CS631p Human Computer Interaction
Spring 2000
Lecture 1

 

Reasons for a course in Human-Computer Interaction

Human-Computer Interaction Defined:

HCI is a discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.
 
 

Brief History:

Today's GUI patterned after:


1945 - Vannevar Bush - As We May Think - use computer to transform thought

1960-1965 - Transistor-based computers transform computing

1960 - J.C. Licklider - Human-Computer Symbiosis

Must Solve 10 Problems before H-C Symbiosis:
Immediate:
  1. Time-sharing of computers among users.
  2. Visual-Pictorial I/O
  3. Interactive Real-time systems
  4. Large-scale, cooperative information storage and retrieval
  5. Facilitation of human cooperation in design and building of large systems
       
    Intermediate:
    1. Combined speech and handwriting recognition with light-pen editing

    2.  
    Long Term:
    1. Natural language understanding
    2. Speech recognition and speech production
    3. Theory of algorithms (discovery, development, and simplification)
    4. Heuristic programming


Solving Licklider's Problems:

mid-1960s - Time-sharing and Networking

1963 - Ivan Sutherland - Sketchpad

1963 - Interactive Computer Graphics - SJCC Watershed Event


Early-70s - Computer Graphic Innovation


Mid-60s - Expanding Memex:

Hypertext - Ted Nelson & Doug Engelbart
    1. Engelbart - defined hierarchical structure of ordinary documents

    2. Nelson - lateral links and interconnections to create a text space
       
    3. Engelbart - grouped creation and problem solving
    4. Nelson - collective contributions to document structure from people with no formal ties
Engelbart : Need to use computers to augment man's intellect through
  1. Artifacts - physical objects designed add comfort, aid manipulation of symbols and things
  2. Language - the way humans represent and manipulate the world
  3. Methodology - methods and strategies used to solve problems
  4. Training - training to use augmented means effectively


Human factors, Psychology, and Design of Human-Computer Dialogues


Personal Workstations

1977 - Dynabook - Alan Kay

1979 - Alto - Xerox PARC


1981 - Model 8010 (Star) - Xerox PARC


 
 

1983 - Lisa - Apple


 
 

1984 - Macintosh - Apple

Understanding Interfaces

Don Norman's The Design of Everyday Things

Analyzes common objects (door, toaster, VCR, telephone)

Concepts of Good/Bad Design

Norman's Seven Stages of Action that explain how people do things:
  1. Form a goal
  2. Form the intention
  3. Specify an action
  4. Execute the action
  5. Perceive the state of the world
  6. Interpret the state of the world
  7. Evaluate the outcome


Norman's Prescription for User-Centered Design:

  1. Make it easy to evaluate the current state of the system
  2. Follow natural mappings


Norman's Questions about artifacts:

  1. What is the system's function?
  2. What system actions are possible?
  3. What are the mappings from intention to execution?
  4. Does the device inform the user about what state it is in?
  5. Can the user determine tell what state the system is in?