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CMCCC A Paradigms for Interaction

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Allow user to achieve particular goals in some application domain. Two open questions for designers: ... How can the usability of an interactive system be ... – PowerPoint PPT presentation

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Title: CMCCC A Paradigms for Interaction


1
CMC/CC AParadigms for Interaction
  • Master IK, CIW, MMI
  • L.M. Bosveld-de Smet
  • Hoorcollege 3 ma. 18 sept. 2006 16.00-18.00

2
Paradigms for designing usable interactive systems
  • Primary objective of interactive system
  • Allow user to achieve particular goals in some
    application domain
  • Two open questions for designers
  • How can an interactive system be developed to
    ensure its usability?
  • How can the usability of an interactive system be
    demonstrated or measured?
  • Succesful interactive systems
  • Enhance usability
  • Serve as paradigms

3
15 paradigms
  • Principal historical advances in interaction
    designs since mainframe technology

4
1.Time-sharing systems
  • 1960s explosion of growth in computing power
  • Licklider (ARPA)
  • Truly interactive exchange between programmer and
    computer
  • Real human-computer interaction

5
Time-sharing system
6
2. Video Display Units (1)
  • Mid 1950s SAGE project (US Air Force)

7
Video Display Units (2)
  • 1962 Ivan Sutherland, Sketchpad
  • Computer can do more than merely data processing
  • Contribution of one creative mind

8
3. Programming Toolkits
  • 1960s Douglas Engelbart
  • augmenting mans intellect
  • NLS oNLineSystem
  • Pioneering computer system mouse, graphical
    display, writing machine

9
4. Personal Computing
  • 1970s emergence of computing power aimed at the
    masses
  • Using the computer becomes available to any one
  • Seymour Papert LOGO
  • Mid 1970s Alan Kay (PARC) Smalltalk

10
LOGO programming language
forward 50 right 90 forward 50 right 90
forward 50 right 90 forward 50 right 90
11
Typical Smalltalk display
12
5. Window Systemsand WIMP interface
13
6. Metaphor
  • Spreadsheet metaphor
  • Ex. travel planning assistent

14
7. Direct Manipulation (1)
  • 1982 Shneiderman
  • Graphics-based interactive systems
  • Attractive features
  • Visibility of objects of interest
  • Incremental action at the interface with rapid
    feedback on all actions
  • Reversibility of all actions (exploration is not
    punished)
  • Syntactic correctness of all actions (every user
    action is legal)
  • Replacement of complex command languages with
    actions to manipulate directly visible objects

15
Direct Manipulation (2)
  • 1984 Macintosh PC by Apple Computer, Inc.
  • Ed Hutchins, Jim Hollan, Donald Norman
    model-world metaphor
  • No intermediary between user and world of
    interest
  • Direct engagement
  • The interface is the system
  • Widgets are interaction objects
  • WYSIWYG paradigm is related to DM paradigm

16
8. Language paradigm
  • Advantageous for generic and repeatable
    procedures
  • 2 interpretations
  • Interface need not perform much translation
  • Interface is an agent
  • Action and language paradigms programming by
    example

17
9. Hypertext
  • 1945 Vannevar Bush As We May Think
  • MEMEX
  • Random associative links between pieces of
    knowledge
  • Mid 1960s Ted Nelson Xanadu
  • Worldwide publishing and IR system
  • Non-linear and associative linking schemes

18
10. Multimodality
19
11. Computer-Supported Cooperative Work (1)
  • 1960s first computer networks
  • Reconnection to workstations
  • in immediate working environment
  • Throughout the world
  • CSCW systems allow interaction between humans via
    the computer
  • Ex. Electronic mail

20
Computer-Supported Cooperative Work (2)
21
12. World Wide Web
  • Built on top of internet
  • Predominantly graphical interface to information
  • 1989 Tim Berners-Lee
  • Free access to information and virtual social
    environment

22
13. Agent-based interfaces
  • Aspects of both actions and language paradigm
  • Email agents
  • Web crawlers
  • Agents act on users behalf
  • Agent acts within world user could also act upon

23
14. Ubiquitous Computing
  • Late 1980s Mark Weiser
  • Moving human-computer interaction away from the
    desktop
  • Think of computing technology in different sizes
  • Pocket-sized electronic bible
  • Stanford Interactive mural

24
Electronic bible
25
Interactive Mural
26
15. Sensor-based and Context-aware interaction
  • Interaction gets implicit nature
  • There is no conscious interaction anymore
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