Suri Li – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:37:40 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 AI can’t replace humans https://www.interactiondesignhistory.com/Spring2025/ai-cant-replace-humans/ Thu, 08 May 2025 09:07:06 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=719 I think interaction designers have an ethical responsibility to their end-users not to use the help of AI exclusively, but to have empathy to really understand the pain points of their users and to put themselves in their shoes. Human thoughts cannot be duplicated and this encompasses people’s personalities, feelings and emotions. While there are times when many human decisions are influenced by a variety of factors and are not entirely correct, it is precisely because of these unforeseen circumstances that AI is unable to replicate the results. Let’s say I’m having a bad day and I tell both the human and the AI why. the AI may analyze the cause and solve the problem for me, but the human uses their empathy to put themselves in my shoes and envision how I feel. And it might make them remember something similar that happened to them and share their feelings and experiences with me. As a user, I find this kind of comfort more relieving.

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How iPods and iPhones changed us https://www.interactiondesignhistory.com/Spring2025/how-ipods-and-iphones-changed-us/ Sun, 04 May 2025 06:40:33 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=644 For my generation, iPods and iPhones are something we grew up with, especially iPhones. In class each of us had the opportunity to see old iPhones and iPods, and those memories came to mind when they were in my hands. My first cell phone was iPhone 5, which is not only a communication tool, but also a personal companion and a “fashion symbol” that I carry with me everywhere. Imagine how cool it was to have an iPhone for a kid at the time! Instead of listening to music on MP3 or recording my life on a physical camera, I could tap my iPhone to check my playlists and camera, and the maps and navigation on iPhone became part of my daily life. This kind of proximity at anytime and anywhere makes technology more humane and becomes our important friend.

Since we now expect our devices to be with us wherever we are and easily accessible with a thumb or fingertip, interaction design has had to become simpler and more straightforward. Designers eschewed crowded menus and tiny buttons in favor of clear icons, swipe and pinch gestures, and instant visual feedback. The goal was to make every touch feel natural, letting technology fade into the background and allowing us to focus on our work.

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From social sharing to smart experiences https://www.interactiondesignhistory.com/Spring2025/from-social-sharing-to-smart-experiences/ Sun, 04 May 2025 06:19:42 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=642

Back when Web 2.0 arrived, it really opened the door for everyone to join in: you could click a simple “share” or “post” button to put up photos, videos, or writing; web pages could update bits of information live (so you’d see new comments or likes without having to refresh); and you could “friend” or “follow” people to build online communities instantly.

Today’s internet still has those social tools, but it’s more more user-friendly with smart features and richer experiences. AI now helps finish your sentences or suggests what you might like next, and many sites learn your habits to give you personal tips or shortcuts. More than ever, you can control who sees your own data, and new tech like voice commands or virtual-reality chat rooms makes everything feel more interactive and alive.

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Evolution of structures – retention of core concepts https://www.interactiondesignhistory.com/Spring2025/evolution-of-structures-retention-of-core-concepts/ Tue, 01 Apr 2025 21:30:25 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=577 Early computer screens, like those on the first Macintosh or Windows computers, had a simple look with basic windows, icons, menus, and a mouse pointer to click around. Back then, everything was designed to be easy to use with limited technology, so things were pretty basic.

Today, our screens look a lot nicer because of high-resolution displays and better graphics. We see smooth animations and detailed images that make using a computer or phone more fun and engaging. We also don’t just use a mouse anymore—touchscreens, voice commands, and even gestures have become part of our everyday interactions. This means you can tap, swipe, or talk to your device, making the whole experience feel more natural.

Despite these changes, some core ideas have stayed the same. The basic setup of having windows to organize work, icons to represent files and programs, and menus to find options is still common. This familiar structure helps us feel comfortable, even as technology improves.

However, there’s still room to make things even better. As we use more devices like smartphones, tablets, and smartwatches, it would be great to have a consistent look and feel across all of them. Making screens even easier to use for everyone, including people with disabilities, is also important. Future interfaces could learn from how we work and adjust themselves to suit our needs, helping us work smarter without extra effort.

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Good technology should work with people https://www.interactiondesignhistory.com/Spring2025/good-technology-should-work-with-people/ Mon, 17 Mar 2025 08:07:56 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=493 Lucy Suchman’s work changed how we think about building technology. She showed that people don’t always use gadgets or systems exactly as designers expect. Instead, people often change how they act depending on what is happening around them.

Before her work, many designers believed that if they made clear plans for a system, users would follow those plans perfectly. Suchman pointed out that life is messy and full of surprises. People have different needs and may use technology in new or unexpected ways.

