HCI History
HCI History
Lecture Notes: A History of Human-Computer Interaction (HCI)
Based on the lecture by [Professorâs Name], covering the evolution of HCI from mechanical computers to modern technologies.
Introduction
The lecture provides an overview of the nearly 100-year history of human-computer interaction (HCI), exploring how past innovations have shaped modern computing. The goals are to:
- Inform about the historical development of computing technologies.
- Understand how technological ideas emerged and influenced todayâs computing landscape.
- Recognize that many contemporary technologies originated in research labs over 50 years ago.
Early Computing
Mechanical Computers
Differential Analyzer at MIT (1930)
- Description: A mechanical computer occupying an entire room, used to solve differential equations faster than manual calculations.
- Programming: Required manual setup and programming through physical configurations.
- Relation to HCI:
- Enabled real-time interaction with computational processes.
- Operators could observe and adjust computations in real-time.
- Introduced physical controls supporting direct manipulation.
- Established a feedback loop between operator and machine.
Impact of World War II
- Technological Acceleration: WWII significantly accelerated advancements in technology and computing.
- Key Areas:
- Codebreaking: Efforts like deciphering the German Enigma machine.
- Artillery Tables: Computing trajectories for military applications.
- Scientific Computing: The Manhattan Project required complex calculations for nuclear research.
Transition to Electronic Computers
- ENIAC and Colossus:
- Marked the shift from mechanical to electronic computing using vacuum tubes.
- ENIAC: First Turing-complete digital computer, programmed manually by plugging cables.
- Programming Interface:
- Required extensive manual configuration.
- Programming involved plugging in cables and rewiring, a form of early HCI.
- Needed six human operators per machine.
Intelligence Augmentation vs. Artificial Intelligence
Two Camps in Computing Philosophy
- Intelligence Augmentation (IA)
- Concept: Computers as tools to augment human capabilities.
- Analogy: Just like tools (shovels, calculators) enhance physical abilities, computers enhance cognitive abilities.
- Goal: Empower users to be stronger, faster, and more efficient in tasks like calculation and memory.
- Artificial Intelligence (AI)
- Concept: Computers should emulate or replicate human intelligence.
- Goal: Create machines that can perform tasks requiring human-like understanding and eventually operate autonomously.
Pioneers
- J.C.R. Licklider
- Work: âMan-Computer Symbiosisâ
- Contribution: Advocated for IA, emphasizing collaborative interaction between humans and computers.
- Legacy: Laid groundwork for modern HCI, focusing on enhancing human intellect.
- John McCarthy
- Contribution: Coined the term âArtificial Intelligenceâ at the 1956 Dartmouth Conference.
- Goal: Develop computers that can simulate human reasoning and potentially replace human intelligence in tasks.
Ongoing Division and Merging
- The IA and AI camps have historically developed in parallel, with occasional convergence.
- IA Focus: Keeping humans in the loop, designing interfaces that support human users.
- AI Focus: Creating systems that can operate independently of human intervention.
- Recent advancements are bridging the gap, integrating AI into HCI to create more intelligent interfaces.
Timeline of Computing and HCI
From Batch to Interactive Computing
Invention of the Transistor (1947)
- Significance: Transition from bulky vacuum tubes to compact, reliable transistors.
- Impact:
- Miniaturization of computers.
- Increased computational power.
- Enabled development of personal computing devices.
TX-2 at MIT Lincoln Labs (1958)
- First Computer Designed for Interactive Use:
- Allowed users to interact in real-time.
- Supported multiple users through time-sharing.
- Innovations:
- Large memory capacity for its time (64K words).
- Complex graphics capabilities.
- Input devices like the light pen.
PDP-1 by Digital Equipment Corporation (1959)
- Affordable Interactive Computing:
- Priced at $120,000, cheaper than other computers of the era.
- Size of two refrigerators, making it more accessible.
- Impact on Culture:
- Fostered the hacker culture.
- Allowed for experimentation and hands-on learning.
- Programming Interface:
- Initially used punched paper cards.
- Programming was physical, with each card representing a line of code.
