Emily Shi – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:38:00 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 Ethnics and AI https://www.interactiondesignhistory.com/Spring2025/ethnics-and-ai/ Thu, 08 May 2025 01:15:26 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=709 I learned that design is more than just screens and buttons. Artificial intelligence is now in many products and our jobs have changed. Not only do we have to make products easy to use, we have to shape the way people think, feel and behave. This gives us a lot of power, so we have to be careful.
One of the big responsibilities is to ensure clarity in AI. AI may seem magical because it works in the background. If people don’t know what the AI is doing, they can be confused and even harmed. For example, if AI is showing people something or telling them what to do, they should know why it’s happening. We need to make this clear to users in a simple, honest way.
We also need to design it carefully so that everyone is involved. Sometimes AI isn’t for everyone – for example, it may not be able to understand certain voices, faces or languages. We should take this into account from the start, rather than trying to fix it after the fact. When we use AI to track people or advise them, we should ask if it’s really going to help them, or just make them stay longer or buy more.

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How iPod and iPhone changed our life https://www.interactiondesignhistory.com/Spring2025/how-ipod-and-iphone-changed-our-life/ Mon, 05 May 2025 05:31:07 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=664 The iPod and iPhone changed how people think about technology. Before them, most people used computers at a desk, devices were big, and they were mostly used for work or school. The iPod was small, so it let people carry music everywhere. The click wheel made it fun and easy to use. People could listen on the bus, outside, or while walking. Music became personal and mobile.

Then the iPhone came. It was not just a phone. It was also a camera, music player, map, and internet device. It had a touchscreen. People could swipe, tap, and pinch instead of pressing buttons. It felt simple and natural, and it also had the App Store. Now people could download many different tools and games. The iPhone became something people used every day.

Because of this, interaction design also changed. Designers started to think more about people, not just functions. They had to make things that are easy to understand and fun to use. Touch gestures became common. Icons replaced buttons. Apps had to work well on small screens and in different places. The goal was to make everything feel smooth and personal.

Now, technology is part of our daily lives. We use it to talk, listen, learn, and play. We carry it with us all the time. As a student studying interaction design, I see that good design should be simple and helpful. It should fit into people’s lives and make things easier without getting in the way. The iPod and iPhone helped us move from just using technology to living with it.

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Web 2.0 and how is this different than today https://www.interactiondesignhistory.com/Spring2025/web-2-0-and-how-is-this-different-than-today/ Mon, 05 May 2025 05:23:07 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=660 Web 2.0 changed how people use the Internet, it made it more social and focused on users. Before, people only read information. Now, they can also make content, such as writing blogs, sharing photos, or editing Wikipedia. Social media sites like Facebook and YouTube became popular because they let people connect, comment, like, and share in real time. Today’s web still uses these ideas, but it adds smarter and smoother ways to interact: people don’t just tap and type. They also swipe, talk, and even use their face or hands to control things. Apps like Netflix and TikTok use AI to suggest content based on what people watch. Tools like Google Docs let many people work on one document at the same time and see changes right away. The main difference is that Web 2.0 was about letting people join and take part. Now, the web tries to guess what people want before they ask. But this can bring problems, like privacy and making sure everyone can use it. As the web gets more advanced, it is important to make sure no one is left out.

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Evolution of Graphical User Interfaces https://www.interactiondesignhistory.com/Spring2025/evolution-of-graphical-user-interfaces/ Tue, 01 Apr 2025 16:37:53 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=571 Graphical user interfaces (GUIs) have changed a lot since the early days of Macintosh and Windows, but some basic ideas have stayed the same. Before, the big improvement was moving from typing commands to clicking on icons, menus, and windows. This made computers easier for people to use. Even today, we still use many of these such as dragging windows and using a mouse pointer.

 

How GUIs look and how we interact with them changed. Older designs were simple, with blocky buttons and low-quality graphics. Now, interfaces are cleaner, smoother. We also interact in new ways, like tapping on touchscreens, using voice commands, or gestures. Because of the rise of mobile devices and cloud apps, GUIs now work across phones, tablets, and computers, and that makes everything feel more connected. But sometimes, these features make things more confusing, especially for new users.

 

In the future, GUIs should focus on being simpler, smarter, and easier to use. AI could help by making interfaces more adaptive and personalized, which show us the right tools at the right time. GUIs have come a long way, but the goal should always be to make using technology feel natural and stress-free.



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Lucy Suchman’s Impact on Technology Design https://www.interactiondesignhistory.com/Spring2025/lucy-suchmans-impact-on-technology-design/ Mon, 17 Mar 2025 08:24:00 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=495 Lucy Suchman’s research changed the way we understand technology design by highlighting that real-life user interactions are often different from what designers expect. Before Suchman’s work, designers believed that if technology had clear instructions, users would simply follow them. However, Suchman showed that human behavior isn’t strictly guided by preset plans but changes based on the situation. She observed that people often adapt how they use technology depending on their surroundings, needs, and context. This insight challenged the idea that good technology just needs to have clear instructions.

