Angel Hagen – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:39:34 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 Our responsibilities as interaction designers https://www.interactiondesignhistory.com/Spring2025/our-responsibilities-as-interaction-designers/ Wed, 07 May 2025 02:35:49 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=700 As AI becomes more integrated into our daily lives, we also have to be more careful and responsible for the choices that we make. I believe one of the most important responsibilities is to ensure transparency and user understanding, which means users should always know when they are interacting with an AI product. It is easy to make AI smart, but it is our responsibility to make it clear to the user to be clear.

Although a UI can be smooth and slick on the outside, there can also be “silent harms”. That means shoving people towards choices that they never wanted or expected. And through it all, it is important that as designers we stay human. AI is code, but it touches real feelings, habits, and relationships. That’s why we keep checking in with users, by asking them not only “does this work?” but “does this feel right?” In every design review, we get to be the person who asks, “Is this still good for people in the long run?” If the answer ever turn to “maybe not,” we know it’s time to rethink the design.

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WEB 2.0: From DIY to AI feeds https://www.interactiondesignhistory.com/Spring2025/web-2-0-from-diy-to-ai-feeds/ Tue, 06 May 2025 03:19:30 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=670 Before Web 2.0, the internet was a free space. Users build and consume content. Like blogs encouraged user to upload their experiences and thoughts. Users edited their own HTML, added GIFs, and embedded music players.

Fast‑forward to today, the internet involves no posting, no commenting, barely a double‑tap to prove I’m awake. The algorithm of the recommendation already knows what the user enjoys watching. I can doom‑scroll for an hour and leave no footprint except the data points the system silently adds to my profile.

That jump from “all you can eat” to “being served” is a big change in how we use the internet. Early social platforms handed us toolkits: profile editors, blog engines, and Photoshop. They begged for participation because user‑generated content was the fuel that made communities vibrant. Interaction designers focused more on the experience of a user uploading an image.

Today’s platforms want everything to be smooth and easy. Autoplay, infinite scroll, and one‑thumb gestures ensure you’ll never hit a dead end. Creation is still possible, but it’s tucked behind a plus‑button and a dozen optional effects panels, easy enough to use, yet no longer the default path.

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How Ipod and Iphones change our daily life https://www.interactiondesignhistory.com/Spring2025/how-ipod-and-iphones-change-our-daily-life/ Tue, 06 May 2025 02:51:55 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=668 iPods and iPhones have significantly changed everyone’s lifestyle. It became more personal object than a very big device in the office. It turned into something you can carry everywhere you go; it always became much more personal because it carried our photos, music, and messages, almost like an extension of ourselves. It changed the way people socialize, work, and relax. It changed the way interaction design works, designers cared less about the functionality but more about the people. Icons replaced the buttons of the phones, and apps need to work well on the small screens of a phone. The goal also shifted to making everyone intuitive, personal, and smooth for users. As an interaction design student, I believe interfaces need to be simple and easy to use. It should make people’s lives easier rather than harder.

 

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A Look at GUI Then and Now https://www.interactiondesignhistory.com/Spring2025/a-look-at-gui-then-and-now/ Thu, 27 Mar 2025 23:00:02 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=528 Learning about the development of graphical user interfaces helped me to see how much we depend on visual interaction. Early Macintosh and Windows systems fundamentally changed computing into something more user-friendly and understandable when they brought windows, icons, menus, and pointers. For me, seeing a video of someone using a command-line interface helps to put that in perspective—even just watching that was overwhelming. It helped me to value how contemporary GUIs simplify daily activities management.

Some fundamental design ideas have not changed despite all the technical developments. Excellent interface design still revolves mostly around clarity, usefulness, and accessibility. File systems, hierarchical navigation, and organized menus are still efficient means of organizing digital material so we still utilize them.

Still, there is plenty to work on. Many contemporary applications contain a lot of choices and tools that could complicate the user experience.  Spotify is a fantastic example; initially, it seems elegant, but once you delve into the UI may seem disorganizing and confusing. Menus can easily cause one to lose track of their whereabouts. Even as they innovate, UI designers of today must once more give simplicity and a clear hierarchy top priority.

Looking forward, I wonder how artificial intelligence will help to personalize and simplify interfaces. It can change layouts and information depending on personal needs, but only if it is done so in a way that maintains interfaces consistent, clear, and user-centered.

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How Lucy Suchman Redefined Human-Technology Interaction https://www.interactiondesignhistory.com/Spring2025/how-lucy-suchman-redefined-human-technology-interaction/ Tue, 18 Mar 2025 00:08:36 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=498 Lucy Suchman transformed our thinking of human-centered interaction design by showing that computers should adapt to humans and not the other way around. In the early days, people thought designing needed clear structures and instructures but it turned out to be experiments and adapting and problem-solving, to understand people in their natural environment rather than assumptions.

