Zhou Yi – Interaction Design History Spring 2025 https://www.interactiondesignhistory.com/Spring2025 Sun, 25 May 2025 20:39:39 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 What AI Means for Us as Designers https://www.interactiondesignhistory.com/Spring2025/what-ai-means-for-us-as-designers/ Thu, 08 May 2025 03:16:32 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=714 This semester, I studied interaction art history. I learned that interaction design is not only about how something works. It also affects how people feel, think, and act. Many of the artworks we looked at were not only about how they looked. They were also about systems, actions, and how people connect with technology. These ideas made me think about design today. AI is growing fast. It is becoming a part of many tools we use. I started to ask myself: What should designers do when AI is part of what we make?

AI is no longer far away. It is already in many apps and websites. It helps people find videos, talk to chatbots, and use health tools. At first, AI looks helpful. It makes things faster and more personal. But we also need to ask deeper questions. Who made this system? Where did the data come from? Is the user still in control? These questions are not only about coding. They are also about what is right or wrong. As designers, we are the ones who bring AI closer to users. That means we have a big job to do.

One thing I often think about is control. AI can choose things for users. It picks what to watch, what to buy, or even how they feel. This might look easy, but it can also take away the user’s choice. Good design should not just be smart. It should help people choose for themselves. We should let users know when AI is helping and how it works. This helps them trust the system.

Bias is another big problem. AI learns from data. But the data can be unfair. If we don’t check it, the system can treat some people badly. This can happen in job apps, housing tools, or even games. As a student, I know I cannot fix everything now. But I think knowing about the problem is the first step.

In class, we saw artworks that asked hard questions about power and control. Some of them used machines to make people think. This showed me that design is not just for solving problems. It can also make people stop and look. Now that AI is part of design, we must not only make things work. We must also think about how they affect people.

]]>
How the iPod and iPhone Changed My childhood and How We Use Technology https://www.interactiondesignhistory.com/Spring2025/how-the-ipod-and-iphone-changed-my-childhood-and-how-we-use-technology/ Wed, 30 Apr 2025 21:03:56 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=618 I think some products have changed the way we live. The iPod and iPhone didn’t just give us new tools, they changed the way we think about technology. They are also my childhood memories.

Before the iPod, most devices had only one function: music players played music, and phones made calls. The iPod made technology more personal. You could fit 1,000 songs in your pocket, and that felt special.

Then the iPhone came along. It wasn’t just a phone, it was a camera, a map, a diary, a game, and a wallet. It became part of our daily lives. I went from playing cards to playing video games on my phone as a child.

This change has made us more connected to technology. Now, we touch, swipe, and talk to our devices every day. We use them to remember things, communicate with people, and examine our habits.

For people like me who study interaction design, this has changed the way we work. We don’t just make tools, we make things that people use every day. We have to think about how people feel when they use them. We also have to make sure they are easy to use and safe and reliable.

]]>
The Evolution of Web Interactions: From Web 2.0’s Revolution to Today’s Intelligence https://www.interactiondesignhistory.com/Spring2025/the-evolution-of-web-interactions-from-web-2-0s-revolution-to-todays-intelligence/ Wed, 30 Apr 2025 20:57:49 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=616 Web 2.0 started in the early 2000s. It changed the internet by making users into creators instead of just readers. People could now write blogs, edit Wikipedia, or make profiles on Facebook and MySpace. Websites like Gmail and Google Maps used Ajax technology to update pages without reloading them. Platforms like Flickr let users tag photos, and developers mixed data from different apps using APIs. The web became a place where everyone could share ideas and work together, not just big companies.

Today’s web still uses these ideas but focuses more on smart features and smooth experiences. Before, Web 2.0 needed users to click or type to do things, like liking posts. Now, apps like Spotify or Netflix guess what you want using AI. Tools like Google Docs let many people edit the same document at the same time, with live cursors showing who’s typing. Interactions aren’t just on screens anymore—voice assistants like Alexa or AR filters on Snapchat mix online and real-life experiences. Even small actions, like a heart animation when you like a post, feel smoother and more real.

