Rene Saarikko

English Art Portfolio

A Journey Through UI/UX History

Explore the evolution of user interfaces from the command-line era of the 1960s to the immersive experiences of today and beyond.

TERMINAL - 1960s UI/UX

Key Innovations

  • Command-line interfaces
  • Batch processing systems
  • First computer mouse (1968)
  • Time-sharing systems
  • Early text editors

Notable Systems

  • SAGE(Semi-Automatic Ground Environment)
  • IBM System/360
  • UNIX (late 1960s)
  • NLS(oN-Line System)
  • DEC PDP series

The Mother of All Demos (1968)

On December 9, 1968, Douglas Engelbart gave what is now known as "The Mother of All Demos" at the Fall Joint Computer Conference in San Francisco. This 90-minute demonstration showcased numerous technologies that would define computing for decades to come.

Engelbart and his team at the Stanford Research Institute demonstrated the NLS (oN-Line System) which featured:

  • The first computer mouse
  • Video conferencing
  • Teleconferencing
  • Hypertext
  • Word processing
  • Dynamic file linking
  • Revision control

This demonstration was revolutionary because it showed a complete computer system designed to augment human intellect, rather than simply perform calculations.

"The mouse was just a tiny piece of a much larger project aimed at augmenting human intellect."— Douglas Engelbart

The wooden mouse prototype had only one button and was referred to as a "bug" during early development. The term "mouse" came later when the cord at the back reminded someone of a mouse's tail.

Early Programming

Programming in the 1960s often involved punch cards and batch processing. Programmers would write code, punch it onto cards, and submit the deck to operators who would run the program when computer time was available.

Languages like FORTRAN, COBOL, and BASIC were developed during this era to make programming more accessible to non-specialists.

10 PRINT "HELLO WORLD"
20 GOTO 10

Computer Graphics

Ivan Sutherland's Sketchpad (1963) was the first program to use a graphical user interface and object-oriented programming concepts.

It allowed users to create and manipulate graphical objects on a computer screen using a light pen, introducing concepts like constraints, hierarchical structures, and object instances.

[Sketchpad Interface Diagram]

Military Interfaces

The SAGE system featured some of the first interactive computer displays, using light guns (early light pens) to interact with radar information on screen.

Operators could identify and track aircraft by touching the screen with the light gun, marking one of the first direct manipulation interfaces in computing history.

[SAGE Console Operator]

1970s

The 1970s saw the birth of graphical user interfaces at Xerox PARC (Palo Alto Research Center), where researchers developed the revolutionary Xerox Alto (1973) and later the Xerox Star (1981).

These systems pioneered the WIMP paradigm that would define computing for decades to come. The Alto featured a bitmap display, a three-button mouse, and the first WYSIWYG text editor called Bravo.

While these innovations remained primarily in research labs and never reached mass market, they laid the groundwork for Apple's and Microsoft's later commercial success.

Key Innovations

  • First GUI at Xerox PARC
  • WIMP paradigm (Windows, Icons, Menus, Pointer)
  • Bitmap displays
  • WYSIWYG text editing
  • Ethernet networking
Xerox Alto (1973)
Document
Page 1

This is a document created on the

Xerox Alto, the first computer

designed from the start to support

an operating system based on a

graphical user interface.

Bravo Text Editor
Properties:
Font:
Times Roman
Size:
12 point
Style:
Regular
Doc
Folder
Printer

The Birth of the Desktop Metaphor

The desktop metaphor was pioneered at Xerox PARC in the 1970s. This revolutionary concept made computers more intuitive by representing digital information as familiar physical objects:

  • Documents represented as paper
  • Folders for organizing files
  • A trash can for deleting items
  • A desktop surface as the main workspace

This metaphor made computers accessible to non-technical users by leveraging their existing mental models of office work. The concept was later refined and popularized by Apple with the Macintosh in 1984.

A
Document
[]
Folder
Printer
Trash

Alan Kay and the Dynabook

In 1972, Alan Kay at Xerox PARC conceived the Dynabook - a personal computer for children of all ages. This visionary concept predicted tablets and laptops decades before they became reality.

The Dynabook concept influenced the development of the Alto and later personal computers. Kay envisioned:

  • A portable device the size of a notebook
  • A flat panel display
  • Wireless networking
  • A graphical interface
  • Battery power for all-day use

Kay also developed Smalltalk - one of the first object-oriented programming languages, which was used to create many of the innovative GUI concepts at PARC.

[Dynabook Concept Sketch]

1980s

The 1980s marked the mainstream arrival of graphical user interfaces with the Apple Macintosh (1984) and Microsoft Windows 1.0 (1985). These systems brought the WIMP paradigm to consumers, revolutionizing how people interacted with computers.

