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History and Evolution
Richard W. Pew
Disclaimer
This outline is a work-in-progress. It is not complete and in places I
am sure I do not have the dates right. I reserve the right to move
things around and do not promise to cover everything listed here. I am
hoping to weave it all together to tell three or four "stories", but
that may be too ambitious.
I welcome comments, corrections and suggestions from anyone who reviews it.
- Goals
- To provide a sense of perspective on the field
- To recognize significant visionary developments
- To provide a rationale for where we are now
- To suggest directions for the future
- To provide references to the seminal work in the field
[It is hard to write history when the past is so close to the present]
People: [I am thinking of including thumbnails of significant contributors to the field, The problem is deciding who is in and who is out.]
- The following would be definitely in
- Licklider
- Newell
- Englebart
- Sutherland
- The next group are "maybe's" (alphabetical)
- Brooks (Fred)
- Buxton
- Card
- Carroll
- Kay
- Landauer
- Moran
- Negriponti
- Nielsen
- Norman
- Shneiderman
- Van Dam
- Other Suggestions?
- For each Era
- Intro to period
- What Visions came out of that period?
- What was the dominant hardware and software technology
- What were the important research and/or application methodologies
- What were the significant application innovations
Major areas to be covered
- 1960s and Before
- Intro to Period
- Early period when computers were a novelty used by scientists and military planners for exotic mathematical calculations,
- Baseline from which most further developments followed
- Emphasis on human factors in programming
- Visions
- Licklider Man-Computer Symbiosis
- Taylor Representation for user different from that for programmer
- Englebart Computers as support for intellectual work
- Hardware and Software
- Single user machine
Royal McBee LGP-30
LINC
TX-0, TX-2
DEC PDP 1
- Paper tape readers
- Lightpen
- Fortran
- COBOL
- DOS?
- Research and Methodologies
- Experiments on Programming language design and documentation
- Real-time control of psychological experiments
- Kay's Dynabook
- Innovative Applications
- Control for Psychological Experiments
- Interpretive Compilers (JOSS)
- Sutherland's Sketchpad
- TV Edit word processing
- Hypertext
- Computer-aided design
- Space War, Adventure game
- 1970s
- Introduction
- During this period the perspetive moved from isolated machines to local area and wide area distributed networks
- Batch to interactive programming
- Vision
- Remote access to centrally controlled machines through "concentrators"
- Computers on every "knowledge worker's desk
- Hardware and Software
- Time Shared Computers
TENEX Operating System
- "Dumb Terminals"
- First Object Oriented Languages
- Early Symbolic languages
Interlisp, Small Talk
- Early Virtual Reality Tom Furness at WPAFB
- Early Windows
- Speech Production; DECTALK
Hobby PCs
Commadore What operating system did it use?
Apple II
Etc.
- Research and Methodology
- Ramsey & Atwood Bibliography, 1978.
- Shneiderman Software Psychology (1980)
- Cognitive Engineering
- Early use of task analysis
- Rapid Prototyping
- First guidelines
- Card, English & Burr study of Mouse
- Early usability lab
- Activity Analysis
- First Speech Recognition/Natural Language Research
- Innovative Applications
- Bricklin, introduces Visicalc , 1978
- Bravo WISIWYG Text Editor
- Email
- Pong, first commercial game
- 1980s: Era of GUIs
- Introduction
- First Conference
1982: First Computer-Human Interaction Conference, Gaithersberg MD .
- First Interest group, SIGCHI
1983: SIGCHI formed.
- First Handbook (1988)
- Greater public recognition of usability problems
- Vision
- Direct Manipulation Interfaces
- Usability as a professional specialty
- Hardware and Software
- Moore's Law
In the 80s, memory cost, and the availability of low cost storage media such as disk drives and CD Roms changed the size-cost structure so drastically that it has become cost-effective to invest more of the software cost in implementation of the user interface. Consumers have begun to demand usable products.
- A Paradigm Shift in Hardware and Software
Paradigm Shift to GUIs
- Before the shift
Glass Teletypes
Keyboard controlled
Frame-driven dialog
Rigid format and coding constraints
Interface embedded in application
- After the shift:
High-resolution bit-mapped displays
Multiprocess windows
Multiple interactive modes
Object-oriented design
Widgets
Independent, generic interfaces.
Personal Workstations
Xerox Alto (first one 1973),
Xerox Star (1982),
Apple Lisa (1983)
- UNIX
- Object Oriented Languages
LISP
C
C++
- GUI-supported Operating Systems
- Research and Methology
- GOMS
- Roberts and Moran on Text Editors
- Organizational Progress
- Evaluation as formative instead of summative (see Carroll)
- Iterative design (see Carroll)
- Structured Walkthrough
- Users as active design participants
- Verbal Protocols, Think-aloud
- Wizard of Oz technique
- User statistics
- Naturalistic Observation, Ethnography
- Innovative Applications
- Graphics Editing
- Presentation Graphics
- Digital Image editing Photo Shop
- Hypercard
- MOTIF
- Video teleconferencing,
- Interface Builders
- 1990s: Era of Internet
- Introduction
Hard to talk about computers per se because they are ubiquitous. Every device we use has or soon will have a chip in it.
Many Textbooks
- Vision
- The world will go digital
- Paradigm shift in communications technologies
- Telecommuting will replace traditional workplaces
- E-Business will dominate the use of the internet
- Hardware and Software
- Digital Television; HDTV, Wall-Mounted Television screens
- Multimedia interfaces
- Multi-user Dungeons (MUDs)
- HTML, VRML, JAVA, XML
They are cross-platform software
- Secure network transaction systems (sort of)
- Hand-held devices;
- Digital Cameras
- GPS
- Research and Methodology
- Wearable computers
- Early wireless systems,
- Virtual environment interfaces
- Innovative Applications
- Web Browsers
Mosaic
- Distributed systems
- Shared whiteboards
- Shared writing and drawing
- Real Speech Recognition Applications
- Music, Video Downloading
- 2000s: Era of Multimedia integration
Perspectives and Trends
- Relaxation of design constraints
- Convergence of Multimedia, communication, and Computing in the home and office
- Wired homes
- Convergence of wireless communication, miniturization of increased computing power
- Recognized need for more front-end effort
- Increased use of modeling during interface concept formulation phase of design
- From individual machines to distributed computing via timesharing to PCs to client-server to client-server-internet
Servers as intermediate processors between tailored clients and web-based data sources
- Expansion of ubiquitous computing
- Continued impact of Moore's Law
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