3. Punched Cards (1950)
• According to IBM punched card became the
basic I/O methodology for computers.
• 18th century used for textile looms.
• 19th century used for enter data in to tabulate
machine.
.
4. Light Pen (1951)
• A device that senses the change of the
brightness of the screen.
• Whirlwind was the first computer, which used
this revolutionary new device
.
5. Command Line Interface
• Teletype keyboard help to input the command
through the command line.
• Later cathode ray tube use to display the
commands.
6. Computer Mouse (1963)
• First mouse was developed in 1963. Only one
button with wooden block.
• 1972 mouse developed with two roller wheals
with metal balls.
• 1980 made the special mouse pads and utilize
sensors to detect light and dark.
7. Before 1960
• There was no focus on HCI
• Focus was on computations rather than
presenting it attractively.
• Graphical and gestural user interfaces
(Sutherland 1963),
• Synchronous collaboration through direct
pointing and shared windows (Engelbart and
English 1968)
9. Multi touch (1984)
• First transparent multi touch screen overlay was
build on 1984.
• Surface of voltage applied across it and touch
sensors laid above the CRT display
10. Factors led to HCI development after 1980s
1. Prototyping and Iterative Development
2. Software Psychology and Human Factors
3. New User Interface Software
4. Models, Theories, and Frameworks
13. Methodologies of HCI Design
• Activity Theory
• User Centered Design
• Principles of UI design
• Value sensitive design (VSD)
14. Responsive Web designs
• Responsive web design (RWD) is an approach to
web design aimed at crafting sites to provide an
optimal viewing experience—easy reading and
navigation with a minimum of resizing, panning,
and scrolling—across a wide range of devices
15. Gesture Recognition
• Gesture recognition involves determining the
movement of a user’s fingers, hands, arms, head or
body in three dimensions through the use of a
camera; or via a device with embedded sensors that
may be worn, held or body-mounted.
• The primary application for gestural interfaces at
present is in the gaming and home
• entertainment market.
• potential of hands-free control of devices
• Ability for several people to interact with large
datasets.
16. Kinect Technology
• Kinect is a line of motion sensing input devices
by Microsoft
• Came with Xbox 360 and Xbox One video game
consoles and Windows PCs.
• Based around a webcam-style add-on peripheral,
it enables users to control and interact with their
console/computer without the need for a game
controller, through a natural user interface using
gestures and spoken commands
17. Multi touch Devices
• Provides a realistic User Experience
• Became popular with handheld devices
• Still have some drawbacks when adopting for
critical systems.
18. Intelligent Personal Assistants
• Siri by Apple Inc.
• Cortana by Microsoft
• Speech recognition
• Natural language processing
• Knowledge management
20. Virtual Reality
• Virtual Reality sometimes referred to as
immersive multimedia, is a computer-simulated
environment that can simulate physical presence
in places in the real world or imagined worlds.
Virtual reality can recreate sensory experiences,
which include virtual taste, sight, smell, sound &
touch
21. Devices Used in a VR system
• Head Mounted Displays
• Head Trackers
• Motion Trackers
• Data Gloves
• 3D Controllers
• Haptic Devices
• Stereoscopic 3D Displays
• VR Domes.
22. Advantages of VR
• Real life simulations
• Cost effective
• Safe environments
• More practical than a theoretical lesson
• Real life situations
25. Augmented Reality
• Augmented reality (AR) is a live direct or indirect
view of a physical, real-world environment whose
elements are augmented (or supplemented) by
computer-generated sensory input such as
sound, video, graphics or GPS data.
26. Advantages of AR
• Mobility
• Wear ability
• Hands free
• Multi model (google Glass)
Xerox star 8010 was the first commercial computer system with GUI and Mouse.
Till 1970s computers only for technicians
User interface is not the only user experience
The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.Software and hardware must be matched, so that the processing of the user input is fast enough, the latency of the computer output is not disruptive to the workflow.
Social networks – Facebook/twitter
Wide range of mobile devices