Windows 1.0 featured tiled windows that couldn't overlap (unlike the Mac), a primitive 16-color interface, and included applications like Calculator, Calendar, Cardfile, Clipboard viewer, Clock, Control Panel, Notepad, Paint, Reversi, Terminal, and Write.

This era saw the rise of desktop publishing, paint programs, and early productivity software. The pixel-based aesthetic, limited color palettes, and chunky typography defined the visual language of this decade.

Key Innovations

  • Apple Macintosh GUI
  • Microsoft Windows 1.0
  • Desktop publishing
  • Paint programs
  • Early productivity software
MS-DOS Executive
FilenameSize
CALC.EXE24KB
CALENDAR.EXE18KB
CARDFILE.EXE32KB
CLOCK.EXE8KB
NOTEPAD.EXE15KB
PAINT.EXE38KB
WRITE.EXE46KB
Notepad

Welcome to

Windows 1.0

----------

Released on

November 20,

1985

Clock
FileViewSpecialHelp

Watch: The Evolution of Windows

Key Terms

Graphical User Interface (GUI)
A visual way of interacting with computers using windows, icons, and menus, manipulated by a mouse instead of text commands.
Desktop Publishing
The creation of printed materials using page layout software on personal computers, revolutionizing the publishing industry.
Tiled Windows
Early Windows 1.0 approach where windows couldn't overlap but were arranged in a grid-like pattern on screen.

1990s

The 1990s saw the birth of the World Wide Web and the first web browsers. Netscape Navigator and Internet Explorer brought the internet to the masses with their simple, table-based layouts and basic HTML interfaces.

This era was characterized by "Web 1.0" - static pages with animated GIFs, visitor counters, and the infamous "Under Construction" signs. Windows 95 revolutionized desktop computing with its Start menu and taskbar paradigm.

The browser wars of the late 90s drove rapid innovation in web technologies, while operating systems like Windows 95 and Mac OS 8 refined the graphical user interface for mainstream users.

Key Innovations

  • First web browsers
  • Windows 95 Start menu
  • Early search engines
  • Animated GIFs
  • Table-based layouts
Netscape Navigator
x
File
Edit
View
Go
Bookmarks

Welcome to the Web!

⚠️ UNDER CONSTRUCTION ⚠️
Home
About
Links
Guestbook
Visitors: 12345
Best viewed in 800x600

Windows 95: Revolutionizing the Desktop

Released on August 24, 1995, Windows 95 introduced a revolutionary user interface that defined personal computing for years to come. Its key innovations included:

  • The Start Menu - A centralized access point for programs and files
  • The Taskbar - For managing open applications
  • Long file names (up to 255 characters)
  • Plug and Play hardware detection
  • The Recycle Bin for recoverable file deletion

Microsoft's $300 million marketing campaign for Windows 95 featured the Rolling Stones' "Start Me Up" and was one of the largest product launches in history. The OS sold 7 million copies in the first five weeks.

My Computer
x
My Computer
Network
Recycle Bin
My Documents
Control Panel
Printers
Dial-Up
Inbox
Start
4:30 PM

The Birth of the World Wide Web

In 1989, Tim Berners-Lee proposed the World Wide Web while working at CERN. By 1991, he had created the first web browser and server, laying the foundation for the modern internet.

The early web was characterized by:

  • HTML - Simple markup for creating pages
  • HTTP - The protocol for transmitting hypermedia
  • URLs - Standardized addressing for resources

The first popular graphical web browser was NCSA Mosaic, released in 1993. Its developers went on to create Netscape Navigator, which dominated the early browser market until Microsoft's Internet Explorer gained prominence.

<html>
<head><title>My First Webpage</title></head>
<body>
<h1>Hello World!</h1>
<p>Welcome to my website.</p>
<a href="page2.html">Click here</a>
</body>
</html>
"The original idea of the web was that it should be a collaborative space where you can communicate through sharing information."
— Tim Berners-Lee

Web Design Trends

Early 90s web design was characterized by technical limitations and experimentation:

  • Table-based layouts
  • Bright, often clashing colors
  • Animated GIFs
  • Tiled background patterns
  • Hit counters and guestbooks
  • Frames
construction.gif
email.gif
new.gif

The Browser Wars

The mid-to-late 90s saw intense competition between Netscape Navigator and Microsoft Internet Explorer, known as the "Browser Wars":

  • Rapid release cycles with new features
  • Proprietary extensions
  • Microsoft bundling IE with Windows
  • JavaScript creation by Netscape
  • CSS introduction for styling
IE
VS
NS

Early Search Engines

Before Google dominated search, several early engines helped users navigate the growing web:

  • Yahoo! (1994) - Started as a directory
  • AltaVista (1995) - First full-text search
  • Lycos (1994) - Catalog-based search
  • Ask Jeeves (1996) - Natural language queries
  • Google (1998) - PageRank algorithm
Search The Web

2000s

The 2000s brought "Web 2.0" - interactive, social, and user-generated content. Skeuomorphic design dominated with realistic textures, drop shadows, and glossy buttons that mimicked real-world objects.

