Human-Computer Interaction 3e Dix, Finlay, Abowd, Beale

exercises  -  4. paradigms

EXERCISE 4.6 [extra - not in book]

Some of the changes in the interactive experience occur many years after the relevant technology was invented. Look at some of the trends discussed in this chapter and track the lag from technology invention to popular impact on the interactive experience.

answer available for tutors only

For example, the WIMP interface didn't gain popular appeal until the mid-1980s, more than a decade after all of the relevant technologies had been invented. Networking of computers was introduced in the early 1960s, but active use of collaborative applications, like email and chat, did not attain mass appeal until the early 1990s. Sutherlands work in the early 1960s on creating manipulable objects on a video display unit became the inspiration for graphical user interfaces (see WIMP) as well as virtual reality, which did not become an important research topic until the early 1990s and made its way into the entertainment industry in the late 1990s. Vannevar Bush's vision of the memex was a foreshadowing of a lot of the hypertext research, which began in the mid-1960s with Ted Nelson. Hypertext became a popular research topic in the mid-1980s. It was not until the advent of the simple graphical interfaces of browsers for the world wide web in the early 1990s that nonlinear-branching hypertext became an important information modelling and dissemination form.


Other exercises in this chapter

ex.4.1 (open), ex.4.2 (tut), ex.4.3 (tut), ex.4.4 (tut), ex.4.5 (open), ex.4.6 (tut), ex.4.7 (tut)

all exercises for this chapter


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