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VOLUME XV.

2 | MARCH + APRIL 2008

A Primer in Hand-Generated Sketching


EXPERIENCES | PEOPLE | TECHNOLOGY

The Mess
We’ve Gotten Ourselves Into
While our efforts are frequently well intentioned,
there are a number of negative results of our
aPAGE 16 design, engineering, and business practices. These
articles explore some of the problems we’ve
created for ourselves, and suggest some solutions
to clean up the mess.

FEATURE

6 When Users “Do” the Ubicomp


Antti Oulasvirta

Ps AND Qs

10 Designing for Digital Archives


Elizabeth Churchill, Jeff Ubois

THE WAY I SEE IT

14 A Fetish for Numbers


Don Norman
aPAGE 28
SUSTAINABLY OURS

16 Situated Sustainability
for Mobile Phones
Elaine M. Huang, Khai N. Truong

TRUE TALES

20 Everybody's Talkin’ At Me
Steve Portigal

TIMELINES

22 Themes in the
Early History of HCI—Some
Unanswered Questions
Ronald M. Baecker

aPAGE 42

a Cover photo by Dylan Vitone.

aPAGE 46
VOLUME XV.2 MARCH + APRIL 2008

Design: What it is, and Crossing the Thresholds of


How to Teach and Learn It Indignation and Inclusiveness
Design is beginning to evolve into a comprehensive, As we begin to make headway toward defining
thoughtful, and definable subject. We’ve collected a discipline based on designing interactions, it
some thoughts on what Design means in our becomes apparent that an exclusive approach is
technological world, and what it means to teach— not sustainable. These articles describe some of the
and to learn—Design. thresholds we must cross to surpass indignation
and achieve inclusiveness.

COVER STORY FEATURE

28 Pencils Before Pixels: A Primer 62 An Ode to TomTom:


in Hand-Generated Sketching Sweet Spots and Baroque
Mark Baskinger Phases of Interactive
Technology Lifecycles
FEATURE
Jan Borchers
38 The Future of
Interaction Design as an FEATURE

Academic Program of Study 67 What Robotics Can Learn


Kevin Conlon from HCI
Aaron Powers
THAT’S ENTERTAINMENT

42 Playcentric Design (P)REVIEW

Tracy Fullerton 70 The Design of Future Things


by Don Norman
OK/CANCEL
Reviewed By Gerard Torenvliet
45 Failed Games
Tom Chi, Kevin Cheng LIFELONG INTERACTIONS

72 Designed to Include
FEATURE
Mark Baskinger
46 How I Learned to Stop Worrying
and Love the Hackers UNDER DEVELOPMENT

Carla Diana 76 Raising A Billion Voices


Sheetal K. Agarwal, Arun Kumar,
FEATURE
Sougata Mukherjea, Amit A. Nanavati,
50 Empowering Kids to Create and Nitendra Rajput
Share Programmable Media
Andrés Monroy-Hernández, Mitchel Resnick

(P)REVIEW
Interactions Cafe
54 UIGarden.net: Making the right decisions can lead to a
March + April 20 08

design “sweet spot.”


A Cross-cultural Review
Neema Moraveji, Zhengjie Liu 80 On Logic, Research,
ON MODELING
Design Synthesis...
Jon Kolko, Richard Anderson
57 The Analysis-Synthesis
Bridge Model
interactions

Hugh Dubberly, Shelley Evenson,


Rick Robinson

3
Welcome

Interactions:
a Richard Anderson
Bridging Communities
Currently, a subscription to interactions is linked muddy grayness between disciplines, such as where
to membership within ACM SIGCHI, the Special design meets education, research informs usability,
Interest Group for Computer-Human Interaction. or engineering collides with management.
Hence, to some extent, interactions is intended for For our second issue of interactions, we’ve selected
each of the “CHI communities”—design, man- articles that discuss, embrace, or react to the mess-
agement, usability, engineering, education, and iness of inclusive design or the lack thereof. These
research. And to some extent, members of these articles explore the interactions of design and the
six communities are our primary audience. interactions of importance to design, without posi-
However, an assortment of individual and insti- tioning design as an exclusive community. (Our
tutional subscribers outside of SIGCHI also receive particular thanks to Mark Baskinger, who went
interactions. Is interactions no less intended for them above and beyond the call of duty in providing two
and others as well? outstanding contributions of this nature.)
a Jon
In structuring the publication and assembling s s s
Kolko
the new interactions team, we have looked to the Four special individuals are joining us to help
definitions and boundaries of the six CHI commu- ensure we adequately address and bridge the
nities and of SIGCHI as a whole for some degree of many communities of importance to interactions.
guidance. But we have found those definitions and These individuals have tremendously diverse back-
boundaries to be unclear. As such and in multiple grounds and interests but all share a professional,
ways, this lack of clarity has been both freeing and and personal, outlook on the world around us. This
undesirably limiting. Community boundaries mat- shared outlook indicates an integrated, holistic,
ter and have their value, yet they also restrict and and ultimately, human way of considering issues of
obstruct valuable interaction. experiences, people, and technology.
As implied by the name and tagline of this Katie Minardo Scott works for The MITRE
magazine, our focus is on “interactions”—the Corporation, a nonprofit research and development
dialogues and conversations, connections, and center, doing human factors and visualization
relationships that involve experiences, people, and consulting for government clients. Katie has worn
technology. Such interactions often cross design, a variety of hats in her career: doing field research
management, usability, engineering, education, on tools for infantry soldiers, using agile develop-
and research-community boundaries and are of no ment to build an intelligence news aggregator,
less relevance and importance to multiple commu- designing taskflows for logistics and collaboration
nities outside of SIGCHI. Therefore, it is our intent software, and authoring a case study on enterprise
to greatly extend this publication’s reach. As we do engineering. Katie earned a B.F.A. and a Master of
so, we believe we will greatly increase its value to HCI from Carnegie Mellon. She is currently train-
SIGCHI and to all. ing for her third marathon.
March + April 20 08

This is our version of inclusive design—address- Dave Cronin is the director of interaction design
ing the professional community “mess we’ve gotten at Cooper, where he’s worked since 1999 leading
ourselves into”—“crossing the threshold of indig- interaction design projects in domains ranging
nation” that community boundaries sometimes from computer-assisted orthopedic surgery to insti-
impose. In our view, much of the benefit of com- tutional investment management to museum infor-
munities lies not in their exclusiveness but in the mation systems to online shopping. He also speaks
interactions

4
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GROUP PUBLISHER
and teaches frequently on the subject of interaction
Scott Delman
design and is a co-author of About Face 3.
Kerry Bodine is a principal analyst at Forrester EXECUTIVE EDITOR Ken Korman
MANAGING EDITOR Denise Doig
Research. Her research explores how user-centered ART DIRECTOR Andrij Borys
design processes, design-centric corporate cultures, ASSOCIATE ART DIRECTOR Alicia Kubista
and organizational structure contribute to the PRODUCTION MANAGER Lynn D’Addesio Kraus
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creation and sustainability of superior customer
experiences. She also covers the interactive-design- CONTRIBUTING EDITORS
Lifelong Interactions: Alison Druin
agency industry and advises customer-experience
On Modeling: Hugh Dubberly
professionals about how to get the most out of (P)reviews: Fred Sampson
agency partnerships. Kerry was instrumental in Ps & Qs: Elizabeth Churchill
Sustainably Ours: Eli Blevis
the development of many of Forrester’s evaluation
That’s Entertainment: Dennis Wixon
methodologies. Her earlier work included an exten- The Way I See It: Don Norman
sive focus on wearable technologies. Timelines: Jonathan Grudin
Ame Elliott is a senior human factors special- True Tales: Steve Portigal
Under Development: Gary Marsden
ist at IDEO in Palo Alto, CA, where she conducts
fieldwork, designs interactions, and facilitates COMMUNITY EDITORS
Kerry Bodine, Dave Cronin,
workshops for companies interested in innovat-
Ame Elliott, Katie Minardo Scott
ing through user-centered design. Prior to joining
IDEO, Ame was a research scientist at the Palo Alto WEB EDITOR
Wendy Ju
Research Center (PARC) and at Ricoh Innovations.
Her past projects include leisure guides for FOUNDING EDITORS
John Rheinfrank & Bill Hefley
Japanese youth, services for managing chronic
diseases, a device for sharing media on home A/V interactions (ISSN 1072-5220) is published
networks, and paper interfaces for interacting six times a year in January, March, May, July,
September, and November, by the
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March + April 20 08

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5
The Mess We’ve Gotten Ourselves Into

When Users “Do” the Ubicomp


Antti Oulasvirta
University of California at Berkeley and
Helsinki Institute for Information Technology HIIT | antti.oulasvirta@hiit.fi

Computers have become ubiqui- techniques typically connect ing only recently. To mention a
tous, but in a different way than only two devices or applications few, Mainwaring and colleagues
envisioned in the 1990s. To mas- at a time. This form of ubicomp studied the things urbanites
ter the present-day ubicomp—a is not embedded in the environ- carry with them and how these
multilayered agglomeration of ment, but its logic is affected by things are perceived to “inter-
[1] Bell, G., and P. connections and data, distributed remote factors often opaque to face” with the urban environ-
Dourish, “Yesterday’s
tomorrows: Notes on physically and digitally, and operat- the user, such as servers, and by ment [2]. Woodruff and col-
ubiquitous comput-
ing under no recognizable guiding other people. leagues examined temporal pat-
ing’s dominant vision.”
Personal and Ubiquitous principles—the user must exhibit In their paper, entitled terns of using a laptop at home
Computing 11, no. 2
(2006): 133-143. foresight, cunning, and persever- provocatively “Yesterday’s [3]. Our own study of mobile
ance. Preoccupation with Weiserian Tomorrows,” Bell and Dourish information workers at Nokia’s
visions of ubicomp may have divert- lamented that “ubicomp has internal IT division, reported
ed HCI research toward problems turned out to be characterized in Oulasvirta and Sumari [4],
that do not meet the day-to-day by improvisation and appro- explains some of the tactics and
[2] Mainwaring, S.D.,
Anderson, K., and needs of developers. priation; by technologies lashed discipline people develop and
Chang, M.F. Living for
the global city: Mobile
together and maintained in the ensuing burden when work-
kits, urban interfaces, The Two Ubicomps synch only through considerable ing with multiple portable and
and ubicomp. In Proc.
Ubicomp’05, Springer Ubiquitous computing can be efforts; by surprising appropria- nonportable computing devices.
(2005): 268-286.
viewed from two distinct per- tions of technology for purposes These articles show many ways
spectives. On the one hand never imagined by their inven- in which it is the users who
there is the avant-garde that tors [1].” The image in Figure 1 is have to “do” ubicomp; that is,
gets presented in scientific an example of what those look actively create the resources
[3] Woodruff, A., conferences and follows Mark like in their best (or worst). for using an application in a
Anderson, A.,
Mainwaring, S.D., Weiser’s and others’ visions on It may be that complexity of heterogeneous, multicomputer
and Aipperspach,
context awareness, beyond-GUI the existing ubicomp is one key environment.
R. Portable, but not
mobile: A study of interfaces, and new network- explanation to why ubicomp
wireless laptops in
the home. In Proc. ing techniques. On the other, applications have not conquered A Study of Computer Jugglers
Pervasive’07, Springer present-day IT infrastructure, the consumer market, although To explain what is behind these
(2007): 216-233.
“the real ubicomp,” is a massive more than a decade of research dramatic-sounding claims, let
noncentralized agglomeration has produced numerous should- us revisit observations from one
of the devices, connectivity be-convincing demonstrations. of the aforementioned studies
[4] Oulasvirta, A., and
Sumari, L. Mobile and electricity means, applica- According to a keynote speech [4]. Eleven workers, all extreme
kits and laptop trays:
tions, services, and interfaces, at MobileHCI 2006, Nokia lost users to whom ubicomp means
March + April 20 08

Managing multiple
devices in mobile infor- as well as material objects such $4.5 billion in a year because of both the content and means
mation work. In Proc.
CHI’07, ACM Press as cables and meeting rooms product returns and complaints, of work, were interviewed and
(2007): 1127-1136.
and support surfaces that have of which approximately 20 per- observed. In their daily pursuits,
emerged almost anarchistically, cent was caused by problems much of what is wrong about
without a recognized set of attributable to usability and ubicomp became visible.
guiding principles. This infra- complexity. All workers had multiple
structure is not homogenous or Yet the bulk of empirical devices to choose from: at least
interactions

seamless, but fragmented into studies looking at ubicomp at a smartphone plus a laptop, and
several techniques that the user an extra-application level has a mobile phone, as well as vari-
has to study and use. These been close to nonexistent, aris- ous necessary accessories such

6
FEATURE

as docking stations, chargers,


headsets, cables, etc. In their
work situations, and when mov-
ing between them, the workers
switched the primary device
they used quite often. There
were even “frenzies” where this

