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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
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