Spacewar! (1962)
- First Digital Game:
- Developed on the PDP-1.
- Real-time graphical gameplay with two-player support.
- Significance:
- Demonstrated computers could be used for entertainment.
- Showcased the potential of interactive graphics.
Sketchpad by Ivan Sutherland (1962)
- First Graphical User Interface (GUI):
- Used a light pen to draw directly on the display.
- Introduced concepts like direct manipulation, graphical constraints, and object-oriented programming.
- Impact on HCI:
- Pioneered interactive computer graphics.
- Influenced future CAD systems and GUIs.
âThe Mother of All Demosâ by Doug Engelbart (1968)
- Groundbreaking Demonstration:
- Introduced the computer mouse.
- Showcased hypertext, video conferencing, collaborative editing, and windows.
- Key Innovations:
- By-Manual Interaction: Using both keyboard and mouse simultaneously.
- Real-Time Collaboration: Multiple users editing documents together.
- Hypertext Navigation: Linking between documents.
- Legacy:
- Set the foundation for modern interactive computing and collaborative tools.
Sword of Damocles by Ivan Sutherland (1968)
- First Virtual Reality (VR) Prototype:
- Head-mounted display providing a rudimentary VR experience.
- Features:
- Real-time head tracking.
- Wireframe graphics overlaying the real world.
- Significance:
- Marked the beginning of VR and augmented reality (AR) research.
From Specialized to Personal Computing
Alan Kayâs Dynabook Vision
- Concept: A personal, portable computer accessible to everyone, including children.
- Features:
- Tablet-like form factor with a graphical interface.
- Emphasized computing as a medium for creativity and learning.
- Impact:
- Influenced the development of laptops and tablets.
- Advocated for user-friendly interfaces.
Xerox Alto (1973)
- First Modern GUI Computer:
- Developed at Xerox PARC.
- Innovations:
- Bitmap Display: For rendering graphics and text.
- Overlapping Windows: Allowing multitasking.
- Mouse-Driven Interface: Simplifying user interaction.
- Ethernet Networking: Connecting computers in a network.
- Programming:
- Used Smalltalk, an object-oriented programming language supporting live coding.
Xerox PARC Innovations
- Key Contributions:
- Personal Computer: Shift from shared machines to individual ownership.
- Graphical User Interface: Making computers more accessible.
- Laser Printing: High-quality document production.
- Networking Protocols: Foundations for modern networks.
1977 Trinity of Home Computers
- Commodore PET
- All-in-One Design: Integrated monitor, keyboard, and storage.
- Apple II
- Color Graphics: Enhanced visual capabilities.
- Expandable Architecture: Allowed hardware upgrades.
- TRS-80 Model I
- Mass Distribution: Sold through RadioShack stores, increasing accessibility.
- Significance:
- First mass-market personal computers under $1,000.
- Transitioned computing from hobbyist kits to consumer products.
- Sold over 100,000 units each, establishing a consumer market.
VisiCalc (1979)
- First Electronic Spreadsheet Program:
- Ran on the Apple II.
- Features:
- Visible calculations with automatic updates.
- Ability to copy formulas across cells.
- Cell grid interface with direct manipulation.
- Impact:
- Became a âkiller appâ driving computer sales.
- Demonstrated practical business applications for personal computers.
Xerox Star (1981)
- Introduction of the WIMP Paradigm:
- Windows, Icons, Menus, Pointer.
- Features:
- Complete desktop metaphor.
- Consistent interface design across applications.
- Mouse-driven interactions.
- Challenges:
- High cost ($16,000+), leading to commercial failure.
- Legacy:
- Influenced future GUI development in personal computing.
From Desktop to Ubiquitous Computing
Mark Weiserâs Vision of Ubiquitous Computing
- Concept: Integrating computers seamlessly into everyday life.
- Three Scales of Devices:
- Tabs: Wearable devices.
- Pads: Tablet-sized portable computers.
- Boards: Wall-sized interactive displays.
- Principles:
- Computers should blend into the environment.
- Technology should enhance life without being intrusive.
- Impact:
- Paved the way for the Internet of Things (IoT).
