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1.1 ! root 1: Date: Tue, 24 Nov 92 22:25:59 -0500 ! 2: From: [email protected] (Ben Shneiderman) ! 3: To: [email protected], [email protected], [email protected], ! 4: [email protected], [email protected] ! 5: Subject: Re: more pie menus! ! 6: ! 7: I couldn't resist sending you all this latest essay which is ! 8: destined for IEEE Software...some readers expect it to generate ! 9: some strong responses...Ben ! 10: ! 11: ! 12: Beyond Intelligent Machines: ! 13: Designing Predictable and Controllable User Interfaces ! 14: ! 15: ! 16: Ben Shneiderman November 24, 1992 ! 17: ! 18: University of Maryland, College Park, MD 20742 ! 19: ! 20: Professor, Department of Computer Science, ! 21: Head, Human-Computer Interaction Laboratory at the ! 22: Center for Automation Research & ! 23: Member, Institute for Systems Research ! 24: ! 25: ! 26: Who's in control? ! 27: ! 28: An important shift is occurring from the old vision of computers ! 29: as 'intelligent' to a new vision based on predictable and controllable ! 30: user interfaces that depend on direct manipulation of objects and actions. ! 31: Appropriate metaphors and terminology are important since they shape ! 32: the thoughts of researchers, designers, managers, congress-people, ! 33: journalists, etc. Most of us have learned the importance of gender ! 34: neutral terminology and similarly I have been strongly opposed to ! 35: suggesting that computers are 'intelligent' or 'smart' for several ! 36: reasons: ! 37: ! 38: 1) Limits to Imagination ! 39: ! 40: I think we should have much greater ambition than to make a computer ! 41: behave like an intelligent butler or other human agent. Computer ! 42: supported cooperative work (CSCW), hypertext/hypermedia, multi-media, ! 43: information visualization, and virtual realities are powerful ! 44: technologies that enable human users to accomplish tasks that no human ! 45: has ever done. If we describe computers in human terms then we ! 46: run the risk of limiting our ambition and creativity in the design ! 47: of future computer capabilities. ! 48: ! 49: ! 50: 2) Predictability and Control are Desirable ! 51: ! 52: If machines are 'intelligent' or 'adaptive' then they may become less ! 53: predictable and controllable. Our usability studies show that users ! 54: want feelings of mastery, ! 55: competence, and understanding that come from a predictable and ! 56: controllable interface. Most users seek a sense of ! 57: accomplishment at the end of the day, not the sense that this ! 58: 'intelligent' machine magically did their job for them. ! 59: ! 60: ! 61: 3) Human Responsibility ! 62: ! 63: I am concerned that if designers are successful in convincing the users ! 64: that computers are intelligent, then the users will have a reduced sense ! 65: of responsibility for failures. The tendency to blame the machine is ! 66: already widespread and I think we will be on dangerous grounds if we ! 67: encourage this trend. ! 68: ! 69: ! 70: 4) Machines are not People AND People are not Machines ! 71: ! 72: I have a basic philosophical objection to the suggestion that machines ! 73: are, or can ever be, intelligent. I know that many of my colleagues are ! 74: quite happy to call machines intelligent and knowledgeable, but I prefer ! 75: to treat and think about machines in very different ways from the way I ! 76: treat and think about people. ! 77: ! 78: ! 79: The lessons of history ! 80: ! 81: While some productive work has been done under the banner of ! 82: `intelligent', often those who use this term reveal how little they ! 83: know about what users want or need. The users's goal is not to ! 84: interact with an 'intelligent' machine, but to create, communicate, ! 85: explore, plan, draw, compose, design, or learn. Ample evidence ! 86: exists of the misguided directions brought by 'intelligent' machines: ! 87: ! 88: - natural language interaction seems clumsy and slow compared to ! 89: direct manipulation and information visualization methods that use ! 90: rapid, high-resolution, color displays with pointing devices. Lotus HAL ! 91: is gone, AI INTELLECT hangs on but is not catching on. There are some ! 92: interesting directions for tools that support human work through ! 93: natural language processing: aiding human translators, parsing ! 94: texts, and generating reports from structured databases. ! 95: ! 