Title: HCI Remixed
Authors: Thomas Erickson, David McDonald
Publisher: MIT Press, December 2007
Chapter 1: My Vision Isn't My Vision: Making A Career of Getting Back to Where I Started
Summary
This chapter discussed a digital music machine from 1971, that incorporated editing, recording, and printing. The machine included various controls for user interaction, including a music keyboard and wheels for scrolling through music and adjusting pitch, and involved many expert users throughout its development. The author emphasized that while this machine was useful for music, its intention was to study human-computer interaction and it presented a good case of a system designed for users not necessarily competent with technology.
Discussion
I believe this was a good illustration of a machine built for users, in that the author described its relative easiness to use despite his lack of computer knowledge at the time. In addition, the various user controls associated with it would have provided good experience seeing what various users preferred in a study of HCI.
Chapter 4: Drawing on SketchPad: Reflections on Computer Science and HCI
Summary
This chapter described the works of a machine called SketchPad, a drawing program that used a million-pixel display, light pen, and various buttons and dials to allow users to draw and repeat patterns, integrate constraints to drawings, and draw circuit diagrams for simulation purposes. This program is used for the argument that HCI and advanced in computer science are closely related in that the needs of interfaces drive the advancement of computer science.
Discussion
The idea that such a useful program existed almost 40 years ago is proof that such user-interface practices help to advance computer science. Many things seen in this system are now in common use and have been expanded upon with the help of newer technologies.
Chapter 5: The Mouse, the Demo, and the Big Idea
Summary
Based on the demonstration of the first mouse, this chapter describes how the mouse was originally a novel idea, and the demonstration of it served to sell the idea of it and what it could become. The "Big Idea" of having an idea ahead of your time is defined as an idea that compels us to want to go do things that are different from what everyone else wants to do, promoting advancement and learning.
Discussion
The idea that someone can be so motivated by watching a demonstration over an object already known to them is inspiring. I liked the suggestion that the demonstration itself should sway watchers to an idea instead of the demonstrator promising or persuading things that cannot be done.
Chapter 18: Observing Collaboration: Group-Centered Design
Summary
This chapter highlighted the necessity of doing user studies in order to create a highly effective product. The author discusses building group-interaction programs using group work factors obtained from these studies, including orientation, proximity, and simultaneous access to the system. The author then outlines a process for creating groupware products: observe, generalize, and design.
Discussion
I like how this chapter demonstrated the need for user studies instead of just a designer adding what he thinks would be useful. The process of studying actual interactions and then designing a product based on that seems like what most products should be created by.
Chapter 20: Taking Articulation Work Seriously
Summary
This chapter described the field of Computer Supported Cooperative Work (CSCW), starting by discussing the paper that started research for the field. The chapter includes many definitions related to the field, including the fact that it's more of a design-oriented field than application-focused, and outlining many important concepts of the field such as mutual dependence, coordination mechanisms, and a common information space.
Discussion
The chapter mostly defined phrases, making it difficult to read as opposed to some of the chapters that presented life stories and such. I do agree with many of the concepts that are described as being important with the field, though.
Chapter 23: Video, Toys, and Beyond Being There
Summary
This author describes the importance of computer-mediated communication by describing how his hospitalized mother was able to see and interact with his daughter via a web camera. He explains that while there is some concern for creating tools that people will want to use even when able to communicate face-to-face, communication tools should be created to enhance human communication capabilities (such as allowing a hospitalized person easy communication with family) instead of replacing face-to-face interactions.
Discussion
The author's way of emphasizing his point with the emotional story of his mother's death made this chapter a very interesting read, and helped to show that computer-based communication can actually be very useful when used appropriately. This chapter will make me consider in the future whether I am using online communication to help actual human interaction, or just as a replacement for it.
Summary
This chapter discussed a digital music machine from 1971, that incorporated editing, recording, and printing. The machine included various controls for user interaction, including a music keyboard and wheels for scrolling through music and adjusting pitch, and involved many expert users throughout its development. The author emphasized that while this machine was useful for music, its intention was to study human-computer interaction and it presented a good case of a system designed for users not necessarily competent with technology.
Discussion
I believe this was a good illustration of a machine built for users, in that the author described its relative easiness to use despite his lack of computer knowledge at the time. In addition, the various user controls associated with it would have provided good experience seeing what various users preferred in a study of HCI.
Chapter 4: Drawing on SketchPad: Reflections on Computer Science and HCI
Summary
This chapter described the works of a machine called SketchPad, a drawing program that used a million-pixel display, light pen, and various buttons and dials to allow users to draw and repeat patterns, integrate constraints to drawings, and draw circuit diagrams for simulation purposes. This program is used for the argument that HCI and advanced in computer science are closely related in that the needs of interfaces drive the advancement of computer science.
Discussion
The idea that such a useful program existed almost 40 years ago is proof that such user-interface practices help to advance computer science. Many things seen in this system are now in common use and have been expanded upon with the help of newer technologies.
Chapter 5: The Mouse, the Demo, and the Big Idea
Summary
Based on the demonstration of the first mouse, this chapter describes how the mouse was originally a novel idea, and the demonstration of it served to sell the idea of it and what it could become. The "Big Idea" of having an idea ahead of your time is defined as an idea that compels us to want to go do things that are different from what everyone else wants to do, promoting advancement and learning.
Discussion
The idea that someone can be so motivated by watching a demonstration over an object already known to them is inspiring. I liked the suggestion that the demonstration itself should sway watchers to an idea instead of the demonstrator promising or persuading things that cannot be done.
Chapter 18: Observing Collaboration: Group-Centered Design
Summary
This chapter highlighted the necessity of doing user studies in order to create a highly effective product. The author discusses building group-interaction programs using group work factors obtained from these studies, including orientation, proximity, and simultaneous access to the system. The author then outlines a process for creating groupware products: observe, generalize, and design.
Discussion
I like how this chapter demonstrated the need for user studies instead of just a designer adding what he thinks would be useful. The process of studying actual interactions and then designing a product based on that seems like what most products should be created by.
Chapter 20: Taking Articulation Work Seriously
Summary
This chapter described the field of Computer Supported Cooperative Work (CSCW), starting by discussing the paper that started research for the field. The chapter includes many definitions related to the field, including the fact that it's more of a design-oriented field than application-focused, and outlining many important concepts of the field such as mutual dependence, coordination mechanisms, and a common information space.
Discussion
The chapter mostly defined phrases, making it difficult to read as opposed to some of the chapters that presented life stories and such. I do agree with many of the concepts that are described as being important with the field, though.
Chapter 23: Video, Toys, and Beyond Being There
Summary
This author describes the importance of computer-mediated communication by describing how his hospitalized mother was able to see and interact with his daughter via a web camera. He explains that while there is some concern for creating tools that people will want to use even when able to communicate face-to-face, communication tools should be created to enhance human communication capabilities (such as allowing a hospitalized person easy communication with family) instead of replacing face-to-face interactions.
Discussion
The author's way of emphasizing his point with the emotional story of his mother's death made this chapter a very interesting read, and helped to show that computer-based communication can actually be very useful when used appropriately. This chapter will make me consider in the future whether I am using online communication to help actual human interaction, or just as a replacement for it.
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