Friday, April 10, 2009

Designing Interactions: The Mouse and the Desktop

Chapter Takeaways
  • The importance of easy-to-use systems was emerging in the 1960s.
  • Key individuals were all driven and education n computer science.
  • Prototype.
  • Know how to represent and sell your vision.
  • Participatory Design over Market Research.
  • Today's obvious designs were far from obvious when created (e.g. desktop metaphor, the cursor, single-button mouse).
  • A company must continue to support its key team member's vision in order to keep them.
Why a mouse?

The mouse was the easiest to use amongst its potential rivals (pens, cursor keys joysticks, trackballs etc.)

Why a desktop?

Talked to users and found it was easy to learn and easy to use.

NLS, Alto, and Star

Star came out as a futuristic pricey machine after consumers said that would pay such a product. However, the IBM PC won out as an inferior cheaper machine. (Lesson: Listen to your customer, but do as their actions imply).

Doug Engelbart
  • Best known as the inventor of the mouse.
  • Wants to augment the human intellect.
  • Modest.
Inventing the Mouse
  • Designers built many prototype of mouse variations.
  • Tested prototypes with users without familiarity of Human Factors at the time.
The Demo that Changed the World
  • Coming out of WWII draft working in a training program for electronic technicians, was convinced that it would be possible to interact with computers and see things on a screen.
  • Wrote paper in 1962: "Augmenting the Human Intellect: A conceptual Framework" where he defined 4 areas in which human capabilities could be augmented: Artifacts, Language, Methodology and Training.
  • Fall Joint Computer Conference in 1968: changed the world by convincing the computer science community of the idea of direct manipulation of a graphical interface.
  • Doug Engelbart strove to design for people as proficient as himself, rather than those who require an easy-to-use system. His pitfall.
Stu Card
  • Probably 1st degree in HCI.
  • Joined Xerox PARC in 1974.
A Supporting Science
  • Scientist with the belief that design is where all the action is (vs pure genius or pure research).
  • Used theory to create designs.
Tim Mott
  • Created concept of "guided fantasies".
  • Studied computer science (note: all people mention so far emphasize college degrees)
Guided Fantasy
  • In 1974, asked people to sit in from off a display with nothing running and describe how they would use the hardware to edit.
The Desktop (Office) Metaphor
  • Tim drew the first 2Ddesktop metaphor on a bar napkin.
  • Others had had similar ideas but were very complex and true-to-life.
Larry Tesler
  • Passion for simple and easy-to-use.
Participatory Design
  • In 1963, talked with and observed users - became interested in usability.
The Future System Will Use Icons
  • In 1973 joined Xerox PARC and worked on the 1st modeless editor.
  • Diagrammed a perspective desk... later turned into 2d icons by Dave Smith, for his thesis.
The Five Minute Learning Curve
  • Set out to prove you could learn something in a day through a little text-editing program.
Double-click, Cut, Paste and Cursors
  • Worked with Tim Mott to think up the double-click in order to work with just a single-button mouse.
  • Larry invented the cursor to be placed between characters with the help of a hallway conversation with a developer.
Smalltalk Browser
  • Designed a browser originally meant for developers.
  • Three panes - browse before you pick. Similar to today's panes.
The Brain Drain from PARC
  • Xerox was struggling to maintain dominance in the copier market.
  • Put "office of the future" on hold.
  • Key people left toward opportunity in Silicon Valley.

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