But these changes have problems too. Web 2.0 was about letting everyone join freely, but today’s personalization can trap users in filter bubbles or risk their privacy. New decentralized platforms, like blockchain social networks, and cookie consent popups show people want more control over their data. Also, moving from keyboards to voice and gesture controls makes it harder for some people to use tech. Making things easy shouldn’t leave people out.

]]>
GUI past, present and future https://www.interactiondesignhistory.com/Spring2025/gui-past-present-and-future/ Mon, 24 Mar 2025 18:53:52 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=525 In the early 1980s, GUIs were revolutionary, providing an intuitive alternative to command-line interfaces. Apple’s Macintosh (1984) and Microsoft Windows (1985) introduced key elements that shaped modern interfaces, including: the introduction of windows, icons, menus, and pointers (WIMP), a model that allowed users to interact with digital content visually rather than through complex commands. It introduced a structured, spatial approach to computing. At the same time, the introduction of the mouse made it possible to directly manipulate elements on the screen, reducing cognitive load compared to text-based input.

What has not changed is the user-centered design principle, clarity, usability, and accessibility are still at the core of good interface design. In addition, there is hierarchical navigation, file systems, menus, and structured navigation are basic ways to organize digital content.

But there is still a lot to improve
Now many interfaces are overloaded, and many application designs are too confusing, resulting in inconvenient navigation. UI designers need to prioritize simplicity and hierarchy. And the emergence of AI may have more personalized and adaptive user interfaces.

]]>
Lucy Suchman, the designer who brings design to life with warmth https://www.interactiondesignhistory.com/Spring2025/lucy-suchman-the-designer-who-brings-design-to-life-with-warmth/ Sun, 16 Mar 2025 01:36:50 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=477 When we ask if a technology “works,” we usually consider functionality: does the application load quickly? Did the robot perform the task? But anthropologist and human-computer interaction scholar Lucy Suchman challenges this narrow view, insisting that human behavior is situational – in other words, improvised and real-time – and influenced by environmental, cultural, and other contingencies or uncontrollable factors. Like the photocopier we saw earlier, when it comes to real human beings, there are actually unexpected results. This also shows women’s subtle observation and intuition of things. Putting testing into life instead of a boring, cold lab. Such a breakthrough in methodology lays a solid foundation for accuracy in ways and means for the present and the future.

In addition, the last time I was at the reading, I deeply felt the outstanding thoughts of each independent female designer. I am also very grateful for this opportunity.

]]>
The Xerox Star laid the groundwork for computers for the masses. https://www.interactiondesignhistory.com/Spring2025/the-xerox-star-laid-the-groundwork-for-computers-for-the-masses/ Sun, 09 Mar 2025 23:26:31 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=408 In 1981, The Xerox Star brought computers to the masses, and while its commercial success was limited, its influence became the bedrock of the digital age, steering computing away from cryptic command lines and into the visual, intuitive era we take for granted today. the bedrock of the digital age, steering computing away from cryptic command lines and into the visual, intuitive era we take for granted today.

The key concept of the user interface is to mimic the office model as closely as possible and make it intuitive for the user. The concept of “what you see is what you get” (WYSIWYG) was considered the most important. Text is displayed in black on a white background, just like paper. This “desktop metaphor” was not only user-friendly, it was revolutionary. It popularized computing, made it accessible to non-programmers, and laid the groundwork for the PC to become a productivity tool rather than a niche machine.

Overall, The Xerox Star brought computers into the world of the common people, albeit at a high price, but it was just the beginning of a trend that paved the way for the present, and the future, where computers are available to everyone and computers are no longer just for programmers.

]]>
Douglas Carl Engelbart deserves the title “Mother of all demos.” https://www.interactiondesignhistory.com/Spring2025/douglas-carl-engelbart-deserves-the-title-mother-of-all-demos/ Sun, 02 Mar 2025 23:12:38 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=338 “Mother of all demos” is an honorable way of summing up Douglas Carl Engelbart, and he deserves it, because what he and his team did was groundbreaking, and what was a small step at the time is now a really big step. When the first mouse, a wooden casing encased in two metal wheels, slid across the demonstration stage, the audience probably didn’t realize that the device, jokingly referred to as the “X-Y position indicator for the display system,” was rewriting the underlying logic of human-computer interaction. At a time when transistorized computers dominated the room, the team spent 18 months pushing the limits of electromechanical engineering to position the cursor in millimeters – a conversion from mechanical coding to digital signals that would later lay the groundwork for the personal computer revolution. Even more amazing were the prototypes of the graphical interface they built: a layered window system, drag-and-drop file management, and even an undo text editor – design paradigms that have evolved over more than 50 years and are still clearly in the DNA of macOS and Windows.

