Chapter One: Introduction
• Definition
Historical background
WHAT IS HCI?
The term human–computer interaction has only
been in widespread use since the early 1980s,
but has its roots in more established disciplines.
Systematic study of human performance began
in earnest at the beginning of the last century in
factories, with an emphasis on manual tasks.
The Second World War provided the impetus for
studying the interaction between humans and
machines, as each side strove to produce more
effective weapons systems.
This led to a wave of interest in the area
among researchers, and the formation of
the Ergonomics Research Society in 1949.
Traditionally, ergonomists have been
concerned primarily with the physical
characteristics of machines and systems,
and how these affect user performance.
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Cont…
Human Factors incorporates these issues, and more
cognitive issues as well.
The terms are often used interchangeably, with
Ergonomics being the preferred term in the United
Kingdom and Human Factors in the English-speaking
parts of North America.
Both of these disciplines are concerned with user
performance in the context of any system,
whether computer, mechanical or manual.
As computer use became more widespread, an increasing
number of researchers specialized in studying the
interaction between people and computers, concerning
themselves with the physical, psychological and
theoretical aspects of this process.
This research originally went under the name man–
machine interaction, but this became human–computer
interaction in recognition of the particular interest in
computers and the composition of the user population!
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Cont…
• Another strand of research that has influenced the development of HCI is information science
and technology.
• Again the former is an old discipline, pre-dating the introduction of technology, and is concerned
with the management and manipulation of information within an organization
• The introduction of technology has had a profound effect on the way that information can be
stored, accessed and utilized and, consequently, a significant effect on the organization and
work environment.
• Systems analysis has traditionally concerned itself with the influence of technology in the
workplace, and fitting the technology to the requirements and constraints of the job.
Cont…
• HCI draws on many disciplines, as we
shall see, but it is in computer science
and systems design that it must be
accepted as a central concern.
• From this perspective, HCI involves the
design, implementation and
evaluation of interactive systems in the
context of the user’s task and work.
WHO IS INVOLVED IN HCI?
HCI is undoubtedly a multi-disciplinary subject.
The ideal designer of an interactive system would have expertise in a range of topics:
Psychology and cognitive science to give her /him knowledge of the user’s perceptual,
cognitive and problem-solving skills;
Ergonomics for the user’s physical capabilities;
Sociology to help her /him understand the wider context of the interaction;
Computer science and engineering to be able to build the necessary technology;
Business to be able to market it;
Graphic design to produce an effective interface presentation;
Technical writing to produce the manuals, and so it goes on.
Cont…
• Indeed, although HCI is recognized as an
interdisciplinary subject, in practice people tend to
take a strong stance on one side or another.
• However, it is not possible to design effective
interactive systems from one discipline in isolation.
• Input is needed from all sides.
• For example, a beautifully designed graphic display may be unusable if it ignores
dialog constraints or the psychological limitations of the user.
History of HCI
• Key People and events
• Series Of Paradigma Shifts
• Understanding where you’ve come from
can help a lot in figuring out where
you’re going
• Knowledge of an area implies an
appreciation of its history
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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 coming on next slides are really “paradigm”
shifts, but you get the idea
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Paradigm Shifts
• Cards,tape -> VDU • Visual -> Multimedia
• Mainframe -> PC • Linear -> Web-like
• Glass tty -> WIMP • Desktop ->
interface Ubiquitous, Mobile
• Commands -> Direct • Single user -> CSCW
manipulation • Purposeful use ->
• Direct manipulation Situated use
-> Agents
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History of HCI
• Digital computer grounded in ideas from
1700’s & 1800’s
• Technology became available in the
1940’s and 1950’s
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Vannevar Bush
• “As We May Think” - 1945 Atlantic
Monthly
“…publication has been extended far
beyond our present ability to make real
use of the record.”
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Bush
• Postulated Memex device
Can store all records/articles/communications
Large memory
Items retrieved by indexing, keywords, cross
references
Can make a trail of links through material
etc.