Theo Humphries
kind of juggling took place at
intervals of less than five min-
utes. The workers actually per-
ceived many benefits for having a Figure 1. Present-day ubicomp: the desk of a designer at the Royal College of Arts.
multiple devices instead of just
one: more suitable display and
manipulation mechanisms to cognitive, and social demands tunities in the surrounding
choose from, reducing the time of the situation at hand. environment to transform it for
and effort needed to set up a use. Figure 2 shows such “con-
device, being able to multitask, Being Context-Aware text-awareness:” While waiting
having devices as backup stor- Pre-trip planning is a nodal for a meeting to start, the work-
ages of data, improving personal moment where beliefs about er made room for the use of his
“ergonomics,” choosing devices infrastructure become visible. laptop by clearing the support
that are socially more accept- There, a user must choose what surface of a beverage trolley.
able, improving privacy, and devices to bring along and how The present-day ubicomp
securing company-sensitive to prepare them. The workers’ does not automatically adjust
data. strategies of choosing devices its provided resources according
However, they were not able ranged from conservative— to users’ situations. Rather, it
to achieve these feats easily— always taking the same set is the users who have to antici-
considerable effort, improvi- of devices along—to opportu- pate, search for, and plug into
sation, and knowledge were nistic—taking devices “just in the computational resources,
needed. The main problems case”—to planned—planning and for that they need knowl-
did not relate as much to the the use of devices for each day edge of the upcoming situations
interconnection and operation or trip. and skill to adjust their own
of devices in situ, but to three In the two strategies men- behavior accordingly.
things that we discuss below: tioned last, users exhibited
March + April 20 08

[5] Perry, M., O’Hara,


1) “being context-aware,” i.e., being somewhat knowledgeable Achieving Seamlessness K., Sellen, A., Brown,
B., and Harper, R.
actively creating resources from of which resources will be avail- The notion of information Dealing with mobility:
Understanding access
what is available for using a able and which not. The decision access “anywhere, anytime” has anytime, anywhere.
computer; 2) “achieving seam- to take devices was accompa- been argued to be mainly a rhe- ACM Transactions
on Computer-Human
lessness,” i.e., ensuring access nied by a variety of concerns— torical notion [5]. Users are not Interaction (TOCHI) 8, 4
the battery life, wireless con- really capable or even interested (2001), 323-347.
to necessary data across situa-
tions and devices; and 3) “doing nectivity, or social acceptability in having information available
interactions

nondisruptiveness,” i.e., being in the future site of use. everywhere.


able to gracefully align the use Workers also exhibited per- Trying to achieve “anytime,
of computers with the physical, ceptual skills used to see oppor- anywhere” when operating in

7
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INTERACTIONS ADVISORY BOARD the present-day multidevice was not available, a product pre-
Jonathan Arnowitz, Apala Lahiri Chavan,
environment implies having sentation would then be avail-
Elizabeth Dykstra-Erickson, Shelley Evenson,
Robin Jeffries, Kun-Pyo Lee, Aaron Marcus,
additional tasks of transfer- able from the smartphone. Such
Lisa Neal, Ian McClelland, Raquel Oliveira Prates ring operation and data across “just in case” backup devices
devices and places. For this, were taken along also on shorter
SPECIAL THANKS TO OUR DEPARTING EDITORIAL BOARD
users must be conscious of the trips within the office, where
ACM Copyright Notice various technological “seams” there was a possibility of
Copyright © 2008 by Association for Computing working counter to their goals, encountering an important col-
Machinery, Inc. (ACM). Permission to make digital or such as discontinuities in con- league.
hard copies of part or all of this work for personal or
nectivity or electricity. The workers also employed
classroom use is granted without fee provided that cop-
ies are not made or distributed for profit or commercial
The workers exhibited intri- a variety of strategies to share
advantage and that copies bear this notice and full cate knowledge of the support- documents between their
citation on the first page. Copyright for components of ive and constraining factors devices. Each device provides
this work owned by others than ACM must be honored.
particularly in local and fre- different affordances to access
Abstracting with credit is permitted. To copy otherwise,
to republish, to post on servers, or to redistribute to lists, quently visited places. For other information, and users were
requires prior specific permission and/or fee. kinds of trips they had to choose sensitive to those. Some users
Request permission to publish from: strategies that addressed uncer- did “data mirroring,” copying
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March + April 20 08

Some workers used server only. Two-way synchroniza-


For other copying of articles that carry a code at the
backups that they knew they tion, updating file versions on
bottom of the first or last page or screen display,
copying is permitted provided that the per-copy fee
could access in a place with each device after each update,
indicated in the code is paid through the Copyright a wireless connection. When was the most laborsome strat-
Clearance Center, 222 Rosewood Drive, Danvers, anticipation was not possible or egy as it required its adopter
MA 01923, +1-978-750-8400, +1-978-750-4470 (fax).
desired due to cognitive cost, to discipline herself to do it,
users disciplined themselves to for example, in the mornings.
take backups of important files When upcoming situations were
interactions

on their smartphone, for exam- predictable, a worker could get


ple, when going on a longer trip. by with opportunistic synchro-
If, for some reason, the laptop nization of a single device.

8
FEATURE

Some workers accepted the ence, and invisibility as design digitally; 3) propagating meta-
risk of not having certain infor- drivers. The user should be able data on migration of data from
mation conveniently accessible to peacefully concentrate on the device to device; 4) support-
in all situations. By dedicating task at hand and not disrupt ing ad hoc uses of proximate
certain documents exclusively others. devices’ resources like projec-
to certain devices, they could On the positive side, the tors, keyboards, and displays;
avoid synchronization work. workers were indeed able to use 5) triggering digital events like
Interestingly, these strategies devices nondisruptively; or, at synchronization of predeter-
of distributing data between least, they did not problematize mined documents with physi-
devices go hand-in-hand with it. On the negative side, it was cal gestures; and 6) support-
physical demands and impedi- not because of devices’ clever ing appropriation of material
ments, and vice versa. A supe- design but because of new hab- properties for support surfaces.
rior strategy in carrying one’s its they acquired. Some learned Users essentially need new and
mobile devices may be poor as how to set up their devices only more efficient ways to interop-
it requires excess synchroniza- one small step at a time in the erate devices, plan action in the
tion. We reported on the users’ beginning of meetings so that face of “seams,” understand and
“mobile kits,” i.e., keeping the they could appear to be concen- manage technological complex-
repertoire of things carried trating on the meeting, not on ity, plug their data into other [6] Chalmers, M., and
Galani, A. Seamful inter-
fixed [2]. While having a more the laptop. To streamline the devices, and align use fluently weaving: Heterogeneity
in the theory and design
or less static kit reduces cogni- transition of computing state with everyday activities. of interactive systems.
tive effort, it does so with the from one meeting to another, The drifting apart of HCI In Proc. DIS’04, ACM
Press (2004): 243-252.
cost of manual labor, time, and one worker had adopted the research and real-world ubi-
physical effort stemming from habit of closing the laptop lid comp is worrisome because
the burden of packing, main- but leaving the computer run- improving the state of affairs
taining, and carrying the kit. ning and piling all auxilia- is not the duty of engineers
Weiser warned against “mak- ries on the top surface. Some alone. Ethnographers and user [7] Star, S.L. The
ing everything the same,” to workers thought that others researchers can contribute to ethnography of infra-
structure. American
which aiming for seamlessness perceive working on a bigger the efforts in improving ubicomp Behavioral Scientist 43,
would lead. Instead, we should laptop while in a meeting as less by studying practices that con- 3 (1999).

design “beautiful seams” and disrupting than working on a struct and keep it together [7].
seams that can be appropriated smaller-screen smartphone that
[6]. The present-day ubicomp, demands less attention. Acknowledgements
unfortunately, is not there yet. Similarly to context-aware- I thank Lauri Sumari, Martti
The seams are not visible and ness and seamlessness, making Mäntylä, Sakari Tamminen,
certainly not beautiful. The choices that determine disrup- Risto Sarvas, and Miikka
disconnected and fragmented tiveness is a task left to the Miettinen for sharing their
technological resources must users. thoughts. The Academy of
be known in advance, planned Finland projects ContextCues
and prepared for. The nature Toward Fluent and Amoveo have supported
of seams is not only a problem Multidevice Work this work. Permission to make digital
or hard copies of all or part
of this work for personal or
of the digital but they are also Imagination is open for ideas
March + April 20 08

classroom use is granted


without the fee, provided
inherently linked to the way on design. In the paper we that copies are not made
or distributed for profit or
we structure our action and presented what was basically ABOUT THE AUTHOR commercial advantage,
Antti Oulasvirta is a post- and that copies bear this
share efforts to tasks of physical a laundry list of approaches to notice and the full citation
doctoral scholar at the on the first page. To copy
nature, such as carrying devices. improving ubicomp infrastruc- School of Information, otherwise, to republish,
to post on services or to
tures: 1) minimizing overheads University of California at redistribute to lists, requires
prior specific permission
Doing Nondisruptiveness that create temporal seams Berkeley, and a research and/or a fee. © ACM
1072-5220/08/0300 $5.00
scientist at the Helsinki Institute for
The final point concerns non- between activities; 2) making Information Technology HIIT, Finland.
interactions

disruptiveness. Followers of remote but important resources,


Weiser’s vision have referred to such as connectivity or cables,
concepts like calmness, ambi- better transparent locally and DOI 10.1145/1340961.1340963

9
The Mess We’ve Gotten Ourselves Into

Designing for Digital Archives


Elizabeth Churchill
Yahoo! Research| churchill@acm.org

with Jeff Ubois


Fujitsu Labs of America | jeff@ubois.com

Have you amassed a collection offered by Gordon Bell and his a wing and a prayer, explain-
of photos and other media with- collaborator Jim Gemmell, with ing away catastrophes and
out quite knowing how to man- their MyLifeBits project, is apt rethinking data importance in
age it? Have you spent hours to make anyone with old-time the face of loss: “I guess it must
trying to locate a precious or curatorial sensibilities erupt in not have been important if I
extremely important file? Have hives. lost it.” Sometimes this kind of
you ever wished you’d backed Amplifying the challenge is loss and revision is therapeutic.
up your files after a computer the fact that content tends to Sometimes it is not. Sometimes
crash? accumulate in various places— we spend hours reconstruct-
More and more of our work on internal or external flash ing content or creating pass-
and personal content is digital. and other portable drives; on able replacements. For our own
And mobile, digital technologies recording devices themselves archives this is personally trou-
like camera phones are chang- (cameras, audio recorders, bling, but as a culture it is posi-
ing the nature of capture and phones); and hosted at ISPs and tively terrifying that our data
collection—what and how we by services like YouTube and and our memories are at risk.
collect. We are living in a world Flickr. Few people have a cen- Some see this problem as a
of continuous accumulation. tralized repository of all their commercial opportunity. GYMA
This is relatively new. Ten stuff. We curate, consolidate, (Google, Yahoo, Microsoft, AOL)
years ago fewer people had and/or back up randomly or not are exploring the business of
David Gartner

home computers, fewer services at all, and have muddled mental archiving, backup, and stor-
existed, and we weren’t sur- models regarding file formats, age, and services; others, like
rounded by all those appeal- backup, and archive prac- Seagate’s Mirra Personal Server,
ing, shiny devices that promise tices and services. Prospective Apple’s .Mac account, EMC’s
to record our every action in retrospective—that is, imagin- Mozy promise storage and a
case we want to take a step ing now what we will want to “data cloud” where our stuff will
down memory lane or revisit remember in the future—is be safe … forever. Or until we
an article written a while back hard; we have a limited ability fail to pay the subscription fee.
to snaffle some useful content. to gauge such future value. So Or until they have business or
Back then terms like “moblog- we have a propensity to defer technical problems. Or, as hap-
ging”, “lifelogging,” “microblog- decisions about whether some- pened to one of our own interac-
ging,” and “lifestreaming” were thing is worth keeping or not. tions columnists, some mali-
March + April 20 08

not in common parlance. Consequently, most of us are cious miscreant masquerades


Ironically, this ease of capture what Microsoft’s Cathy Marshall as you and in a click of a button
and replication actually makes it and her collaborators have or two, deletes all your precious
more likely that we’ll lose stuff. called “lazy preservationists,” material. Under most terms of
The sheer volume of data we are who rely on “opportunism, opti- service agreements, users have
able to collect makes organiza- mism, and benign neglect.” And no recourse and companies
tion daunting and specific con- most of us are living in a world have no obligation to restore the
interactions

tent difficult to locate. Frankly, of digital bloat, our untamed “lost” material even if back-ups
the logically extreme vision of and insecure data strewn all exist.
life as constant accumulation over the place. We skip along on We need to develop a finer

10
OPINION Ps AND Qs

appreciation for the risks to boxes offered required knowing keep. Unfortunately, the conse-
our data posed by “solutions” to the distinction. Perhaps systems quences of bad decisions may
other problems (such as DRM), need to ask questions like the be felt only days, months, years,
and understand that data pres- following: “Are you sure you and decades later. It is hard to
ervation is becoming a struggle want to overwrite this file with learn best practices when there
with active adversaries—mal- all future versions?” Yes, that is this lag, so once again design-
ware authors, political parti- means overwrite it. Not store ers need to surface the results
sans, and scammers conducting another version and keep track of choices and knock-on effects
phishing attacks. Commercial of all that you have done with at the time of action.
organizations have a mixed the file. 2. Be involved in conversations
record as long-term custodians Users must choose between about the differences between
of personal artifacts and of cul- a wide range of file format and algorithmic search and human
tural works. compression options (think of memory. Over time we may be
So in the light of all this, what ZIP, TAR, JPEG, MPEG, PDF…). able to follow Google’s direc-
are some approaches design- Some are proprietary, some may tive, search don’t sort, because
ers and other stakeholders may be unsupported in the future, improvements in search algo-
be interested in exploring? and some are “lossy,” meaning rithms and applications will
After all, service, application, file sizes shrink by reducing eliminate the need to file
and interface designers will resolution. Purists in the archi- content manually. This search-
be the ones implementing the val community rule out the use don’t-sort perspective is also
experience now, and thus have of lossy compression (MP3 or reflected in David Weinberger’s
a direct impact on the future MPEG 2) altogether when there book, Everything is Miscellaneous,
of our personal and collective are non-lossy options available in which he explains how the
digital memories. And who are (FLAC or JPEG2000). But for per- ordering of our collections
the stakeholders whom we need sonal collections of audio and can be reworked on the fly, as
to be talking to and designing video, lossy algorithms may be the situation demands. This
with, for, and around? the best way to limit storage argument is most compelling
Here are our top five clusters costs. Systems that allow users if metadata is well designed
of points and questions on this to preview the difference, or and standardized. So, for this
emerging area. These are over- that explain the implications of approach to work, we should be
lapping, and there are more, so loss, may help. active in communities where
consider these a seed list. As professional librarians and forms and standardization of
1. Guide users between archivists know, you cannot metadata are discussed. Simply
backups, archives, and collec- have archives without cura- asserting that people can be less
tions. Good design for archival tion. At a more personal level, careful about providing meta-
services can help users make psychologists view strategic data because search is improv-
decisions based on anticipated forgetting as what construct- ing is an unacceptably risky
future uses and perceived risks. ing a (more or less) stable sense approach for materials that are
For starters, it is helpful to of self is all about. In this case, worth saving.
distinguish between archiving a question posed to the user A complementary approach is
and backup. Apple’s Time might be, “Are you sure you to leverage our understanding of
March + April 20 08

