Operating Systems by the late 1950s

By the late 1950s Operating systems were well improved and started supporting following usages :

· It was able to Single stream batch processing

· It could use Common, standardized, input/output routines for device access

· Program transition capabilities to reduce the overhead of starting a new job was added

· Error recovery to clean up after a job terminated abnormally was added.

· Job control languages that allowed users to specify the job definition and resource requirements were made possible.

Operating Systems In 1960s

· 1961: The dawn of minicomputers

· 1962 Compatible Time-Sharing System (CTSS) from MIT

· 1963 Burroughs Master Control Program (MCP) for the B5000 system

· 1964: IBM System/360

· 1960s: Disks become mainstream

· 1966: Minicomputers get cheaper, more powerful, and really useful

· 1967-1968: The mouse

· 1964 and onward: Multics

· 1969: The UNIX Time-Sharing System from Bell Telephone Laboratories

Supported OS Features by 1970s

· Multi User and Multi tasking was introduced.

· Dynamic address translation hardware and Virtual machines came into picture.

· Modular architectures came into existence.

· Personal, interactive systems came into existence.

Accomplishments after 1970

· 1971: Intel announces the microprocessor

· 1972: IBM comes out with VM: the Virtual Machine Operating System

· 1973: UNIX 4th Edition is published

· 1973: Ethernet

· 1974 The Personal Computer Age begins

· 1974: Gates and Allen wrote BASIC for the Altair

· 1976: Apple II

· August 12, 1981: IBM introduces the IBM PC

· 1983 Microsoft begins work on MS-Windows

· 1984 Apple Macintosh comes out

· 1990 Microsoft Windows 3.0 comes out

· 1991 GNU/Linux

· 1992 The first Windows virus comes out

· 1993 Windows NT

· 2007: iOS

· 2008: Android OS

And the research and development work still goes on, with new operating systems being developed and existing ones being improved to enhance the overall user experience while making operating systems fast and efficient like they have never been before.

Lecture 4.

Subject: Human–computer interaction.

Human–computer interaction (commonly referred to as HCI) researches the design and use of computer technology, focused on the interfaces between people (users) and computers. Researchers in the field of HCI both observe the ways in which humans interact with computers and design technologies that let humans interact with computers in novel ways.

As a field of research, human-computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their seminal 1983 book, The Psychology of Human-Computer Interaction, although the authors first used the term in 1980[1] and the first known use was in 1975.[2] The term connotes that, unlike other tools with only limited uses (such as a hammer, useful for driving nails but not much else), a computer has many uses and this takes place as an open-ended dialog between the user and the computer. The notion of dialog likens human-computer interaction to human-to-human interaction, an analogy which is crucial to theoretical considerations in the field.

Introduction

Humans interact with computers in many ways; and the interface between humans and the computers they use is crucial to facilitating this interaction. Desktop applications, internet browsers, handheld computers, and computer kiosks make use of the prevalent graphical user interfaces (GUI) of today.[5] Voice user interfaces (VUI) are used for speech recognition and synthesising systems, and the emerging multi-modal and gestalt User Interfaces (GUI) allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms. The growth in human-computer interaction field has been in quality of interaction, and in different branching in its history. Instead of designing regular interfaces, the different research branches have had different focus on the concepts of multimodality rather than unimodality, intelligent adaptive interfaces rather than command/action based ones, and finally active rather than passive interfaces

The Association for Computing Machinery (ACM) defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them".[5] An important facet of HCI is the securing of user satisfaction (or simply End User Computing Satisfaction). "Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, social psychology, and human factors such as computer user satisfaction are relevant. And, of course, engineering and design methods are relevant."[5] Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success. HCI is also sometimes termed human–machine interaction (HMI), man–machine interaction (MMI) or computer–human interaction (CHI).

Poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident, a nuclear meltdown accident, where investigations concluded that the design of the human–machine interface was at least partly responsible for the disaster.[6][7][8] Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instrument or throttle quadrant layouts: even though the new designs were proposed to be superior in basic human–machine interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea actually had undesirable results.

Leading academic research centers include CMU's Human-Computer Interaction Institute, GVU Center at Georgia Tech, and the University of Maryland Human–Computer Interaction Lab.

Goals

Human–computer interaction studies the ways in which humans make, or don't make, use of computational artifacts, systems and infrastructures. In doing so, much of the research in the field seeks to improve human-computer interaction by improving the usability of computer interfaces.How usability is to be precisely understood, how it relates to other social and cultural values and when it is, and when it may not be a desirable property of computer interfaces is increasingly debated.

Much of the research in the field of human-computer interaction takes an interest in:

· Methods for designing novel computer interfaces, thereby optimizing a design for a desired property such as, e.g., learnability or efficiency of use.

· Methods for implementing interfaces, e.g., by means of software libraries.

· Methods for evaluating and comparing interfaces with respect to their usability and other desirable properties.

· Methods for studying human computer use and its sociocultural implications more broadly.

