Ron Baecker’s initial chapter in the 1987 volume of readings that he wrote and edited with Bill Buxton was a very
influential reflection on HCI history. It was widely read, reprinted, and served as a model or starting point
for subsequent histories. In this review of major themes, Ron poses questions and encourages us to seek out answers
while we can. In the 1970s and 1980s I worked for two leading technology companies that eventually went
out of business. They left surprisingly few traces. It would be ironic to lose knowledge of the origins of an industry
that may preserve almost everything that transpires in the future. Ron’s questions demand continued attention;
finding the answers may require years of effort. —Jonathan Grudin
Themes in the
Early History of HCI—
Some Unanswered Questions
Ronald M. Baecker
University of Toronto | rmb@kmdi.toronto.edu
[ 1] Other worthy concepts and paradigms
include (in no particular
order) user-interface
toolkits, evaluation
methods, mental models, formal methods
for describing human-computer interactions,
interaction techniques,
input devices, mobile
devices, virtual reality, computer games,
information visualization, speech input and
output, and multimodal
interfaces.
graphic and industrial design (design), usability
testing (testing), and understanding workplace
context (context).
These six phenomena have been chosen from
an even longer list of topics that could be considered highly significant in the development of HCI
[ 1]. To me, they seem the most significant. Do we
understand how these ideas and developments
arose? What important unanswered questions
come to mind?
We are grateful to the editors for this series, as
it encourages us to reflect on the past and to
understand that technological miracles do not
spring fully formed from the minds of researchers. More typically, they arise from the thoughts
and inspirations and long nights of effort of many
who have worked in HCI in the past. As this series
shows, the interplay among researchers can often
be represented by timelines portraying strands of
development or thought.
Because our work (variously called “
human-computer interaction,” “interaction design,” and
“knowledge media design”) has transformed the
way human beings create knowledge, learn, think,
communicate, and collaborate, we must record
and understand our history. By gathering original sources, we can produce accurate, rich, and
nuanced accounts of the intellectual history of
our field. This is urgent because our opportunity
to talk to and record the experiences of many who
made seminal contributions is limited. Several
have already passed away—Vannevar Bush on June
30, 1974, J.C.R. Licklider on June 26, 1990, Allen
Newell on July 19, 1992, Herb Simon on February
9, 2001, Kristen Nygaard on August 10, 2002, Jeff
Raskin on February 26, 2005, and, most recently,
Brian Shackel on May 9, 2007.
Some valuable contributions have already been
made. Several short histories provide useful overviews of HCI. There are books about Licklider and
Doug Englebart, and excellent accounts of the early
history of personal computing (see page 26).
From these and other sources we can sketch a
timeline of significant early threads of our discipline (Figure 1), namely, hypertext (HT), interactive
graphics and the concept of direct manipulation
(DM), GUI and WIMP interfaces (GUIs), the role of
Hypertext
The origin of hypertext is generally credited to
Vannevar Bush’s 1945 article introducing the
“Memex,” a mechanism he envisioned for storing documents and linkages among them, and
for enabling paths of exploration through the
document space. Technological visionaries Doug
Engelbart and Ted Nelson creatively elaborated
Bush’s vision in the 1960s. They envisioned using
computers to build and manipulate richly structured complexes of interconnected, interlinked
bodies of text. They realized, as Bush had not, that
most information would be stored digitally rather
than on microfilm. Yet their approaches differed
substantively. Engelbart focused on hierarchic
structures for ordinary documents to enable
computers to support their preparation; Nelson
was more interested in lateral links and interconnections to create novel text “spaces.” Engelbart
looked to support creativity and problem-solving
in teams; Nelson was excited by individual exploration and combining contributions from people
with no formal ties.
Yet interesting questions still come to mind.
Why, besides the need to wait for Moore’s Law
to make hardware sufficiently inexpensive, did