Interaction Devices Chandra Kelley Sandeep Parwaga Human Interaction Devices The study of interaction between people (users) and computers Often regarded as the intersection of computer science, behavioral sciences and design and other fields of study Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, and human performance are relevant. History 1943 John Mauchly and Presper Eckert -- ENIAC, the world’s first all electronic numerical integrator and computer 1945 Vanevar Bush – Memex, a memory expander, conceiving Hypertext and the World Wide Web, envisioned as microfilm but computer. 1960 J.R. Licklider – postulated “Man-Computer Symbiosis“, which revolutionized human and machines interaction and information handling, the goals and visions 1962 Douglas Engelbart – Word processor, which features automatic word wrap, search, replace, macros, scrolling, move, copy and delete. 1963 Ivan Sutherland – Sketchpad, a graphic system which had a sophisticated drawing package and introduced many ideas in today’s interfaces. 1965 Ted Nelson – coined term of “hypertext” 1966-1967 William Newman – Reaction handler, the first widget which provided direct manipulation of graphics, and introduced light handles 1968 Douglas Engelbart – Augment/NLS, an on line system, a hypermedia document system, featured tiled windows, mouse, chord keyboard and command line interface. He provoded a conceptual framework for Augmenting Human Intellect History (con’t) 1968 MIT Lincoln Labs—AMBGIT, an iconic representation, dynamic menus and used pointing device 1969 Alan Kay – FLEX, an early object orientated language, “Dynabook“ a vision and cardboard prototype of a notebook computer. 1969 – 1980 Nicholas Negroponte – MIT machine architecture had many innovative inventions 1973 Xerox PARC – Alto, the first personal workstation, base on raster dispaly 1974 Ted Nelson -- “Computer Lib/Dream Machines“, described what comuters can do for people instead of business 1974 Charls Simonyi and Butler Lampson – Bravo, document editing system for the Alto, Larry Tessler – BravoX, WYSIWIG text-editor 1975 David Canfield – Pygmalion, A Computer Program to model and stimulate creative thought, which coined the term “ icons” 1975 Ed Roberts/MITS -- ALTAIR 8800, an electronics article that showed people how to build a computer for under $400 1977 Alan Key – Dynabook, a handheld computer helper which direct manipulates interfaces. Ideas: 1981 Xerox – Star, the first commercial PC designed for “business professionals“ as an office automation system which had overlapping windows, the revolutionary aspects 1981 IBM – PC, assembed by stadard components, low cost, command interface and MS-DOS OS. 1982 Ben Shneiderman -- describes graphically-based interaction, visibility of objects, incremental action and rapid feedback, which coined the term “direct manipulation”. 1983 Apple – Lisa, text based system, redesign as graphical system similar to Xerox Star but more personal than office tool. commercial was a failure because of expensive. 1984 Apple/Steve Jobs – Macintosh, the first commercial graphics destop microcomputer based on Alto and Star, old ideas but well done. With aggressive princing, it was successful commercially. 1987 Microsoft – Windows, a Mac imitation with some improvements: collaborative, iterative and multi-disciplinary. Types of Interaction Devices Mouse Video Games Cell Phones Keyboards Voice Recognition Microphones Others Development of the Mouse The Mouse: The mouse was developed at Stanford Research Laboratory (now SRI) in 1965 as part of the NLS project (funding from ARPA, NASA, and Rome ADC) to be a cheap replacement for light-pens, which had been used at least since 1954 Many of the current uses of the mouse were demonstrated by Doug Engelbart as part of NLS in a movie created in 1968. The mouse was then made famous as a practical input device by Xerox PARC in the 1970's. It first appeared commercially as part of the Xerox Star (1981), the Three Rivers Computer Company's PERQ (1981), the Apple Lisa (1982), and Apple Macintosh (1984). Mouse (con’t) Unlike the modern mouse, which uses either a ball or light to move the pointer in any direction, Douglas Engelbart’s mouse had two wheels perpendicular to each-other, meaning that the mouse was limited to a single movement along an axis. Video Games A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. The NPD Group(formerly National Purchase Diary) tracks computer and video game sales in the United States. It reported that: Console and portable software sales: $6.2 billion, up 8% from 2003 Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 PC game sales: $1.1 billion, down 15% from 2006 Video Games (con’t) www.xtimeline.com/timeline/TheHistory-of-Video-Games Cell phones Cell phones may be new devices, but they originated in the 1920’s. Radios were used since 1921. Features were put into these radios in the 1940’s, and they were used by police. The concept of the cellular phone was developed in 1947 which originated from the mobile car phone. The concept of the cellular phone was produced by Bell Laboratories. The first actual cell phone was made in 1973 by Martin Cooper of Motorola and other assisting inventors who used the idea of the car phone and applied the technology necessary to make a portable cell phone possible. Cell phones were first made available to the public in 1984. Back then, they were very large, expensive instruments. Cell phones (con’t) A mobile phone or mobile (also called cell phone and hand phone, as well as cell phone, cellular phone, cell, wireless phone, cellular telephone, mobile telephone or cell telephone) is a long-range, electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites. Services and accessories such as SMS for text messaging, email, packet switching for access to the Internet, gaming, Bluetooth, infrared, camera with video recorder and MMS for sending and receiving photos and video, MP3 player, radio and GPS. In 2008 there were 4,100 million mobile cellular subscriptions in the world. Evolution of Cell phones Future Interaction Devices Future Interaction Devices (con’t) References http://www.cs.cmu.edu/~amulet/papers/uihistory.tr.html http://en.wikipedia.org/wiki/Mouse_(computing) http://en.wikipedia.org/wiki/Mobile_phone http://www.xtimeline.com/timeline/The-History-of-VideoGames