                            • Labels and formulas distinguished by first character typed
                                                                            • Minimal-keystroke formula entry…. The goal here was to make it worth using
                                                                             the first time you needed an answer in a way that would let you benefit the
                                                                             next time by just changing a few values and recalculating. If the input style
                                                                             did not let you "teach" the computer by doing the calculation, people may not
                                                                             have used it.
                                                                            • A1, B1, SUM(A1..A7)
                                                                            • Realtime scrolling
                                                                            • Numeric and text formatting
                                                                            • Status and formula lines”




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
A tool for writing

                                                                            wordstar, Seymour Rubenstein & John
                                                                            Barnaby, 1979
                                                                            WordStar had a very complicated interface, but once
                                                                            you invested the time to learn it, it was very
                                                                            powerful. Now there was another reason to buy a
                                                                            home computer: to create, format, store, and edit
                                                                            text documents.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Wordstar, quick reference card...

                                                                            A few wordstar commands
                                                                            WordStar had a very complicated interface, but once
                                                                            you invested the time to learn it, it was very
                                                                            powerful. Now there was another reason to buy a
                                                                            home computer: to create, format, store, and edit
                                                                            text documents.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Rapid evolution...

                                                                            Xerox Alto, 1972, Xerox Star, 1981,
                                                                            Microsoft Windows 1.1




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task

• Wordstar was so complex yet so popular, it invited both complaint and
  competition.
• The success of Lotus 1-2-3 over Visicalc was partly due to ease of use and
  appropriate power (tip o’ the hat to Mitch Kapor); that and its enterprise-
  penetrating platform, the IBM PC.
• Its use in large companies led to an emphasis on ease of learning, ease of use,
  reduced errors, saved time.
• This eventually led to a professional emphasis on people doing a task rather
  than “a tool with good controls”.

Draw a picture/create a brochure/budget/compose music/troubleshoot aircraft
Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The announcement of a revolution...

                                                                                 Mackintosh ad.



Then, during the 1984        An athletic woman in     …which she throws into
Superbowl, you see the       colorful clothing runs   the screen, smashing the
first commercial for the     into the auditorium,     image and voice of the
Macintosh (directed by       carrying a huge          status quo.
Ridley Scott of Blade        hammer…
Runner fame). A crowd
of solemn men is
gathered in a gloomy
auditorium, listening to a
ranting bureaucrat on a
huge screen.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The announcement of a revolution...

                                                                            All 39 pages of advertising that Apple
                                                                            bought in a 1984 issue of newsweek
                                                                            are available here: http://
                                                                            www.aci.com.pl/mwichary/
                                                                            computerhistory/ads/macnewsweek




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The software design manifesto

Mitch Kapor, 1990

“The Roman architecture critic Vetrivius advanced the notion that well-designed
 buildings were those which exhibited firmness, commodity and delight. The same
 might be said of good software. Firmness: a program should not have any bugs
 which inhibit its function. Commodity: a program should be suitable for the
 purposes for which it was intended. Delight: the experience of using the program
 should be a pleasurable one. Here we have the beginnings of a theory of design
 for software.”
 www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html


Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task
> experience




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task
> experience
Live/learn/work/play.
After twenty years of trying to help people perform tasks, we realized success
depended on expanding the scope of view most good work now involves an effort
to fit context of use, characteristics of individuals, patterns of life most good work
now attempts to go beyond expressed need to latent or masked needs.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
From interface...

                                                                            …interface design in a nutshell is
                                                                            concerned with the person in front of
                                                                            the screen, with understanding and
                                                                            communication. But interface design
                                                                            often takes a fairly static view of
                                                                            things…




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
... to interaction...

                                                                            When we add time, we see the
                                                                            conversation back and forth between
                                                                            people and machines. We design the
                                                                            language for these conversations, we
                                                                            contribute something to the context in
                                                                            which they happen.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Support a person doing an activity in context

                                                                            To do a good job of interaction design,
                                                                            we have to understand as much as we
                                                                            can about the context, the activity, what
                                                                            else is going on, where people’s
                                                                            attention is focused, what happens
                                                                            before and after, what their goals are,
                                                                            and so on.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
...