Machine, which is part of Mac want your kids to see this when the way in which human mem-
OS X Leopard, is an interest- they go through your archives?” ory works—by recreating con-
ing step in the right direction. The importance of forget- text to facilitate retrieval. This
People report learning that ting should not be lost on us. would entail providing time
a backup is not the same as an However, we need to guide users frames punctuated by memo-
archive when old (but impor- through these concepts with rable events (salient or regular
tant) versions of files have been intelligently designed systems events), congruent activities (“I
interactions

overwritten by backup software and interfaces if people are not was working on the Rosebud
whose check boxes were clicked going to inadvertently lose the project when I took that pic-
(or not). The options the check- digital materials they want to ture”), and so on. The point is,

11
The Mess We’ve Gotten Ourselves Into

what we remember is some- stasis, but it isn’t. To be effective the digital environment.
times not the searchable content. over decades, archival systems One opportunity is in catalog-
In these instances we narrow need to migrate data from disk ing, which is expensive for both
the search space through cir- to disk, and in some cases, emu- institutions and individuals.
cumstance reconstruction—a late the environments of the When the individual is over-
kind of semantic way-finding applications that use the data. whelmed with too much content
to the content… “something from In considering personal data to name, tag, sort, and store, we
2004 when Mum came to visit, so it storage, we need to consider the could always harness the crowd,
must have been August and it was easy migration of personal data get the group to tag and orga-
a picture and it would have been….” from one location to another. nize. Crowdsourcing and ser-
Again, Apple’s Time Machine in But personal and social data vices like Amazon’s Mechanical
Mac OS X Leopard explores this, are always evolving; they are Turk harness human intel-
giving you a snapshot in time not stable. Formats change, ligence to solve problems that
of your files. This is an appeal- data migrates between storage computers find hard—like
ing idea. methods and places, and secu- tagging and organizing and
A lot of human information rity and access methods evolve. storing. Archiving is a collabora-
interaction is serendipitous, Smart organizations are looking tive practice, and it is going to
based on vague, ill-formulated, to support users in their under- become ever more so.
semantic associations not clear standing of the consequences But this solution brings
on text and numbers, and of that volatility. Services are up another issue we need to
enacted as browsing, encoun- beginning to take on the respon- keep in mind: Who becomes
tering, and being reminded— sibility of educating users as responsible for the content cre-
not explicitly remembering. A well as funding research into ated through a collaborative
text-search string still does not data migration and fighting enterprise, and how are owner-
find a figurative image, and file against format obsolescence ship and responsibility for that
metadata are volatile. But recon- (often by supporting current as content conceived of by the
structing context is a powerful well as legacy formats). service providers? An article in
memory-jogger bringing back Digital rights management Wikipedia is distinct from the
the abstract textual that goes schemes that allow limited contributors who created it, but
with the recognized visual. access today may fail in ways if a photo that has been collec-
Search will also need to that allow no access tomorrow. tively tagged in a photo-sharing
return results that cut across For designers these consid- site like Flickr “belongs” to an
different media. Google’s erations may lead to uncom- individual who subsequently
Universal Search, which pro- fortable practices. Refusing to leaves Flickr, what happens to
vides results from video, imag- innovate in favor of traditional the content? Many people are
es, new, local, and book search, practices and technologies; crushed when the comments
is a step in this direction. sticking close to the file system they have made on blogs disap-
Yahoo!’s OneSearch does this rather than adding a layer on pear because the blog “owner”
nicely for cell phones. Ask.com top; and avoiding the unique in stopped maintaining the blog.
does it too, but prettier. favor of the conventional as a Relying on social approaches
The world is waiting for the way to support future users and to archiving may be a practi-
March + April 20 08

designer who can (re)create and avoid evolutionary dead ends all cal necessity, but open archives
implement the memory palaces go against the desire to improve must be built to withstand
and mnemonic techniques used on past practice. and respond to a wide variety
by renaissance scholars and 4. From personal to social data. of attacks, not only from indi-
described by Frances Yates in Archives sit at the boundary vidual malware authors, but
The Art of Memory. between public and private data. from political partisans, abusers
3. Data is dynamic, not static. Data that was once private may, of copyright law, and even gov-
interactions

The great promise of an archive through an archive, gradually be ernments that wish to control
is to assure long-term access to made public. That presents new access to historical records.
information. That sounds like opportunities and challenges The Society of American

12
OPINION Ps AND Qs

Archivists Code of Ethics states descendants. Part of the solu- engaged and heard in the merg-
“archivists protect the privacy tion is in an economic model ing of content from multiple
rights of donors and individuals that can be used to sustain and sources.
or groups who are the subject of encourage preservation and
records.” We need to think also allow intellectual estates to be A Final Note
about the “rights” and caretak- maintained. De Grazia focused To close, it is worth pointing to
ing of the collectively created on the needs of the academic Terry Kuny’s 1997 paper that
data. There are questions about arena. However, with many of circled library science networks,
ownership of the augmented us now producing portfolios of warning of a coming digital dark
data that need to be addressed. mixed-media content for work age when our data will be lost
We need to create a place for and being archivists of our own and/or irretrievable unless we
discussion of practices around past and those of others, these individually and collectively
data augmentation with socially points are clearly generalizable recognize the vulnerability of
contributed metadata. and more relevant to a broader digital data and design better
5. Designing for sustainability. audience today. As blogger Dave tools, procedures, services and
We have heard much in the Winer put it, “With all possible policies. We say: Let’s appeal
press recently about establish- humility, I’d like to tell you that to greed, fear, utopianism, and Permission to make digital
or hard copies of all or part
ing provenance, considerations a few days after I die my entire good design and make sure we of this work for personal or
classroom use is granted
without the fee, provided
of authenticity and integ- Web presence will likely disap- prove him wrong. that copies are not made
or distributed for profit or
rity, and content rights. Recent pear…And when my sites disap- commercial advantage,
and that copies bear this
efforts from groups such as the pear, so will my uncle’s. He died notice and the full citation
on the first page. To copy
Organization for Transformative in 2003. His site is still acces- ABOUT THE AUTHORS otherwise, to republish,
Dr. Elizabeth Churchill is a to post on services or to
Works address the trials of sible because I keep it that way.” redistribute to lists, requires
principal research scientist prior specific permission
remix and fandom with their He points out that his uncle’s at Yahoo! Research leading
and/or a fee. © ACM
1072-5220/08/0300 $5.00
statement: “We envision a thoughts may not be something research in social media.
future in which all fannish the world at large cares about, Originally a psychologist by
training, for the past 15 years she has stud-
works are recognized as legal but if Dave’s uncle were a Nobel ied and designed technologies for effective
and transformative and are Laureate, it would likely change social connection. At Yahoo, her work
accepted as a legitimate creative things. In the same post he also focuses on how Internet applications and
services are woven into everyday lives.
activity,” wanting to protect points out that most universities
Obsessed with memory and sentiment, in
fans, the work, the commentary, do not have a plan for archiving her spare time Elizabeth researches how
the history, and thus identity, the Web-based content of their people manage their digital and physical
“providing the broadest possible professors. Clearly, some folks archives. Elizabeth rates herself a packrat,
her greatest joy is an attic stuffed with
access to fannish activity for all need to be reminded that the
memorabilia.
fans.” Access is certainly part Web is an extensible publishing
of it, but as a secondary point platform, not an Etch A Sketch. Jeff Ubois is exploring new
approaches to personal
preservation must be central; if Digital technology makes it archiving for Fujitsu Labs of
the content is not maintained, possible to extend the walls America in Sunnyvale,
issues of ownership and control of the archive beyond a single California, and to video
archiving for Intelligent
are moot. Who wants to be in space or person, as well as
Television and Thirteen/WNET in New York.
control of nothing? ensure preservation and access
March + April 20 08

He has been published in First Monday,


Services and technologies in locations around the world in Release 1.0, Computerworld, the Journal of
bring with them responsibility what the Library of Congress is Digital Information, and D-Lib, and he blogs
at http://www.archival.tv.
if they are to be sustainable. calling a “content stewardship
Alfred de Grazia, a pioneer in network.” Libraries, museums,
personal digital archiving, has and archives will need to col-
reframed the problem as one of laborate with business interests
“managing intellectual estates.” to build lasting social structures
interactions

The beneficiaries are not just that are sustainable over time.
the individual user, but also There is much work to be done
our culture as a whole, and our and many stakeholders to be DOI 10.1145/1340961.1340964

13
The Mess We’ve Gotten Ourselves Into

A Fetish for Numbers


Donald A. Norman
Nielsen Norman Group and Northwestern University | norman@nngroup.com

It’s 6:30 in the morning, and her room talking about “the cow” attending and resident physi-
I’m with a group of surprisingly and thought they were referring cians and nurses were experts at
awake, cheery physicians and to her.) A COW is a chest-high piecing together a mental model
nurses doing grand rounds on cart with computer screen and of the state of the patient from
the pediatric-care ward of one of keyboard at a height appropriate all these numbers. Or so they
the best hospitals in the United for stand-up reading and typing; said: Evidence is difficult to come
States. I’m part of a study group the computer itself and batter- by.
for the National Academies, ies are located at the bottom of “That’s interesting,” I said to
looking at the ways in which the unit. Five COWs, plus a nurse myself, stepping into a room
information technology is used wheeling a big filing cabinet of filled with displays. There were
in health care. This hospital is papers, plus the attending physi- multiple infusion pumps, multi-
a leader: I see computers every- cian, plus the members of my ple computer readouts, and mul-
where. observation team. We take up tiple monitors. The entire room
I’ve been spending a lot of time a lot of space. We stop at each was filled with the red glowing
in hospitals recently. No, not as patient’s doorway to review lights of display readouts and
a patient, but as an observer— progress. The attending physi- the dim white of graphs on the
following doctors and nurses on cian asks for a review, and each computer screens. “Fascinating,”
their grand rounds, watching of the residents flips through the I said. “You’ve brought all of the
patients get admitted, nurses windows displayed on their com- monitors into one place so you
doing shift changes, pharmacists puter screen and summarizes can see how all the patients are
filling prescriptions, and then status: “Calcium level is fine, doing.”
watching nurses actually deliver white count low.” Each resident “No,” said one of the physi-
the prescribed medication to has different information for the cians, “what do you mean?”
their patients, waving bar-code patient, or to be more precise, “So where are the patients?” I
readers over the prescriptions, has screens that describe test asked, expecting to be told that
the medication, and the patients. results from different laborato- they were in rooms adjacent to
We walk down the hall toward ries. the instruments.
the first set of patents. We are The patient was a bunch of “Right there,” said the physi-
quite a crowd: the attending numbers. Moreover, the numbers cian, obviously puzzled by my
physician and approximately were not organized by symp- question. “Right there in the
five medical residents, physi- toms or diagnoses: They were room, right in front of you.”
cians completing the last stage organized by what tests were I looked closely and still
of their training, plus one or two run and which laboratory within couldn’t see a patient. One of the
March + April 20 08

nurses. The attending physi- the hospital had processed the nurses walked over and pointed.
cian is responsible for treating results. The patient’s history, the “Oh,” I said.
patients and is also supervising record of past events and health There were so many medical
the residents, each of whom is care, was in a different location devices, so many readouts and
wheeling a computer cart. The from current test results. Current displays, that I could not even
hospital calls them “COWs”— results were in a different place see the patient until someone
Computer on Wheels. (One hospi- than past results. Different hos- showed me. Now, this was an
interactions

tal switched the name to WOW, pitals might have different labo- infant ward, so this particular
Workstation on Wheels, after a ratories, so their results would patient was tiny, but even so, it’s
patient heard physicians outside be organized differently. But the a good illustration of modern

14
OPINION THE WAY I SEE IT

medicine: From the physician’s the patient was having extreme


point of view, the patient is a difficulty breathing.
set of test results and numerical Modern medicine is a com-
readouts. The patient as a person plex undertaking. It is highly
tends to be forgotten. technical, highly specialized.
I saw this later in a different The patient has been carved up
hospital in yet another ward. The into little kingdoms, with dif-
attending physician would stand ferent specialties competing for
outside of the patient’s door and ownership of each piece, leading
listen to the review of the test to occasional flashes of territo-
results by all the residents. They rial wars. Nowhere is this more
would then discuss the results vividly presented than in the
and make further recommenda- operating room, where a vertical
tions. Then, as we all left to go to sheet placed over the patient at
the next doorway and the next the level of the neck divides the
patient, the attending physician territory belonging to the anes-
would knock on the open door, thesiologist (the upper part of the
stick his head in and say, “How patient—the head) from the ter-
are you doing today, Mr. Forbes?” ritory belonging to the surgeon
That was the extent of patient (the lower part of the patient—
interaction. the body). But even when