· Models and theories of human computer use as well as conceptual frameworks for the design of computer interfaces, such as, e.g., cognitivist user models, Activity Theory orethnomethodological accounts of human computer use.[12]

· Perspectives that critically reflect upon the values that underlie computational design, computer use and HCI research practice.[13]

Visions of what researchers in the field seek to achieve vary. When pursuing a cognitivist perspective, researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities. When pursuing a post-cognitivist perspective, researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values.

Researchers in HCI are interested in developing new design methodologies, experimenting with new devices, prototyping new software and hardware systems, exploring new interaction paradigms, and developing models and theories of interaction.

Differences with related fields

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HCI differs from human factors and ergonomics as HCI focuses more on users working specifically with computers, rather than other kinds of machines or designed artifacts. There is also a focus in HCI on how to implement the computer software and hardware mechanisms to support human–computer interaction. Thus, human factors is a broader term; HCI could be described as the human factors of computers – although some experts try to differentiate these areas.

HCI also differs from human factors in that there is less of a focus on repetitive work-oriented tasks and procedures, and much less emphasis on physical stress and the physical form or industrial design of the user interface, such as keyboards and mouse devices.

Three areas of study have substantial overlap with HCI even as the focus of inquiry shifts. In the study of personal information management (PIM), human interactions with the computer are placed in a larger informational context – people may work with many forms of information, some computer-based, many not (e.g., whiteboards, notebooks, sticky notes, refrigerator magnets) in order to understand and effect desired changes in their world. In computer-supported cooperative work (CSCW), emphasis is placed on the use of computing systems in support of the collaborative work of a group of people. The principles of human interaction management (HIM) extend the scope of CSCW to an organizational level and can be implemented without use of computers.

Design

Principles

The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware must be matched, so that the processing of the user input is fast enough, thelatency of the computer output is not disruptive to theworkflow.

When evaluating a current user interface, or designing a new user interface, it is important to keep in mind the following experimental design principles:

· Early focus on user(s) and task(s): Establish how many users are needed to perform the task(s) and determine who the appropriate users should be; someone who has never used the interface, and will not use the interface in the future, is most likely not a valid user. In addition, define the task(s) the users will be performing and how often the task(s) need to be performed.

· Empirical measurement: Test the interface early on with real users who come in contact with the interface on a daily basis. Keep in mind that results may vary with the performance level of the user and may not be an accurate depiction of the typical human-computer interaction. Establish quantitative usability specifics such as: the number of users performing the task(s), the time to complete the task(s), and the number of errors made during the task(s).

· Iterative design: After determining the users, tasks, and empirical measurements to include, perform the following iterative design steps:

1. Design the user interface

2. Test

3. Analyze results

4. Repeat

Repeat the iterative design process until a sensible, user-friendly interface is created.[14]

Methodologies

A number of diverse methodologies outlining techniques for human–computer interaction design have emerged since the rise of the field in the 1980s. Most design methodologies stem from a model for how users, designers, and technical systems interact. Early methodologies, for example, treated users' cognitive processes as predictable and quantifiable and encouraged design practitioners to look to cognitive science results in areas such as memory and attention when designing user interfaces. Modern models tend to focus on a constant feedback and conversation between users, designers, and engineers and push for technical systems to be wrapped around the types of experiences users want to have, rather than wrapping user experience around a completed system.

· Activity theory: used in HCI to define and study the context in which human interactions with computers take place. Activity theory provides a framework to reason about actions in these contexts, analytical tools with the format of checklists of items that researchers should consider, and informs design of interactions from an activity-centric perspective.[15]

· User-centered design: user-centered design (UCD) is a modern, widely practiced design philosophy rooted in the idea that users must take center-stage in the design of any computer system. Users, designers and technical practitioners work together to articulate the wants, needs and limitations of the user and create a system that addresses these elements. Often, user-centered design projects are informed by ethnographic studies of the environments in which users will be interacting with the system. This practice is similar but not identical to participatory design, which emphasizes the possibility for end-users to contribute actively through shared design sessions and workshops.

· Principles of user interface design: these are seven principles of user interface design that may be considered at any time during the design of a user interface in any order: tolerance, simplicity, visibility, affordance, consistency, structure and feedback.[16]

· Value sensitive design: Value Sensitive Design (VSD) is a method for building technology that account for the values of the people who use the technology directly, as well as those who the technology affects, either directly or indirectly. VSD uses an iterative design process that involves three types of investigations: conceptual, empirical and technical. Conceptual investigations aim at understanding and articulating the various stakeholders of the technology, as well as their values and any values conflicts that might arise for these stakeholders through the use of the technology. Empirical investigations are qualitative or quantitative design research studies used to inform the designers' understanding of the users' values, needs, and practices. Technical investigations can involve either analysis of how people use related technologies, or the design of systems to support values identified in the conceptual and empirical investigations.[17]

Display designs

Displays are human-made artifacts designed to support the perception of relevant system variables and to facilitate further processing of that information. Before a display is designed, the task that the display is intended to support must be defined (e.g. navigating, controlling, decision making, learning, entertaining, etc.). A user or operator must be able to process whatever information that a system generates and displays; therefore, the information must be displayed according to principles in a manner that will support perception, situation awareness, and understanding.








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