The document provides a history of the field of human-computer interaction (HCI). It discusses how HCI has evolved in three waves, starting from a focus on usability and human factors in the early computers, to situated and contextual designs in the 1990s influenced by fields like activity theory, to the current focus on user experience, emotions, and cultural differences. Key developments discussed include early computers by Zuse and ENIAC, Sketchpad and the mouse, ubiquitous computing, the iPhone, and the potential role of technology working seamlessly as an integrated ecosystem in the future.
21. the word: computer was first recorded
to be used in1613
by R. B. Gent
in Yong Mans Gleanings
“I haue read the truest computer of Times, and the best
Arithmetician that euer breathed, and he reduceth thy
dayes into a short number.”
(source: Oxford Dictionary)
22. the word first was applied to human computers:
people who performed calculations
often as employment
23. Konrad Zuse (1910-1995)
- 1936: construction of an automatic
machine (Z1) with a binary
mechanical memory, a mechanical
calculation unit and a
programming unit
- 1939: construction of a Z2 version
with a still mechanical memory but
with a relay-operated
electromechanical calculating unit
- 1941: an electromechanical
computer (Z3) submitted in to an
audience of engineers and
scientists
- 1944: construction of Z4 with a
mechanical memory
- up to 1951 this machine remained
the only working computer in
Europe
24. ENIAC (1943) - the first electronic numerical integrator
and computer in the US
33. - computer scientists interested in changes in ways people
interact with information systems
- psychologists interested in implications of these changes
34. - rigid guidelines
- focus on the ergonomics and human factors
- anthropometry, mainly quantitative
- interaction between a single person and a computer
- lab studies
- task-oriented experiments
- usability testing and experimental psychology
37. 1995
Jakob Nielsen's
10 general principles
for interaction design
called "heuristics"
as they are
broad rules of thumb
and not specific
usability guidelines
38. Some fundamental problems:
- experimental setups capable of explaining
behaviors in constrained situations
- difficult to generalize to new contexts and tools
- ecological considerations
- impossible to analyze group behavior
40. - “from human factors to human actors”(Bannon, 1986)
- focused on theory on work settings and interaction
within communities of practice
- situated action, distributed cognition and activity theory
as important sources of theoretical reflection
- field studies, more and more qualitative
- context based
- rigid guidelines, formal methods, and systematic testing
exchanged for proactive methods such as participatory
design workshops, prototyping and contextual inquiries
48. - expanding the reach to homes and larger
environments
- wide technology application
- working on emotions and experiences
- users as active participants and not passive subjects
- importance of cultural differences
- following a solid design process
- non-rational thinking supported (intuition, talent, etc.)
- design as a way to innovate
- phenomenology
84. references
Sharp, Helen. Interaction design. John Wiley & Sons, 2003.
Koskinen, Ilpo, et al. Design research through practice: From the
lab, field, and showroom. Elsevier, 2011.
Norman, Donald A. The design of everyday things. Basic books,
2002.
Norman, Donald A. Emotional design: Why we love (or hate)
everyday things. Basic books, 2004.
Buxton, Bill. "The long nose of innovation." Insight 11 (2008): 27.
Bødker, Susanne. "When second wave HCI meets third wave
challenges." Proceedings of the 4th Nordic conference on Human-
computer interaction: changing roles. ACM, 2006.
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