Donald A. Norman
So many numbers, we lose everything works as planned,
sight of the person. Scientists the complexity of the process—
measure what they can mea- involving multiple specialists and
sure and pronounce the rest to disciplines—combined with the
be unimportant. But the most fetish for numbers and regula- improvement, a problem that can
important parts of life are quali- tions, makes attention to the keep many people occupied for
tative. One of the physicians on needs of the patient almost seem many years. A problem so com-
my study team told us that she like an afterthought. plex that we need to start now,
is allowed only 15 minutes to Those of us who have spent for it is already life-threatening.
attend to each patient in her time in hospitals, in whatever A final comment: Many hos-
internal-medicine practice, but capacity, know how frustrating pitals recognize these issues
it can take as long as 20 minutes it can be. All of us, friends, rela- and are working to improve
to fill out all the required paper- tives, and even the patient, are them. Some have patient rooms
work. She has to force herself to all pushed aside in the interests with special areas for family.
look at and interact with the real of efficient medical care. And Others are trying to address the
patient. One hospital center esti- even where there is a caring extreme attention to displays
mates that nurses spend only a physician or nurse attempting to at the expense of the patient.
third of their time in direct care help, nasty though well-intended Even more reason for us to be
of a patient. The remaining two- legal restrictions block attempts involved. The opportunity is
thirds is spent on documentation of the patient and especially right. Permission to make digital
March + April 20 08

or hard copies of all or part


and medication record keeping. of relatives and friends to gain of this work for personal or
classroom use is granted
without the fee, provided
One physician told of watch- access to information. that copies are not made
or distributed for profit or
ing a nurse who busily recorded The hospital is a complex ABOUT THE AUTHOR Don Norman commercial advantage,
wears many hats, including co-founder of and that copies bear this
all of the numerical indications system, with multiple complex notice and the full citation
the Nielsen Norman group, professor at on the first page. To copy
about the patient’s circulatory interactions among people, Northwestern University, and author, his otherwise, to republish,
to post on services or to
and respiratory system, but was equipment, laws, institutions, latest book being The Design of Future redistribute to lists, requires
prior specific permission
too pressed for time to consider and a confusing wealth of infor- Things. He lives at www.jnd.org. and/or a fee. © ACM
interactions

1072-5220/08/0300 $5.00
the meaning of the numbers or mation. The opportunities for
look at the patient—a five-second improvement are numerous:
glance would have revealed that Health care is a problem awaiting DOI 10.1145/1340961.1340965

15
The Mess We’ve Gotten Ourselves Into

Situated Sustainability
for Mobile Phones
Elaine M. Huang
Motorola Labs and RWTH Aachen University | elaine.m.huang@motorola.com

Khai N. Truong
University of Toronto | khai@cs.toronto.edu

[1] http://www.gartner. Worldwide sales of mobile phones are expected factors add to the proliferation of devices and dis-
com/press_releases/
asset_132473_11.html to exceed one billion by the year 2009 [1]. In 2006, posal of technically functional phones.
143 million mobile phones were sold in the United When we began our study of mobile phone
[2] NPD Group: “143
Million Mobile Phones
States alone [2], and a 2007 study showed that replacement and disposal practices, we were
Sold in the US in 2006” American consumers use their phones for only an motivated by two goals stemming from the dis-
http://www.itfacts.biz/
index.php?id=P8297 average of 17.5 months before replacing them [3]. posable technology paradigm. Our first goal was
Despite the global proliferation of phones, only 5 to understand what factors influenced people’s
[3] “U.S. Wireless
percent of phones are ever recycled [2], thus lead- decisions to replace their phones and what their
Mobile Phone
Evaluation Study,” J.D. ing to a massive potential problem of e-waste. practices for doing so were. Our second motivat-
Power and Associates,
2007. ing goal for studying this phenomenon was to take
Phones as Disposable Technology? that understanding and apply it toward the design
There is an increasingly common trend of acquir- of “greener” phones—those that would encourage
ing technologies, most notably consumer electron- longer use, less frequent disposal, more sustain-
ics, with the expectation that they will be replaced able replacement practices, and overall reductions
or disposed of before they cease to be function- in e-waste. After undertaking our study, however,
ally viable. We refer to this trend as the disposable we discovered the importance of context in how
technology paradigm, and it is visible in increasingly people replace and dispose of their phones and
ubiquitous devices such as laptops and portable realized that this context, in addition to the design
mp3 players, which are typically replaced within a of the object itself, should be taken into account
few years and whose usage lifetime is often much when designing for and assessing the sustainability
shorter than their functional lifetime. Mobile of objects. This approach, which we term situated
phones appear to be the most widespread example sustainability, supports the identification of the vari-
of such “disposable” technologies, and we therefore ous challenges and opportunities for improving the
chose them as the starting point for our research sustainability of the object on a broader scale.
into this phenomenon. The proliferation of these
devices is a leap for communication capability, Toward Sustainable Mobile Phone Design
but their rapid consumption and turnover pose an Our perspective in approaching this work was
increasingly urgent problem of waste and pollu- strongly influenced by the rubric posited by Eli
March + April 20 08

tion. Mobile phones are a unique case of e-waste Blevis, in which he suggests several ways to under-
in many ways. Unlike most other personal devices, stand and critique the sustainability of a design by
[4] Blevis, E.
they often have a built-in replacement cycle as considering such crucial issues as whether its com-
“Sustainable users receive a new device on a regular basis by ponents can be recycled, whether it lends itself to
Interaction Design:
Invention & Disposal, renewing their service contracts, regardless of the being shared or passed along to others, and wheth-
Renewal & Reuse.” In state of their previous device. And in the case of er the design promotes longevity of use [4]. We did
the Proceedings of CHI
2007, 503-512. North America, where we conducted our study, not harbor illusions that the treatment of mobile
interactions

technology incompatibility can also necessitate phones as disposable technologies was either solely
getting a new phone, for example when someone due to their design or a problem that could be
switches from CDMA service to GSM service. These solved entirely through better interaction design.

16
FORUM SUSTAINABLY OURS

EDITOR
Eli Blevis
eblevis@indiana.edu

We knew that contract-renewal incentives of free an SMS suggesting local facilities for donation and
phones and fashion trends were part of the picture. recycling, or other environmentally responsible
We knew as well that achieving sustainable phones actions.
would also entail changes in terms of materials
science, engineering, business, and economics. But Considering the Context of a Phone
understanding and influencing the user experience While considering ways to redesign phones is an
with phones through interaction design, especially important step toward mobile phone sustainability,
with regards to the replacement and disposal expe- in talking to people about their experiences with
riences, seemed necessary and complementary mobile phones, it became clear to us that situation
steps along the path to greener phones. was also a driving factor in the extent to which
We undertook a qualitative study examining people engaged in sustainable practices of disposal
people’s practices and perceptions of their phones and replacement. Thus we need to think not only
in which we surveyed 79 mobile phone owners and about the design of the phone, but also about how
then interviewed 10 of them who had had very to leverage and influence context outside of the
varied experiences—from throwing still-function- device itself to support sustainable phone practice.
ing phones away in the trash to collecting the old More broadly, we introduce the notion of situated
phones of others for use at a center for victims of sustainability, that idea that both a device and the
domestic violence. We probed users’ experiences context in which it exists should be considered
with acquiring, replacing, and disposing of mobile first-order areas for design, and that an object’s
phones and reporting our findings regarding context must also be considered when evaluating
people’s practices and attribution of value to their the sustainability of the object.
phones [5]. Aspects of the context in which a mobile phone
Our findings showed that while physical design exists offer cues for design. Our findings indi-
and functionality played a role in how people cated that serendipitous information and chance
selected a new phone, contract-renewal incentives encounters with resources in the environment
were far more likely to motivate the actual deci- played a major role in the majority of sustainable [5] Huang, E. M.,
Truong, K. N. “Breaking
sion to replace an existing phone. We also found interactions. For example, some people learned the Disposable
Technology Paradigm:
that many people were not enthusiastic about about recycling services because a friend happened Opportunities for
receiving new phones with a contract renewal, but to mention one that they had used. Other partici- Sustainable Interaction
Design for Mobile
rather accepted it as standard practice in which pants learned the locations of phone-donation drop Phones.” To appear in
the Proceedings of
they engaged, even when they preferred their older boxes by seeing them in places they normally went CHI 2008.
phone to the newer model. Additionally, we found to, such as a synagogue or a cosmetics shop. These
that people were generally aware of the potential findings suggest that we need to consider not only
environmental hazards of throwing a phone in how to change phones themselves, but also how to
the trash, but were often unaware of what their change the contexts and environments in which
options for responsible disposal were and found phones exist to amplify this information and make
that getting information about their options was it more visible, discoverable, and easily available.
difficult or required too much effort. Considering We also discovered that there was a strong
our data from this perspective, we identified sev- social or community component to engaging in
eral opportunities for rethinking mobile phone sustainable phone disposal. Our study participants
design in which the phone itself or aspects of the often told us that engaging in phone recycling was
March + April 20 08

phone encourage sustainable actions [5]. Our find- in some way a group activity, for example that one
ings suggest that many users would be receptive to member of a family would contact all of the other
phones that are designed to be easily upgraded for members and collect the phones for recycling.
aesthetics or functionality as a viable alternative to Another common practice was to “ask around”
complete technology replacement with a contract when replacing a phone to try to find a recipient
renewal. To address the difficulty of obtaining for an old but still functional phone. We found that
information about end-of-service options, we sug- people were generally unsuccessful in trying to
interactions

gested the design of phone that is aware of when find a taker for the phone and gave up after ask-
the user’s contract is close to expiration and takes ing a few friends or family members, eventually
advantage of location awareness to send the user putting the phone in storage or disposing of it in

17
a Cell Phones #2,
Atlanta 2005

another way. However, the fact that people attempt same battery in much of the United States poses
to find another owner for their phones shows that challenges because information about recycling
they perceive it as an object of some value, and services is not as readily available, and taking sus-
more important, an object that holds potential tainable action may require the effort of locating a
value for others. Their practices suggest that social recycling service and then making an extra trip to
networks and their supporting technologies could bring the battery there. As this example illustrates,
be leveraged as a way of amplifying the communi- when assessing the sustainability object, in addi-
cation involved in giving a phone away. This would tion to considering how the object’s design pro-
extend the usage lifetime of phones by increasing motes recycling, reuse, reappropriation, or environ-
the likelihood of finding a subsequent owner for it. mentally responsible disposal, it is also critical to
consider the extent to which the ecology of which
Rethinking How to Evaluate the the phone is a part supports access to information
Sustainability of Objects about options, low-effort sustainable interaction,
It also became clear that when we assess the and easy access to other resources necessary to
sustainability of a device or object, the design of engage in sustainable actions.
the object cannot be considered in isolation but
rather must be examined in the context of the Five HCI Challenges for Sustainable Mobile Phones
information and resources available in the object’s The path to sustainable mobile phones is a com-
environment. It is important to consider both the plex one that suggests the need to look not only
design of the object as well as the ecology in which at phones but also at the contexts in which they
it exists. As a simple example, we consider the exist. Clearly, interaction design alone will not
case of a lithium-ion phone battery. Such batteries solve all of the issues of proliferation and e-waste
contain chemicals and nonbiodegradable materi- generated by “disposable” technologies. That being
[6] “Lithium Ion, Nickel als and are even prone to explosion when exposed said, we believe interaction design will play a
Cadmium, Nickel Metal
March + April 20 08

Hydride Battery Best


to high temperatures; they therefore should not substantial role in achieving sustainable mobile
Practise Guide.” be disposed of with household trash [6]. In the phones and phone practices. We therefore put
http://www.hpcfactor.
com/support/cesd/h/ European Union, standardized recycling drop forth what we believe to be the five most pressing
0015.asp
boxes for batteries are present in many frequently interaction design challenges for mobile phones
visited locations, such as supermarkets and post and their environments from the perspective of
offices, thus making the infrastructure for sustain- situated sustainability.
able action readily available to users of the object 1. Make information more available. Information
through serendipitous opportunity. Information about sustainably responsible options needs to be
interactions

about the availability of battery recycling is also delivered or made more readily available at low
implicitly conveyed simply through the visibility effort and cost to the user. Of particular impor-
of these resources. In comparison, recycling of the tance is that information be available in a timely