Douglas Carl Engelbart and his team at SRI designed the first computer mouse. The use of the mouse is very common now, but the transition from 0 to 1 must have taken countless hours of effort and time. Douglas Carl Engelbart introduced many key concepts that define modern computing. Douglas Carl Engelbart introduced many key concepts that define modern computing. He deserves the title “Mother of all Demos”.

]]>
learning Gestalt principles and Fitt’s Law to enhance my new app https://www.interactiondesignhistory.com/Spring2025/learning-gestalt-principles-and-fitts-law-to-enhance-my-new-app/ Tue, 11 Feb 2025 04:28:19 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=295 For me, first of all, I will abide by The Law of Proximity and The Law o Similarity, pay more attention to the classification of elements, and differentiate them by size, color and distance. In addition, for the logo design, I will think about whether it is possible to have more ingenuity in negative space by leaving out the gap, because The Law of Closure makes me understand that the human eye will think that such a logo is still closed. Also I will refer to the layout of past competitors because The Law if Past Experience tells me that people will think in terms of past experience. In addition, Fitts’s law also made me realize that the size of the elements is also very important to pay attention to, because it is necessary to distinguish the relationship between primary and secondary, so that the logic of the app can be clear and correct.

]]>
Ancient Egyptian star Seba and TikTok “collectible” icon https://www.interactiondesignhistory.com/Spring2025/ancient-egyptian-star-seba-and-tiktok-collectible-icon/ Tue, 04 Feb 2025 21:18:27 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=223 In ancient India Seba symbolized one of the symbols of the stars. That’s why there are a dozen symbols associated with the stars. It was often used to decorate the interiors of temples and tombs, such as the pillars of the temple of Karnak can often be seen.

I found a similar star shape on the tiktok, which means “collection”. The fact that people habitually associate stars with collecting can be seen in how much they value them.

Seba seems to me that in ancient India they were aware of the existence of stars, and perhaps even had a series of explorations of astronomy and the universe. At the same time, amulets engraved with “Seba” are believed to protect the dead from getting lost in the afterlife.

]]>
The place of female designers in the history of IXD design needs to be truly valued(Ada Lovelace and Lillian Gilbreth) https://www.interactiondesignhistory.com/Spring2025/the-place-of-female-designers-in-the-history-of-ixd-design-needs-to-be-truly-valued%ef%bc%88ada-lovelace-and-lillian-gilbreth%ef%bc%89/ Tue, 04 Feb 2025 09:09:21 +0000 https://www.interactiondesignhistory.com/Spring2025/?p=183 After reading the required parts, I realized that the importance of the two designers in the history of IXD cannot be overstated. In my opinion, the importance is not only in the capacity of a designer, which was a groundbreaking breakthrough for IXD from 0 to 1 in every aspect, but also in the social pressure faced by female designers in the context of the time.

Ada Lovelace’s role as a female pioneer in a field where women have been undervalued, “she has inspired plays and novels written by the likes of such luminaries as Tom Stoppard and Arthur C. Clarke.” In the field of computers, there are many women who have devoted their lives to the field but remain unknown, except for Ada, who has a computer language named after her; it is used primarily for military and aerospace applications. Maybe Ada wasn’t the first computer programmer (Babbage), but her accomplishments need to be known.

When it came to finding a good job, men needed the help of this honor more than women did.”“The professor she had hoped to work with did not allow women to attend his lectures. I was heartbroken when I read this.Lillian Gilbreth, as a pioneer of User- Centered Lillian Gilbreth, a pioneer of User-Centered Design, was treated this way in her early years. Advanced ideas like the pioneering practice of interdisciplinary approaches are now being promoted in interaction design.

]]>