Posts by Ruihan Wang

Ethics

Interaction designers have a crucial ethical responsibility to create transparent, user-centered interfaces that respect privacy and promote inclusivity. When integrating AI, designers must ensure that users clearly understand when they are interacting with AI-driven systems. Transparency about data collection, how algorithms work, and providing clear consent options help build trust and reduce the risk of manipulation through dark patterns or misleading interfaces. Designers must also prioritize accessibility, making products usable for people with diverse abilities and backgrounds.

Another essential responsibility is addressing fairness and bias. AI systems are only as good as the data they are trained on. Interaction designers must work with data scientists to ensure diverse and representative data sets, avoiding discriminatory outcomes in critical applications such as hiring platforms, financial tools, and recommendation engines. Creating fair and inclusive experiences means constantly auditing AI outputs and implementing corrections when biases are detected.

Lastly, accountability and sustainability are central to ethical design. Designers must accept responsibility for unintended consequences by offering feedback systems and avenues for user support. They should also consider the environmental impact of digital products by designing energy-efficient, low-resource-consuming systems. By adhering to these principles, interaction designers can craft AI-powered experiences that are not only functional but also ethical, equitable, and sustainable.

Computer History Museum-How will AI change the way we work and live in the next decade?

By the time I stood in front of the AI robot Ameca, I realised that this robot I had seen countless times in YouTube videos, news headlines, and media promotions was now right before my eyes. I felt an indescribable mix of surprise and concern: it looked so real, with micro-expressions comparable to those of a human.

That means a lot. We have created a being that can physically resemble humans almost perfectly, and this carries profound implications. Imagine how much a person’s micro-expressions influence our attitude and words during a conversation. We might hesitate because of their tears and disappointment, or feel joy in response to their happiness. Humans are naturally empathetic creatures. And now, humans might not only empathise with their own kind or other living beings but also develop empathy for their own creations. It could just be we looked the same.

Thinking about the possibilities of future if we have more and higher level of techniques to create robots like Ameca, and even let them enter the market-if Ameca become affordable for common people, then the topic with “Human and Robots” that has been discussed and developed in fictions will become reality. And I believe human is making on this way-we are trying to bring this kind of fiction to reality. AI and Robots could become human being’s tools, friends, or slaves. The distinction between tools and slaves are wether they are alive.

However, expect the moral argument and concern, the AI is an trend that should not be underestimated and I am astonished by how far human beings have moved on it. We could relay on AI much much more than what we do now in decades.

Pace Layers and the lifestyle of Interaction Design Work

Pace Layers help us understand how different parts of a system change at different speeds. In interaction design, this idea is useful because it reminds designers to focus on what changes quickly and what stays the same for a long time. For example, the look and feel of a website, like colours or fonts, often change fast to match trends. These parts of the design belong to the “fashion” layer and need frequent updates to keep users interested and engaged.

On the other hand, some parts of interaction design change much more slowly. Things like core user needs, design principles, or the system’s architecture belong to layers like “culture” or “infrastructure.” These layers evolve over years or even decades and require careful thought to make them stable and reliable. Designers need to create work that fits these slower layers so that their designs don’t feel outdated or break over time.

By understanding Pace Layers, interaction designers can plan better for the lifecycle of their work. They can decide which parts need constant updates and which can remain steady for a long time. This helps balance creativity and stability, making the designs more effective and lasting while also staying adaptable to change when needed.

iPod – iPhone

The iPod and iPhone changed the way we think about and use technology. Before these devices, technology was seen as a tool we used occasionally, like a computer for work or a phone for calls. But with the iPod and iPhone, technology became something we carry with us everywhere, becoming a part of our daily lives.

The iPod let us carry thousands of songs in our pocket. It made music personal and portable, so we could enjoy it anytime. The iPhone went even further. It combined many devices into one: a phone, a music player, a camera, and the internet. It brought everything we need into one small, easy-to-use device.

