Annotation of micropolis/src/notes/Beyond-Intelligent-Machines, revision 1.1.1.1

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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