18
Chris Jordan
manner. For example, information about proper 5. Support upgrading and extension. Along
battery disposal could be made available near or at with opportunities for reuse and reappropriation,
the end of the battery life. phones and their environments should offer novel
2. Put opportunities in the environment. Resour- and valuable ways of upgrading and extending the
ces for and information about sustainable phone phones to reduce the need for complete replace-
actions should be made available where they ment. This requires consideration of how to design
will be most useful or most easily accessible. It a phone that can be easily stripped and reconfig-
is important to consider how to integrate oppor- ured. For example, adding new hardware should
tunities for sustainable interactions in ways that become as simple as changing the skin of the
leverage users’ everyday routines to lower the phone and plug-and-play capabilities on a desktop
effort necessary to engage in such interactions and computer.
increase the likelihood of serendipitous opportuni- Mobile phones present a particular challenge for
ties for sustainable action. sustainability because of their increasing ubiquity
3. Develop novel alternatives to disposal. To and frequent replacement. In considering how
avoid the unnecessary discarding of functional interaction design can play a role in reversing the
devices and lessen the need for the production of tide of mobile phone e-waste, examining the prob-
new devices, it is important to find novel alterna- lem through the lens of situated sustainability may
tives that facilitate the reappropriation of phones open possibilities for solutions that go beyond our
or their components to extend their lifetime and devices.
transition them into other roles to which they are
ABOUT THE AUTHORS Elaine M. Huang is a
suited. It is of value here too to consider how both researcher in the Social Media Research Lab at
design in the environment and design of the phone Motorola Labs. She recently completed a Humboldt
could support and encourage reappropriation. Fellowship in the media computing group at RWTH
Aachen University, where she began research on Permission to make digital
4. Create reasons for keeping. The value and or hard copies of all or part
e-waste and sustainability. She received her Ph.D. of this work for personal or
March + April 20 08

purpose of a device may change over time. In order in computer science with a focus in HCI from the Georgia Institute
classroom use is granted
without the fee, provided
that copies are not made
to foster a longer lifespan, another challenge is to of Technology. She can be reached at www.elainehuang.com. or distributed for profit or
commercial advantage,
create reasons for users to keep a phone. Perhaps Khai N. Truong is an assistant professor in the and that copies bear this
notice and the full citation
designs that foster a stronger personal connec- University of Toronto’s Department of Computer on the first page. To copy
otherwise, to republish,
tion to the phone or create long use will enable an Science. His research lies at the intersection of to post on services or to
redistribute to lists, requires
human computer interaction and ubiquitous com-
aging device with declining value to continue to prior specific permission
puting, and focuses on usability and acceptance and/or a fee. © ACM
offer benefit to users. It may also be worthwhile to issues surrounding automated capture and con-
1072-5220/08/0300 $5.00

consider ways to design phones that “get broken in” text-aware applications. He received his Ph.D. in computer science
interactions

over time, such that users actually derive explicit from the Georgia Institute of Technology. For more information visit
www.cs.toronto.edu/~khai.
benefits from maintaining a phone for a longer
period. DOI 10.1145/1340961.1340966

19
The Mess We’ve Gotten Ourselves Into

Everybody’s Talkin’ at Me
Steve Portigal
Portigal Consulting | steve@portigal.com

In a 2005 New York Times would tell. And screenwriting enthusiastically derided by
Magazine article, “Watching TV guru Robert McKee coaches cor- users. Yet when these new cor-
Makes You Smarter,” adapted porations on how to be better porate masters are introduced
from his book Everything Bad Is storytellers, while author Steve to The Listening Channel, the
Good for You: How Today’s Popular Denning has analyzed what reaction is instantly negative—
Culture Is Actually Making Us types of stories can be used by “I don’t want The Listening
Smarter, Steven Johnson identi- business leaders across a range Channel. I want The Telling
fies the increasingly complex of situations. Channel.” As in, “We’ll tell you
narrative structures that we’ve While this commercializa- why our product is the best. And
become accustomed to in series tion of stories is all lovely, the we aren’t interested in listen-
television. Compare the density emphasis is unfortunately placed ing to your problems with our
of plot and character in “Curb on the telling of stories, rather product.” Meanwhile, it’s proving
Your Enthusiasm,” “The Wire,” than the act of listening to stories. difficult for them to hold on to
“The Shield,” or “Lost” with “The Let me tell a story about that. their spot in a tightly competi-
Rockford Files,” “Adam-12,” or Recently, we worked with a com- tive market.
“Gunsmoke.” Pop culture reveals pany that sold a niche B2B soft- We can find more common
a maturing in our appetite for ware product. They had won- examples of telling over listen-
stories. This voraciousness con- derful relationships with their ing in the marketing rhetoric
tinues to grow, with social media small set of customers, thanks of “educating the customer,”
emerging to deliver us stories in to the account executives, who commonly used when compa-
all shapes and sizes. We get big were essentially salespeople. nies realize that the public isn’t
David Gartner

stories from blogs; miniature The account executives did a doing what they want them to
stories via Twitter; multimedia great job of advocating for the be doing. By labeling their cus-
stories on Flickr and YouTube. company and touting the ben- tomer as “uneducated,” they
All of them are equipped with efits of their software. That place responsibility on someone
handles to make it easy for us inevitably created a conflict else’s shoulders. No need to look
to retell the narrative to oth- when their customers offered at the solution being offered
ers (something we’ve dubbed feedback. A sales channel isn’t if you can marginalize those
“viral”). necessarily the best way of who haven’t adopted it. The
Procter & Gamble is selling getting information back from recent fluorescent-bulb hype is
stories, too, with products like customers, and it certainly a timely example; California,
Febreze Scentstories. Positioned shouldn’t be the only way. At like Australia, has introduced
as more than a traditional air our recommendation, the client legislation to mandate the use of
March + April 20 08

freshener, the product offers “a instituted a “listening channel,” fluorescents in the home, while
variety of scents from an assort- and we began training product companies such as Wal-Mart are
ment of scent-themed fragrance managers and developers on the putting a lot of money into mar-
discs” such as “farmer’s market,” basics of having an open-mind- keting these products. Wal-Mart
“spa day,” or “world treasures.” ed and open-ended conversation is trying to persuade us to use
In 2004 Nissan advertised heav- with customers. these new bulbs, even as people
ily around “Tell Better Stories,” Skip ahead a few years. Our express frustration over the
interactions

suggesting that the end result client has been acquired by a poor quality of light they pro-
of using their products was the larger company that has devel- duce. Instead of investing this
story a driver and passengers oped a crucial software product money and effort in refining the

20
OPINION TRUE TALES

We can find
examples of telling
over listening in the
marketing rhetoric
of “educating the
customer,” commonly
product, Wal-Mart continues to story that is being told by the
pressure a marketplace that has producer and the story that is
already indicated its objections. being told by the consumer. It’s
used when companies
Do we need (re)educating, or in their interest not to listen.
just a better bulb? The problems Oil companies care about the realize that the
with the current product are environment, and McDonald’s
well-documented; the pathway
to consumer acceptance has
loves to see us smile? Do we still
believe that Target is a champion
public isn’t doing
been lit from within. It would be for good design when we go into
nice (and ultimately more effec- a store and see huddled masses what they want them
tive) if they worked on the bulb, yearning to shop cheaply?
not on changing the meaning of
the bulb. As we know, the bulb
These businesses tell a good
story (we call that “innovative”
to be doing.
has to really want to change. advertising), but they fail to
PR people are masters at mak- deliver the promised experi-
ing telling sound like listening. ence. We measure advertising
Sound bites that supposedly by the attention it can grab, but
come from CEOs typically feature who measures coherence? The
hollow customer-centric phrases Cluetrain folks told us this was
that serve to validate any busi- supposed to be a conversation,
ness decision (a new product, but it’s hard to consider it a dia-
a new feature, a change in a log if it’s one-way.
previous way of doing business, Listening can bring value to
the removal of a feature, etc.). all parts of the organization and
“Our customers tell us that food the product development pro-
packaging is extremely impor- cess. Indeed, to reach the stage
tant to them and can determine of conversation, we need to bet-
what they buy,” and “We’ve done ter utilize the listening tools we
research, and research shows have at our disposal, even as we
Permission to make digital
us that our customers like . . . find more effective and impact- or hard copies of all or part
of this work for personal or
movies.” Maybe these companies ful ways to tell. classroom use is granted
without the fee, provided
are listening to their customers that copies are not made
or distributed for profit or
and maybe they aren’t; they’re so
March + April 20 08

commercial advantage,
ABOUT THE AUTHOR Steve is the and that copies bear this
busy telling us how hard they are founder of Portigal Consulting, a boutique notice and the full citation
on the first page. To copy
listening that it’s difficult to sort agency that helps companies discover otherwise, to republish,
to post on services or to
and act on new insights about themselves redistribute to lists, requires
out what’s real. prior specific permission
and their customers. He is an accom- and/or a fee. © ACM
The retro chic of AMC’s “Mad plished instructor and public speaker, 1072-5220/08/0300 $5.00

Men” has reminded us in a and an avid photographer who curates a


rather quaint way of the role of Museum of Foreign Grocery Products in
his home. Steve blogs regularly for All This
advertising to persuade (some
interactions

ChittahChattah, at www.portigal.com/blog.
may say “manipulate”). And it’s
in advertising that we see the
biggest disconnect between the DOI 10.1145/1340961.1340967

21
The Mess We’ve Gotten Ourselves Into

Ron Baecker’s initial chapter in the 1987 volume of readings that he wrote and edited with Bill Buxton was a very
influential reflection on HCI history. It was widely read, reprinted, and served as a model or starting point
for subsequent histories. In this review of major themes, Ron poses questions and encourages us to seek out answers
while we can. In the 1970s and 1980s I worked for two leading technology companies that eventually went
out of business. They left surprisingly few traces. It would be ironic to lose knowledge of the origins of an industry
that may preserve almost everything that transpires in the future. Ron’s questions demand continued attention;
finding the answers may require years of effort. —Jonathan Grudin

Themes in the
Early History of HCI—
Some Unanswered Questions
Ronald M. Baecker
University of Toronto | rmb@kmdi.toronto.edu

We are grateful to the editors for this series, as graphic and industrial design (design), usability
it encourages us to reflect on the past and to testing (testing), and understanding workplace
understand that technological miracles do not context (context).
spring fully formed from the minds of research- These six phenomena have been chosen from
ers. More typically, they arise from the thoughts an even longer list of topics that could be consid-
[1] Other worthy con- and inspirations and long nights of effort of many ered highly significant in the development of HCI
cepts and paradigms
include (in no particular
who have worked in HCI in the past. As this series [1]. To me, they seem the most significant. Do we
order) user-interface shows, the interplay among researchers can often understand how these ideas and developments
toolkits, evaluation
methods, mental mod- be represented by timelines portraying strands of arose? What important unanswered questions
els, formal methods development or thought. come to mind?
for describing human-
computer interactions, Because our work (variously called “human-
interaction techniques,
input devices, mobile
computer interaction,” “interaction design,” and Hypertext
devices, virtual real- “knowledge media design”) has transformed the The origin of hypertext is generally credited to
ity, computer games,
information visualiza- way human beings create knowledge, learn, think, Vannevar Bush’s 1945 article introducing the
tion, speech input and
output, and multimodal
communicate, and collaborate, we must record “Memex,” a mechanism he envisioned for stor-
interfaces. and understand our history. By gathering origi- ing documents and linkages among them, and
nal sources, we can produce accurate, rich, and for enabling paths of exploration through the
nuanced accounts of the intellectual history of document space. Technological visionaries Doug
our field. This is urgent because our opportunity Engelbart and Ted Nelson creatively elaborated
to talk to and record the experiences of many who Bush’s vision in the 1960s. They envisioned using
made seminal contributions is limited. Several computers to build and manipulate richly struc-
have already passed away—Vannevar Bush on June tured complexes of interconnected, interlinked
30, 1974, J.C.R. Licklider on June 26, 1990, Allen bodies of text. They realized, as Bush had not, that
Newell on July 19, 1992, Herb Simon on February most information would be stored digitally rather
9, 2001, Kristen Nygaard on August 10, 2002, Jeff than on microfilm. Yet their approaches differed
Raskin on February 26, 2005, and, most recently, substantively. Engelbart focused on hierarchic
Brian Shackel on May 9, 2007. structures for ordinary documents to enable
March + April 20 08

Some valuable contributions have already been computers to support their preparation; Nelson
made. Several short histories provide useful over- was more interested in lateral links and intercon-
views of HCI. There are books about Licklider and nections to create novel text “spaces.” Engelbart
Doug Englebart, and excellent accounts of the early looked to support creativity and problem-solving
history of personal computing (see page 26). in teams; Nelson was excited by individual explo-
From these and other sources we can sketch a ration and combining contributions from people
timeline of significant early threads of our disci- with no formal ties.
interactions

pline (Figure 1), namely, hypertext (HT), interactive Yet interesting questions still come to mind.
graphics and the concept of direct manipulation Why, besides the need to wait for Moore’s Law
(DM), GUI and WIMP interfaces (GUIs), the role of to make hardware sufficiently inexpensive, did

