Selina Wang – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:38:30 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 AI & UX Ethics https://www.interactiondesignhistory.com/Spring2025/ai-ux-ethics/ Wed, 07 May 2025 06:04:18 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=704 Interaction designers have an ethical responsibility to create user experiences that are clear, fair, and respectful of people’s needs and rights. This means designing interfaces that are easy to understand, inclusive of diverse users, and that do not deceive or manipulate people into making choices they wouldn’t otherwise make. Designers must also ensure that users feel in control of their interactions, and that systems are accessible, usable, and transparent about how they function.

When working with AI, designers have an added responsibility to make these systems understandable and trustworthy. They should clearly explain when and how AI is being used, protect users’ personal data, and ensure that the AI behaves fairly and without bias. Designers must also consider the broader impact of AI—such as reinforcing stereotypes or automating harmful decisions and work to reduce potential harms by giving users control, offering clear feedback, and designing for accountability.

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About Web 2.0 https://www.interactiondesignhistory.com/Spring2025/about-web-2-0/ Thu, 01 May 2025 15:33:36 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=631 With Web 2.0, interactions on the internet became more social, user-friendly, and interactive. Before Web 2.0, websites were mostly static—you could only read or view what was there. But with Web 2.0, users could interact by posting comments, uploading photos, editing content, and connecting with others. Platforms like YouTube, Facebook, and Wikipedia showed how people could now create and share content, not just consume it. This also introduced features like likes, shares, tags, and live updates. Interaction design had to support user-generated content, real-time feedback, and easy ways to connect with others online.

Today, interactions are even more personalized and mobile-focused. We now use gestures like swiping, pinching, or long pressing. Technology follows us across devices—phones, watches, tablets. Design now thinks about context: where you are, what time it is, what you’re doing. AI and algorithms personalize what we see. Voice assistants and chat interfaces also change how we interact. So, while Web 2.0 made the web social and interactive, today’s design focuses on making the experience feel smooth, smart, and built just for you—anytime, anywhere.

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iPod & iPhone, the revolution history. https://www.interactiondesignhistory.com/Spring2025/ipod-iphone-the-revolution-history/ Thu, 01 May 2025 15:30:16 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=629 The iPod and iPhone changed our relationship with technology by making it more personal, emotional, and always with us. Before, we used technology only when needed, like turning on a computer to write or check emails. But the iPod let us carry our favorite music everywhere, and that felt special. Then the iPhone came, and it combined everything—music, internet, camera, phone, apps—into one small device. It became something we hold, check, and interact with all the time. It became part of us.

Because of this, interaction design had to change too. Instead of designing for machines, designers had to think about people first—how they feel, what they need, and how they move. Touchscreens became normal, and we started using gestures like swiping, tapping, and pinching. Buttons got replaced with simple icons. Designs had to be easy to understand without instructions. Also, since we use phones in so many places—on the go, at home, in bed—design had to be flexible, responsive, and quick. The focus became: make it feel natural, personal, and smooth.

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The Evolution of Graphical User Interfaces https://www.interactiondesignhistory.com/Spring2025/the-evolution-of-graphical-user-interfaces/ Sat, 29 Mar 2025 06:21:43 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=542 Since the early days of Macintosh and Windows, graphical user interfaces have evolved from simple, pixelated designs to sleek, dynamic systems. Early GUIs relied on windows, icons, menus, and pointers with limited colors and layouts.For example, the first Mac and Windows interfaces had simple icons, menus, and a mouse for navigation. Everything was pixelated, with limited colors and basic layouts. Today, modern interfaces feature touchscreens and animations, moving away from textures, like buttons to minimalist flat designs.

Interactions now go beyond keyboards and mice. Users can navigate with gestures like voice commands, and cross-device syncing. Features such as dark mode and dynamic scaling help adapt interfaces to different user preferences and screen sizes. Cloud integration allows for seamless workflows across multiple devices, making digital experiences more connected.

Despite these advancements, GUIs still face challenges. Many interfaces have key functions within complex menus, and multi-device ecosystems can feel disjointed. Future improvements may focus on AI adaptability, where interfaces predict user needs, auto workflows, or adjust layouts for better accessibility.

Augmented and virtual reality could transform GUIs into interactive 3D spaces, requiring more intuitive spatial interactions. Simplification is also key reducing visual clutter while ensuring accessibility through voice, gestures, or personalized tools. Creating fluid cross platform experiences, where users can switch effortlessly between devices, will help bridge current gaps.

While GUIs have become more powerful and visually refined, their core purpose remains the same, which are providing intuitive and efficient interaction. The challenge ahead is balancing innovation with simplicity as technology continues to evolve.

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Lucy Suchman and Interaction design https://www.interactiondesignhistory.com/Spring2025/lucy-suchman-and-interaction-design/ Tue, 18 Mar 2025 07:17:26 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=508 Lucy Suchman’s work changed how we think about whether technology works for people by showing that human interaction with machines that is not always predictable. While working at Xerox, she observed how real users struggled with a copier, despite its instructions. Her research reflected that people do not always follow a fixed set of steps but instead adapt and improvise when using technology.

This insight challenged the idea that users simply follow pre-designed workflows. Instead, she argued that technology should be designed to support human behavior as it naturally unfolds. She introduced the concept of situated action, which means that people’s actions depend on their specific situation rather than rigid plans.

Her work influenced human and computer interaction by emphasizing the importance of observing real users in real environments. This approach helps designers create more intuitive technology. Instead of assuming users will understand a system the way designers expect, her research encouraged iterative testing and improvements based on actual user behavior.

Overall, Suchman’s work shifted technology design toward being more human-centered, making it clear that successful technology is not just about functionality but also about how well it fits into people’s everyday lives.

