Shrishti Chavan – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:37:20 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 Web 2.0 and What is Lacking Now https://www.interactiondesignhistory.com/Spring2025/web-2-0-and-what-is-lacking-now/ Tue, 06 May 2025 07:21:48 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=682 Before Web 2.0, the internet felt like a blank canvas. People actually made stuff. You’d write your own blog, mess around with HTML, throw in some GIFs and a music player just because you could. It was messy but personal. You weren’t just scrolling you were actually building.

Now it’s different. I don’t post. I barely comment. Sometimes I double-tap just to prove I’m still conscious. The algorithm already knows what I like, so it just feeds me stuff. I can scroll for hours and leave zero trace besides all the data it’s collecting behind the scenes. It is so detached and disconnected from real intention. 

That shift from creating to just consuming is a huge change in how we use the internet. Early platforms gave you tools and said go make something. You had profile editors, blogs, even little janky Photoshop knockoffs. The whole vibe was: your input matters. Interaction design was focused on helping people create, not just scroll. There is too much accessibility and content out there. 

Now it’s all about keeping things smooth. Autoplay, infinite scroll, and swiping with one thumb so you never have to think. You can still make stuff, but it’s hidden behind a plus button and way too many filters and panels. It’s easy, sure, but it’s not the default anymore.

 

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How iPods and iPhones Changed Our World https://www.interactiondesignhistory.com/Spring2025/how-ipods-and-iphones-changed-our-world/ Tue, 06 May 2025 07:18:07 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=678 The iPod and iPhone completely changed how we think about technology. Before they existed, most people used computers at desks. Devices were bulky and mostly meant for work or school. The iPod was small and portable, which made it easy to carry music everywhere. The click wheel made it fun to use. People could listen on the bus, outside, or while walking. Music became something personal and mobile. As someone who listens to music all the time I would have been upset if there was no music that was portable. 

Then the iPhone came along. It wasn’t just a phone. It was also a camera, a music player, a map, and a way to go online. The touchscreen made it feel more natural. People could tap, swipe, and pinch instead of pressing buttons. And with the App Store, it became something different for everyone. You could download tools, games, and creative apps. It became a part of everyday life.

This shift also changed how designers thought about interaction. It wasn’t just about getting something to work. It was about making it feel right for the person using it. Touch gestures became normal. Icons replaced buttons. Apps had to be simple, clear, and work well on small screens in all kinds of places. The focus became making experiences smooth, useful, and personal.

Now technology is part of our everyday routines. We use it to talk, learn, play, and get around. We carry it with us all the time. As someone studying interaction design, I’ve realized that good design should feel simple and helpful. It should fit naturally into people’s lives and make things easier without being distracting. The iPod and iPhone didn’t just introduce new tech—they changed the way we live with it.

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Computers Then and Now https://www.interactiondesignhistory.com/Spring2025/computers-then-and-now/ Wed, 02 Apr 2025 01:47:36 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=580 The graphical interface since the early Macintosh, Windows days has changed tremendously. In terms of speed and what is able to be accessed as well as how smooth and how it is accessed. I think the biggest upgrade is mobility, having the computer catch up to the human brain is what makes it the ideal tool and technology. Touchscreens, voice commands, and gesture controls have been added. Apps and websites follow “flat” or “minimalist” design trends, making them look clean and modern. I really enjoy that we have strayed from clunky and too much text to simpler and more satisfying user interfaces. I believe Apple continues to do a good job in honing simplicity and satisfaction in the experience. 

 

It is interesting to see what stayed the same however.  We still use windows, icons, menus, and buttons, the gestures maybe are the same but the look of them are different and smoother.. The basic idea of clicking on things to open them, dragging files, and having a desktop with folders especially File Explorer remains similar to the originals. 

 

I think technology now can be further simplified and more satisfying to use. AI could help personalize interfaces more because lately everyone wants an assistant. I think we should work towards making PCs our second brain, have things organized easier and more intuitively.  Accessibility also needs to improve because interfaces should work better for people with disabilities and issues typing etc. And as screens get smaller and phones are used more and more, there needs to be more solutions and benefits to using PCs and a way to push them in a different direction.

