Title: Interface Design good, bad, and how we got here
1Interface Design good, bad, and how we got here
2Design Quality
- What makes good design?
- What makes bad design?
3Examples of bad design
4What is good design
- Design that takes into account
- Who the users are
- What activities are being carried out
- Where the interaction is taking place
- Is optimised to the interactions users have with
a product - Such that they match the users activities and
needs
5Understanding users needs
- Need to take into account what people are good
and bad at - Consider what might help people in the way they
currently do things - Listen to what people want and get them involved
- Use tried and tested user-based methods
- Return to this next week
6Lightning history round! (detour)
- Why?
- Get a sense of where we are
- Things havent always been this way, wont always
stay this way, computers and interaction evolving - Understand lessons from history
- Understand why we are here
- Avoid repeating same mistakes
7History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Batch
M
B
K
?
1940s 1950s
1980s - Present
1960s 1970s
8History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Educated
Batch
Professionals
Experts
?
1940s 1950s
1980s - Present
1960s 1970s
9Eniac (1943)
- A general view of the ENIAC, the world's first
all electronic numerical integrator and computer.
From IBM Archives.
10Mark I (1944)
- The Mark I paper tape readers.
From Harvard University Cruft Photo Laboratory.
11Stretch (1961)
- A close-up of the Stretch technical control
panel.
From IBM Archives.
12Batch Processing
- Computer performed one task at a time
- No interaction once computation started
- Switches, wires, punch cards and tapes for I/O
- Very limited, highly trained group of operators
13Command Line (Mid 1960s)
- Computers hit big business
- More varied tasks text processing, editing,
email etc - Need for interactivity
- Used by secretaries, salesmen, accountants, CS
students etc - Reduced training
Need for HCI
14The Ubiquitous ASR 33 Teletype
- ASR Automatic Send / Receive
- Save programs on punched paper tape
- The first direct human-computer interface
experience for many in the 1960s - About 10 characters per second - 110 bps
15The Ubiquitous Glass Teletype
- 24 x 80 characters
- Up to 19,200 bps (Wow - was big stuff!)
Source http//www.columbia.edu/acis/history/vt100
.html
16Where we are now WIMP / GUI
- Computers in the home, for everyday tasks, no
training - From multi-user to multitasking systems
- Windows, Icons, Menus, Pointers
- Graphical User Interface
- WIMP interface allows you to do several things
simultaneously - Has become the familiar GUI interface
17Innovator Ivan Sutherland
- SketchPad - 1963 PhD thesis at MIT
- Hierarchy - pictures subpictures
- Master picture with instances (ie, OOP)
- Constraints
- Icons
- Copying
- Light pen input device
- Recursive operations
18Douglas Engelbart
- The Problem (early 50s)
- ...The world is getting more complex, and
problems are getting more urgent. These must be
dealt with collectively. However, human abilities
to deal collectively with complex / urgent
problems are not increasing as fast as these
problems. - If you could do something to improve human
capability to deal with these problems, then
you'd really contribute something basic. - ...Doug Engelbart
19The First Mouse (1964)
20Xerox Star - 1981
- First commercial PC designed for business
professionals - desktop metaphor, pointing, WYSIWYG, high degree
of consistency and simplicity - First system based on usability engineering
- Paper prototyping and analysis
- Usability testing and iterative refinement
21Xerox Star Desktop
22Lessons form Xerox Star?
- Usability matters, usability sells
- Star flopped, but Mac succeeded
- Cost 15,000
- Lacked spreadsheet, standard business software
- Usability can be engineered
- Birth of HCI as a design discipline
23Paradigm Direct Manipulation
- 82 Shneiderman describes appeal of
rapidly-developing graphically-based interaction - object visibility
- incremental action and rapid feedback
- reversibility encourages exploration
- replace language with action
- syntactic correctness of all actions
- WYSIWYG, Apple Mac
24Paradigm Metaphor
- All use is problem-solving or learning to some
extent - Relating computing to real-world activity is
effective learning mechanism - File management on office desktop
- Financial analysis as spreadsheets
- The tension between literalism magic
- Eject disk or CD on Mac by dragging to trash can
25Evolution from Xerox Star?
1981
26Evolution from Xerox Star?
1981
1985
Windows 1.0
Mac OS 1.0
27Evolution from Xerox Star?
1981
1985
1987
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 2.0
28Evolution from Xerox Star?
1981
1985
1987
1992
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
29Evolution from Xerox Star?
1981
1985
1987
1992
1998
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
30Evolution from Xerox Star?
1981
1985
1987
1992
1998
2007
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
31Evolution from Xerox Star?
1981
1985
1987
1992
1998
2007
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
32The WIMP Plateau
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1940s 1950s
1960s 1970s
Time
33Examples of new paradigms
- Ubiquitous computing
- Wearable computing
- Tangible bits, augmented reality
- Attentive environments
- Transparent computing
- and many more.
34Two examples BlueEyes (IBM) and Cooltown (HP)
- Visionary approaches for developing novel
conceptual paradigms
Almalden.ibm.com/cs/blueeyes/ cooltown.hp.com/mpul
se/backissues/0601/0601-cooltown.asp