In this paradigm, the user and the computer would take turns, one command at a time. Paradigm 2: Command-Based Interaction DesignĪround 1964, the advent of time-sharing (where multiple users shared a single mainframe computer through connected terminals) led to the second UI paradigm: command-based interaction. Usability was horrible, and it was common to need multiple days to finetune the batch to the point where executing it would produce the desired end result. The UI was a single point of contact: that batch of punched cards. If the original batch contained even the slightest error, there would be no output, or the result would be meaningless.įrom a UI perspective, batch processing did not involve any back-and-forth between the user and the computer. Later, often the next morning, users would pick up the output of their batch: usually, this would be a thick fanfold of printouts, but it could also be a new deck of punched cards. This batch of instructions was submitted to a data center (often as a deck of punched cards) and was processed at some unspecified time, often overnight. In this paradigm, users specified a complete workflow of everything they wanted the computer to do. The First Two Paradigms Paradigm 1: Batch Processingįrom the birth of computers, around 1945, the first UI paradigm was batch processing.
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