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Chapter 4 (HCI)

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0% found this document useful (0 votes)
4 views

Chapter 4 (HCI)

Uploaded by

winwahwahlwin44
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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chapter 4

Paradigms

1
Introduction
• Paradigm refer to core design philosophy,
theory, or concept that guides how
interactions should happen.
• Each paradigm shows a way for users and
computers to work together.

2
Introduction (Cont’d)

• Example:
– Old Paradigm: Traditional desktop
computers with physical keyboards and
mice.
– New Paradigm: Touchscreen tablets and
smartphones where users interact by
tapping and swiping.
• One of the most significant paradigm shifts in
HCI occurred with the transition from
command-line interfaces (CLI) to graphical
user interfaces (GUI).
3
why study paradigms
• Understanding Evolution: It tracks the development
and changes in HCI over time.e.g. Early Mobile
Phones (Old Paradigm), Smartphones (New
Paradigm).
• Improving Design: It helps in creating more effective
and user-friendly interfaces.
• Enhancing User Experience: It works to make using
computers simpler and more comfortable for people.
• Solving Problems: It addresses and finds solutions to
challenges faced in HCI.
• Increasing Efficiency: It helps make systems and
interactions more efficient and effective.

4
Paradigm vs Interface Style
• Paradigm: Refers to the overall approach or
philosophy that guides the way users interact
with a system.
• Example: Command-based Paradigm: It defines
the method or model of interaction (text input
as commands).
• Interface Style: It's the actual implementation
of the interaction.
• Example: Command Line Interface (CLI): A
text-based interface where users type
commands.

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PARADIGMS FOR INTERACTION

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The initial paradigm (Batch
processing or Impersonal computing)
• Users submit tasks in groups (batch), and the
system processes them one by one without
immediate feedback.
• Users wait for all tasks to finish before getting
results.

7
Time sharing
• Time-sharing, allowing multiple users on a single
computer at the same time by dividing its time
into small, time-sliced segments.

• The computer quickly switches between users, so


it seems like everyone is using it simultaneously.

• Marked the start of true human-computer


interaction.

8
Video display units
• Researchers explored using VDUs (monitors) to
present and manipulate information, aiming to
provide a better alternative to paper for displaying
large data.
• VDUs give real-time visual feedback, allowing
users to see and interact with data, applications,
and system interfaces.

9
Programming toolkits
• A design approach that provides developers with
tools or libraries to build applications more
efficiently.
• These toolkits offer structures and graphical
elements (like buttons and text boxes) for
creating user-friendly interfaces.
• Developers still need programming skills, and
building interfaces often requires coding and
design work.

10
Personal computing
• This paradigm emphasizes the interaction between
a single user and a computer system, typically
through a graphical user interface (GUI) and input
devices like a keyboard and mouse. T
• he GUI focuses on creating user-friendly, easy-to-
use interfaces that don’t require deep technical
knowledge.
• Users have full control over their personal
computer’s environment, including software
installation, customization, and data management.

11
Window systems and the
WIMP interface
• Personal computing focused on single users,
who interact with computers to complete
tasks.
• Early PCs required a linear sequence of tasks,
not aligning with human multitasking.
• Computers needed to support topic switching
and manage multiple tasks.

12
Window systems and the
WIMP interface (Cont’d)
• It includes the following:
– Windows: Enabled multiple, resizable, and
movable windows for multitasking and visual
task organization.
– Icons: Offered visual representations of files
and commands for easier understanding and
access.
– Menus: Provided hierarchical lists of
commands and options for structured,
context-sensitive task selection.
– Pointers: Used graphical pointers (controlled
by a mouse or touchpad) for intuitive
interaction with on-screen elements.
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Metaphor
• A metaphor is using a name or term to describe
something in a way that makes it easier to understand.
• Metaphors are effective in teaching new concepts by
connecting them to pre-existing knowledge.
• Example: Desktop Metaphor:
– The screen acts like a real desk.
– Users interact with icons, which represent files and
folders.
– This design simplifies computer use by copying a real
desk setup.

14
Metaphor (Cont’d)
• The desktop metaphor has been successful
because it's familiar.
• It acts tasks like file management on an office
desk, typing for word processing, and using
spreadsheets for financial analysis.

15
Direct manipulation
• Direct manipulation involves using visible objects with
quick feedback and the ability to undo actions.
• Users can directly interact with graphical objects on the
screen using devices like a mouse, instead of using
complex commands.
• Features of a direct manipulation interface:
– visibility of objects of interest
– Actions happen in steps with fast feedback
– reversibility of all actions, encouraging exploration
– All actions are valid operations
– Complex commands are replaced by direct actions
on visible objects

16
Language versus Action
• Language
– Users interact with computers by giving
commands or queries using a formal language,
like a programming language or command-line
interface.
• Action
– Users interact with computers by directly
controlling objects. Examples include graphical
user interfaces (GUI) with drag-and-drop
features.
• programming by example is both action and
language

17
Language Paradigm
• The language paradigm treats user-computer
interactions like a conversation between two
people.
• It uses familiar language to make interactions
easier.
• Interfaces in this paradigm often allow users to
communicate with the computer using everyday
language, not specific commands.
• The goal is to make computer systems more
intuitive and user-friendly.

18
Action Paradigm
• This approach focuses on direct control and action-
based interactions with the computer.
• Users can click, drag, and drop to control the
system.
• Interfaces, like GUIs, include buttons, menus, and
sliders.
• The goal is to make interactions more efficient and
responsive by allowing users to directly manipulate
objects.

19
Multimodality
• This approach uses multiple ways for users to
interact with computers, like speech, touch, and
movement.
• The goal is to offer more flexible and natural
interactions.
• Humans use different ways to communicate at
once. Multi-modal systems act this by
combining various input and output methods.
• For example, using gestures and spoken
instructions together to change actions.

20
Ubiquitous Computing
• It integrates technology into everyday objects
and environments, making computing available
anytime, anywhere.
• It aims for seamless interactions between users
and technology, blending the digital and physical
worlds.
• It uses technologies like wireless networks, voice
systems, and sensors. An example is a smart
home system with sensors.

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