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How Xerox Star change the direction of computing https://www.interactiondesignhistory.com/Spring2025/how-xerox-star-change-the-direction-of-computing/ Fri, 07 Mar 2025 20:23:00 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=400 The Xerox Star revolutionized computing by introducing the first commercial Graphical User Interface, shaping how we interact with computers today. It replaced text based commands with icons, windows, and a desktop metaphor, making computing more intuitive.

The Star simulated a physical office with digital analogs, such as documents, folders, filing cabinets, and a trash can. This metaphor created a mental model that users worldwide still rely on today for file management.And the Star’s text and graphics editors allowed users to design documents exactly as they’d appear when printed. This innovation became foundational for desktop publishing, word processors, and design software.Unlike earlier systems focused on executing programs, the Star prioritized document creation as the core task. This mirrored real-world office work and influenced productivity suites like Microsoft Office.

For example, Apple’s Macintosh and Microsoft Windows both borrowed heavily from Xerox Star’s GUI, proving its lasting impact on personal computing.Today’s trackpads, touchscreens, and even VR controllers owe their existence to the Star’s validation of spatial input devices.

The Xerox Star didn’t just change computing’s direction. It invented the roadmap for the personal computer era. By prioritizing usability, visual interaction, it transformed computers from niche tools into universal assistants, setting the stage for the digital world we navigate today.

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The demo by Douglas Engelbart and the team at SRI https://www.interactiondesignhistory.com/Spring2025/the-demo-by-douglas-engelbart-and-the-team-at-sri/ Sun, 02 Mar 2025 06:32:25 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=332 Douglas Engelbart’s 1968 demo at SRI was a extremely important moment in computing history. It introduced the computer mouse, hypertext, real-time collaboration, and networked computing. These ideas that would shape the future of personal and internet technology. Computers could enhance human productivity and communication, influencing how we interact with digital systems today.

The demo by Douglas Engelbart and his team at SRI was crucial, because it wasn’t just about one person’s vision. It was a collaborative effort that showed how teamwork and innovation can shape the future.

Watching Douglas Engelbart’s 1968 demo at SRI felt like seeing the start of the digital world we live in today. It’s amazing to think that what we use every day began with such a bold vision.

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Gestalt principles and Fitt’s Law https://www.interactiondesignhistory.com/Spring2025/gestalt-principles-and-fitts-law/ Fri, 07 Feb 2025 21:09:20 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=271 Next time when I design an interactive software, I will consider the two principles in the following ways.

For gestalt principles, I will group related elements of the software together, to make the design more straight forward. I will also keep the total layout simple and clear to help users focus on important parts of the app. Guide users’ attention is essential, so I will lead their attention using color, elements, and words. I will make the design consistency to guide users properly. For example, for a daily plan app. I will group the task by categories, highlight key buttons, and visual cues, like continue buttons to stimulate users to finish interactions.

For Fitt’s law, I will design big and clear buttons, put the menus and the home page at the top of the app to make it esay to reach, and cluster interactive elements. For my app, I will reduce the distance between related actions to minimize movement time, and ensure clickable areas are large enough for quick and accurate selection.

By applying these principles, we could design a more efficient and clear software.

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Pictography & Modern Icons https://www.interactiondesignhistory.com/Spring2025/127-2/ Mon, 03 Feb 2025 09:39:33 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=127 For this assignment, I chose to analyze the iconography of Red note, a popular mobile app with a wide range of icons, and compare it to Egyptian hieroglyphics. Both systems use visual symbols to communicate ideas, but they do so in very different ways. Let’s look at two specific examples.

The chats icon in Red Note is a simple speech bubble with dots or lines inside it. This symbol is universally understood to represent communication or conversation. It doesn’t require much explanation because the metaphor is clear that a speech bubble equals talk. The idea of messaging or conversation has been communicated through the design. Users need to understand that a speech bubble symbolizes communication, which is a common metaphor in modern digital interfaces. The speech bubble is a metaphor for dialogue, borrowed from comic strips and widely adopted in digital design.

In Egyptian hieroglyphics, the concept of speech or communication was often represented by a glyph of a mouth with lines or symbols coming out of it. Here is the example. The idea of speaking or verbal communication was being used. Users needed to understand the specific glyph and its cultural context. Unlike Red Note’s icon, this symbol wasn’t immediately intuitive, and it required learning the Egyptian writing system.

Both Red note’s icon and the Egyptian hieroglyph are designed to achieve the same idea which is communication. However, the Red note’s icon relies on a widely recognized modern metaphor, while the hieroglyph uses a more literal representation.

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Lovelace and Gilbreth https://www.interactiondesignhistory.com/Spring2025/lovelace-and-gilbreth/ https://www.interactiondesignhistory.com/Spring2025/lovelace-and-gilbreth/#comments Mon, 03 Feb 2025 09:11:26 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=124 They important because they are key figures in interaction design history.

Ada Lovelace saw the potentials in machines to do more than just math. For example, she thought a machine could create music or art if given the right instructions. This idea is like how modern apps or websites don’t just calculate things—they let us create, play, and connect. Her key ides is that technology is designed to enhance human experience.

Lillian Gilbreth is a pioneer. She focused on how people interact with tools and systems. For instance, she designed kitchens to be more efficient by placing items where they’re easy to reach. This is like how we design apps today—buttons are placed where your thumb naturally goes, or menus are simple to navigate. Her design approach about how to make things clear and intuitive influence how we create interactive systems today.

Together, Lovelace and Gilbreth show us that good design is about connecting technology with human needs. Their ideas are everywhere in IXD, from apps that feel easy to use to systems that help us be more creative.

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