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1.3  What is interaction design?  7

                        diversity of  other  practitioners becoming involved, including graphic designers,
                        artists, animators, photographers, film experts, and  product designers. Below we
                        outline a brief history of interaction design.
                            In the early days, engineers designed hardware systems for engineers to use.
                        The computer interface was relatively straightforward, comprising various switch
                        panels and dials that controlled a set of  internal registers. With the advent of moni-
                        tors (then referred to as visual display units or VDUs) and personal workstations in
                        the late '70s  and early '80s, interface design came into being (Grudin, 1990). The
                        new concept of the user interface presented many challenges:
                            Terror. You have to confront the documentation. You have to learn a new language. Did
                            you ever use the word 'interface' before you started using the computer?
                                                               -Advertising executive Arthur Einstein (1990)
                            One of the biggest challenges at that time was to develop computers that could
                        be accessible and usable by other people, besides engineers, to support tasks in-
                        volving human cognition (e.g., doing sums, writing documents, managing accounts,
                        drawing plans). To make this possible, computer scientists and psychologists be-
                        came involved in designing user interfaces. Computer scientists and software engi-
                        neers developed high-level programming languages (e.g., BASIC, Prolog), system
                        architectures, software design methods, and command-based languages to help in
                        such  tasks, while  psychologists  provided  information  about  human  capabilities
                        (e.g., memory, decision making).
                            The scope afforded by the interactive computing technology of that time (i.e.,
                        the combined  use  of  visual displays and  interactive  keyboards)  brought  about
                        many new  challenges. Research  into and  development  of  graphical user inter-
                        faces (GUI for short, pronounced "goo-ee") for office-based systems took off in
                        a big way. There was much research into the design of  widgets (e.g., menus, win-
                        dows, palettes, icons) in terms of  how best  to structure and  present  them in  a
                        GUI.
                            In the mid  '80s,  the next wave of computing technologies-including speech
                        recognition, multimedia, information visualization, and virtual reality-presented
                        even more opportunities for designing applications to support even more people.
                        Education and training were two areas that received much attention. Interactive
                        learning environments, educational software, and training simulators were some of
                        the main outcomes. To build these new kinds of  interactive systems, however, re-
                        quired a different kind of  expertise from that of psychologists and computer pro-
                        grammers. Educational technologists, developmental psychologists, and  training
                        experts joined in the enterprise.
                            As further waves of technological development surfaced in the '90s-network-
                        ing, mobile computing, and infrared sensing-the creation of a diversity of applica-
                        tions for all  people became a  real possibility. All  aspects of  a person's  life-at
                        home, on the move, at school, at leisure as well as at work, alone, with family or
                        friends-began to be seen as areas that could be enhanced and extended by design-
                        ing and integrating various arrangements of computer technologies. New ways of
                        learning, communicating, working, discovering, and living were envisioned.
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