22
FORUM TIMELINES

EDITOR
Jonathan Grudin
jgrudin@microsoft.com

almost 20 years pass before we started to realize rapid, incremental, reversible operations whose
Bush’s vision? To what extent and how did Bush’s impact … is immediately visible; and 4. layered or
writings influence Engelbart and Nelson? Did spiral approach to learning.” Yet this paper cites
Nelson and Engelbart interact and influence one no work earlier than the late ’70s, so the intellec-
another? What triggered the explosion of research tual history of direct manipulation has yet to be
on hypertext in the late ’60s and ’70s that led to written. The concepts were also present in early
the first annual conference in 1987 and the first videogames such as Spacewar—developed at MIT
commercial products? What were the key mile- in 1961-1962—in early computer-aided design
stones in the path from there to the Web, regarded programs, and in the pioneering computer-aided
by many as the “killer app” of hypertext? molecular-chemistry work of Cyrus Levinthal at
MIT. Why did it take two decades to abstract this
Interactive Computer Graphics interaction style as a new paradigm?
and Direct Manipulation
Recent publications document the pioneering inter- GUIs and WIMP Interfaces
active computer graphics research at MIT Lincoln Related concepts are that of the Graphical User
Laboratory, including Ivan Sutherland’s influential Interface (GUI) and the Windows Icons Menus
Sketchpad system in the early ’60s. Sketchpad Pointers (WIMP) style of interaction. In introduc-
demonstrated the potential for effective computer- ing a CHI 2005 panel on early work at Lincoln, Bill
aided sketching and design through innovative Buxton stated “it is hard to imagine the innovation
concepts including hierarchic internal structure of that happened at Xerox PARC in the ’70s having
computer-represented pictures; recursively defined been possible without the foundation that Lincoln
operations on these pictures; master copies and Labs provided.” I believe this is true, but the case
instances; constraints on picture geometry; iconic needs to be made.
representations of constraints; and elegant input Did the work at Lincoln Lab inspire the develop-
techniques using a light pen. Yet questions remain. ment of what arguably was the first personal com-
How and to what extent was Sketchpad influenced puter, the Alto, at the Xerox Palo Alto Research
by early computer graphics projects such as that Center (PARC)? If so, how? Are there direct links
March + April 20 08

of Stephen Coons and Douglas Ross at the MIT between interactive graphics at Lincoln on calli-
Electronic Systems Lab? How did these develop- graphic displays and the Alto bit-mapped display?
ments inspire and launch the vigorous field of The same question can be asked of the develop-
interactive computer graphics? ment, also at PARC, of Dick Shoup’s Superpaint
Sketchpad and other systems developed at color frame buffer. How did these lead to Xerox’s
Lincoln Lab were direct manipulation systems, late and unsuccessful attempt to commercialize
satisfying the four criteria posited by Shneiderman personal computing in the Star system, which
interactions

in his important 1983 paper: “1. continuous rep- influenced the design of the Apple Lisa, the pre-
resentation of the object of interest; 2. physical decessor of the Macintosh? Where are the earli-
actions … instead of complex [typed] syntax; 3. est manifestations of each key component—bit-

23
The Mess We’ve Gotten Ourselves Into

DI

WO
RE

US

RK
CT

AB

PL
MA

AC
ILI
NI
HY

TY

EC

OT
PU
PE

TE

HE
ON
DE
LA
RT

ST

R
TE
SI
TIO

GU
EX

IN

HC
GN

XT
Is

G
N
T

I
1945 Bush’s “As We May Think” X
mapped displays, the desktop metaphor, What You
See Is What You Get (WYSIWYG) document edit-
1946 Tavistock Institute founded in London X
ing, overlapping windows, icons, and menus? How
1959 Shackel’s “Ergonomics for a Computer” X
did the invention and refinement of these concepts
1960 Licklider’s “Man-Computer Symbiosis” X
interrelate?
1962 Norwegian Industrial Democracy Program X
1962 Engelbart “Augmenting Human Intellect” X A Broadening of Focus
1962 Spacewar videogame X We now reach a turning point in HCI history.
1963 Sutherland Sketchpad Ph.D. thesis X The invention and widespread success of the PC
1965 Nelson hypertext X enabled hundreds of millions of humans to inter-
1969 Engelbart SJCC Demo X act with computers, in contrast to a few million
1969 Kay Reactive Engine Ph.D. thesis X organizational mainframes and tens of millions
of minicomputers. A wider set of issues became
1970 Founding of Xerox PARC X
relevant.
1970 Founding of HUSAT X
1971 Weinberg’s The Psychology
of Computer Programming `
X Graphic Design and
1973 Martin’s Design of
Industrial Design in Interaction Design
X
Man-Computer Dialogues For computers to become mainstream consumer
1973 Alto personal computer X products, they had to look as good as sports cars
1973 Superpaint color frame buffer X and hair dryers. Thus industrial design would
1974 Gypsy WYSIWYG word processor X play a key role. Furthermore, one reason the GUI
became the dominant interface paradigm of the
1975 Altair personal computer kit in X
Popular Electronics ’80s was that graphic designers and visual art-
1976 Kay and Goldberg’s ists began to exploit bit-mapped displays to make
X
“Personal Dynamic Media” interfaces more attractive and communicative.
1980 Aaron Marcus’s first tutorial X What were the roles of design pioneers such as
1981 Xerox Star X Aaron Marcus and Edward Tufte in inspiring such
1981 IBM PC X developments? How did this movement influ-
1982 Gaithersburg Conference/CHI formation X ence hardware and interface software in seminal
1983 Card, Moran, and Newell’s Psychology products such as the Star, the Apple II, and the
X
of Human-Computer Interaction Macintosh? How did the graceful design sense
1983 Shneiderman’s “Direct Manipulation” X of these products manifest itself and become an
1983 Tufte’s Visual Display of essential element in other mainstream software
X
Quantitative Information products? How did industrial research groups,
1984 Apple Macintosh X product-development teams, and scholars and
1985 Gould and Lewis’s practitioners from universities and design schools
X
“Designing for Usability”
contribute and interact?
1986 Norman and Draper’s X
User Centred System Design
Usability Testing
1987 First Hypertext conference X
By the ’80s it became apparent that there was
1987 Suchman’s Plans and Situated Action X
another implication of the fact that the computer
March + April 20 08

1990 Tim Berners-Lee Web browser X


had become a mass-market product for nonspe-
1990 First Usability Professionals cialists. To design software successfully required
X
Association conference
usability testing, a set of techniques that draw
a Figure 1. Timeline of Early HCI History their inspiration from human factors.
What are the earliest known examples of user
testing? How did the concept of “usability test-
ing” evolve into more comprehensive “usability
interactions

engineering?” Who built the first usability lab?


What were the important innovations by hardware
companies such as IBM and DEC, and by systems

24
FORUM TIMELINES

and software-development organizations? How did and the Web. We also have little insight into the
an understanding of the importance of usability interplay between academic research and industri-
testing spread from organization to organization? al R&D, between publications and patents. Finally,
What was the role of CHI and other new confer- except for the line from direct manipulation to the
ences? To what extent were such innovations GUI, we have little understanding of how lines of
guided by systematic principles of user-centered, development influenced each other.
iterative design, such as those articulated by John Can we do better? Consider the history of
Gould and his collaborators at IBM? medicine. The Wellcome Trust for the History of
Medicine at University College London created
Understanding Workplace Context, the “Wellcome Witnesses to Twentieth Century
and Designing for Humanization and Medicine”in 1993. There are currently 31 volumes,
Democratization available in hard copy and online, that comprise
Another phenomenon that started in Europe and important papers, records, photographs, and tran-
spread to North America was the commitment to scripts of daylong seminars in which significant
ground system design in a deep understanding figures in 20th-century medicine discuss specific
of workplace context. The British sociotechnical discoveries or events in recent medical history.
design movement and the Scandinavian collec- There are some hopeful signs of similar activi-
tive-resource approach both aimed at humanizing ties in our field. Goldberg’s 1988 volume, A History
the technology’s impact in the workplace. The of Personal Workstations, contains transcriptions of
latter philosophy later became the participatory talks by major contributors to the development of
design movement as it spread worldwide. North personal workstations. More recently, the DigiBarn
American recognition of the importance of work- Computer Museum has held and recorded events
place context and the role of methods rooted in with pioneers in the development of direct manip-
anthropology and sociology was spurred by the ulation, the Alto, the Apple, the IBM PC, and the
influential work of Lucy Suchman at Xerox PARC Macintosh.
in the mid-’80s. Since then many social scientists Nonetheless, let us hope that some visionary
have been hired by corporations such as IBM, corporation will step up and create the <your
Microsoft, and Intel. Yet we lack a comprehensive company’s name> Witnesses to Twentieth Century
scholarly history of the roles in these develop- Human-Computer Interaction. It is urgent that this
ments of various individuals, corporations, and happen soon.
academic institutions.
Acknowledgements
Toward a Richer Understanding I am grateful to Delia Couto, whose research skills
of the History of HCI and diligent efforts assisted greatly in the prepara-
I have reviewed the early history of HCI—hypertext, tion of this article, and to Jonathan Grudin for his
direct manipulation, and the development of the encouragement and helpful suggestions. Thanks
GUI, then suggested that what happened next was to Jennifer Keelan for acquainting me with the
a broadening of the field’s focus to incorporate the Wellcome Witnesses series, and to Eric Martin and Permission to make digital
or hard copies of all or part
skills of graphic and industrial designers, applied William Newman for helpful suggestions. of this work for personal or
classroom use is granted
psychologists, and social scientists. This brief without the fee, provided
that copies are not made
article is not intended as the final word on any ABOUT THE AUTHOR Ronald Baecker is pro- or distributed for profit or
March + April 20 08
Louis Fabian Bachrach

commercial advantage,
fessor of computer science, the Bell University
of these topics. Each short treatment could be a and that copies bear this
Laboratories chair in human computer interaction, notice and the full citation
on the first page. To copy
sketch of a future Timelines article, or, better yet, and founder and chief scientist of the Knowledge otherwise, to republish,
to post on services or to
a Ph.D. thesis in the history of science and technol- Media Design Institute at the University of Toronto. redistribute to lists, requires
prior specific permission
ogy. This is my challenge to the readers. He was named one of the 60 “Computer Graphics and/or a fee. © ACM
Pioneers” by ACM SIGGRAPH, elected to the CHI Academy by 1072-5220/08/0300 $5.00
We generally know the names of important
ACM SIGCHI, and awarded the Canadian Human Computer
contributors, but how they built on one another’s Communications Society Achievement Award. He has been work-
work is, for the most part, yet to be written. We ing in “HCI” since 1966.
interactions

don’t know what was happening in different places


and the way ideas spread from country to country,
especially in the days before email, the Internet, DOI 10.1145/1340961.1340968

25
The Early History of Personal Computing: A Bibliography

PART ONE: Hurst, J., Mahoney, M.S., Taylor, N.H., Ross, D.T. & Fano, R.M.
GENERAL SOURCES ON THE HISTORY OF HCI (1989), “Retrospectives: The Early Years in Computer Graphics
One useful historical overview is Chapter 1 of Baecker, at MIT, Lincoln Lab, and Harvard,” ACM SIGGRAPH’89 Panel
R.M. and Buxton, W. (1987), Readings in Human Computer Proceedings, Part I and Part II; Machover, C. (1978), “A Brief,
Interaction: A Multidisciplinary Approach, Morgan Kaufmann. Personal History of Computer Graphics,” IEEE Computer 11(11),
(A slightly improved version appears in Baecker, R.M., November; Wayne Carlson’s “Critical History of Computer
Grudin, J., Buxton, W., and Greenberg, S. (1995), Readings in Graphics and Animation,” (http://design.osu.edu/carlson/
Human Computer Interaction: Toward the Year 2000, Morgan history/ID797.html); and also chapters by Gordon Bell, Doug
Kaufmann.) Three others are Shackel, B. (1997), “Human- Ross, and Wesley Clark in Goldberg (1988).
Computer Interaction—Whence and Whither,” Journal of An important historical panel is Buxton, W. (2005), “Interaction
the American Society for Information Science 48(11); Myers, at Lincoln Laboratory in the 1960s: Looking Forward —
B. (1998), “A Brief History of Human-Computer Interaction Looking Back.” Panel Introduction, Proc. CHI 2005, 1163-1167,
Technology,” interactions, March-April; and Grudin, J. also see http://www.billbuxton.com/Lincoln.html, and the
(2007), “A Moving Target: The Evolution of Human-Computer ePresence video archive of the panel, http://epresence.tv/
Interaction,” in A. Sears and J. Jacko (Eds.), Human-Computer Presentation/3.
Interaction Handbook: Fundamentals, Evolving Technologies
The Sketchpad thesis has been reprinted as Sutherland, I.E.
and Emerging Applications, Erlbaum.
(1963), “Sketchpad: A Man-Machine Graphical Communication
Two excellent edited volumes on the early history of personal System,” MIT Ph.D. Dissertation (http://www.cl.cam.ac.uk/
computers are Gupta, A. and Toong, Hoo-min D. (Eds.) (1985), techreports/UCAM-CL-TR-574.html).
Insights into Personal Computers, IEEE Press; and Goldberg,
A. (Ed.) (1988), A History of Personal Workstations, ACM Press. Direct manipulation was defined in Shneiderman, B.
A good journalistic account is Levy, S. (1984), Hackers, Anchor (1983), “Direct Manipulation: A Step Beyond Programming
Press/Doubleday. Languages,” IEEE Computer, August.

