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Human Computer Interaction Lecture 08 Interaction Paradigms

Human Computer Interaction Lecture 08 Interaction Paradigms. 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.

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Human Computer Interaction Lecture 08 Interaction Paradigms

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  1. Human Computer InteractionLecture 08Interaction Paradigms

  2. 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

  3. The Initial paradigm • Batch processing Impersonal computing

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

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

  6. 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

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

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

  9. Example Paradigm Shifts • Computing everywhere • Batch processing • Timesharing • Networking • Graphical display • Microprocessor • WWW • Ubiquitous Computing

  10. Time-Sharing • 1940s and 1950s – explosive technological growth • 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

  11. Video Display Units • More suitable medium than paper or punch cards • First used in military applications • 1962 – Sutherland's Sketchpad (allow users to draw on a screen with a light pen.) • 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

  12. 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. • NLS system was the first to employ the practical use of hypertext links, the mouse, raster-scan video monitors. • 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.

  13. Personal computing • Enabling productivity for mass novice users • First demonstration of this in 1970s – Papert's LOGO language for simple graphics programming by children • Based on a model that children could understand • A computer controlled mechanical turtle used for drawing different geometrical shapes

  14. Window systems and the WIMP interface • Humans can pursue more than one task at a time • A personal computer which forced the user through all of the tasks needed to achieve some objective from beginning to end without any diversion was not appropriate • To be an effective partner, a PC needs to support multiple threads of activity simultaneously • A computer system needed to present the context of each activity so that user can distinguish them

  15. Window systems and the WIMP interface • Solution: Separate the physical presentation of different logical threads on display device • The window is the mechanism for these physically and logically separate display spaces • windows, icons, menus and pointers now familiar interaction mechanisms • First appeared in 1981 – Xerox Star first commercial windowing system

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