One big change was the touchscreen. Before iPd (and iPhone), we used keyboards or buttons. The iPhone introduced swiping, tapping, and pinching, making technology easier and more natural to use. These gestures felt simple, even for people who were not tech-savvy.

The iPhone also made us more connected. With mobile internet, we could send messages, browse the web, and use social media anytime, anywhere. This changed how we communicate and share information, making everything faster and more instant.

This shift changed interaction design too. Designers now focus on creating simple and clear layouts that work well on small screens. Features like swiping and tapping have replaced complicated menus. Mobile phones became the centre of design, and apps were built to work seamlessly across devices.

Web 2.0 and its history

Web 2.0, the second generation of internet, is characterised by interactive and user-driven platforms.

There are many interactions that is needed for 2.0 today. One example is user-generated content. For example, Youtube is one of the most popular platforms that allow users to create and share their own content, and the information and content of it given to the users is highly customized. For example, users are allowed to make the choices to set up their preferred content, liked category, subscription, and so on. This creates not only a video platforms that people could share their work, but also allows the social media engagement. Other than Youtube, Facebook, Twitter, and similar platforms all introduced profiles, posts, likes, comments, and friend/follower connections. Encouraging people to be socialized and highlight/show one’s friendship group even leads the users to connect or be connected more. Another example is Dynamic Web Pages. AJAX and JavaScript-enabled real-time updates, like notifications or live feeds, without reloading pages. The other tools, like Collaborative Tools, make features like Google Docs or Wikipedia allowed multiple users to edit and contribute simultaneously.Also, the E-Commerce Integration also let User reviews, personalised recommendations, and social buying emerged.

In a comparison with today, today’s web is very different from Web 2.0, thanks to new technology and smarter systems. Unlike Web 2.0, where companies controlled most data, today’s web uses blockchain and decentralised apps to give users more control and security. Artificial intelligence makes online experiences more personal, with tools like chatbots and smart recommendations.

Wether design systems and interaction design patterns stifle creativity in interaction design

Just like all the other artworks and design in the wold, artists and designers need to follow some specific norms based on ethics or social doctrines. But it doesn’t mean a block for creativity. In the world of design, that is also the same. Also, the use of design systems and interaction design patterns can even support creativity in interaction design rather than stifle it. While these tools establish consistency and familiarity, freeing designers from reinventing standard components, they allow space for creativity in crafting unique and complex user experiences.

Every designers start from an entry level, and design system is a necessary lecture that we all learned. Design systems streamline routine design tasks, providing a solid foundation from which designers can explore and innovate at higher levels, focusing on user needs and engagement rather than repetitive details. However, creativity can be hindered if these systems are used too rigidly, leading to overly uniform designs. When applied thoughtfully and with flexibility, design systems and patterns can actually enhance creativity, allowing designers to build consistent yet dynamic and personalised experiences.

Web design to User Experience Design

In my point of view, the shift from web design to UX design was driven by the need to create more user-centred, responsive, and accessible digital experiences. Initially, web design focused on visual effect and layout, but as websites evolved into interactive platforms, companies recognized the importance of prioritising usability and user satisfaction. The rise of mobile devices demanded designs that could adapt seamlessly across screens, making UX design crucial for ensuring consistent, high-quality experiences.

Also, as digital products grew in complexity, UX design expanded to address not just isolated pages but the entire user journey, aiming for coherence and engagement. Data-driven insights and a growing emphasis on accessibility further shaped UX design, which now centres on crafting intuitive and inclusive experiences that cater to diverse user needs. This transition has shifted the focus from just creating visually appealing sites to building meaningful, impactful interactions.

The shift from web design to UX design happened as websites became more complex and important in daily life. Early web design mostly focused on making sites look nice, without much thought about how people would use them. But as technology improved and people started expecting more interactive and user-friendly experiences, companies saw the need to make websites easier to use. Mobile devices also changed things, as people needed websites to work well on different screen sizes. UX design then began focusing on the whole user journey, not just the look of each page. With the help of user feedback and data, designers could make sites that are simpler, more inclusive, and easier for everyone to use.