This era saw the rise of social media platforms, blogs, and early mobile interfaces. Apple's iOS and macOS heavily influenced design trends with their realistic, detailed interfaces that aimed to bridge the gap between digital and physical.

The introduction of the iPhone in 2007 revolutionized mobile interfaces, bringing multi-touch interactions and app-based computing to the mainstream. Web design evolved with Flash animations, gradients, and the beginning of responsive design principles.

Key Innovations

  • Web 2.0 interactive elements
  • Skeuomorphic design
  • Early social media interfaces
  • First smartphone UIs
  • CSS-based layouts
MySpace 2.0
User
John Doe
Online Now
About Me
Web designer and music lover from California
Add Friend
Send Message
Friends (243)

Watch: The iPhone Revolution

Key Terms

Web 2.0
The second generation of the World Wide Web, focused on user-generated content, usability, and interoperability.
Skeuomorphism
A design approach where digital interfaces mimic the appearance of physical objects, like leather textures, paper pages, and realistic buttons.
Multi-touch
Technology that enables a touchscreen to recognize multiple points of contact simultaneously, allowing for gestures like pinch-to-zoom.

2010s

The 2010s saw a dramatic shift to flat design , minimalism, and responsive interfaces. Apple's iOS 7 (2013) and Google's Material Design (2014) rejected skeuomorphism in favor of simplified, abstract representations.

Mobile-first design became the standard as smartphone usage surpassed desktop. Design systems emerged to create consistent experiences across platforms, and accessibility gained importance as digital interfaces became essential to daily life.

This decade also saw the rise of microinteractions and subtle animations that made interfaces feel more responsive and alive. Dark mode became increasingly popular, and voice interfaces like Siri and Alexa began to complement traditional visual UIs.

Key Innovations

  • Flat design
  • Material Design
  • Responsive web design
  • Mobile-first approach
  • Design systems
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The Flat Design Revolution

The shift from skeuomorphism to flat design was one of the most significant UI transformations of the decade. Apple's iOS 7, released in 2013, marked a dramatic departure from the company's previous realistic design approach.

Key characteristics of flat design included:

  • Removal of textures, gradients, and drop shadows
  • Emphasis on typography and color
  • Simple, minimalist icons
  • Focus on content over ornamentation
  • Use of whitespace to create hierarchy

Microsoft was actually ahead of the curve with its Metro design language (later called Microsoft Design Language) introduced with Windows Phone 7 in 2010 and Windows 8 in 2012, which embraced flat design principles before they became mainstream.

Skeuomorphic (2007-2012)
Flat Design (2013+)

Material Design: Google's Design Language

In 2014, Google introduced Material Design - a comprehensive design system that would unify the user experience across all Google products and platforms.

Material Design was inspired by the physical world and its textures, including how they reflect light and cast shadows. It combined the principles of flat design with subtle depth cues to create a more intuitive experience.

Key principles included:

  • Material as a metaphor
  • Bold, graphic, intentional design
  • Meaningful motion that guides focus
  • Responsive animations and transitions
  • A unified experience across platforms

Material Design had a profound influence on web and app design throughout the latter half of the 2010s, with many developers adopting its principles even for non-Google products.

Material Components
Elevated Button
Filled Button
Outlined Button
Text Button

Responsive Web Design

Ethan Marcotte coined the term "Responsive Web Design" in a 2010 article for A List Apart, describing an approach that allowed web pages to adapt to different screen sizes and devices.

Key techniques included:

  • Fluid grids
  • Flexible images
  • Media queries
  • Mobile-first approach
  • Progressive enhancement

Design Systems

The 2010s saw the rise of comprehensive design systems - collections of reusable components guided by clear standards that could be assembled to build applications consistently.

Notable examples included:

  • Google's Material Design (2014)
  • Apple's Human Interface Guidelines
  • IBM's Carbon
  • Airbnb's Design System
  • Microsoft's Fluent Design
Button
Input
Card
Modal
Toggle
Menu
Tab
Alert

Mobile App Design Patterns

As mobile apps became central to digital experiences, several UI patterns emerged as standards:

  • Navigation drawer (hamburger menu)
  • Pull-to-refresh
  • Infinite scrolling
  • Bottom navigation
  • Card-based interfaces

2020s

The 2020s brought a focus on accessibility, inclusivity, and more natural interfaces. Glassmorphism, neumorphism, and dark mode became standard design patterns, while voice interfaces and AR/VR experiences gained mainstream adoption.

