4. 1. RESEARCH PLAN
(10% OF YOUR GRADE)
_ Select a person, event, theme, or innovation in
the history of interaction design.
_ Develop an approach to researching this topic
through original sources — beyond Wikipedia.
_ Document your topic and research methods in a
brief outline (1–2 pages).
RESEARCH PLAN DUE FRIDAY, SEPTEMBER 11
4
5. 2. 2500 WORD PAPER
40% OF YOUR GRADE
_ Write a paper explaining why your topic is
important in the history of interaction design.
_ Cite your sources appropriately. Citation text
is not included in word count.
_ Images may be included if desired.
PAPER DUE TUESDAY, SEPTEMBER 22
5
6. 3. FIVE-MINUTE PRESENTATION
40% OF YOUR GRADE
_ Prepare a five-minute presentation about your research
topic.
_ Include photos, diagrams, charts, or other visual aids.
Keep bullet points to a minimum.
_ Presentations which exceed the five-minute maximum will
be penalized one letter grade. Rehearse!
PRESENTATION DUE IN CLASS TUESDAY, OCTOBER 6
6
7. 4. CLASS PARTICIPATION
10% OF YOUR GRADE
_ 80% of success is just showing up.
_ Actively participate in class discussions.
_ Read or watch the required material.
7
9. “ Interaction Design (IxD) defines the structure and
behavior of interactive products and services.
Interaction Designers create compelling
relationships between people and the interactive
systems they use, from computers to mobile
devices to appliances; Interaction Designers lay
the groundwork for intangible experiences.
—Interaction Design Association (IxDA)
9
10. “ In the same way that industrial designers have
shaped our everyday life through objects they
design for our offices and for our homes,
interaction design is shaping our life with
interactive technologies — computers,
telecommunications, mobile phones, and so on.
— Gillian Crampton Smith
Interaction Design Institute, Ivrea
10
16. HUMAN
COMPUTER
INTERACTION
(HCI)
COMPUTER
SCIENCE
12
17. HUMAN
COMPUTER
INTERACTION
(HCI)
COMPUTER HUMAN
SCIENCE FACTORS
12
18. INTERACTION
DESIGN
HUMAN
COMPUTER
INTERACTION
(HCI)
COMPUTER HUMAN
SCIENCE FACTORS
12
19. g INTERACTION
r in DESIGN
e e
g in HUMAN
E n COMPUTER
INTERACTION
(HCI)
COMPUTER HUMAN
SCIENCE FACTORS
12
20. g INTERACTION
r in DESIGN
e e
g in HUMAN
E n COMPUTER
INTERACTION
ELECTRICAL
ENGINEERING
(HCI)
COMPUTER HUMAN
SCIENCE FACTORS
12
21. g INTERACTION
r in DESIGN
e e
g in HUMAN
E n COMPUTER
INTERACTION
ELECTRICAL
ENGINEERING
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS
ENGINEERING
12
22. g INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS
ENGINEERING
12
23. g INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS
ENGINEERING
12
24. g INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
25. Design
g INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
26. Design
g ARCHITECTURE INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
27. Design
INFORMATION
DESIGN
g ARCHITECTURE INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
28. Design
INFORMATION GRAPHIC
DESIGN DESIGN
g ARCHITECTURE INTERACTION Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
29. Design
INFORMATION GRAPHIC
DESIGN DESIGN
INDUSTRIAL
g ARCHITECTURE INTERACTION DESIGN
Ps Re
r in DESIGN yc sea
e e ho rc
g in HUMAN lo h
n COMPUTER gy
E ELECTRICAL
INTERACTION
ENGINEERING ERGONOMICS
(HCI)
COMPUTER HUMAN
MECHANICAL SCIENCE FACTORS COGNITIVE
ENGINEERING PSYCHOLOGY
12
30. HOW WE TALK TO COMPUTERS
HOW MACHINES TALK BACK
13
34. Research
TIMELINE OF ADOPTION Professional Use
(AND ADAPTATION!) Personal Use
Punched Cards / Switches
1880s
Keyboard / Terminal
Graphical User Interface
Hypertext Networks
Mobility
1945 1955 1965 1975 1985 1995 2005
39. BEFORE 1945
MECHANICAL TOOLS
Who’s What’s
the user? the
interface?
MAD SCIENTISTS GEARS AND CRANKS
How Who
is it bought
used?
1, 2, 3, 4... them?
COUNTING IT DEPENDS
40. 1945–1950
THE NEW INVENTION
Who’s What’s
the user? the
interface?
THE INVENTORS MOVING CABLES AROUND
How Who
is it bought
used? them?
