Interaction Paradigms Windows and WIMPs –Engelbart, Xerox ALTO and Star Metaphors –Increase initial familiarity (desktop, desk) –Inadequacy in promoting.
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Interaction Paradigms
• Windows and WIMPs– Engelbart, Xerox ALTO and Star
• Metaphors– Increase initial familiarity (desktop, desk)– Inadequacy in promoting or supporting
full understanding (disk to trash)
• Direct manipulation (DM)
Characteristics of DM Systems
• Replacement of common-language syntax by direct manipulation of the objects of interest
• Continuous visibility of objects and actions of interest
• Rapid, reversible, incremental actions
Early DM Systems
• VisiCalc– instantly calculating
electronic spreadsheet
– “the software tail that wags (and sells) the PC dog”, Ben Rosen
• Lotus 1-2-3, Microsoft Excel– graphics, 3D, multiple
windows, databases
DM and Games
• PONG• Space Invaders,
Missile Command, Centipede
• Maze games: PacMan, Donkey Kong
• 3D games: Doom, Duke Nukem, Myst
Features of Games
• Internal locus of control• Continuous feedback (score)• Entertainment and challenge of
mastery• Focus on task, limited distractions• New I/O devices• User interface advances• Advanced graphical techniques
DM and Text Editing• Line-oriented editors
– Work with a single line at a time– Example: ed
• Full-page display editors – View full screen of text, edit directly– Examples: vi, emacs
• Point-and-click editors– Use mouse for selection, moving– Example: xemacs
WYSIWYG
• What You See Is What You Get• Document printed in on-screen format• Cursor action visible, controls obvious• Labeled icons for actions• Results of actions displayed
immediately• Actions are easily reversible
Advantages of DM
• Easy to learn and remember• Direct WYSIWYG• Flexible, easily reversible actions• Context and visual feedback• Exploits use of visual spatial cues• Limits types of errors
Drawbacks of DM
• What you see is all you get
• Wastes screen space• Difficult to convey
some meanings• Visual
representations can be misleading
• Mouse can be slow• Not self-explanatory
• Not good at– Repetition– History storage
and display– Certain tasks with
no manual equivalent
– Macro creation
Beyond DM
• General level of user sophistication is rising– Many regular users of multiple applications, web, email
• Pervasive network makes it possible to collaborate– No longer single individual in front of a computer
• Information overload creates strong requirements– Need more help in finding, organizing, analyzing
• Speed, flexibility of PCs growing rapidly– (Though network delays pull back in opposite direction)– Permits complex visualizations, high bandwidth I/O– But also technologies based on embedded microchips...
Alternatives to DM
• Hypertext and the World Wide Web– Vannevar Bush and Memex
• CSCW and groupware• Agent-based interfaces
– Eager cat, Microsoft Clip-it
• Ubiquitous computing– Mark Weiser and the dangling string
From Mac to Anti-Mac
Macintosh GUI The new look Metaphors Reality Direct manipulation Delegation See and point Describe and command Consistency Diversity WYSIWYG Represent meaning User control Shared control Feedback and dialog System handles details Forgiveness Model user actions Aesthetic integrity Graphic variety Modelessness Richer cues
What Is CSCW?
• Computer Supported C--------- Work– Cooperative– Collaborative– Competitive
• Design and evaluation of new technologies to support social work processes
• Fusion of sociology and computing• Creation of groupware systems
CollaborationThe Time-Space MatrixSynchronous Asynchronous
Co
-lo
cate
dR
emo
te
Decision support software
Electronic brainstorming
Digital whiteboards
Voting, real-time comments
Face-to-face discussions
Shared file system
Group intranet
Version control
Knowledge management
Post-it notes
Video/audio conferencing
Text chat, messaging
Shared editors
MUDs and MOOs
Virtual meeting rooms
Email, listservs
Newsgroups
Web forums
MUDs and MOOs
Document annotations
Why Does CSCW Fail?
