Human Computer Interaction
Lecture 08
Interaction Paradigms
Lecture # 8.ppt
• Agriculture paradigm
• Industrial paradigm
• Computer paradigm
• Sunnyplast
• Pemper
• Zerox
What are Paradigms
• New computing technologies arrive, creating a new
perception of the human—computer relationship,
giving rise to new paradigm shifts
• We can trace some of these shifts in the history of
interactive technologies.
• History of interactive system design provides
paradigms for usable designs
The Initial paradigm
• Batch processing
Impersonal computing
Lecture # 8.ppt
Example Paradigm Shifts
• Batch processing
• Time-sharing
Interactive computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
???
@#$% !
Community computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical displays
% foo.bar
ABORT
dumby!!!
C…P… filename
dot star… or was
it R…M?
Move this file here,
and copy this to there.
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
• Computing everywhere
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing
Time-Sharing
• 1940s and 1950s – explosive technological growth
• 1960s – need to channel the power
• J.C.R. Licklider at ARPA financed several research
centres in this regard
• Consequences of these research efforts include the
concept of time sharing
• single computer supporting multiple users
• True human-computer interaction was possible
Video Display Units
• More suitable medium than paper or punch cards
• First used in military applications
• 1962 – Sutherland's Sketchpad
• By changing something on the display screen, it was
possible, via sketchpad, to change something in the
computer’s memory.
• computers for visualizing and manipulating data
• Different representations of same data was possible
• Computer was made to speak a more human
language, rather human being forced to speak more
like a computer
Programming toolkits
• 1968 NLS/Augment system demonstration
• Engelbart adopted a new method to develop very powerful
interactive system with relatively impoverished technology
of that time
• the right programming toolkit provides building
blocks to produce complex interactive systems
• The power of programming toolkits is that small,
well-understood components can be composed in
fixed ways in order to create larger tools.
Metaphor
• Relating computing to other real-world activity is
effective teaching technique
• LOGO's turtle dragging its tail
• file management on an office desktop (First time used by
Xerox Alto and Star)
• financial analysis on spreadsheets
• Keyboard use in word processor as a typewriter
• virtual reality – user inside the metaphor
• Problems
• some tasks do not fit into a given metaphor
• Scanning a file for viruses
• cultural bias
• It should not be assumed that a metaphor will apply across national
boundaries(Owl example)
Direct Manipulation
• Designers noted that their products were gaining
popularity as their visual content increased
• 1982 – Shneiderman coined this phrase. He
described
• visibility of objects
• incremental action and rapid feedback
• syntactic correctness of all actions
• replace complex command languages with direct actions
(hence the term “direct” manipulation)
• In 1984 – First Macintosh personal computer
demonstrated the inherent usability of direct
manipulation.
Direct Manipulation
• Direct manipulation for the desktop metaphor
requires files and folders to be made visible
representing underlying files and directories
• The model-world metaphor
• What You See Is What You Get (WYSIWYG)
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
Multimodality
Multimodality
• Mode: a mode is a human communication channel e.g.
Visual, audio or haptic (touch)
• Multimodality means simultaneous use of multiple
channels for input and output
• A multi-modal interactive system is that which relies on
the use of multiple human communication channels.
• We can say that all interactive systems are multimodal
because all use at least two human channels i.e. Visual
and hepatic
Computer Supported Cooperative
Work (CSCW)
• CSCW is collaboration of individuals via computer
• Emerged with the advent of strong computer networks
• CSCW removes bias of single user / single computer
system
Computer Supported Cooperative
Work (CSCW)
• Can no longer neglect the social aspects
• Electronic mail is most prominent success
• A metaphor of conventional mail system
• An example of asynchronous CSCW system
• CSCW systems built to support users working in
groups are referred to as groupware (Ch 19)
The World Wide Web
• Internet is simply a collection of computers linked
together. WWW builds on top of it.
• Hypertext, as originally realized, was a closed
system
• Simple, universal protocols (e.g. HTTP), mark-up
languages (e.g. HTML) and global naming scheme
(URLs) made publishing and accessing easy conceive
• First envisioned by Tim Berners-Lee.
• First text based browser in 1991
• Several graphical browsers in 1993(Mosaic)
Agent-based Interfaces
• Agent?
• People who work on someone’s behalf e.g. estate agents,
travel agents, secret agents etc.
• Software agents?
• Software which act on behalf of users within electronic
world e.g. web crawlers which search the WWW for
documents that user might find interesting, email spam
filtering
• Some agents use artificial intelligence techniques to
learn, called intelligent agents.
• E.g. Eager(performs repeated actions for the user)
• Even some intelligent agents are there that don’t
have a clear embodiment
• Summing function of a Spreadsheet
Ubiquitous Computing
• Based on the idea of moving human-computer
interaction away from the desktop and out into out
everyday lives.
“The most profound technologies are those that disappear.”
Mark Weiser, 1991
• Also called pervasive computing
• 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 Context-
aware Interaction
• Embedment of computation even deeper, but
unobtrusively, in our day-to-day life.
• The user is totally unaware of the interaction taking
place.
• Information is gathered from sensors in Environment
• Examples: Washbasin, automatic doors, lights turned on
automatically
• This information can be used to modify explicit
interfaces, do things in background etc.
Sensor-based and Context-aware
Interaction
• Automatic sensing is an imperfect activity. So actions
from these ‘intelligent predictions’ should be made
with caution.
• There are two principles of appropriate intelligence
• Be right as often as possible, and useful when acting on
these predictions
• Do not cause extravagant problems in the event of an action
resulting from a wrong prediction
• The failure of must intelligent systems in past
resulted from following the first principle, but not
the second.