Because of Suchman, designers now emphasize observing and understanding users in their natural environments, rather than making assumptions from afar. This led to a shift user-centered design, designers focus on real user behaviors and needs through methods like usability testing and prototyping. Modern technologies such as voice assistants, reflect Suchman’s ideas by being flexible, responsive, and adaptive to human behaviors.

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The Computer That Shaped Modern Computing https://www.interactiondesignhistory.com/Spring2025/the-computer-that-shaped-modern-computing/ Tue, 11 Mar 2025 03:58:14 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=415 The Xerox Star was introduced in 1981, it was the first computer that have a graphical user interface (GUI), and it used easier icons, windows, and folders instead of complicated commands. It introduced the concept of direct manipulation, which allow users to click, drag, and drop. The system also used a “What You See Is What You Get” (WYSIWYG) approach, which means documents on the screen looked the same when printed. This made computing more accessible to people who are not programmers and set the foundation for modern technology like macOS and Windows.

Although the Xerox Star was not commercially successful due to its high price, its ideas changed computing forever. It also introduced networking, email, and file sharing, showing the future of digital collaboration. Many of its concepts such as the desktop metaphor and visual interaction,are still used today in smartphones, tablets, and touchscreens. The Star proved that computers should be designed for people, not just for programmers, making technology more intuitive. Its influence is seen in everything from desktop publishing to modern UI/UX design. Even though few people used the Xerox Star, its innovations shaped the digital world we use every day.

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The Mother of All Demos https://www.interactiondesignhistory.com/Spring2025/the-mother-of-all-demos/ Mon, 03 Mar 2025 09:27:31 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=344 Douglas Engelbart’s was known as The Mother of All Demos, his 1968 demonstration reshaped the future of computing. Computers was like a complex number-crunching machines before this event, but Engelbart and his team at SRI introduced concepts such as the computer mouse, hypertext, graphical user interfaces, etc. His works was not just about improving machines, but about augmenting human intellect, making computers tools for creativity, problem-solving, and communication. The demo also marked a shift from processing to real-time interaction, and it layed the foundation for modern computing experiences like Google Docs, Zoom. Many of the features he showed such as layered windows and redo remain central to user interface design today. This demo demonstrated how innovation and teamwork can push progress, and prove computers could be interactive, user-friendly, and essential to everyday life. It’s incredible to know that so much of what we have in today’s digital world can be traced back to this event. This make Engelbart one of the most influential figures in computing history.

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Gestalt Principles & Fitts’s Law https://www.interactiondesignhistory.com/Spring2025/gestalt-principles-fittss-law/ Mon, 10 Feb 2025 22:49:27 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=281 After reading Gestalt principles, I think I can use this principle in my future interaction design. gestalt principles can help me to create a more intuitive interface, such as putting buttons and labels together so that the user can directly understand what the button does. Using this principle will improve the user experience and make the software more appealing.

Using Fitts’s Law in my future designs will make my software more accessible and efficient to use, Fitt’s Law says it’s important to design buttons that are easy to click such as the next button. Putting key elements in easy-to-click places reduces the amount of work for the user and makes my software clearer and more efficient.

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Pictography & Modern Icons https://www.interactiondesignhistory.com/Spring2025/pictography-modern-icons-2/ Tue, 04 Feb 2025 11:03:59 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=206

 

I compare the icon of sun in the weather app with the sun icon in Egyptian hieroglyphics. They both communicated light. The icon in the weather app communicate light by the line around the circle (the center of the sun), but the Egyptian hieroglyphics represent it by drawing another circle outside the center. The two icons both make sun simple and present it by a stick figure. The Egyptian hieroglyphics is a way that people communicate to each other in ancient, and the modern icon of sun are used to show temperature and time of a day.

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Lovelace & Gilbreth https://www.interactiondesignhistory.com/Spring2025/lovelace-gilbreth/ Tue, 04 Feb 2025 10:43:39 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=204 Ada Lovelace and Lillian Gilbreth are important people in the history of interaction design because they created the way humans interact with technology. Ada Lovelace imagined a future that machines could do many things not just math. She wrote the first algorithms for Babbage and understands the creative possibilities of computers, which are related to user interface design.

Lillian Gilbreth made user centered designs before computers existed. She studied how people moved and interacted with environment, which led to designs such as the kitchen work triangle. Her focus on simplifying tasks influenced modern IXD principles.

Lovelace and Gilbreth showed how technology should be built around people needs.

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