96: - speech I/O in talking cars and vending machines is gone. ! 97: Voice recognition is fine for handicapped users plus special situations, ! 98: but doesn't seem to be viable in general office, home, or school ! 99: settings. Our recent studies suggest that speech I/O has a greater ! 100: interference with short term and working memory than hand-eye ! 101: coordination for mouse menu selection. Voice store and forward, ! 102: phone-based information retrieval, and voice annotation have great ! 103: potential but these are not the 'intelligent' applications. ! 104: ! 105: - adaptive interfaces are unstable and unpredictable, often leading ! 106: users to worry about what will change next. I see only modest chances ! 107: for success in user modeling to recognize the level of expertise and ! 108: revise the interface accordingly - can anyone point to successful ! 109: studies or commercial products? By contrast, user controlled ! 110: adaptation through control panels, cruise control for cars, and ! 111: remote controls for TV are success stories. While algorithms to ! 112: deal with dynamic ! 113: issues in network or disk space management are needed, the task domain ! 114: and user interface issues of the application program ! 115: should generally be under direct user control. ! 116: ! 117: - Intelligent CAI (Computer Assisted Instruction) only prolonged the ! 118: time (compared to traditional CAI) until the users felt they were the ! 119: victims of the machine. Newer variations such as Intelligent Tutoring ! 120: Systems are giving way to Interactive Learning Environments where ! 121: students are in control and actively creating or exploring. ! 122: ! 123: - intelligent talking robots with five-fingered hands and human facial ! 124: features (quaint fantasy that did well in Hollywood but not in Detroit ! 125: or elsewhere) are mostly gone in favor of flexible manufacturing systems ! 126: that enable supervisors to specify behavior with predictable results. ! 127: ! 128: ! 129: It seems that some designers continue to ignore this historical pattern ! 130: and still dream of creating 'intelligent' or 'smart' machines. It is an ! 131: ancient and primitive fantasy, and its seems most new technologies must ! 132: pass through this child-like animistic phase. Lewis Mumford identified ! 133: this pattern (Technics and Civilization, 1934) when he wrote about the ! 134: Obstacle of Animism: 'the most ineffective kind of machine is the ! 135: realistic mechanical imitation of a man or another animal...for ! 136: thousands of years animism has stood in the way of...development.' ! 137: ! 138: ! 139: An alternate vision ! 140: ! 141: My point in this essay is not merely to counter a popular design ! 142: philosophy, but to offer a new vision that is more in harmony with what ! 143: users want. I believe that the future will be filled with powerful, but ! 144: predictable and controllable computers that genuinely serve human needs ! 145: (Designing the User Interface: Strategies for Effective Human-Computer ! 146: Interaction, Second Edition, Addison-Wesley Publ. Co., Reading, MA, 1992). ! 147: ! 148: In this vision of predictable and controllable (PC) computing, ! 149: the promising strategies are rapid, ! 150: visual, animated, colorful, high resolution interfaces built on ! 151: meaningful control panels, appropriate preference boxes, ! 152: user-selectable toolbars, rapid menu selection, easy to create macros, ! 153: and comprehensible shortcuts. These enable me to specify rapidly, ! 154: accurately, and confidently how I want my email filtered, what documents ! 155: I want retrieved and in what order, and how my documents will be ! 156: formatted. ! 157: ! 158: ! 159: Our Human-Computer Interaction Laboratory has applied these principles ! 160: to information visualization methods that give users X-ray vision to see ! 161: through their mountains of data. Treemaps enable users to see (and ! 162: hear) 2-3000 nodes of hierarchically structured information by utilizing ! 163: every pixel on the display. Each node is represented by a rectangle ! 164: whose location preserves the logical tree structure and whose area is ! 165: proportional to one of its attributes. Color represents a second ! 166: attribute and sound a third (B. Johnson & D. Turo, Improving the ! 167: Visualization of Hierarchies with Treemaps: Design Issues and ! 168: Experimentation, Proc. IEEE Visualization '92). Treemaps have been ! 