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Lecture # 8.ppt

  • 1. Human Computer Interaction Lecture 08 Interaction Paradigms
  • 3. • Agriculture paradigm • Industrial paradigm • Computer paradigm • Sunnyplast • Pemper • Zerox
  • 4. What are Paradigms • New computing technologies arrive, creating a new perception of the human—computer relationship, giving rise to new paradigm shifts • We can trace some of these shifts in the history of interactive technologies. • History of interactive system design provides paradigms for usable designs
  • 5. The Initial paradigm • Batch processing Impersonal computing
  • 7. Example Paradigm Shifts • Batch processing • Time-sharing Interactive computing
  • 8. Example Paradigm Shifts • Batch processing • Timesharing • Networking ??? @#$% ! Community computing
  • 9. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical displays % foo.bar ABORT dumby!!! C…P… filename dot star… or was it R…M? Move this file here, and copy this to there. Direct manipulation
  • 10. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor Personal computing
  • 11. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW Global information
  • 12. Example Paradigm Shifts • Computing everywhere • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW • Ubiquitous Computing
  • 13. Time-Sharing • 1940s and 1950s – explosive technological growth • 1960s – need to channel the power • J.C.R. Licklider at ARPA financed several research centres in this regard • Consequences of these research efforts include the concept of time sharing • single computer supporting multiple users • True human-computer interaction was possible
  • 14. Video Display Units • More suitable medium than paper or punch cards • First used in military applications • 1962 – Sutherland's Sketchpad • By changing something on the display screen, it was possible, via sketchpad, to change something in the computer’s memory. • computers for visualizing and manipulating data • Different representations of same data was possible • Computer was made to speak a more human language, rather human being forced to speak more like a computer
  • 15. Programming toolkits • 1968 NLS/Augment system demonstration • Engelbart adopted a new method to develop very powerful interactive system with relatively impoverished technology of that time • the right programming toolkit provides building blocks to produce complex interactive systems • The power of programming toolkits is that small, well-understood components can be composed in fixed ways in order to create larger tools.
  • 16. Metaphor • Relating computing to other real-world activity is effective teaching technique • LOGO's turtle dragging its tail • file management on an office desktop (First time used by Xerox Alto and Star) • financial analysis on spreadsheets • Keyboard use in word processor as a typewriter • virtual reality – user inside the metaphor • Problems • some tasks do not fit into a given metaphor • Scanning a file for viruses • cultural bias • It should not be assumed that a metaphor will apply across national boundaries(Owl example)
  • 17. Direct Manipulation • Designers noted that their products were gaining popularity as their visual content increased • 1982 – Shneiderman coined this phrase. He described • visibility of objects • incremental action and rapid feedback • syntactic correctness of all actions • replace complex command languages with direct actions (hence the term “direct” manipulation) • In 1984 – First Macintosh personal computer demonstrated the inherent usability of direct manipulation.
  • 18. Direct Manipulation • Direct manipulation for the desktop metaphor requires files and folders to be made visible representing underlying files and directories • The model-world metaphor • What You See Is What You Get (WYSIWYG)
  • 19. 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
  • 21. Multimodality • Mode: a mode is a human communication channel e.g. Visual, audio or haptic (touch) • Multimodality means simultaneous use of multiple channels for input and output • A multi-modal interactive system is that which relies on the use of multiple human communication channels. • We can say that all interactive systems are multimodal because all use at least two human channels i.e. Visual and hepatic
  • 22. Computer Supported Cooperative Work (CSCW) • CSCW is collaboration of individuals via computer • Emerged with the advent of strong computer networks • CSCW removes bias of single user / single computer system
  • 23. Computer Supported Cooperative Work (CSCW) • Can no longer neglect the social aspects • Electronic mail is most prominent success • A metaphor of conventional mail system • An example of asynchronous CSCW system • CSCW systems built to support users working in groups are referred to as groupware (Ch 19)
  • 24. The World Wide Web • Internet is simply a collection of computers linked together. WWW builds on top of it. • Hypertext, as originally realized, was a closed system • Simple, universal protocols (e.g. HTTP), mark-up languages (e.g. HTML) and global naming scheme (URLs) made publishing and accessing easy conceive • First envisioned by Tim Berners-Lee. • First text based browser in 1991 • Several graphical browsers in 1993(Mosaic)
  • 25. Agent-based Interfaces • Agent? • People who work on someone’s behalf e.g. estate agents, travel agents, secret agents etc. • Software agents? • Software which act on behalf of users within electronic world e.g. web crawlers which search the WWW for documents that user might find interesting, email spam filtering • Some agents use artificial intelligence techniques to learn, called intelligent agents. • E.g. Eager(performs repeated actions for the user) • Even some intelligent agents are there that don’t have a clear embodiment • Summing function of a Spreadsheet
  • 26. Ubiquitous Computing • Based on the idea of moving human-computer interaction away from the desktop and out into out everyday lives. “The most profound technologies are those that disappear.” Mark Weiser, 1991 • Also called pervasive computing • 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
  • 27. Sensor-based and Context- aware Interaction • Embedment of computation even deeper, but unobtrusively, in our day-to-day life. • The user is totally unaware of the interaction taking place. • Information is gathered from sensors in Environment • Examples: Washbasin, automatic doors, lights turned on automatically • This information can be used to modify explicit interfaces, do things in background etc.
  • 28. Sensor-based and Context-aware Interaction • Automatic sensing is an imperfect activity. So actions from these ‘intelligent predictions’ should be made with caution. • There are two principles of appropriate intelligence • Be right as often as possible, and useful when acting on these predictions • Do not cause extravagant problems in the event of an action resulting from a wrong prediction • The failure of must intelligent systems in past resulted from following the first principle, but not the second.

Editor's Notes

  • #17: Morni ki chal, Shair ki dhar, Chand sa chehra…….