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Human Memory Thinking Emotion
Human Memory Thinking Emotion
Human Memory Thinking Emotion
Image: http://toastytech.com/guis/altosystem.jpg
1970s – Researchers at Xerox Palo Alto Research Center (many from SRI)
develop WIMP paradigm (Windows, Icons, Menus, Pointers)1973 – Xerox
Alto: commercial failure due to expense, poor user interface, and lack of
programs.
Image: http://toastytech.com/guis/star.html
1981 – Xerox Star: focus on WYSIWYG. Commercial failure (25K sold) due to
expense ($16K each), performance (minutes to save a file, couple of hours to
recover from crash), and poor marketing
1980s – Text user interfaces (TUIs), retronym coined after GUIs 1983.
Image: http://toastytech.com/guis/macos1.html
1984 – Apple Macintosh popularizes the GUI. Super Bowl commercial shown
once, most expensive ever made at that time. Cannot minimize a window.
History of GUI-contd
Image: http://en.wikipedia.org/wiki/File:X-Window-System.png
1984 – MIT’s X Window System: hardware-independent platform and
networking protocol for developing GUIs on UNIX-like systems
1985 – Microsoft and IBM start work on OS/2 meant to eventually replace
MS-DOS and Windows
1986 – Apple threatens to sue Digital Research because their GUI desktop
looked too much like Apple’s Mac. Digital Research cripples their desktop so
Apple won’t sue
Image: http://en.wikipedia.org/wiki/File:Windows_2.0.png
1987 – Windows 2.0 – Overlapping and resizable windows, keyboard and
mouse enhancements
History of GUI-contd
1988 – OS/2 1.10 Standard Edition (SE) has GUI written by Microsoft, looks a
lot like Windows 2
“I believe OS/2 is destined to be the most important operating system, and
possibly program, of all time.” – Bill Gates (1987)Exit drop-down. No OK
buttons on dialog boxes. 2 years later MS and IBM would have a falling out.
1988 – Apple sues Microsoft claiming Windows 2. 1988 – Apple sues
Microsoft claiming Windows 2.0 violates Apple's copyrights on the "visual
displays" of the Macintosh. Microsoft countersues and eventually wins in
19931989 – Xerox sues Apple for violating copyrights used in Lisa and
Macintosh, but judge dismisses lawsuit without any action
1990 – Windows 3.0: Access to 16 MB. Microsoft and IBM split ways on OS/2
Image: http://en.wikipedia.org/wiki/File:Windows_3.11_workspace.png
1992 – Windows 3.1 – Widely popular DOS shell: TrueType fonts, multimedia,
standardized common dialog boxes
History of GUI-contd
1993 – Windows NT – MS’s first 32 bit OS, no longer a shell over MS-DOS HTML
forms incorporate radio buttons, check boxes, drop-down lists, etc.“We have
always been shameless about stealing good ideas.” - Steve Jobs in Triumph of
the Nerds (1996)
1995 – Windows 95: Revamps Win 3.1 interface, introduces task bar and Start
button 1998 – Windows 98: Integration with Web, IE is bundled with OS
(controversy) 2001 – Windows XP – Product activation, GUI enhancements,
support for 64-bit processors Image:
http://theoligarch.com/microsoft_vs_apple_history.html
2001 – Apple revamps GUI with MacOS X (BSD Unix core)Dock holds icons for
commonly used apps and minimized apps. Minimizing windows is a first for Mac.
Adds lots of “eye candy” which provides little technical advantage, but users like
it.
Human being –The central character in
HCI
In 1983 Card, Moran and Newell described the model human processor. A
view of human processing involved in interacting with human systems.
It has three subsystems
Perceptual system
Handling sensory stimulus from the outside world
Motor system (that controls actions and the cognitive systems that connect the
two)
A model of the structure of memory
Sensory
memory
Attention
Short term
memory
Rehearsal
Long term
memory
Human memory
It stores
Factual information
Experiential knowledge
Procedural rules of behavior
It has huge storage capacity
It has slow access time (1/10th of a second)
Forgetting takes long time
There are two types
Episodic – represents our memory in sequential form. Responsible for remembering
events
Semantic.
Semantic network
Semantic - representation of relationships between pieces of information, and
inference. Structured is as a network. Items are associated to each other in classes, and
may inherit attributes from parent classes. This model is known as a semantic network.
Frame based representation of
knowledge
An example script
Scripts attempt to model the representation of stereotypical knowledge about
situations. Consider the following sentence:
John took his dog to the surgery. After seeing the vet, he left.
The amount learned was directly proportional to the amount of time spent learning. This is
known as the total time hypothesis.
If the practice given is distributed over a time, it is known as the distribution of practice
effect.
Theories on forgetting
Newell and Simon proposed that problem solving centers on the problem space. The
problem has an initial state and a goal state and people use the operators to move from the
former to the latter. Such problem spaces may be huge, and so heuristics are employed to
select appropriate operators to reach the goal.
A doctor is treating a malignant tumor. In order to destroy it, he needs to blast it with high-
intensity rays. However, these will also destroy the healthy tissue surrounding the tumor. If
he lessens the rays’ intensity the tumor will remain. How does he destroy the tumor? The
solution to this problem is to fire low-intensity rays from different directions converging on
the tumor. That way, the healthy tissue receives harmless low intensity rays while the
tumor receives the rays combined.
Thinking -Skill acquisition in problem
solving
Let’s gain insight into how skilled behavior works, and how skills are acquired, by
considering the difference between novice and expert behavior in given domains.
Experts can reconstruct programs more effectively than novices
Experts demonstrate a deeper understanding of the problems and group them
according to underlying conceptual similarities which may not be at all obvious from
the problem descriptions.
One model of skill acquisition is Anderson’s ACT* model. ACT* identifies three basic
levels of skill:
1. The learner uses general-purpose rules which interpret facts about a problem.
This is slow and demanding on memory access.
2. The learner develops rules specific to the task.
3. The rules are tuned to speed up performance.
Emotion
Emotion involves both physical and cognitive events. Our body responds
biologically to an external stimulus and we interpret that in some way as a
particular emotion. That biological response – known as affect – changes the way
we deal with different situations, and this has an impact on the way we
interact with computer systems.
As Donald Norman says:
Negative affect can make it harder to do even easy tasks; positive affect can
make it easier to do difficult tasks.
(D. A. Norman, Emotion and design: attractive things work better.
Interactions Magazine, ix(4): 36–42, 2002.)
Individual differences