- Influenced the development of pervasive and ambient computing.
1990s to Present
World Wide Web (1990)
- Created by: Sir Tim Berners-Lee at CERN.
- Components:
- HTML: Standard markup language for documents.
- URLs: Uniform Resource Locators for addressing.
- HTTP: Protocol for transferring web pages.
- Web Browser: Interface for accessing the web.
- Significance:
- Globalized information sharing.
- Democratized access to information.
3D Graphics Revolution
- 3Dfx Voodoo Graphics Card:
- Enabled hardware-accelerated 3D rendering on personal computers.
- Impact on Gaming:
- Improved visual fidelity and performance.
- Set the standard for future graphics development.
Web 2.0 and Social Media
- Transition to Participatory Media:
- Users became content creators, not just consumers.
- Platforms:
- Wikipedia: Collaborative knowledge base.
- Social Networks: Facebook, Twitter, enabling global connectivity.
- YouTube: User-generated video content.
- Impact:
- Changed the dynamics of information dissemination.
- Emphasized user engagement and interaction.
Mobile Computing
iPhone (2007)
- Revolutionized Smartphones:
- Combined a phone, iPod, and internet communicator.
- Features:
- Multi-Touch Interface: Direct manipulation using fingers.
- Full Web Browsing: Access to the entire internet.
- Sensor Integration: Accelerometer and GPS capabilities.
- Impact:
- Shifted computing towards mobile platforms.
- Sparked the development of app ecosystems.
iPad (2010)
- Bridged Gap Between Smartphones and Laptops:
- Larger screen for enhanced media consumption.
- Features:
- Instant-On Computing: Immediate usability.
- Long Battery Life: All-day usage.
- Touch Interface: No keyboard or stylus required.
- Legacy:
- Popularized tablets as a mainstream device.
- Influenced content creation and consumption habits.
Voice Assistants
- Siri (2011), Alexa (2014), Google Assistant:
- Brought voice interaction to consumer devices.
- Features:
- Natural language understanding.
- Integration with smart home devices.
- Challenges:
- Discoverability of features.
- Providing meaningful feedback.
- Impact on HCI:
- Opened new interaction modalities.
- Highlighted the need for conversational interface design.
Virtual and Augmented Reality Resurgence
Oculus Rift (2012)
- Consumer-Level VR Headset:
- Kickstarter project that reignited interest in VR.
- Features:
- High-resolution displays.
- Low-latency head tracking.
- Impact:
- Expanded VR applications beyond gaming.
- Led to increased investment in VR technologies.
Augmented Reality Developments
- Google Glass (2013):
- Early AR eyewear for overlaying information onto the real world.
- Microsoft HoloLens (2016):
- Mixed reality headset combining AR and VR elements.
- Pokémon Go (2016):
- Popularized AR gaming on smartphones.
- Apple Vision Pro (Announced 2023):
- Signals a push towards mainstream AR adoption.
- Challenges:
- Technical limitations like motion sickness.
- Social acceptance and ergonomic design.
Human-Centered AI
- Integration of AI in HCI:
- Focus on keeping humans in control of AI technologies.
- Applications:
- Intelligent interfaces that adapt to user needs.
- Collaborative systems where AI augments human decision-making.
- Importance:
- Addresses ethical considerations.
- Enhances usability and user experience.
Conclusion
Future Directions
- Spatial Computing:
- Merging physical and digital worlds.
- Use of AR glasses for everyday tasks.
- Continued Evolution of HCI:
- Emphasis on seamless interaction across devices.
- Development of more natural and intuitive interfaces.
Jonathan Grudinâs Paper
- âThe Computer Reaches Out: The Historical Continuity of Interface Designâ:
- Discusses the evolution of the user in computing.
- Identifies five stages of interface development:
- Batch Processing
- Interactive Computing
- Personal Computing
- Graphical User Interfaces
- Computer-Supported Cooperative Work
- Assignment:
- Reflect on current trends to propose a sixth or seventh stage in HCI evolution.
- Consider factors like AI integration, ubiquitous computing, and new interaction paradigms.
This post is licensed under CC BY 4.0 by the author.