Internet & Government

The responsibility for inventing new technology ideally rests on a combination of governments, corporations, and open-source ventures, as each brings unique strengths to the table. Governments can fund risky, long-term research with broad societal impact, such as the early development of the internet, often focusing on projects that may not be immediately profitable but hold significant potential for public good. Corporations, on the other hand, drive innovation by investing in research and development to create products with market demand, often bringing technology to market quickly and on a large scale due to their resources and incentive to commercialise inventions. Meanwhile, open-source ventures foster collaboration and transparency, making technology accessible and community-driven, often focusing on niche needs or enhancing existing technologies outside of commercial interests. Together, these entities create a balanced ecosystem for innovation, where foundational research, market-driven products, and accessible tools can all flourish.

BayChi Presentation: Co-Designing the Thamien Ohlone Augmented Reality Tour

The BayChi presentation on Revealing Hidden Stories: Co-Designing the Thamien Ohlone Augmented Reality Tour was a fascinating exploration of how technology can be used to uncover and honour cultural narratives that are often overlooked. The session focused on the collaboration between designers and the Thamien Ohlone community to create an augmented reality (AR) tour that brings to life the historical and cultural significance of the Thamien Ohlone people in the Bay Area. What stood out was the emphasis on co-design, where the community played a central role in shaping the experience, ensuring authenticity and respect for their stories.

One of the key lessons I took away from this presentation was the importance of deeply involving communities in the design process, especially when dealing with cultural or historical content. Co-design fosters a sense of ownership and ensures that the resulting product accurately represents the voices and values of the people it is meant to serve. In my own IXD practice, this has inspired me to think more critically about how I involve stakeholders, not just as users but as collaborators who can guide and enrich the design process. This approach goes beyond usability—it focuses on creating meaningful, culturally sensitive experiences.

Field Trips: Student Exhibition at Geneva University of Art & Design

The exhibition at the Geneva University of Art & Design was an inspiring showcase of emerging talent, offering a blend of creativity, critical thinking, and experimentation. The students presented works across multiple mediums, from visual art to digital installations, reflecting contemporary themes such as identity, environmental concerns, and societal transformation. It was fascinating to see how they pushed the boundaries of traditional artistic expression by incorporating innovative technologies and interactive elements.

Another key perspective explored was the intersection between AI and art. Many of the pieces invited viewers to reflect on whether art created with AI holds the same emotional depth and authenticity as works made solely by humans. Some installations included real-time interactions, where algorithms responded to audience input, blurring the line between human creativity and machine agency. This approach not only introduced new ways of thinking but also sparked discussions about the future of art in a world increasingly shaped by digital tools.

 Lucy Suchman and her impact

Lucy Suchman’s work revolutionised the way we evaluate whether technology effectively serves users by shifting the focus from design intentions to actual human interactions. Her influential study at Xerox, where she observed how people struggled with seemingly straightforward photocopiers, demonstrated that technology often fails not because of user incompetence, but due to design assumptions that don’t align with real-world practices. Suchman’s ethnographic approach highlighted the importance of context, showing that technology must fit into the nuanced ways people behave and solve problems in specific situations.

Her research revealed that interaction with technology is not simply about following instructions; it’s an adaptive, social process. Rather than treating users as passive operators, Suchman advocated for participatory design—an approach where designers actively engage with end-users during the development process. This insight underscored the importance of creating technologies that support users’ natural workflows, rather than expecting people to conform to rigid machine logic.

Thanks to Suchman, human-centred design has become a fundamental principle in technology development today. Her work reminds us that no design can be evaluated in isolation—it only “works” when it fits the practices, environments, and needs of the people who use it.