Design systems matured to support multiple platforms and accessibility requirements. The pandemic accelerated digital transformation, pushing designers to create more intuitive remote collaboration tools.

AI-driven interfaces began to personalize experiences based on user behavior, while ethical design considerations became increasingly important. The rise of no-code and low-code platforms democratized interface creation, allowing non-designers to build functional UIs.

Key Innovations

  • Glassmorphism & Neumorphism
  • Advanced dark mode implementations
  • AI-assisted interfaces
  • Spatial computing
  • Accessibility-first design
Modern Interface

Watch: The Future of Interfaces

Key Terms

Glassmorphism
A design style that uses frosted glass-like elements with transparency, blur effects, and subtle borders to create depth.
Neumorphism
A design trend that combines elements of skeuomorphism and flat design, using subtle shadows to create soft, extruded shapes.
Spatial Computing
Interfaces that exist in three-dimensional space, often using augmented or virtual reality to create immersive experiences.

The Future

The future of UI/UX will likely be defined by ambient computing , spatial interfaces, and AI-driven personalization. Interfaces may become more invisible, anticipating user needs before they're expressed.

Augmented reality , virtual reality, and mixed reality will create immersive spatial computing environments. Voice, gesture, and neural interfaces will supplement or replace traditional input methods, making technology more accessible and natural to use.

Generative AI will revolutionize how interfaces are created, allowing non-designers to generate sophisticated UIs through conversation. Ethical considerations around privacy, accessibility, and digital well-being will become increasingly central to design decisions.

Emerging Trends

  • Spatial computing
  • AI-driven interfaces
  • Voice and gesture control
  • Neural interfaces
  • Ambient computing
AI

Spatial Computing: Beyond Screens

Spatial computing represents a paradigm shift from 2D screens to 3D environments that blend digital and physical worlds. This evolution is already underway with technologies like:

  • AR headsets like Apple Vision Pro and Microsoft HoloLens
  • VR systems such as Meta Quest and Valve Index
  • Holographic displays for shared viewing experiences
  • Spatial audio that places sounds in 3D space

Designing for spatial computing requires rethinking fundamental UI principles. Instead of windows and buttons, interfaces will leverage depth, physical space, and natural interactions like reaching and grabbing.

The challenge for designers will be creating intuitive experiences that don't overwhelm users with information or require learning complex gesture systems.

AR
VR
MR

AI-Driven Interfaces

Artificial intelligence is already transforming interfaces, but its impact will be even more profound in the future:

  • Predictive UIs that anticipate user needs
  • Adaptive interfaces that adjust to individual users
  • Generative design creating interfaces on demand
  • Multimodal interaction combining voice, touch, and gesture

AI will increasingly serve as an invisible layer between users and complex systems, simplifying interactions and reducing cognitive load. Instead of navigating complex menus, users might simply state their goals and have AI determine the best path forward.

This shift raises important questions about agency, transparency, and trust. Users will need to understand when AI is making decisions on their behalf and have the ability to override those decisions when necessary.

AI Assistant
How can I help you today?
I need to schedule a meeting
I've found 3 open slots in your calendar tomorrow. Would 10 AM, 2 PM, or 4 PM work best?

Neural Interfaces

The ultimate evolution of user interfaces may bypass traditional input methods entirely, connecting directly to the human brain:

  • Brain-computer interfaces (BCIs) like Neuralink
  • Non-invasive neural monitoring
  • Thought-based navigation and control
  • Haptic feedback for sensory experiences

While still in early development, companies like Neuralink, CTRL-labs (acquired by Meta), and Kernel are making significant progress in this field. The ethical implications are profound, raising questions about privacy, consent, and the nature of human-computer interaction.

Ambient Computing

The future may see technology recede into the background, becoming an invisible but ever-present part of our environment:

  • Ubiquitous sensors throughout environments
  • Context-aware systems that understand situations
  • Proactive assistance without explicit requests
  • Calm technology that doesn't demand attention

Ambient computing aims to make technology feel more natural and less intrusive. Instead of staring at screens, information might be subtly conveyed through changes in lighting, gentle sounds, or other environmental cues that don't interrupt our focus on the physical world.

Smart Home Environment

Ethical Considerations

As interfaces become more powerful and pervasive, ethical design will be increasingly important:

  • Digital well-being and mental health
  • Privacy by design in all systems
  • Universal accessibility for all users
  • Algorithmic transparency and explainability
  • Digital inclusion across demographics

As interfaces become more integrated with our lives and bodies, the stakes of design decisions increase. Future designers will need to consider not just usability and aesthetics, but the broader societal impacts of their work.

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