Search This Blog

Monday, February 21, 2011

Book Reading #17 - HCI Remixed

Chapter 6: A Creative Programming Environment
Summary
In this chapter, the author Henry Leiberman addresses the paper - “Pygmalion: A Creative Programming Environment”. He talks about the creator of the icon based user interface. This person worked at the Xerox corporation. He set the trends for our interaction with computers using icons and drag-n-drop.. Icons are the way we interact with computers today. The idea was later incorporated in Macintosh.

Discussion
The author appreciates Smith's work. No one thought back then that it would be a big thing. I personally think that the idea of using icons was brilliant and it deserves much more credit than Smith received for his revolutionary work.

Chapter 7: Fundamentals in HCI: Learning the Value of Consistency and User Models
Summary:
In this chapter, Sara Bly talks about the Red Book used by the Xerox Corporation. The Red Book instructed the design process and set the design standards at Xerox. It was primarily divided into two parts - document creation and document management. The author mentions that the Red Book is important because it focussed on the interface design. The Red book laid importance on consistency of design. Lastly, she mentions that the Red Book offered a conceptual model.

Discussion:
I thought this chapter was very interesting. I look at the Red Book as the book to success that Xerox Corporation used wisely. It had the secret ingredients to the right design. This was probably why Xerox was a big thing back then and everybody in the field of computing wanted to work for Xerox research.

Chapter 9: The Disappearing Computer
Summary:
In this chapter, Streitz talks about "disappearing of the computer" by which he implies incorporation of technology in our everyday lives to such an extent that we stop realizing that we are using technology anymore. Technology will become so commonplace that there will be nothing special about it.

Discussion:
I think Streitz indeed saw the future. Today, we use technology for everything we do. Everyone carries a cellphone that is as powerful as a decade old computer. Laptops and tablets have become commonplace. Cars, kitchens and garages have computers. Thus, we can see that his metaphor has turned out to be true.

Chapter 10: It Really Is All About Location!
Summary:
The author of the essay Anind Dey talks about a paper titled "The Active Badge Location System". This paper talked about a system in which people could wear badges that helped other people in locating them and which later was used to increase work efficiency. Today, location based services, maps and other software based on GPS have a big market. The paper talks about the importance of such services.

Discussion:
The motive of describing the Active Badge Location System was to describe the origins of location based services. Today, location based services are indeed a huge business. People use Google maps for getting directions instead of traditional maps. GPS technology is used for tracking pets and every car has a built in navigation system.

Chapter 46: The Essential Role of Mental Models in HCI: Card, Moran, and Newell
Summary:
In this essay, the author Kate Ehrlich talks about the book - The psychology of Human-Computer interaction and the influence it had on her. The book describes how people form mental models about computers. She goes on to explain how these mental models helped the developers to develop and design new systems.

Discussion:
I think it was interesting to read about the difference in the thought process of common users, psychologists and computer programmers. Somethings that the programmers find obvious might not be very self intuitive for the end user. It's important to keep this notion is in mind while developing software systems and other technology related products.

Chapter 47: A Most Fitting Law
Summary:
In this essay, Olson mentions mathematical formula that can be used in the field if Human Computer Interaction, especially in designing user interfaces. In general, the area has no mathematical rules. It is driven by aesthetics, user reactions and to some extent human psychology. The mathematical law he mentions is the Fitt's law MT=a+b lg(2A/W) where MT=movement time, and b are constants, A is the distance of the movement and W is the width of the target.

Discussion:
I thought that the mathematical formula did make sense. However, any interface designer would consider the inconvenience the user might have if two buttons having similar functions or some connection (undo and redo, back and forward) are placed very far from each other, say on the opposite sides of the screen. Fitt proved this point mathematically.

No comments:

Post a Comment