GUI and Personal Computer

Graphical User Interfaces, also known as GUI, have evolved significantly since the early days of the Macintosh and Windows. In the 1980s, GUIs were revolutionary, introducing windows, icons, menus, and pointers—commonly referred to as the WIMP model. Early designs were simple, relying heavily on pixel-based graphics with limited colours and low resolution, but they laid the foundation for user-friendly computing. With time, advancements brought smoother icons, better fonts, and richer visual elements as systems transitioned from monochrome to full-colour displays.

While much has changed, several core elements of those early GUIs remain familiar. Desktop metaphor, taskbars, and file explorer still shape how users interact with computers. The structure of drop-down menus and drag-and-drop functionality has endured, providing continuity across generations. This consistency ensures that users who learned on older systems can still navigate modern ones with ease.

Despite these advancements, some areas of improvement remain. As technology progresses, GUIs should become more adaptive and accessible. Many modern interfaces are cluttered or overcomplicated, creating challenges for users with diverse needs. Future improvements should focus on seamless integration of voice commands, better support for touch and gesture interfaces, and improved accessibility options. As technology evolves, interfaces must remain simple, elegant, and inclusive for everyone.

Xerox Star change the Direction of Computing

The Xerox Star, introduced in 1981 by Xerox PARC, revolutionised computing with concepts that became the blueprint for modern systems. Although it wasn’t commercially successful, it had a profound impact on personal computing through its introduction of the Graphical User Interface (GUI).

Before the Star, computers relied heavily on text-based commands, making them inaccessible to many users. The Star’s GUI, which included windows, icons, and menus, transformed computing by allowing users to interact with the system visually and intuitively. This innovation directly influenced the development of the GUI in both Apple’s Macintosh and Microsoft Windows, setting a new standard for ease of use.

Another key contribution was the Star’s implementation of WYSIWYG (What You See Is What You Get). This concept allowed users to see on the screen a close approximation of what would appear in print, making it easier to format documents. This breakthrough laid the foundation for modern word processing and desktop publishing, paving the way for software like Microsoft Word and Adobe InDesign.

The Star also introduced early concepts of networking and collaboration. It was designed to work seamlessly within a networked environment, allowing users to share files, access resources, and print documents remotely. This foresight foreshadowed the rise of interconnected systems and the internet.

Although the Xerox Star’s high cost and limited marketing led to poor sales, its impact on computing was far-reaching. It set the groundwork for user-centric design and usability, shaping how future personal computers would operate. The Star’s true legacy lies not in its sales, but in the way its groundbreaking ideas defined the direction of computing for decades to come.

Demo by Douglas Engelbart and the Team at SRI

The 1968 demonstration by Douglas Engelbart and his team at the Stanford Research Institute, often referred to as “The Mother of All Demos,” was a pivotal moment in the history of computing. This groundbreaking presentation introduced numerous innovations that laid the foundation for modern computing. Engelbart showcased the computer mouse, providing the first public demonstration of this revolutionary tool that fundamentally changed how users interact with computers. The demo also featured the graphical user interface (GUI), which included concepts such as windows, text editing, and hypertext linking, all of which are now standard elements of user interfaces.

Furthermore, the team demonstrated real-time video conferencing and shared-screen collaboration, presaging contemporary remote communication technologies. The presentation also included early concepts of word processing, allowing for text manipulation and editing that paved the way for modern software applications. Additionally, Engelbart introduced hypertext and dynamic file linking, which became essential for the development of the World Wide Web and digital document navigation. Collectively, these innovations highlighted the potential of interactive computing and profoundly influenced the future development of personal computers and user experience design.

Gestalt principles and Fitt’s Law


Gestalt Principles are principles/laws of human perception that describe how humans group similar elements, recognize patterns and simplify complex images when we perceive objects. Designers use the principles to organize content on websites and other interfaces so it is aesthetically pleasing and easy to understand.

Gestalt Principles has the following basic rules: Common Fate,Symmetry and Order, Similarity, Pragnanz, Invariance, Figure/Ground, Multistability, Continuity or Continuation, Common Region, Closure, Emergence.