Because of her ideas, designers now try to see how people really use technology in everyday life. They spend more time talking with users, watching how they work, and learning about their needs. This helps them create technology that fits better into daily routines. In short, technology is made to be flexible and adapt to real life, instead of forcing people to follow strict rules.

Her work reminds us that good technology should work with people, not against them. It teaches us that by understanding real-life situations, we can design tools that are easier to use and more helpful to everyone.

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Xerox Star, a game changer in the world of computing https://www.interactiondesignhistory.com/Spring2025/xerox-star-a-game-changer-in-the-world-of-computing/ Tue, 11 Mar 2025 05:22:13 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=437 The Xerox Star was truly a game changer in the world of computing, and it wasn’t just another piece of hardware but a way of thinking about how people interact with machines. Before the Star, most computers were the domain of experts who used cryptic command line interfaces, where every command had to be memorized and typed in precisely. The Star flipped that script entirely by introducing a graphical user interface that brought a sense of familiarity and ease to computer use.

Moreover, the influence of the Xerox Star didn’t stop at its immediate users. Its pioneering design and user-friendly concepts laid the groundwork for future computing systems. Companies like Apple and Microsoft saw the potential of the GUI and built upon the ideas introduced by the Star, leading to the development of the Macintosh and Windows operating systems. Although the Star itself was not a runaway commercial success, its legacy is undeniable because it reshaped the way we interact with computers and set the stage for the digital revolution that followed.

Looking back, it’s clear that the Xerox Star was much more than a piece of technology, it was a bold experiment in human-centered design.

 

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Personal Computer Revolution https://www.interactiondesignhistory.com/Spring2025/personal-computer-revolution/ Tue, 04 Mar 2025 06:06:58 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=363 It’s hard to imagine how I would have reacted to seeing a huge computer for the first time with incredible technological features if I had never seen a smartphone or computer before. Among the innovations included in the demo were the computer mouse, the graphical user interface and hypertext. These basic concepts, which were introduced in 1968, continue to be used today, as we still use these systems to browse the Internet. This demo is important because it shows the process of transformation of the human mindset. The computer is not just a technical device, but it helps to empower humans to interact with reality and technology.

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Gestalt Principles & Fitts Law https://www.interactiondesignhistory.com/Spring2025/gestalt-principles-fitts-law-4/ Tue, 11 Feb 2025 05:39:57 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=297 After reading Gestalt principles, especially the part of the Law of Past Experience, I understand that design templates for interactive software don’t need to be complicated and take too much time to make. Our goal is to make information more intuitive and accessible to users, so next time I make a design, I’ll think more about layouts or signals that users are familiar with.

Reading Fitts’s Law reminds me of one of my classes last semester, we redesigned the kiosk for Muni. If I had to design it again, I would do a much better job. Since they are touchscreens, the target areas should be as large and well-spaced as possible to prevent users from accidentally touching the wrong options. The “next step” should also be located not too far from the menu, so that the user can complete the goal more quickly and smoothly. Of course, it should not be too close as well, or users will need to be careful about clicking in that area.

 

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Egyptian hieroglyphic of hands https://www.interactiondesignhistory.com/Spring2025/189-2/ Tue, 04 Feb 2025 09:32:57 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=189 I took the screenshots of the WeChat “scan” icon and the YouTube “like” and “dislike” icons and an Egyptian hieroglyph for comparison.

Screenshot
Screenshot

The iconography of the “scan” looks like a gesture that people usually use to express measurements, to focus on observing something or to take a picture. And for the “like” thumbs-up, “dislike” thumbs-down are straightforward for people to get a sense of what they mean through the icons. Both they and Egyptian hieroglyphics were a visual language for all to understand, through the shapes of simple iconography. But the difference between them is that Egyptian hieroglyphics only expressed simple things and were all natural. The understanding of modern icons came through technological development and more information background. Especially the “scan” iconography, who would have known what it meant before the development of human technology.

 

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Combining https://www.interactiondesignhistory.com/Spring2025/combining/ Tue, 04 Feb 2025 07:53:47 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=163 For me reading comics interests me more than just text, and the author probably also considered the UX of readers like me before drawing the comic.

In the graphic novel, Lovelace is described as a “HUMAN CALCULATING MACHINE,” and Babbage was working on a non-human calculating machine. I really like how the author describes the stubborn, rigid Babbage as hardware and mercurial, airy Lovelace is like software. This conveys how working the two together can create possibilities and an important relationship between technology and users that was present in early IXD. 

Lillian Gilbreth strongly supported the causes of the underprivileged and women’s groups, which is a great contribution in history that continues to work in modern society. She noticed the dedication of women and older workers and specializes in research and consideration for these users. She combined psychology and technology, in which she was the first.

 

 

 

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