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User Experience History: More than 100 years of amazing wonders

March 17, 2018Blog Articles About UX, UI, Research and Development1 min read
Table of contents
  1. Key takeaways
  2. The timeline (1911-1987)
  3. Two foundational rule sets

UX has roots over a century deep, long before computers. From Taylor's stopwatch to Shneiderman's golden rules, here's how the discipline was built.

Quick answer

Though the term ‘user experience’ only appeared around 1996-1998, the discipline’s roots go back over 100 years, growing out of ergonomics, human factors and experimental (cognitive/behavioral) psychology. This timeline (Part 1) traces milestones from 1911 (Taylor’s scientific management) through the birth of HCI in 1982 to Shneiderman’s eight golden rules in 1987, including Bauhaus ‘form follows function’, Fitts’s Law, Miller’s magic number seven, Xerox PARC’s inventions, and the System Usability Scale.

Key takeaways

  • UX predates computers; it grew from ergonomics, human factors and psychology.
  • The name 'user experience' only emerged around 1996-1998.
  • Foundational laws: Fitts's Law (1954) and Miller's magic number seven (1956).
  • HCI was officially born in 1982 (the ACM SIGCHI-founding conference).
  • Xerox PARC (from 1969) gave us the mouse, GUI, personal computers, laser printing and Ethernet.

The timeline (1911-1987)

1911
Scientific management
Frederick Taylor publishes The Principles of Scientific Management (time-and-motion studies). Around the same time Dr. Alfredo Palacios studies working conditions in Argentina.
1916
Making work easier
Frank and Lillian Gilbreth break work into smaller steps to make it quicker and easier, from masonry to teaching soldiers to assemble weapons in the dark.
1919
Bauhaus
Walter Gropius founds the Bauhaus, seeding graphic and industrial design. Its maxim 'form follows function' pre-announces usability-based design.
1936
Usability as a selling point + the Turing Machine
A Frigidaire ad markets usability as a feature, and Alan Turing defines the Turing Machine, the theoretical basis of the computer and of AI.
1943
Human factors take shape
Alphonse Chapanis shows 'pilot error' drops with more intuitive cockpit controls; Le Corbusier creates the Modulor anthropometric scale.
1947
Usability research at Bell Labs
Industrial psychologist John Karlin heads a User Preferences (later Human Factors) department, refining the telephone keypad still used today.
1948
Human interaction at Toyota
Post-war Toyota values workers' assembly-line input almost as much as its technology, drawing wider attention to human interaction with technology.
1950
The Turing Test
Turing proposes the 'imitation game' to judge whether a machine's responses are indistinguishable from a human's, a foundation of AI. No AI has passed it as originally defined.
1954
Fitts's Law + Designing for People
Paul Fitts models the time to move to a target by size and distance (a UI cornerstone), and Henry Dreyfuss writes Designing for People, a classic on usability and friction.
1955-1970
Dieter Rams
Rams joins Braun and later writes the '10 Principles of Good Design', which shaped product, graphic and interface design (and famously inspired Apple).
1956
Miller's magic number seven
George Miller shows working memory holds about 7 (plus or minus 2) chunks, now known as Miller's Law.
1957
A home for human factors
The Human Factors and Ergonomics Society forms.
1967
Formative vs summative
Michael Scriven's formative/summative assessment concepts later map onto types of usability evaluation.
1969
Xerox PARC and the GUI
Xerox PARC develops the mouse, GUI, personal computers, object-oriented programming, laser printing and Ethernet, much of what you use today.
1979-1981
Usability named and formalized
Bennett's paper is the first with 'usability' in its title; Ericsson & Simon formalize Think Aloud; the Wizard of Oz method is coined; Chapanis notes ~5-6 users reveal most usability problems.
1982
HCI is officially born
The first HCI conference (Gaithersburg) leads ACM to form SIGCHI, the Special Interest Group on Computer-Human Interaction.
1983-1984
GOMS and the Mac
Card, Moran & Newell publish The Psychology of Human-Computer Interaction (GOMS, keystroke-level model); Steve Jobs launches the Macintosh, proving usability sells.
1985-1986
Iterative design and SUS
Gould & Lewis champion early user focus, empirical measurement and iterative design; John Brooke creates the System Usability Scale (SUS), now the standard usability questionnaire.
1987
Shneiderman's golden rules
Ben Shneiderman's Designing the User Interface introduces the eight golden rules of interface design, still the basis of heuristic evaluation.

Two foundational rule sets

Dieter Rams’ 10 principles of good design: good design is innovative, useful, aesthetic, understandable, unobtrusive, honest, long-lasting, thorough to the last detail, environmentally friendly, and as little design as possible.

Shneiderman’s 8 golden rules: strive for consistency; enable shortcuts for frequent users; offer informative feedback; design dialogs to yield closure; offer simple error handling; permit easy reversal of actions; support internal locus of control; and reduce short-term memory load.

How old is UX as a discipline?

Its roots go back over 100 years (to about 1911) in ergonomics, human factors and psychology, though the term ‘user experience’ only appeared around 1996-1998.

When was HCI born?

1982, when the first HCI conference in Gaithersburg led ACM to form SIGCHI (the Special Interest Group on Computer-Human Interaction).

What is Fitts's Law?

A 1954 model predicting the time to move to a target based on its size and distance, a cornerstone of user interface and product design.

What is Miller's Law (the magic number seven)?

George Miller’s 1956 finding that working memory holds about seven, plus or minus two, chunks of information at once.

Why does Xerox PARC matter to UX?

From 1969 it invented the mouse, the graphical user interface, personal computers, laser printing and Ethernet, the foundations of modern computing.

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Disclaimer: This content was translated to English from the original we wrote in Spanish, available in UXpañol.

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