Because of her insights, designers today are shifting their views on designing, designers now try to see how people use technologies. Her insight fundamentally changed design thinking, and her influence is seen in interactive user interfaces addressing human needs and artificial intelligence. Her works remind us now that technology is efficient and human-centered. This way, we can design tools that are more helpful rather than against human needs.

 

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The Computer That Change History https://www.interactiondesignhistory.com/Spring2025/the-computer-that-change-history/ Tue, 11 Mar 2025 06:35:09 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=441 The Xerox Star was a computer that changed a lot about computing, it wasn’t about machines but it was more about human-centered designs. Such making the computers more accessible, user-friendly, and functional for everyone. It was the first system to bring graphical user interfaces—icons, menus, panels beside texts—into use. This shift set the foundation for modern operating systems like Apple Macintosh and Microsoft Windows. It also made file and folder organization simple and invented the usage of a mouse, which now is a necessary tool for navigating in contemporary computers.

Beyond conventional wisdom, the Xerox Star also changed document processing and networking, allowing several computers to link and share resources like printers. Apart from its simplicity, the Xerox Star transformed document processing and networking. A sophisticated idea at the time, it let several computers connect and share resources including printers.

In conclusion, without the Xerox Star, the computing world would of took another path.

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Engelbart’s Innovation That Connected the Digital World https://www.interactiondesignhistory.com/Spring2025/engelbarts-innovation-that-connected-the-digital-world/ Mon, 03 Mar 2025 21:02:53 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=348 The “Mother of All Demos” by Douglas Engelbart was a demonstration in 1968 that revolutionized computers. Before this revolution, everyone believed that computers were just calculator machines, but Engelbart and his team at SRI introduced ideas such as the mouse, hypertext (allows users to navigate different information by clicking on links), graphical user interfaces, and real-time collaboration. Hypertext allows users to click and access related content rather than searching through multiple papers; without this, the internet we all know today wouldn’t exist.

Engelbart’s demonstration wasn’t just on advancing computers but also introducing the computer tools for human communication, creativity and teamwork. All of these tools are still fundamental in modern computing, from Windows and Apple’s MacOS to products like Google Docs and zoom, his ideaas helped shape everything such as user-friendly technology. Engelbart’s idea and his work demonstrated that computers must be interactive, simple, and used in daily life.

 

 

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Gestalt Principles & Fitts Law https://www.interactiondesignhistory.com/Spring2025/gestalt-principles-fitts-law-2/ Mon, 10 Feb 2025 23:34:27 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=285 After reading the Gestalt principles shows how much our brain seeks patterns and connections. In Gestalt principles, the most important text should b e large and prominent, and other related parts should be grouped together with similar style icons for clarity in order to produce design that are intuitive. One principle that I really liked is the Law of closure, it means that icons shouldn’t have to be extremely detailed, they just need to be clear enough for users to understand and recognize them.

Fitt’s Law emphasizes that the icons, or buttons should be big, accessible and evenly spaced to ensure that the users shouldn’t have to learn how to use the essential features of an app, bigger and loser targets are easier to click. If the buttons are too small and cramped together, then users might click on a wrong button. No one wants to struggle to click on something.

By using these guidelines in the future, we can create user interfaces that are simple and easy to use.

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Early Writing of WeChat Wallet Icon https://www.interactiondesignhistory.com/Spring2025/early-writing/ Tue, 04 Feb 2025 22:47:40 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=227 WeChat is a very useful tool for communicating with friends and families, you can also share your daily life on it to your friends to see. This app has functions such as payments, messaging, and social interactions which is similar to the ancient times where they do trading, selling and as well as communicating. This concept of the wallet icon is important because it shows financial interactions. In the app, there’s a wallet icon, which is used to represent money similar to the Mayan pictographs to represent cacao beans. As you can see, these two icons are rather similar; they are both quite boxy and must have money within.

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Lovelave and Gilbreth https://www.interactiondesignhistory.com/Spring2025/lovelave-and/ Tue, 04 Feb 2025 17:07:23 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=211 Both Ada Lovelace and Lillian Gilbreth played important roles in the development of interaction design. Lovelace believed that machines served a greater purpose than just being used as calculators. She imagined being able to compose music and paint, just like how modern apps built today try to build connections and foster creativity. This is important as it allows for understanding to go towards modern-day apps, and being able to reshape those apps to suit people’s needs.

Gilbreth was more focused on efficiency and the overall design of spaces and tools to make them usable, thus satisfying human needs. These concepts remain important in expanding human interaction as they work to change and fulfill modern-day human needs, making them important figures in the history of technology.

Whether through computational thinking or human-centered design approaches, the principles of both women were paramount in modern interaction design, all her accentuated the role of technology in enhancing human capabilities.

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