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Paradigms of Interaction: Evolution of Computing

Explore the history and evolution of computing paradigms, from batch processing to time-sharing, video display units, programming toolkits, window systems, and modern computing paradigms. Understand the shift in human-computer interaction and the usability of interactive systems.

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Paradigms of Interaction: Evolution of Computing

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  1. Lecture 7 paradigms

  2. Today’s Outline • Topics of discussion included today are, • Paradigms, interaction and Example • Time Sharing • Video Display Units • Programming Toolkits • Window systems and the WIMP interface • Metaphor • Direct manipulation • Language versus Action • Modern evolving paradigms of computing

  3. Introduction to Paradigm The primary objective of an interactive system is to allow the user to achieve particular goals in some application domain, that is, the interactive system must be usable.

  4. Introduction to Paradigm • The designer of an interactive system, then, is posed with two open questions: 1. How can an interactive system be developed to ensure its usability? 2. How can the usability of an interactive system be demonstrated or measured?

  5. Paradigms One approach to answering these questions is by means of example, in which successful interactive systems are commonly believed to enhance usability and, therefore, serve as paradigms for the development of future products.

  6. What are Paradigms • Predominant theoretical frameworks or scientific world views • e.g., Aristotelian, Newtonian, Einsteinian (relativistic) paradigms in physics • Understanding HCI history is largely about understanding a series of paradigm shifts • Not all listed here are necessarily “paradigm” shifts, but are at least candidates • History will judge which are true shifts

  7. A paradigm is a way of thinking about the world.

  8. Paradigms of interaction New computing technologies arrive, creating a new perception of the human—computer relationship. We can trace some of these shifts in the history of interactive technologies.

  9. The initial paradigm • Batch processing Impersonal computing

  10. Batch processing

  11. Example Paradigm Shifts • Batch processing • Time-sharing Interactive computing

  12. @#$% ! ??? Example Paradigm Shifts • Batch processing • Timesharing • Networking Community computing

  13. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical displays Move this file here, and copy this to there. C…P… filename dot star… or was it R…M? % foo.bar ABORT dumby!!! Direct manipulation

  14. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor Personal computing

  15. Example Paradigm Shifts • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW Global information

  16. Example Paradigm Shifts • A symbiosis of physical and electronic worlds in service of everyday activities. • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW • Ubiquitous Computing

  17. Time-sharing • In the 1940s and 1950s, the significant advances in computing consisted of new hardware technologies. • Mechanical relays were replaced by vacuum electron tubes. Tubes were replaced by transistors, and transistors by integrated chips, all of which meant that the amount of sheer computing power was increasing by orders of magnitude. • By the 1960s it was becoming apparent that the explosion of growth in computing power would be wasted if there was not an equivalent explosion of ideas about how to channel that power.

  18. Time Sharing • A new concept of time sharing is introduced. • a single computer could support multiple users. • Previously, the programmer was restricted to batch sessions, in which complete jobs were submitted on punched cards or paper tape to an operator who would then run them individually on the computer.

  19. Time Sharing • Time-sharing systems of the 1960s made programming a truly interactive venture and brought about a subculture of programmers known as ‘hackers’ • i.e.; single-minded masters of detail who took pleasure in understanding complexity. • Now with time-sharing capability, true human computer interaction is possible.

  20. Video Display Units As early as the mid-1950s researchers were experimenting with the possibility of presenting and manipulating information from a computer in the form of images on a video display unit (VDU). These display screens could provide a more suitable medium than a paper printout for presenting vast quantities of strategic information for rapid assimilation. The earliest applications of display screen images were developed in military applications, most notably the Semi-Automatic Ground Environment (SAGE) project of the US Air Force.

  21. Visual Display units • Primary user hardware for displaying visual media such as graphics, text, images. • Consists of components such as Monitor, Video adapter card, video adapter cable. • Various such devices are CRT, color CRT, DVST, Flat Panel Displays (LCD & Plasma), LED monitors, etc.

  22. Old monochrome vs Lcd

  23. Video Display Units In1962, a young graduate student at the Massachusetts Institute of Technology (MIT), Ivan Sutherland, astonished the established computer science community with his Sketch pad program, that the capabilities of visual images were realized.

  24. Sketch pad Program

  25. Video Display Unit • Sketchpad demonstrated two important ideas. • First, computers could be used for more than just data processing. • Secondly, Sutherland’s efforts demonstrated how important the contribution of one creative mind

  26. Programming Toolkits • Douglas Engelbart’s ambition since the early 1950s was to use computer technology as a means of complementing human problem solving activity. • Engelbart’s idea as a graduate student at the University of California at Berkeley was to use the computer to teach humans.

  27. Douglas Engelbart’s ambition “By ‘augmenting man’s intellect’ we mean increasing the capability of a man to approach a complex problem situation, gain comprehension to suit his particular needs, and to derive solutions to problems.... We refer to a way of life in an integrated domain where hunches, cut-and-try, intangibles, and the human ‘feel for the situation’ usefully coexist with powerful concepts, streamlined terminology and notation, sophisticated methods, and high-powered electronic aids”.