Fitts’ Law states that the amount of time required for a person to move a pointer (e.g., mouse cursor) to a target area is a function of the distance to the target divided by the size of the target. Thus, the longer the distance and the smaller the target’s size, the longer it takes.

Based on Fitts‘ Law, some standard interface elements such as the right-click pop-up menu or short drop-down menus have had resounding success, minimizing the user’s travel distance with a mouse in selecting an option—reducing time and increasing productivity. Conversely, long drop-downs, title menus, etc., impede users’ actions, raising movement-time demands.

Insights-Computer History Museum

The presentation at the Computer History Museum, featuring Fei-Fei Li, offered deep insights into AI’s transformative role and its human-centered approach. One key point was how AI’s development—such as ImageNet—ushered in a new era of deep learning and machine learning. Li emphasised the responsibility we hold in harnessing AI’s potential for good, especially in areas like healthcare and education. As she noted, “AI is made by people, used by people, and will impact people’s lives.”

This presentation reshaped my perspective on interaction design (IXD), pushing me to think beyond functionality and aesthetics. Li’s focus on the societal implications of AI reinforces the importance of empathy in design, ensuring that technological solutions are inclusive and serve broader human needs.

For example, her discussion of “spatial intelligence” highlighted how AI can revolutionise various industries, from healthcare to robotics, through 3D reasoning and problem-solving in physical spaces. This encourages me to incorporate similar forward-thinking approaches in my own design work, considering how interactions might evolve in environments beyond screens—like augmented reality or robotics.

The Impact of Ada Lovelace and Lillian Gilbreth

To begin with, I totally support that Ada Lovelace and Lillian Gilbreth are significant figures in Interaction Design History, not only for their pioneering contributions that influence modern design principles, but also for their way opened for women to be engaged into this industry.


Ada Lovelace is considered the world’s first computer programmer. Her work on Charles Babbage’s Analytical Engine, where she envisioned the machine’s potential beyond mere calculations, laid the groundwork for computational thinking, an essential aspect of digital interface design. Even though she was born in a well-educated family with resources with poetry and science, her mother lead her to the way of science, which could probably make her different from the other ladies in her age or with similar background)


Moreover, Lillian Gilbreth is a pioneer in human factors and ergonomics, Gilbreth introduced ideas about user-centred design. She studied how people interact with machines and environments, which is foundational to IXD. Her focus on improving efficiency and comfort influenced how we design tools and interfaces that consider the user’s needs and behavior.

WhatsApp and Ancient Languages

Ruihan Wang,2024Fall/IXDSN-3600-1,2024/9/5

One of the most popular communication apps, WhatsApp, has many modern iconographies. In comparison of the ancient writing system, they are also forms of visual shorthand. The ancient scripts especially the cuneiform from Sumerian, required learning complex associations and meanings tied to culture and language, maybe even the requirement of well-education (as writing is not a common skill in ancient society). 

The following pictures show the symbol of WhatsApp and the most popular ones that it uses(and you can find them in other places in normal life)

And take the look of how the ancient Egyptians and ancient Sumerians language:

If we let a person draw the icon of WhatsApp and the one of the pattern of these two ancient language–the fist one should take less time, and that is because the modern design especially the iconographies are tend to be accessible to a global audience, which means to be as clear and simple as possible to be recognized.

Take a look of this example from 1-1 comparison between the “profile” icon from WhatsApp and the pattern stands for “people” from ancient Egyptian.

and this is the icon stands for “you”, or “me”, or “human”

And here’s the language the ancient Egypts used for people:

Modern app icons like the example from WhatsApp are designed for intuitive, universal understanding. The metaphors in WhatsApp are simple and derived from everyday objects, making them accessible to a global audience. In contrast, ancient scripts like hieroglyphics or cuneiform were deeply tied to the cultural and religious contexts of their time, requiring a deeper level of learning and understanding.