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The Works of Lucy Suchman https://www.interactiondesignhistory.com/Spring2025/the-works-of-lucy-suchman/ Wed, 19 Mar 2025 05:49:17 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=515 Lucy Suchman’s work completely changed how we think about designing technology by proving that how people actually use technology in real life is often very different from how designers expect it to go. When she studied how people used Xerox copiers, she found out that even though the instructions were easy to understand for designers, other regular users were struggling. This made this gap in communication where maybe it was not working when it was simply understandable to those of specific and different backgrounds. This also opens doors to accessibility and user centered design where a designer cannot use personal bias and actually understand where the user would stand. 

Suchman’s work pushed that designers must study and understand the user instead of just guessing or assuming. This brings on interviews, user research, and personas, where a designer really understands the problem area and where the user is stuck and facing difficulty. 

I think this is so important because even in my own experience I have found that instructions are sometimes hard to understand and you can tell when something was designed without accessibility in mind or sustainably sourced because the solution either does not apply to everyone or does not solve everyone’s problems.

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The Importance of the Xerox Star https://www.interactiondesignhistory.com/Spring2025/the-importance-of-the-xerox-star/ Wed, 12 Mar 2025 05:55:37 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=458 The Xerox Star was a groundbreaking technology that played a huge role changing the direction of computing. It introduced the graphical user interface which had windows, icons, and a mouse to interact with the computer. The Xerox Star pushed the boundaries of user experience and interaction design, changing how people could use and interact with computers. It was one of the first systems where users could drag and drop files, open folders, and arrange tabs and windows like a desk. This really made the idea of “desktop” tangible and real in later years. I found this really interesting because this specific mechanism is so important and characterized in pcs and desktops. We could not imagine a different interface for these devices. It also heavily inspired Apple’s Macintosh Computer and Microsoft’s Windows and can widely be seen even now as the values and features are still applied today. 

It was also a big deal because it showed different and more user friendly ways that information could be organized and interacted with. Looking at it now it looks very vintage and basic, like a clunky old computer. But it is so important in it being one of the first computers to incorporate all the things we take for granted in computers today. 

Sources 

 

Baker, Chris. “The Xerox Star: A Revolutionary, Forgotten Computer.” Gizmodo, 26 Mar. 2019, www.gizmodo.com/2019/03/26/the-xerox-star-a-revolutionary-forgotten-computer/.

 

Johnson, Jeff, et al. “The Xerox Star: A Retrospective.” Computer, vol. 22, no. 9, 1989, pp. 11-26, 28-29. IEEE, https://doi.org/10.1109/2.35211.

 

Pow, Whitney (Whit). “How the Computer Taught Us to See.” Camera Obscura, vol. 39, no. 2 (116), 2024, pp. 1–39. Duke University Press, https://doi.org/10.1215/02705346-11207789.

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The Importance of The Demo https://www.interactiondesignhistory.com/Spring2025/the-importance-of-the-demo/ Tue, 11 Mar 2025 21:20:39 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=454 The demo by Douglas Engelbart and the team at SRI was important and pivotal in history because of the presentation of new technologies. In 1968, at a computer conference, Engelbart introduced new technologies like the computer mouse, email, videoconferencing, and hypertext. He showed various brand new technologies never seen before. Not only were these technologies new but the way of showing them and presenting how they work and what they do were a key factor in the importance of this demo. This was definitely much ahead of its time as video conferencing and email are new ways of connecting. This was very exciting and important at the time because it paved ways for new ways of interconnectivity through technology. 

 

The fact that this was done so far in the past, predicting trends and technology we hold for granted now is extremely interesting. It is hard to imagine a time where such technologies did not exist and that is why Engelbart blew the world away with this demo. I believe the most influential of all was the idea of collaboration and real time collaboration on a computer. Even now this is a concept that has excelled our endeavors in technology and continues to aid in designing cross platforms and with people around the world. 