• Disparity between who does work and who gets benefit
• Threats to existing power structures• Insufficient critical mass of users• Violation of social taboos• Arguments over measures of
success
Software Agents
• Work on behalf of users within the electronic world
• Perform repetitive tasks, watch and respond to events, learn from user’s actions
• Use natural language input to leverage familiarity (ambiguity? clarity?)
A Simple Agent
• Email filters with if-then rules– if (to=mccricks) then (priority=1)– if (to=cs5714) then (priority=2)– if (to=cs2604) then (priority=3)– if (cc=mccricks) then (priority=4)
• Determine actions performed on certain kinds of mail messages
An Early Agent: EAGER
• Problem: how to display generalizations to user• Solution: anticipate and automate repetitive
tasks– EAGER works invisibly until it detects a pattern in
the user’s actions– Once a pattern is detected, EAGER uses highlighting
to show what it expects the user to do next– Once the user is confident that EAGER knows what
to do, s/he can allow EAGER to complete the task
• Developed by Allan Cypher
What EAGER Does• Observes user actions• Logs high level events• Detects loops • Tries to anticipate user
actions• If the user sees that
EAGER is anticipating the right pattern, EAGER can complete the rest of the task
Recommender Systems
• Mediate, support, and automate the process of sharing recommendations
• Generates communities of people with common interests
• Examples:– Eat at restaurant with lots of patrons– Rent movie that a friend liked– Buy album voted “Best of the Year”
Ubiquitous Computing
• Mobile devices bring new set of UI requirements– Miniaturization, physical robustness, interoperability– Effective UIs for a range of small physical devices– High bandwidth connections may not be available– Increased chance of two or more tasks in parallel, i.e.
because no longer in traditional work environment
• Augmented reality pushes computing into world– Any old object may now have computational powers– BUT will people expect this? Know how to interact?– Leveraging existing affordances— roomware that you
simply drag around to configure an ad hoc network
Tangible Bits
• Give physical form to digital information
• Make use of ambient media (light, sound, airflow, water movement)
• Ishii, Ullmer, Wisneski, Brave, Dahley
Real World Interfaces
• Leverage objects in the real world using X10 devices
• Provide an API similar to those for traditional widgets
• Support temporal events similar to animation toolkits
Virtual Environments• 3D simulation of a concrete populated world
– User navigates, interacts directly with objects of interest
• Assumes novel input and output techniques– E.G., haptic feedback (pressure), gestures, eye gaze
• Veridicality versus magic that extends real world– Where, how much, how to convey magic to users?
• How much immersion, i.e., drawn into simulation– High engagement, but may induce nausea,
disorientation– Gear needed for full immersion awkward, fatiguing– Desktop VR often a good compromise (e.g., VRML)
Human-Computer Interaction
SystemsEngineering
Experimental &
Engineering Psychology
Display DesignDisplay Design
Attention, Time-Sharing &
Workload Analysis
Attention, Time-Sharing &
Workload Analysis
CognitiveEngineering
CognitiveEngineering
Ubiquitous
Systems
Ubiquitous
Systems
Notification Systems
Notification Systems
Focal Displa
ys
Focal Displa
ys
Statistics
GraphicMethods
GraphicMethods
InformationVisualization
InformationVisualization
UsabilityEngineering
UsabilityEngineering
Computer Supported
CollaborativeWork
Computer Supported
CollaborativeWork
research arearesearch area
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seminar introseminar intro
HCI and Emerging Paradigms
• By definition, interaction techniques are not yet standard practice
• Design ideas may not be feasible (or may not be helpful)
• Usability engineering methods help us define proper techniques
Tuesday Activity
• Read Vannevar Bush’s “As We May Think” essay
• Consider how elements in the essay foreshadowed advances in the field of study for your project
• Speculate on elements in the essay that may yet come to pass as well as things that we now know will not
• Take a scenario/claims approach to your analysis
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