Human Computer Interaction: Paradigms
Human Computer Interaction: Paradigms
paradigms
why study paradigms
Concerns
•how can an interactive system be
developed to ensure its usability?
•how can the usability of an interactive
system be demonstrated or measured?
Paradigms of interaction
• Batch processing
Impersonal computing
Example Paradigm Shifts
• Batch processing
• Time-sharing
Interactive computing
Example Paradigm Shifts
• Batch processing
@#$% !
• Timesharing
• Networking
???
Community computing
Example Paradigm Shifts
• Batch processing
C…P… filename Move this file here,
• Timesharing dot star… or was and copy this to there.
• Networking it R…M?
• Graphical displays
% foo.bar
ABORT
dumby!!!
Direct manipulation
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
Personal computing
Example Paradigm Shifts
• Batch processing
• Timesharing
• Networking
• Graphical display
• Microprocessor
• WWW
Global information
Example Paradigm Shifts
• Networking
• Graphical display
• Microprocessor
• WWW
• Ubiquitous
Computing
Human Computer Interaction
interaction design
basics
interaction design basics
• design:
• what it is, interventions, goals, constraints
• the design process
• what happens when
• users
• who they are, what they are like …
• scenarios
• rich stories of design
• navigation
• finding your way around a system
• iteration and prototypes
• never get it right first time!
interactions and interventions
• goals - purpose
• who is it for, why do they want it
• constraints
• materials, platforms
• trade-offs
golden rule of design
• understand computers
• limitations, capacities, tools, platforms
• understand people
• psychological, social aspects
• human error
• and their interaction …
Central message …
the user
The process of design
scenarios
what is task analysis
wanted guidelines
principles
interviews analysis precise
specification
what is there design
vs.
what is wanted dialogue implement
notations and deploy
evaluation
prototype
heuristics architectures
documentation
help
Steps …
• requirements
• what is there and what is wanted …
• analysis
• ordering and understanding
• design
• what to do and how to decide
• iteration and prototyping
• getting it right … and finding what is really needed!
• implementation and deployment
• making it and getting it out there
… but how can I do it all ! !
• usability?
• finding problems and fixing them?
• deciding what to fix?
• a perfect system is badly designed
• too good too much effort in design
user focus
know your user
personae
cultural probes
know your user
• direct observation
• sometimes hard
• in the home
• psychiatric patients, …
• probe packs
• items to prompt responses
• e.g. glass to listen at wall, camera, postcard
• given to people to open in their own environment
they record what is meaningful to them
• used to …
• inform interviews, prompt ideas, enculture designers