Inventing and Evolving Human-Computer Interfaces:
Five Spheres of Invention

Davis Foulger
Visiting Associate Professor
Oswego State University

April 15, 2002


The Study of Human-Computer Interaction:

(A small sampling of topics from the upcoming ACM SIGCHI meeting:)

Methodology

Technologies

Applications

Environment

Design

  • Scenario-based usability Engineering
  • user-centered design
  • Interactive Design and Protyping

Speech

  • User Interfaces
  • Natural Language
  • Making Speech Browsable, Readable, and Searchable

The Web

  • Rapid and Automatic Site Evaluation
  • Navigation
  • Usability Guidelines

Organizations

  • E-Business
  • Customer-Centered Systems
  • Availability and Interruption

Task Analysis

  • User Experiences
  • User Needs
  • Driving Invention from Field Data

UI Agents

  • adaptive interfaces
  • Socially Adept Technologies
  • Sensing systems

Groupware

  • Collaboration
  • Collaborative Physical Tasks

Virtual Environments

  • Roomware
  • Presence
  • 3D

Usability Testing

  • Rapid Evaluation
  • Adaptive Testing
  • User-Based Evaluations

Non-Verbal

  • Gesture and Mobile Devices
  • Virtual Keyboarding
  • Gaze Interface Agenta

Visualization

  • Foraging information
  • Visualizing Patterns
  • Visualizing Time Series

Communities

  • Identities and Understandings
  • Reputation systems

 


A study of computer conferencing:


I Observed a Process of Continuous Change:


Along the way, I found a problem with "problems"


And there seemed to be a pattern to the change:

  • Simons' The Sciences of the Artificial is a classic in artificial intelligence
  • But it is actually a pretty broadly based book. Other topics include:
    • economics, social behavior, simulation, cognition, memory, and complexity
  • For me, it is mostly about the design of "artifacts"
    • The interaction of artifact, interface, and environment (see upper model)
      • The artifact is its interface
    • The interaction of "mediators" (my term) and its attributes (see lower model)
      • Systems are designed to meet abstract goals
  • Simon is not entirely consistent here:
    • The constituents of an artifact can be in the inner system or the outer environment
  • But it gave me a start on explaining what I was seeing
  • Others seem to have found similar value: Henry Petroski, for instance


Simon's Notion of Artifact expressed graphically


The relationship of the system components of an artifact
to the attributes of an artifact. "Characteristics" and
"Mediators" overlay my vocabulary on his conception.


I extend Simon with invention processes in the outer environment

  • Five interacting spheres of invention and evolution:
    • Mediators, the stuff the system is made of and the way its put together
    • Characteristics, the essential qualities of the system
    • Uses, the things we do with the system
    • Effects, the things that happen as a result of use
    • Practices: the rules and practices we create to make the system more functional
  • Two+ cycles of change
    • of media (or artifact)
    • of genre (or application)
  • Used to describe media, but appears to be more general


Media are only one form of communication-enabling artifact:


A real world example (IBM Research; 1984):

Mediators

the IBM XT ships with a 10 Megabyte hard disk and a subdirectory capable DOS

Characteristics

the root directory is limited to 254 files or directories

Uses

new users load up the operating system, a text editor, and start writing documents

Practices

because they didn't read the documentation and were used to VM, they saved all their files to the root directory

Effects

when they try to save the 255th file, it won't save

Practices

they call up their local PC Consultant

Effects

several hours are spent diagnosing the problem and moving files, one at a time, into a subdirectory structure

Practices

the user is instructed to save their files to subdirectories and shown how

Effects

other users have the same problem

Practices

a text editor is used to create a batch file that moves the files around

Effects

several hours are saved, but other users have the same problem

Mediators

a batch file is written that automatically moves the files around

Effects

more time is saved, but users aren't happy with were the files are put

Mediators

a direct file manipulation program is created (File Manager)

Uses

users can easily reorganize their own systems

Effects

they do, but notice that the file manager makes a good user interface

Uses

they start using it as a user interface

Effects

some things are hard to do

Practices

requests are made for new features

Mediators

the file manager is given end user configurability features

Effects

a new game emerges as a biproduct: Hard disk roulette

Practices

the game is documented as a "dangerous" feature

Mediators

the application features that enable the game are disabled

Practices

end users start using and sharing customizations

The Cycle of Genre

the file manager grows other uses, including "Backup"

The Cycle of Media

the file manager grows into, well,
  • "File Manager" (OS/2 and Windows)
  • "DOS Shell"
  • a pre-X-Windows UNIX shell
The original code is still being improved 18 years later (by its seventh "owner").

Mediators

a default directory structure is built into a new user "workbench"
  • along with a configurable menu-based user interface system
  • a set of applications
  • and built in (hypermedia) documentation

The Cycles of Media and Genre

  • The workbench and all the tools in it grow too, but that's several more stories, and the file management story is pretty sketchy


Mediators are the "clockworks" of an medium


Characteristics are the essential qualities of a medium

  • Useful Groupings:
    • modalities
    • message
    • performance
    • production
    • participants
    • creator
    • consumer
    • channel
    • storage
    • interface
    • marketplace
  • Dimensions (see figure at right):
    • Amplification (vertical)
    • Dynamism (from left)
    • Bandwidth (from right)
  • Focus of Book

Uses

  • The things we do with a medium or artifact
  • Invention of a system with characteristics simply creates a possibility
    • a proto-medium
    • a proto-application
  • Use is itself an invention
    • it makes an artifact real
    • it makes it successful
  • A medium is the sum of its uses:
  • We recognize this in programming with use cases
  • We recognize this in marketing with:
    • application consulting teams
    • application packs

  • Use cases are a substantial improvement on simple requirements-based design
    • but this is often as far as we go designing and prototyping systems

Effects


Practices


The Disconnect in Development

  • Applications, Artifacts, and Media are developed in five spheres of invention
  • We generally develop in two of them:
    • Mediators
    • Characteristics
  • With use cases, we consider a third:
    • Uses
      • but the wrong uses
      • and the wrong users
  • And we generally don't consider effects or practices:
    • limited beta testing
    • limited or no research after first ship
    • limited or no end user configurability
  • Design patterns and anti-patterns are a step in the right direction
    • but every system is different
    • only observation of use will inform effects and practices.

Conclusion