 

Another important element of this demo was the way it was presented. The way it was done was a live performance with different media, similar to how current media advertises and showcases products now. This was the first time anything like this had been shown and presented in such a way. It definitely inspired technology design to take a different form and 

Sources

 

Salamanca, Claudia. The Mother of All Demos. 12 Dec. 2009. University of California, Berkeley.

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Comparing and Contrasting Hieroglyphics to Tiktok https://www.interactiondesignhistory.com/Spring2025/comparing-and-contrasting-hieroglyphics-to-tiktok/ Tue, 11 Mar 2025 21:18:52 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=450 Comparing and contrasting icons used throughout human history extends beyond the idea of icon. We have always communicated visually through art and drawings. Icons are the modern version of 

Both TikTok icons and hieroglyphs use pictures to communicate. TikTok’s icons show actions in their app, while hieroglyphs told stories and showed beliefs. 

We can compare Tiktok’s icons to Ancient Egyptian hieroglyphics. 

Considering music, Egyptian hieroglyphics tended to stick to instruments to depict music being played. While Tiktok started out as a music app and expanded to social media, it kept its logo as a musical note. Contrasting from the hieroglyphics as one is depicting an instrument and the other depicts a musical note played by an instrument, simplifying the meaning of music as universally music notes now depict that sound/music is being played. 

One other interesting aspect of Tiktok is its integration of its own emojis. Users seem to enjoy using the Tiktok emojis, which are also expressive icons sometimes more than the default iPhone ones. 

This shows that people enjoy new and different ways of expressing themselves. 

Humans naturally understand visually which is why signs and drawings can connect people regardless of what language they speak. This universal idea is why emojis and icons work. 

 

Sources

 

Gadalla, Moustafa. Egyptian Harmony: The Visual Music. Tehuti Research Foundation, 2000. 

Emojipedia. “TikTok Emoji List & Emoji Meanings.” Emojipedia, 2024, 

https://emojipedia.org/tiktok.

 

Baker, A. J. “Emojis Are Hieroglyphs, Says Curator of Israel Museum Exhibit.” The New York 

Times, 22 Jan. 2020, https://www.nytimes.com/2020/01/22/arts/design/emojis-hieroglyphs-israel-museum.html

Alshenqeeti, Hamza. “Are Emojis Creating a New or Old Visual Language for New 

Generations? A Socio-Semiotic Study.” Advances in Language and Literary Studies, vol. 7, no. 6, Dec. 2016, pp. 56-69, https://eric.ed.gov/?id=EJ1126897.

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The Impacts of Female Interaction Designers Throughout History https://www.interactiondesignhistory.com/Spring2025/the-impacts-of-female-interaction-designers-throughout-history/ Tue, 11 Mar 2025 21:16:31 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=448 Ada Lovelace and Lillian Gilbreth are important in IXD history because they helped shape how we approach technology and design today as Interaction Designers especially. 

Lovelace was actually considered the first computer programmer. Even though she was deeply involved in computers and their field, she believed in creativity. She believed that machines had way more potential than just calculation, envisioning them as tools for creativity such as the arts, music or painting. This was unheard of at her time, so for her to believe so strongly for technology to evolve in this way was inspiring. 

Gilbreth, on the other hand, helped study and understand how people interact with tools. Specifically focusing on human needs and experiences. She instead focused on designing tools for efficiency and usability, helping users greatly. Even today her work inspires putting the users needs first and working around their problems. 

In conclusion, although their fields were different, both contributed to shaping human-centered technology. Both of these women show us how good design requires both functionality, usability, and how users experience and interact. Lovelace imagined how machines could go beyond simple calculations and inspire creativity which is exactly what Interaction Designers do, bridging the gap between design and technology and users. Gilbreth’s focus on ergonomics and usability pushes the comfort and usefulness of a product, why should a user use it in the first place? It fills the need to understand what the user wants and why. Together, their work bridges the gap between technology and human interaction. 

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