BRUTE FORCE ARITHMETIC THE MILITARY
41. 1950 –1960
THE CALCULATOR
Who’s What’s the
the user? interface?
EXPERTS AND PIONEERS PUNCH CARDS AND TAPE
How is it Who
used? bought
them?
HIGH SPEED CALCULATIONS ROCKET SCIENTISTS
42. 1960 –1970
THE GIANT BRAIN
Who’s the What’s the
user? interface?
COMPUTER CENTER ACOLYTES TELETYPE AND TERMINAL
How is it Who
used? bought
them?
BATCH PROCESSING INFORMATION INTENSIVE BUSINESSES
43. 1970 –1985
PINK COLLAR LABOR
Who’s the What’s the
user? interface?
DATA ENTRY OPERATORS GREEN-SCREEN ALPHANUMERIC
How is it Who
used? bought
them?
TIME SHARING MOST BUSINESSES
44. 1985 –1995
PRODUCTIVITY TOOL
Who’s What’s the
the user? interface?
GEEKS GUIs
How is Who
it used? bought
them?
SHRINK-WRAPPED SOFTWARE UPWARDLY MOBILE HOME USERS
45. 1995 – ?
NETWORKED UBIQUITY
Who’s What’s the
the user? interface?
EVERYONE. GUIs
How is Who
it used? bought
them?
WEB-ENABLED TOOLS THEY’RE CHEAP! BUY SEVERAL!
47. WEEK 1
COMPUTING BEFORE COMPUTERS
CHARLES BABBAGE HERMAN HOLLERITH
Inventor of the Inventor of the
Difference Engine punched card
and the Analytical
Engine
ADA LOVELACE THOMAS J. WATSON
The first President of IBM
programmer?
Or the first
technical writer?
48. WEEK 1
COMPUTING BEFORE COMPUTERS
F.W. TAYLOR ALAN TURING
Defined scientific The father of modern
management or computer science
“Taylorism”
VANNEVAR BUSH JOHN VON NEUMANN
The “Godfather” of Inventor of stored
American science program architecture
and technology
49. WEEK 3
PROFESSIONAL COMPUTING
JOHN MAUCHLEY & J.C.R. LICKLIDER
PRESPER ECKERT Defined the idea of
Invented the digital man-computer
computer symbiosis
GRACE MURRAY HENRY DREYFUS
HOPPER Legendary industrial
“The third designer
programmer of the
first computer”
50. WEEK 4
PERSONAL COMPUTING
IVAN SUTHERLAND TERRY WINOGRAD
Designed the first Wrote “Bringing
direct manipulation Design to Software”
interface
DOUGLAS ALAN KAY
ENGELBART Conceived the first
Developed an laptop
interactive system
to “augment
human intellect”
51. WEEK 4
INTERACTION DESIGN DISCIPLINE
DONALD NORMAN JOHN CARROLL
Wrote “The Design Leading HCI
of Everyday researcher
Things”
JAKOB NIELSEN BRUCE TOGNAZZINI
Don’t knock him ‘til Called for an
you’ve tried him interaction design
discipline
52. NEXT WEEK
Interaction Design Before Computers
_Early Information Processing
_The Human Factor
_World War II Computing
RESEARCH PLAN DUE FRIDAY
Design for how people interact with (and adapt to) computers or digital products
Includes physical, cognitive, and social aspects of interaction
How people interact is determined by input devices (like keyboards and mice) and output devices (like screens and printers)
Based in the fundamental tenets of user-centered design, interaction designers strive to create useful and usable products
Addresses the paradox of technology: devices intended to make life simpler by automating tasks make life more complicated by being hard to use
The story of interaction design is largely a story of how we create machines to enable us to do things we couldn’t otherwise do. At first, it was enough to be able to do something at all – fly through the air, or multiply very large numbers. But usually in order to gain this new skill, we first had to adapt ourselves to the computer, we tried to fit our behavior to the way the machine worked. After a while, though, we started trying to refine the computer to fit the way we think and behave and move. Interaction design is the design process where we understand human behavior so we can refine digital products to better fit our lives.
Don’t think of this presentation as about the history of technology – it’s not about the machines. Think of it as a history of how people communicate with the machines – how we talk to computers, and tell them what to do, and how computers present their information or results back to us. This communication includes physical actions, whether that’s feeding something in to a machine, or pushing a button. What’s more, this communication requires fairly complex cognitive skills to understand the results of our actions and understand what the computer is saying. And there’s a social aspect to it too – our relationship to computers is increasingly about how they enable us to work with a group of people, or develop personal relationships.