• Envisioned as microfilm, not computer
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J.R. Licklider
• 1960 - Postulated “man-computer
symbiosis”
• Couple human brains
and computing machines
tightly to revolutionize
information handling
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Vision/Goals
• Immed Intermed Long-term
•Time sharing •Combined speech •Natural language
•Electronic I/O recognition, understanding
•Interactive, real- character •Speech recognition
time system recognition, light- of arbitrary users
•Large scale pen editing •Heuristic programming
information
storage and
retrieval
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Mid 1960’s
• Computers too expensive for individuals
-> timesharing
increased accessibility
Need
interactive systems, not jobs for
text processing, editing HCI
email, shared file system
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Ivan Sutherland
• SketchPad - ‘63 PhD thesis at MIT
Hierarchy - pictures & subpictures
Master picture with instances (ie, OOP)
Constraints
Icons
Copying
Light pen as input device
Recursive operations
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Video Display Units
• More suitable medium than paper
• Sutherland’s Sketchpad as landmark
system
• Computers used for visualizing and
manipulating data
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Douglas Engelbart
• Landmark system/demo:
hierarchical hypertext, multimedia, mouse,
high-res display, windows, shared files,
electronic messaging, CSCW,
teleconferencing, ...
Inventor
of mouse
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Alan Kay
• Dynabook - Notebook sized computer
loaded with multimedia and can store
everything
Desktop
Personal interface
computing
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Personal Computing
• System is more powerful if it’s easier to
use
• Small, powerful machines dedicated to
individual
• Importance of networks and time-sharing
• Kay’s Dynabook, IBM PC
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Personal Computers
• ‘70’s IBM PC
Text and command-based
Sold lots
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PCs with GUIs
• Xerox PARC - mid 1970’s
Alto
local processor, bitmap
display, mouse
Precursor to modern GUI,
windows, menus, scrollbars
LAN - ethernet
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Xerox Star - ‘81
• 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
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Star
• Commercial flop
$15k cost
closed architecture
lacking key functionality
(spreadsheet)
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Apple Lisa - ‘82
• Based on ideas of Star
• More personal rather
than office tool
Still $$$
• Failure
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Apple Macintosh - ‘84
• Aggressive pricing - $2500
• Not trailblazer, smart copier
• Good interface guidelines
• 3rd party applications
• High quality graphics and
laser printer
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WIMP
• Windows, Icons, Menus, Pointers
• Can do several things simulataneously
• Familiar GUI interface
• Xerox Alto, Star; early Apples
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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
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Ben Shneiderman
• Coins and explores notion of direct
manipulation of interface
• Long-time Director of
HCI Lab at Maryland
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Direct Manipulation
• ‘82 Shneiderman describes appeal of
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
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Multimodality
• Mode is a human communication channel
Not just the senses, e.g., speech and non-
speech audio are two modes
• Emphasis on simultaneous use of multiple
channels for I/O
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Ted Nelson
• Computers can help people, not just
business
• Coined term
“hypertext”
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Hypertext
• Think of information not as linear flow but
as interconnected nodes
• Bush’s MEMEX, Nelson’s hypertext
• Non-linear browsing structure
• WWW ‘93
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Nicholas Negroponte
• MIT machine architecture & AI group
‘69-’80s
• Ideas:
wall-sized displays, video
disks, AI in interfaces
(agents), speech recognition,
multimedia with hypertext
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Language (Agents)
• Actions do not always speak louder than
words
• Interface as mediator or agent
• Language paradigm
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CSCW
• Computer-Supported Cooperative Work
• No longer single user/single system
• Micro-social aspects are crucial
• E-mail as prominent success but other
groupware still not widely used
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Mark Weiser
• Introduced notion of “calm technology”
It’s everywhere, but recedes quietly into
background
• CTO of Xerox PARC
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Ubiquity
• Person is no longer user of virtual device
but occupant of virtual, computationally-
rich environment
• Can no longer neglect macro-social
aspects
• Late ‘90s - PDAs, VEs, ...
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Reading assignment
•what is attention ?
•Is attention selective ? How ?
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