Licklider is discussed in depth in Waldrop, M.M. (2001), The The development of Spacewar is recounted in Levy, S. (1984),
Dream Machine: J.C.R. Licklider and the Revolution that Made Hackers: Heroes of the Computer Revolution, Anchor Press,
Computing Personal, Penguin Books. Chapter 3. A series of computer-aided design history timelines
is at http://mbinfo.mbdesign.net/CAD-History.htm. An archive
More than 40 recent interviews with important interaction devoted to the history of using computer graphics to visualize
designers are reported in Moggridge, B. (2007), Designing biological macromolecules, starting with the work of Cyrus
Interactions, MIT Press. Erickson, T. and McDonald, D. Levinthal and colleagues at MIT in 1964-67, is http://www.
(Eds.) (in press), HCI Remixed, MIT Press, presents personal umass.edu/molvis/francoeur/.
accounts of the impacts of seminal papers. A useful website is
maintained by the Georgia Tech Program in Human-Centred
Computing, see http://hcc.cc.gatech.edu/taxonomy/cat. PART FOUR: GUI AND WIMP INTERFACES
php?cat=2. The best account of the development of the Xerox PARC Alto
personal computer, the Superpaint color frame buffer, and
PART TWO: HYPERTEXT the earliest implementations of the graphical user interface
is Hiltzik, M. (1999), Dealers of Lightning: Xerox PARC and
The original article is Bush, V. (1945), “As We May Think,”
the Dawn of the Computer Age, Harper Business. An earlier
Atlantic Monthly 176(1). But see also Rayward W. B. (1994),
journalistic account focusing more on the business context is
“Visions of Xanadu: Paul Otlet (1868–1944) and Hypertext,”
Smith, D.K. and Alexander, R.C. (1988), Fumbling the Future:
Journal of the American Society for Information Science 25(4),
How Xerox Invented, Then Ignored, the First Personal Computer,
May, describing an early Belgian “information scientist” who
William Morrow.
anticipated some key aspects of hypertext.
Much has been written about Engelbart and Nelson. Most An excellent scholarly account of the desktop metaphor is in
useful for learning about Engelbart is Bardini, T. (2000), Blackwell, A. (2006), “The Reification of Metaphor as a Design
Bootstrapping: Douglas Engelbart, Coevolution, and the Origins Tool,” ACM Transactions on Computer-Human Interaction
of Personal Computing, Stanford University Press, and Oinas- 13(4). The earliest WYSIWYG word processors were Bravo and
Kukkonen, H. (2007), “From Bush to Engelbart: ‘Slowly, some Gypsy developed at Xerox PARC; for information about Gypsy
little bells were ringing,’” IEEE Annals of the History of Computing development see the interviews with its developers, Tim Mott
29(2), April-June, 31-39, which relies on interviews, includes and Larry Tesler, in Moggeridge (2007).
March + April 20 08

a comprehensive bibliography, and details Bush’s influence. Overlapping windows, a key feature of most GUIs, emerged in
A monumental early book is Nelson, T. (1974), Computer Lib: the pioneering Smalltalk environment developed by Alan Kay’s
You Can and Must Understand Computers Now, and, on the group at PARC (Kay, A., and Goldberg, A., 1976, Personal
flip side, Dream Machines: New Freedoms Through Computer Dynamic Media, Xerox PARC Technical Report SSL-76-1).
Screens—a Minority Report, self-published, out of print. Early thoughts that led to the concept of personal dynamic
A useful set of resources, http://www.cs.brown.edu/memex/, media are found in Kay, Alan, “The Reactive Engine,” Ph.D.
includes Andy Van Dam’s keynote address at the first dissertation, University of Utah, 1969. A comprehensive first-
Hypertext Conference in 1987. person account of the development of Smalltalk is Kay, A.
(1993), “The Early History of Smalltalk,” ACM Sigplan Notices
interactions

28(3). See also two recent publications: Barnes, S. (2007),


PART THREE: INTERACTIVE COMPUTER “Alan Kay: Transforming the Computer into a Communications
GRAPHICS AND DIRECT MANIPULATION Medium,” IEEE Annals of the History of Computing 29(2),
For accounts of the early history of interactive graphics, see April-June; and Maxwell, J. (2007), “Tracing the Dynabook: A

26
FORUM TIMELINES

Study of Technocultural Transformations,” Ph.D. dissertation, py?project=Macintosh&story=Do_It.txt&sortOrder=Sort%20


Simon Fraser University, and http://thinkubator.ccsp.sfu.ca/ by%20Date&detail=medium&search=user%20testing.
Dynabook/, which provides many links to relevant sources. Arguably the most influential industrial research group to
A good single source on the Xerox Star is Johnson, J., develop principles of user-centered, iterative design was
Roberts, T.L., Verplank, W., Smith, D.C., Irby, C.H., Beard, M., IBM Yorktown Heights. Lessons learned were summarized in
and Mackey, K. (1989), IEEE Computer 22(9). Case Study D in Gould, J. and Lewis, C. (1985), “Designing for Usability: Design
Baecker and Buxton (1987) lists almost 40 other sources. Principles and What Designers Think,” Communications of the
A good journalistic account of the development of the Apple ACM 28(3). See also Gould, J. (1988), “How to Design Usable
Macintosh is Levy, S. (1994), Insanely Great: The Life and Systems,” Chapter 35 of Helander, M. (Ed.), Handbook of
Times of Macintosh, the Computer that Changed Everything, Human-Computer Interaction, North-Holland.
Penguin Books. 118 stories about the development of the Another important group was at DEC, see for example
Macintosh and the people who created it are at http://www. Whiteside, J., Bennett, J., and Holtzblatt, K. (1988), “Usability
folklore.org/index.py. Engineering: Our Experience and Evolution,” Chapter 36 of
Helander. An excellent overview of the history and practice
of usability engineering is Butler, K.A. (1996), “Usability
PART FIVE: GRAPHIC DESIGN AND
Engineering Turns 10,” interactions, Jan. 1996.
INDUSTRIAL DESIGN IN INTERACTION DESIGN
A seminal vision of an applied information-processing
To my knowledge, Aaron Marcus is the first graphic designer to
psychology of human-computer interfaces that could reduce
commit himself to a career in interaction design. A pioneering
the need for usability testing is Card., S.K., Moran, T.P., and
early article applying graphic design expertise to the design
Newell, A. (1983), The Psychology of Human-Computer
of a page layout system is Marcus, A. (1971), “A Prototype
Interaction, Erlbaum.
Computerized Page-Design System,” Visible Language V(3),
Summer 1971. Aaron began teaching tutorials on the subject
in 1980 and established the design firm Aaron Marcus and PART SEVEN: UNDERSTANDING
Associates in 1982. Good interviews with Aaron are found at WORKPLACE CONTEXT
http://www.informationdesign.org/special/marcus_interview. An excellent review of sociotechnical design, including its
php and http://www.amanda.com/resources/webword/ origins at the Tavistock Institute founded in London in 1946 and
webword_marcus.html. its interactions with developments in Scandinavia, is Mumford,
An excellent history of Apple covering the development of the E. (2006), “The Story of Socio-technical Design: Reflections
Apple II is Malone, M.S. (1999), Infinite Loop: How Apple, the on its Successes, Failures, and Potential,” Information Systems
World’s Most Insanely Great Computer Company, Went Insane, Journal 16. The Scandinavian approach to the design of
Currency Doubleday. Pages 122-123 discuss the roles of computer-based systems is treated in depth in Floyd, C., Mehl,
industrial designer Jerry Manock in developing the case for the W.-M., Reisin, F.-M., Schmidt, G., and Wolf, G. (1989). “Out
Apple II and art director Rob Janov in developing a new Apple of Scandinavia: Alternative Approaches to Software Design
logo. See also http://apple2history.org/. and System Development,” Human-Computer Interaction 4(4).
Levy (1984), Chapter 6, discusses the roles of Manock See also Ehn, P. (1988), Work-oriented Design of Computer
and graphic designer Susan Hare in developing the Artifacts, Lawrence Erlbaum, esp. Chapter 11.
Macintosh. Interesting debates involving Steve Jobs and key Hiltzig (1999), Chapter 14, describes how designers of the
designers and developers about whether the Mac should Gypsy word processor grounded their work in interviews with
be more like a Beetle, a Ferrari, a Porsche, or a Cuisinart editors at the Ginn publishing subsidiary of Xerox. Chapter 21
are documented in http://www.folklore.org/StoryView. discusses how the Xerox Systems Science Lab based new
py?project=Macintosh&story=More_Like_A_Porsche.txt. office system designs on an understanding of how people do
Beginning with work on statistical graphics in the mid-’70s, their work. A landmark achievement was the Ph.D. dissertation
Edward Tufte has emerged as the preeminent information Suchman, L. (1987), Plans and Situated Actions: The Problem
designer, setting standards for elegant design tailored to of Human-Machine Communication, Cambridge University
cognitive tasks such as understanding causality, comparison, Press, which applied ethnomethodological methods to the
and the effects of multiple variables on complex phenomena. A analysis of an expert help system.
thoughtful and comprehensive interview with Tufte is Zachary,
M. and Thrall, C. (2004), “An Interview with Edward Tufte,” PART EIGHT: TOWARDS A RICHER
Technical Communication 13(4). See http://www.edwardtufte. UNDERSTANDING OF THE HISTORY OF HCI
March + April 20 08

com/tufte/ for information about his four beautiful books,


For the Welcome Trust, see http://www.ucl.ac.uk/histmed/.
including the particularly influential first book, The Visual
The Computer History Museum’s website may be found at
Display of Quantitative Information, 1983, 2001, Graphics Press.
http://www.digibarn.com/. Most interesting is the Digibarn
Computer Museum, with a website at http://www.digibarn.
PART SIX: USABILITY TESTING com/, that describes its “nonmuseum approach” to creating
The extensive usability testing in Star development is “a kind of ‘memory palace’ for the nerd-inclined [to] help …
described in Bewley, W., Roberts, T., Schroit, D., and piece together the amazing story of the invention of personal
Verplank, W. (1983), “Human Factors Testing in the computing and Cyberspace.”
interactions

Design of Xerox’s 8010 ‘Star’ Office Workstation,” Proc.


CHI ’83, 72-77. User testing of the Lisa conducted
by Larry Tesler is described in Levy (1994) Chapter
4, and also in http://www.folklore.org/StoryView. DOI 10.1145/1340961.1340968

27
Design: What It Is, and How To Teach and Learn It

Pencils Before Pixels


A Primer in Hand-Generated Sketching
Mark Baskinger
Carnegie Mellon University | mbasking@andrew.cmu.edu

Drawings and sketches can be position themselves on the processes with hand drawing:
powerful and persuasive rep- periphery of concept generation. pencils before pixels. This article
resentations of ideas, events, The fact is that we all can draw, will touch upon some of the
sequences, systems, and objects. and there is a misperception that methods used in the School of
Permission to make digital
or hard copies of all or part As part of a larger collaborative one has to be the Michelangelo Design to present a primer for
of this work for personal or
classroom use is granted design process, hand drawing of design drawing to be able practicing interaction designers
without the fee, provided
that copies are not made can serve as a key method for to communicate visually. As to become better visual thinkers
or distributed for profit or
commercial advantage,
and that copies bear this
thinking, reasoning, and explor- young children, we had no fear and communicators by employ-
notice and the full citation
on the first page. To copy
ing opportunities, yet it inher- of drawing and putting our work ing hand-generated techniques
otherwise, to republish,
to post on services or to ently differs from wire frames out in the public domain, but as to enrich their creative design
redistribute to lists, requires
prior specific permission and conceptual models. Innately, adults, we’ve grown extremely processes.
and/or a fee. © ACM
1072-5220/08/0300 $5.00 interaction designers employ a self-conscious of our abilities
variety of methods for represent- and inabilities and now fear Envisioning, Recording,
ing ideas and information, both being judged. Gaining compe- Sharing, and Reflecting
internally in a cognitive sense, tence in drawing is similar to As designers, we enjoy the
and externally in the devices becoming a marathon runner; journey of discovery, in mak-
we employ to record, share, and it can’t happen overnight. But, ing relationships between
reflect. However, competency in like running, most of us can intangible ideas/data and the
sketching and drawing by hand already somewhat do it—we formal elements that make an
March + April 20 08

seems to be diminishing across just need to devote the time idea accessible. Initiating the
design disciplines, making it a and energy toward building this creative process with hand-
more highly desired skill in con- skill to become truly versed in generated sketches to think
temporary design practice. In it. As a drawing instructor in through abstract or intangible
addition, there seems to be an the School of Design at Carnegie ideas in various permutations
apparent phenomenon of fear Mellon University, my role is to can provide a stronger basis
when it comes to drawing ideas. shape students to become bet- to refine these ideas with
interactions

For many practicing designers, ter visual communicators and digital images, words, pixels,
they have convinced themselves therefore, better visual thinkers. and vectors. By starting with
that they can’t draw and thus We always start our creative hand-generated “analog” media

28
COVER STORY

like pencils and pens, we can others into the designer’s mind
express ideas in lower fidelity to better facilitate conversation
very quickly. The expediency and collaboration.
of this process tends to yield Envisioning ideas and trans-
visualizations that communicate ferring the ideas in your head
best to the author/designer but onto paper can be challeng- a A child’s visual interpretation of Alice in

often fail in communicating to ing. The style of drawing, the Wonderland. Children often will draw with
any available implement on any available
others. To better understand the methods of collecting ideas, and substrate to explore ideas and tell stories.
role that drawing can play in the the media used can all vary Is it possible to sustain our interest in the
design process, it’s best to have greatly—thumbnails, Post-its, world and develop the ability to tell visual
stories beyond childhood? (Sketch by Ana
fairly simple expectations and napkin sketches, and doodles are
Baskinger, age 4)
goals for hand-drawn activities. valid when trying to capture an
Explicit goals for drawing and idea. There is only one rule when
sketching are 1. to external- drawing to capture ideas: Each
ize and convey the process of idea must be explored from many
thinking—to transform intan- different perspectives. Too often
gible ideas to tangible informa- people try to capture an idea with
tion for others; 2. to reveal ideas/ one solitary sketch that edits the
relationships, not results; and 3. amount of information. Drawing
March + April 20 08

to engage discussion around the ideas in variations, details, and


subject/problem as an inclusive from multiple viewpoints can
activity. The common link to enhance communication and
all of design drawing is in con- enable the author to think more
structing a graphic representa- critically about the completeness
tion in a coherent format, one of an idea as well as to provide
that speaks to alternative ideas reference points to more effec-
interactions

and the evolution of an idea. The tively express each thought.


images that result from this pro- One of the most powerful uses
cess serve as vehicles to bring of sketching is to record ideas