  28. Programming Toolkits • Ideas that Engelbart’s team developed at the Augmentation Research Center includes • word processing and • the mouse

  29. Programming toolkits in Overview Engelbart at Stanford Research Institute 1963 – augmenting man's intellect 1968 NLS/Augment system demonstration the right programming toolkit provides building blocks to producing complex interactive systems

  30. Personal computing 1970s – Papert's LOGO language for simple graphics programming by children A system is more powerful as it becomes easier to user Future of computing in small, powerful machines dedicated to the individual Kay at Xerox PARC – the Dynabook as the ultimate personal computer

  31. Window systems and the WIMP interface humans can pursue more than one task at a time windows used for dialogue partitioning, to “change the topic” 1981 – Xerox Star first commercial windowing system windows, icons, menus and pointers now familiar interaction mechanisms

  32. Metaphor • relating computing to other real-world activity is effective teaching technique • LOGO's turtle dragging its tail • file management on an office desktop • word processing as typing • financial analysis on spreadsheets • virtual reality – user inside the metaphor • Problems • some tasks do not fit into a given metaphor • cultural bias

  33. Metaphore • In developing the LOGO language to teach children, Papert used the metaphor of a turtle dragging its tail in the dirt. • Children could quickly identify with the real-world phenomenon and that instant familiarity gave them an understanding of how they could create pictures.

  34. Metaphor • Metaphors are used quite successfully to teach new concepts in terms of ones which are already understood. • Metaphors are used to describe the functionality of many interaction widgets, such as windows, menus, buttons and palettes.

  35. Direct Manipulation In the early 1980s as the price of fast and high-quality graphics hardware was steadily decreasing, designers were beginning to see that their products were gaining popularity as their visual content increased.

  36. Direct Manipulation • As long as the user–system dialog remained largely unidirectional – from user command to system command line prompt computing was going to stay within the minority population of the hackers (programmers) who reveled in the challenge of complexity. • In a standard command line interface, the only way to get any feedback on the results of previous interaction is to know that you have to ask for it and to know how to ask for it.

  37. Direct Manipulation Rapid feedback is just one feature of the interaction technique known as direct manipulation.

  38. Direct Manipulation • Ben Shneiderman highlights the following features of a direct manipulation interface: • visibility of the objects of interest • incremental action at the interface with rapid feedback on all actions • reversibility of all actions, so that users are encouraged to explore without severe penalties • syntactic correctness of all actions, so that every user action is a legal operation • replacement of complex command languages with actions to manipulate directly • the visible objects (and, hence, the name direct manipulation)

  39. Direct Manipulation The first real commercial success which demonstrated the inherent usability of direct manipulation interfaces for the general public was the Macintosh personal computer, introduced by Apple Computer, Inc. in 1984

  40. Direct manipulation – in overview • 1982 – Shneiderman describes appeal of graphically-based interaction • visibility of objects • incremental action and rapid feedback • reversibility encourages exploration • syntactic correctness of all actions • replace language with action • 1984 – Apple Macintosh • the model-world metaphor • What You See Is What You Get (WYSIWYG)

  41. Language versus Action actions do not always speak louder than words! Image projected as DM – interface replaces underlying system language paradigm interface as mediator interface acts as intelligent agent programming by example is both action and language

  42. Hypertext The memex (a portmanteau of "memory" and "index" or "memory" and "extender") is the name of the hypothetical proto-hypertext system that Vannevar Bush described in his 1945 The Atlantic Monthly article "As We May Think". 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 Nelson's Xanadu the first hypertext project still a dream today

  43. Hypertext and Hypermedia Ted Nelson coined the term hypertext in 1963. Also credited for being first to use words like hypermedia. Hypertext spawned from the concept of Memex (Vannevar Bush):a mechanical desk linked to an extensive archive of microfilms, able to display books, writings, or any document from a library. Earlier hypertext: footnotes

  44. Example of hypertext <html><body><h1>My First Heading</h1><p>My first paragraph.</p></body></html>

  45. Multimodality a mode is a human communication channel emphasis on simultaneous use of multiple channels for input and output

  46. Computer Supported Cooperative Work (CSCW) CSCW removes bias of single user / single computer system Can no longer neglect the social aspects Electronic mail is most prominent success

  47. The World Wide Web Hypertext, as originally realized, was a closed system Simple, universal protocols (e.g. HTTP) and mark-up languages (e.g. HTML) made publishing and accessing easy Critical mass of users lead to a complete transformation of our information economy.

  48. World wide web

  49. Agent-based Interfaces • Original interfaces • Commands given to computer • Language-based • Direct Manipulation/WIMP • Commands performed on “world” representation • Action based • Agents - return to language by instilling proactivity and “intelligence” in command processor • Avatars, natural language processing

  50. Ubiquitous Computing computing is made to appear everywhere and anywhere “The most profound technologies are those that disappear.” Mark Weiser, 1991 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

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