HCI-Lecture09
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Transcript HCI-Lecture09
Human Computer Interaction
Lecture 09
Interaction Paradigms
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
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
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
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)
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.
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.