169: applied to Macintosh directory browsing (Figure 1), in which area could ! 170: be set to file size, color to application type, and sound to file age ! 171: (our TreeViz application is available from the University of Maryland's ! 172: Office of Technology Liaison, (301) 405-4210). When users first try ! 173: TreeViz they usually discover duplicate or misplaced files, redundant ! 174: and chaotic directories, and many useless files or applications. Other ! 175: applications include: stock market portfolio management, sales data, ! 176: voting patterns, sports (48 statistics on 459 NBA players, in 27 teams, ! 177: in four leagues), etc. ! 178: ! 179: ! 180: Dynamic queries allow rapid adjustment of query parameters and immediate ! 181: display of updated result sets. These animations enable users to ! 182: develop intuitions, discover patterns, spot trends, find exceptions, and ! 183: see anomalies. The Dynamic HomeFinder prototype (Figure 2) allows users ! 184: to adjust the cost, number of bedrooms, location, etc. and see points of ! 185: light come and go on a map to indicate a matching home. Users execute ! 186: up to 100 queries/second (rather than one query per 100 seconds) ! 187: producing a revealing animated view of where high or low priced homes ! 188: are found, and there are no syntax errors. Clicking on a point of ! 189: light brings up a description or image (videotape available, or for ! 190: an empirical comparison with a natural language system, see ! 191: Williamson, C. and Shneiderman, B., The Dynamic HomeFinder: Evaluating ! 192: dynamic queries in a real-estate information exploration system, 1992 ! 193: ACM SIGIR Proceedings). ! 194: ! 195: Dynamic queries are very effective when a visual environment such as a ! 196: map, calendar, or schematic diagram are available, but they can be ! 197: easily applied with standard text file output (Figure 3). Dynamic ! 198: queries exemplify the future of interaction; You don't need to ! 199: describe your goals, negotiate with an intelligent agent, and wait for ! 200: a response, you Just Do It! Furthermore, dynamically seeing the ! 201: results enables you to explore and rapidly reformulate your goals in ! 202: an engaging videogame-like manner. ! 203: ! 204: ! 205: Open problems in information visualization include screen organization, ! 206: widget design, algorithms for rapid search and display, use of color ! 207: and sound, and strategies to accommodate human perceptual skills. ! 208: We also see promise in expanding macro makers into the graphical ! 209: environment with visual triggers based on controlled replay of ! 210: desired actions - the ! 211: general idea is Programming in the User Interface (PITUI) to ! 212: Do-What-I-Did (DWID). ! 213: ! 214: ! 215: I want to encourage the exploration of new metaphors and visions of how ! 216: computers can empower people by presenting information, allowing rapid ! 217: selection, supporting personally specified automation, and providing ! 218: relevant feedback. Metaphors related to controlling tools or machines ! 219: such as driving, steering, flying, directing, conducting, piloting, ! 220: or operating seem more generative of effective and acceptable ! 221: interfaces, than 'intelligent' machines. ! 222: ! 223: ! 224: A scientific approach to user interface research ! 225: ! 226: Whether you agree with the design philosophy in this essay, and ! 227: especially if you disagree, I hope that you will add to our scientific ! 228: knowledge by conducting well-designed empirical studies of learning ! 229: time, measuring performance time for appropriate tasks, recording error ! 230: rates, evaluating human retention of interface features, and assessing ! 231: subjective satisfaction. There's much work to be done to make ! 232: computing accessible, effective, and enjoyable. ! 233: ! 234: ! 235: Acknowledgements: This essay was prompted by the discussion between ! 236: Mark Weiser and Bill Hefley, stimulated by lively email and personal ! 237: discussions with Paul Resnick, Tom Malone, and Christopher Fry at MIT, ! 238: and refined by comments from Catherine Plaisant, Rick Chimera, Brian ! 239: Johnson, David Turo, Richard Huddleston, and Richard Potter at the ! 240: Human-Computer Interaction Lab at Univ. of Maryland. I appreciate Bill ! 241: Curtis's support for this vision. Thanks to all.
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