                                                                            Shelley Evenson by way of Chris Pacione
                                                                            contributes this exercise to help us
                                                                            understand how interaction design
                                                                            these days differs from the days of
                                                                            “making tools.”
                                                                            Suppose I asked you to design a vase.
                                                                            You would sketch or model any number
                                                                            of forms, most of them probably
                                                                            looking like a cousin of the vase shown
                                                                            here.

Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
... to experience

                                                                            But suppose I asked you
                                                                            to design a way for people to
                                                                            incorporate plants into their life, or a
                                                                            way for people to enjoy flowers.

                                                                            Interaction is focuses particularily on
                                                                            what to design/designing the right
                                                                            thing.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Some experiences models

                                                                             viceral                                    calimorphic
      cognitive                    practical




                   experience
                                                                            experience                                  experience




                                                            bebavioural                  reflective      experiential                 socioplastic
      sensorial                 emotionnal




Nokia’s DNA experience model                             Donald Norman’s experience model             Stephane Vial’s experience model




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task
> experience > connect




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task
> experience > connect
Not only are we having to move past tools and objects to experiences, we are also
learning to design new ways for machines to connect with one another, and and
so machines to people, and ultimately people to people.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Connect

                                                                            We are used to designing for
                                                                            individuals...




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Connect

                                                                            ... now, more often, the machines fade
                                                                            to the background – we design for
                                                                            what happens between people through
                                                                            the machines...




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Connect

                                                                            ... or we make it possible for people to
                                                                            build things together through the
                                                                            machines – the construction is in the
                                                                            foreground, not the technology...




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Connect

                                                                            ... and now we are learning to account
                                                                            for variations in groups, genres of
                                                                            connections.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
> Operate the machine > use the software > perform a task
> experience > connect > dynamically enabled




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The future

“The future is already here. It’s just not evenly distributed.”
William Gibson




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
The future

• “The street has its own uses for things” (William Gibson)
• People are creating new kinds of interactions by themselves, bypassing the
  commercial product pipeline (e.g., web logs and peer-to-peer content sharing
  networks).

One implication: we should learn how to give people “clay” or “legos” instead of
products and services.
Another implication: platforms are very important, from all points of view –
design, technology, business



Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
A plausible future, dynamic and distributed systems

• Ecosystems of devices, internet of things,
• Invisible computing,
• Dynamic, distributed content,
• Dynamic structure,
• Dynamic form,
• Dynamic, distributed context,
• Dynamic, distributed audience,
• Dynamic, distributed use.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
About system, the power of ten

Charles Eams’ power ot ten: http://www.youtube.com/watch?v=0fKBhvDjuy0




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
About views of the future...

Designing experiences will keep developing to integrate cultural aspects.
Harry Potter (integrated, magical) vs Minority report (distributed, immanent) and
their relative brands...




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Consequences on design practice

We are now designing inter-connected systems of people & objects.

• Design as a change agent, apply empathic design practices,
• Develop interdisciplinary, collaborative process,
• Prototype and fail early and often,
• Beware the inevitable surprise of negative side effects and hacking,
• Maintain a humble attitude of discovery, exploration, service.




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
Sources

Thanks to Marc Rettig, mrettig@well.com

• www.computinghistorymuseum.org – lots of nice links and presentations.
• www.computer.org/pubs/annals/annals.htm – site for the IEEE journal,
  Annals of the History of Computing
• Want to see what it was like to run the world’s first stored-program computer?
  Try the simulator at www.dcs.warwick.ac.uk/~Eedsac/
• www.tcm.org -- the computer museum
• users.libero.it/fmaida/emusearch – a place to search for all sorts of emulators. Relive the past!
• A great collection of images: www.tonh.net/museum/index.html
• 1993 SIGCHI Conference video, which has the Sketchpad demo.
• LOOP interview: Archiving Experience Design (loop.aiga.org)




Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011

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A short history of interaction design

  • 1. Interaction design A short/condensed history Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 2. The future is already here. It’s just not evenly distributed. William Gibson Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 3. ... Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 4. Pre-computer Before computers, there wasn’t “interaction design.” But most of the qualities we seek have been valued through the ages. useful/usable/desirable affordable for the right people appropriately complex appropriately styled appropriately transparent in function and use appropriately adaptable, extensible, malleable overall, having “good fit” with people, context, activity, result Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 5. > Operate the machine When programmable, interactive machines first appeared, the creators of their interfaces, emphasized the goal of “operating the machine.” Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 6. Engineering design Design was engineering design: • make faster, bigger machines, expose their guts through controls, • people adapt to the machines and speak the language of the machines, • elaborate efforts to prepare problems for the machines, • no designers involved, but lots of clever engineers – emergence of a new set of skills, new disciplines, • in the meantime, the field of human factors is blooming, along with things like “aviation psychology”. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 7. People as component in a system of production The 5 elements of system design: • personnel selection • personnel training • machine design • job design • environmental design Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 8. Punch cards Puch cards 80 columns to hold 80 characters or numbers Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 9. Wiring a new program ENIAC, 1946, Mauchly and Eckert 3,000 cubic feet 30 tons 18,000 vacuum tubes 70,000 resistors 170 kilowatt power req. ~1 kilobit memory Approximate processing power of today’s singing birthday card. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 10. Front panel switches DEC PDP-8, TI 980, 1960’s The internal architecture of the machine is exposed in the controls. You can see that the PDP-8 is an octal computer, with its switches in three-bit configurations (it takes three bits to count from 0 to 7, for a total of 8 numbers. Base 8. Octal. Get it?). The TI 980 is a hexadecimal machine, with switches in groups of four. Using the switches, you program the machine one word at a time (a word being, say, two hexadecimal bytes for the TI). Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 11. Configure switches Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 12. Batch processing, feed it cards, wait while it runs Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 13. Preparing punch cards Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 14. Preparing punch cards Each key press punches holes, so there’s no “erase.” Fixing a mistake almost always required ejecting the card and starting it over. In a pinch – say you really needed to fix a card and the punch was down – a clever operator might know enough about the card encoding to close some holes with tape and open others with a knife. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 15. Online processing Spacewar, Steve Russel, 1962 www.media.mit.edu/groups/el/projects/ spacewar/ Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 16. Operator console IBM system 360, 1960’s Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 17. Remote terminal IBM 3270, 1970’s Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 18. Home computer... Altair 8800, 1975 Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 19. Command line interfaces Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 20. User friendliness “User Friendly” a buzz phrase for years. Early on, it meant things like providing clear help and easy to remember command names. A great and still relevant book from the time: Paul Heckel’s Elements of Friendly Software Design. Still available from Amazon. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 21. User friendliness sketchpad, Ivan Sutherland, 1963 CAD features in 4K RAM (?) using an oscilloscope and a light pen. Englebart, Sutherland and others were shifting from “operating the machine” to providing people with useful tools. Englebart sought to “augment the human intellect.” Think about a world of punch cards, then watch the video: http://ftp.archive.org/movies/lisarein/oreilly/ etech2003/alankay/sketchpad-ui-1963-mres.mov Sutherland’s demo itself is available on the ACM SIGCHI Video compilation for 1983. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 22. User friendliness Mouse, Doug Englebart, 1964 A landmark event in the history of interaction design: Doug Englebart’s 1968 demo at SRI. He demonstrated most of the ideas we associate with modern desk-top computing: the mouse hypertext, objects in the interface, dynamic file linking, and even two people at different locations communicating over network audio and video. This work was done from a human-centered point of view, and the demo is required viewing. Watch it, remember it’s 40 years ago, and think about how progress is made in this field. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 23. Hardware/software... Alan Kay: Those who are serious about software should make their own hardware. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 24. > Operate the machine > use the software Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 25. > Operate the machine > use the software Shift in focus from controlling the computer to using applications and tools trying to make it so people have to adapt less to use the machines’ capability design is still done mostly by engineers, few specialists still mostly thought of as “computer human factors”. Use a spreadsheet/use a word processor/play a game. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 26. A tool for home business and small business calculations Visicalc, Dan Bricklin, 1979 Finally people had a reason to buy a home computer (specifically, an Apple II): so they could use VisiCalc, the first spreadsheet. THE place to learn about Visicalc: www.bricklin.com/ visicalc.htm Download a working version! Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 27. A tool for home business and small business calculations As Dan Bricklin points out, VisiCalc’s design has lived long: “It was interactive in a WYSIWYG way: • Point to change a value. • Instant automatic recalculation based on formulas stored in the cells referencing other cells • Scroll left/right/up/down • The input, definition, formatting and output were all merged into a natural, program-by-example interface • Labels and formulas distinguished by first character typed • Minimal-keystroke formula entry…. The goal here was to make it worth using the first time you needed an answer in a way that would let you benefit the next time by just changing a few values and recalculating. If the input style did not let you "teach" the computer by doing the calculation, people may not have used it. • A1, B1, SUM(A1..A7) • Realtime scrolling • Numeric and text formatting • Status and formula lines” Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 28. A tool for writing wordstar, Seymour Rubenstein & John Barnaby, 1979 WordStar had a very complicated interface, but once you invested the time to learn it, it was very powerful. Now there was another reason to buy a home computer: to create, format, store, and edit text documents. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 29. Wordstar, quick reference card... A few wordstar commands WordStar had a very complicated interface, but once you invested the time to learn it, it was very powerful. Now there was another reason to buy a home computer: to create, format, store, and edit text documents. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 30. Rapid evolution... Xerox Alto, 1972, Xerox Star, 1981, Microsoft Windows 1.1 Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 31. > Operate the machine > use the software > perform a task Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 32. > Operate the machine > use the software > perform a task • Wordstar was so complex yet so popular, it invited both complaint and competition. • The success of Lotus 1-2-3 over Visicalc was partly due to ease of use and appropriate power (tip o’ the hat to Mitch Kapor); that and its enterprise- penetrating platform, the IBM PC. • Its use in large companies led to an emphasis on ease of learning, ease of use, reduced errors, saved time. • This eventually led to a professional emphasis on people doing a task rather than “a tool with good controls”. Draw a picture/create a brochure/budget/compose music/troubleshoot aircraft Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 33. The announcement of a revolution... Mackintosh ad. Then, during the 1984 An athletic woman in …which she throws into Superbowl, you see the colorful clothing runs the screen, smashing the first commercial for the into the auditorium, image and voice of the Macintosh (directed by carrying a huge status quo. Ridley Scott of Blade hammer… Runner fame). A crowd of solemn men is gathered in a gloomy auditorium, listening to a ranting bureaucrat on a huge screen. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 34. The announcement of a revolution... All 39 pages of advertising that Apple bought in a 1984 issue of newsweek are available here: http:// www.aci.com.pl/mwichary/ computerhistory/ads/macnewsweek Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 35. The software design manifesto Mitch Kapor, 1990 “The Roman architecture critic Vetrivius advanced the notion that well-designed buildings were those which exhibited firmness, commodity and delight. The same might be said of good software. Firmness: a program should not have any bugs which inhibit its function. Commodity: a program should be suitable for the purposes for which it was intended. Delight: the experience of using the program should be a pleasurable one. Here we have the beginnings of a theory of design for software.” www.kapor.com/homepages/mkapor/Software_Design_Manifesto.html Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 36. > Operate the machine > use the software > perform a task > experience Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 37. > Operate the machine > use the software > perform a task > experience Live/learn/work/play. After twenty years of trying to help people perform tasks, we realized success depended on expanding the scope of view most good work now involves an effort to fit context of use, characteristics of individuals, patterns of life most good work now attempts to go beyond expressed need to latent or masked needs. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 38. From interface... …interface design in a nutshell is concerned with the person in front of the screen, with understanding and communication. But interface design often takes a fairly static view of things… Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 39. ... to interaction... When we add time, we see the conversation back and forth between people and machines. We design the language for these conversations, we contribute something to the context in which they happen. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 40. Support a person doing an activity in context To do a good job of interaction design, we have to understand as much as we can about the context, the activity, what else is going on, where people’s attention is focused, what happens before and after, what their goals are, and so on. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 41. ... Shelley Evenson by way of Chris Pacione contributes this exercise to help us understand how interaction design these days differs from the days of “making tools.” Suppose I asked you to design a vase. You would sketch or model any number of forms, most of them probably looking like a cousin of the vase shown here. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 42. ... to experience But suppose I asked you to design a way for people to incorporate plants into their life, or a way for people to enjoy flowers. Interaction is focuses particularily on what to design/designing the right thing. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 43. Some experiences models viceral calimorphic cognitive practical experience experience experience bebavioural reflective experiential socioplastic sensorial emotionnal Nokia’s DNA experience model Donald Norman’s experience model Stephane Vial’s experience model Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 44. > Operate the machine > use the software > perform a task > experience > connect Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 45. > Operate the machine > use the software > perform a task > experience > connect Not only are we having to move past tools and objects to experiences, we are also learning to design new ways for machines to connect with one another, and and so machines to people, and ultimately people to people. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 46. Connect We are used to designing for individuals... Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 47. Connect ... now, more often, the machines fade to the background – we design for what happens between people through the machines... Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 48. Connect ... or we make it possible for people to build things together through the machines – the construction is in the foreground, not the technology... Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 49. Connect ... and now we are learning to account for variations in groups, genres of connections. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 50. > Operate the machine > use the software > perform a task > experience > connect > dynamically enabled Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 51. The future “The future is already here. It’s just not evenly distributed.” William Gibson Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 52. The future • “The street has its own uses for things” (William Gibson) • People are creating new kinds of interactions by themselves, bypassing the commercial product pipeline (e.g., web logs and peer-to-peer content sharing networks). One implication: we should learn how to give people “clay” or “legos” instead of products and services. Another implication: platforms are very important, from all points of view – design, technology, business Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 53. A plausible future, dynamic and distributed systems • Ecosystems of devices, internet of things, • Invisible computing, • Dynamic, distributed content, • Dynamic structure, • Dynamic form, • Dynamic, distributed context, • Dynamic, distributed audience, • Dynamic, distributed use. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 54. About system, the power of ten Charles Eams’ power ot ten: http://www.youtube.com/watch?v=0fKBhvDjuy0 Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 55. About views of the future... Designing experiences will keep developing to integrate cultural aspects. Harry Potter (integrated, magical) vs Minority report (distributed, immanent) and their relative brands... Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 56. Consequences on design practice We are now designing inter-connected systems of people & objects. • Design as a change agent, apply empathic design practices, • Develop interdisciplinary, collaborative process, • Prototype and fail early and often, • Beware the inevitable surprise of negative side effects and hacking, • Maintain a humble attitude of discovery, exploration, service. Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011
  • 57. Sources Thanks to Marc Rettig, mrettig@well.com • www.computinghistorymuseum.org – lots of nice links and presentations. • www.computer.org/pubs/annals/annals.htm – site for the IEEE journal, Annals of the History of Computing • Want to see what it was like to run the world’s first stored-program computer? Try the simulator at www.dcs.warwick.ac.uk/~Eedsac/ • www.tcm.org -- the computer museum • users.libero.it/fmaida/emusearch – a place to search for all sorts of emulators. Relive the past! • A great collection of images: www.tonh.net/museum/index.html • 1993 SIGCHI Conference video, which has the Sketchpad demo. • LOOP interview: Archiving Experience Design (loop.aiga.org) Remy Bourganel | short history | interaction design | Ensad DGMM | © 2011