29
Design: What It Is, and How To Teach and Learn It

a This page of quick visual notes and pho-

tographs captures events and sequences


during a post-office research visit. These field
notes were photocopied and distributed to the
design team for recreation of events and dis-
cussion. (Sketches by Mark Baskinger)

a A composite sketch of signage system

summary generated in context, combining


digital photographs of existing signage
and a sequential visual timeline of the
ski-lift experience. Sketching in context
can yield interesting insights and observa-
tions and may facilitate conversation with
stakeholders. (Drawing and photograph
courtesy of William Bardel)
March + April 20 08
interactions

a This napkin sketch for a fire extinguisher concept shows an evolution of ideas through

details and actions from many different views recorded during a brief lunch meeting. Note
the use of a fine-point pen to draw cleaner and more accurately on this small surface.
(Sketch by Mark Baskinger)

30
COVER STORY

for yourself through observation getting some distance and time for viewers with a sequential for-
and note taking. The activity between you and the work so mat divided into three distinct
of drawing can occur almost that you can look at it with a parts—beginning (to invite the
anywhere but can be most effec- renewed perspective. Regular viewer in), middle (to engage
tive in particular settings. Most pinups and sketchbook reviews the viewer), and end (to provide
designers actively keep sketch- can be very enlightening. First, closure). The viewer should
books or journals to record regularly going back through immediately recognize a starting
ideas and thoughts that can be your work may reveal compe- point, a main body of informa-
brought back to the studio to tencies or weaknesses in your tion, and an ending point to pro-
build upon. These sketchbooks approach to design drawing. vide a comprehensive visual dis-
serve a variety of functions, but Second, you may notice patterns course of the concept. Regardless
most important, they serve as or commonalities in your work of the particular emphasis,
a personal repository of ideas that may indicate an emerging drawn images somehow yield
to communicate back to the style or vernacular. Since draw- faster access to an idea than
designer. Collecting ideas in a ing is like handwriting, you can words. This, of course, is assum-
sketchbook can incorporate digi- identify the author by his or her ing that the sketch or drawing is
tal photography combined with sketches. Having a celebrated clearly organized and communi-
hand drawing and note taking to style in a particular media is cates well. Visual narratives can
record ideas and observations. not as important as developing take many forms—from a page
The key with most sketching a consistent approach to draw- of loose sketches around a com-
and drawing is to do it directly ing. Competency in drawing your mon theme to a highly struc-
in the context in which design ideas generally reveals consis- tured and organized matrix. For
implementation would occur. In tency in drawing forms, struc- interaction designers, visual nar-
these settings, your ideas can be turing ideas, and effectiveness in ratives also include aspects of
inspired by the activities, events, communication. storyboarding and diagramming.
objects, people, and spaces that Within each narrative sketch,
may have direct implication on Drawing What You Really Mean: there may also be elements
the designed artifact or system. Constructing Stories Through given importance through
Drawings should not be cher- Narrative Sketching increased size, enhanced color,
ished, nor should they be easily Using visual methods to com- or fidelity. In storyboards that
discarded. The reality is that municate ideas entails creating a read sequentially from begin-
a drawing marks a particular substructure of nonverbal com- ning to end, there is clear ter-
idea in time and represents the munication. Too often designers mination. However, in loosely
viewpoint of the author. Sharing make hasty, unrefined drawings
and presenting ideas through that must be laboriously over-
drawing in a more formal setting explained to colleagues and cli-
can be very effective, especially ents. The very premise of design
if the drawings are seen as nego- drawing is to convey thinking, QUICK TIP #1
tiable ideas that invite others to tell a story to someone else.
into the conversation to ask Therefore, as a visual “story,” a Media is variable.
questions and share their ideas sketch must sequentially reveal A ballpoint pen, no. 2 pencil, or a nylon
March + April 20 08

as well. Too often are drawings information across the page in tip pen are all valid, but each influences
viewed as final artifacts, where an orderly and scripted fashion. the formal qualities of drawings. Try
in the mind of the author they A narrative substructure built different implements to see which
should be protected (in a frame, into the organization, hierarchy, ones feel best in your hand and enable
perhaps). This tendency can sti- and composition of the piece you to draw clean, dark lines. The size
fle a creative process by bringing will enable the nonverbal story of the tip should relate to the scale of
finality or concreteness to the to unfold. Narratives, which your drawing; avoid using broad-tip
interactions

presentation of the idea. provide accounts for telling the markers on Post-it-size paper for very
Reflecting on your work is key story of events, experiences, and small drawings.
for many reasons. This implies ideas, offer concrete touch points

31
Design: What It Is, and How To Teach and Learn It

a (Top Image) A page of digital alarm

clock concept sketches that presents vari-


ants of a single theme read from left to structured narrative sketches, municate ideas and thinking to
right. This sketch presents loose, iterative the conclusion or ending point is others, so the author must know
drawings at the top and more-refined con- determined by the layout with to whom they are communicat-
cept renderings at the bottom. (Drawing
a clear demonstration that one ing in terms of knowledge of the
and photograph by Mark Baskinger and
Ki-chol Nam) element on the page is in fact subject, familiarity with design
the key concept. A sequential processes, and visual/aesthetic
a (Bottom Left) A matrix of form studies
progression of sketches across sensitivity. Understanding both
March + April 20 08

for a digital alarm clock formally organized


into a matrix that builds from left to right the image plane or page space the character of the audience
and top to bottom. (Sketch and photo- will provide cues for orientation and the format for presentation
graph by Ki-chol Nam)
as well as indicate some form will keep the narrative focused
a (Bottom Right) A page of notational
of conclusion. By structuring and succinct.
narrative sketches of physical and digital
parameters for the viewing expe-
interaction for a digital alarm clock. (Sketch
by Mark Baskinger) rience through composition and Anatomy of a Compelling
hierarchy of drawn elements, Narrative Sketch
interactions

the body of the work can mani- Narrative sketches differ from
fest in a various ways. Again, ordinary sketches in the sense
the ultimate goal is to com- that they are structured to

32
COVER STORY

a A few pages of sketch-

book notations for washing


machine interaction with
digital-interface concept
development. (Sketches
by Mark Baskinger for GE
Appliances, Louisville, KY.)

actively engage the page space depicting sequential interac- emphasize simplicity as a rule.
to present ideas in a sequen- tion, a storyboard structure can The more simply you can com-
tial way. Leveraging the way be particularly useful in com- municate an idea, the better
the Western world reads, most municating key events. Again, chance you have at effectively
visual narratives move from storyboards move from left to reaching the viewer. Sometimes
left to right and top to bottom right and top to bottom but pres- it can be difficult to define what
within the page space. They tend ent ideas contained within each a simple sketch actually is. As a
March + April 20 08

to start with the seed of an idea bounding cell. standalone image it may not be
in the upper left and flow diago- It is essential in all sketch- possible, but in context of other
nally through to the bottom ing that the images you want drawings that communicate the
right, clarifying the idea into a the viewer to pay attention to concept, confusing or distracting
refined summary drawing most are positioned on the page in elements can be identified and
prominently displayed. Visual a visually accessible way, not subsequently removed. Knowing
narratives can be loosely struc- obscured by doodles and nota- what you want to communicate
interactions

tured as a composite of drawings tion. When teaching sketching and being able to edit out the
occupying the same page or a and design drawing to young unimportant, redundant, or con-
highly structured matrix. When design students, I always fusing information is key.

33
Design: What It Is, and How To Teach and Learn It

Calling out key information


and ideas in the context of a
larger drawing can be done in
a number of ways. One method
is to use scale to establish a
hierarchy in communication to
differentiate dominant or essen-
tial images from subordinate
or supportive ones. Another
approach is to increase fidel-
ity or resolution of key ideas by
using tighter technical control
of line, tone, and color. While
establishing a hierarchy is neces-
a These product sketches by Ki-chol Nam show an evolution of ideas across the page. They present complete sary to enhance readability and
and incomplete thoughts, details, suggestions, and notation as well as more-resolved sketches. Note that the
communication, combining too
drawings flow across the page space, use limited amounts of color and media, and are visually engaging.
many levels of differentiation
(enhanced line work, excessive
color, etc.) may yield an over-
worked or overly complex sketch.
QUICK TIP #2
A Quick and Employable
Strategy: Moving from Words
to Pictures, or from Written
Narratives to Visual Narratives
Interaction designers practicing
in service design and design for
user experience come from a
variety of backgrounds and edu-
cational training. In conducting
design drawing and sketching
workshops in a variety of confer-
ence and business contexts, I’ve
learned that many interaction
designers express their ideas
only through written narratives,
wire frames (for screen devel-
Composing drawings opment), and very simplistic

and layouts doodles. Sketching and visual-


ization are often separated as
Generating a series of quick thumbnails can help the work for visual designers or
March + April 20 08

you to plan various layouts and configurations industrial designers, who now
for screen-based and print design. Key elements find themselves in the world of
can be simplified to rectangles, and supporting interaction design because they
text reduced to lines to promote expediency. tend to possess a better skill set
These thumbnails can then be translated into for communicating concepts in
more-refined drawings or used as a basis to visual form. Many of the interac-
transition into digital sketching and wire frames. tion designers I’ve met express
interactions

(Thumbnail sketches by Mark Baskinger; frustration for this apparent


screen concepts by William Bardel.) divide and believe that if they
had these visualization skills,

34
COVER STORY

they would better serve their that shape the interaction of images can be generated to illus-
teams. Conference workshops each event can be listed to pro- trate the event of pre-rinsing and
are too brief of an experience to vide a greater sense of context. loading. Thumbnails are smaller,
truly acquire drawing skills, and For example, when looking at less refined drawings that can be
design drawing books generally how an elder interacts with her created quickly and easily. Their
address only good visual aesthet- dishwasher, or more specifically, expediency can enable designers
ics—showing eye candy—not the how she cleans dishes using a to take multiple viewpoints to
rationale for structuring drawing dishwasher, one key event to best illustrate the relationships
to organize and express ideas. design for is the pre-rinsing of of the person-product-system.
To better equip interaction dishes in the sink and transfer/ The first worksheet (or series
designers who desire the ability loading into the appliance. This of worksheets) is intended to
to become better communica- event comprises the following capture the key events during
tors, I’ve developed a series of elements and activities: dishes, interaction from many different
worksheets (see page 36) that can soap, sink, dishwasher door, perspectives using words and
ease the transition from using cups, flatware, standing, reach- images. The second worksheet
words to using pictures and ing over, bending, and stooping, enables designers to pick the best
help keep sketching on target. among others. Once this list is viewpoint from the thumbnails
Incidentally, the best commu- established, a summary state- to illustrate the key events at a
nication is often a combination ment can be crafted to inform larger size incorporating more
of words and images. One of the drawn component. This detail. In the dishwasher exam-
the main issues I’ve noticed statement can then be used as ple, there are four key events
from working with professional support within the drawn image. illustrated to demonstrate major
designers and design students An example for this scenario physical interaction. Finally, the
is that knowing what to draw is would be: “An elderly woman second worksheet can be adapted
really the most difficult part. stands at the sink rinsing off for concept development where
To shift verbal and writ- dishes and sequentially places key events are used to inform
ten communication toward a them into the dishwasher by design opportunities and con-
compelling sketch or visual bending and stooping to reach cepts. Since the format of these
narrative, a coherent plan may the lower rack. She holds on to sheets can vary, I encourage
help to focus drawing efforts the wet porcelain sink for bal- designers who are interested in
and resolve the dilemma of not ance because her walker does this method to develop their own
knowing exactly what to draw. not fit in the access space when framework to use sketching com-
As interaction designers we are the dishwasher door is fully bined with written narratives to
adept at guiding interaction and open.” Now that this statement express their ideas.
shaping user experience through is clarified, a series of thumbnail An alternative method for
designed systems or artifacts
and often focus on small events
to identify design opportunities.
The sample worksheets shown QUICK TIP #3
here represent a basic approach
to structuring drawings to com-
March + April 20 08

municate design research or


design intent by simplifying
interactions into key points,
events and scenarios. Rather
than structuring an elaborate
storyboard all at once, design-
Adding human elements
ers can first list out the criti- Human elements add reality and context to drawings that focus on interaction.
interactions

cal events for design attention. Reducing human figures into basic geometries can enable quicker and more symbolic
Next, key components, actions, representation.
objects, people, and systems

35
Design: What It Is, and How To Teach and Learn It

Worksheet 1
a Restaurant concept development from various perspectives. Top row, from an overall

system/context view; second row, from the human-experience or user-centric view; and
third row, from the product-centric view. (Sketches by Mark Baskinger)

using these worksheets is to a pencil and letting ideas flow


represent interaction and sys- onto paper can be both power-
tems design from many different ful and compelling. Developing
perspectives. For example, the sketching skills and your own
design of a restaurant experi- methods to help you to draw
ence may require the designer more effectively with greater
to consider the perspectives intent is the key. We might not
of the patrons, the workers, all become white-board heroes,
or the products (food) to find but drawing ideas with confi-
Worksheet 2
opportunities for innovation. dence and clear intent can serve
In this sense, using worksheets to clarify, lead, and facilitate col-
can enable enough individual laboration in meaningful ways.
sketches to construct a matrix
or storyboard to communicate
these perspectives. ABOUT THE AUTHOR
Mark Baskinger is an assis-
Summary tant professor in the School
Anne Jackson

of Design at Carnegie
Design drawing and sketching
Mellon University and the
are an integral component to the co-founder of The Letter
development process for many Thirteen Design Agency. His work spans
designers. Sketching by hand across graphic, product, interaction, and
environmental design. Mark’s research at
tends to be very engaging and CMU focuses on how artifacts communi-
Worksheet 3 invites others in for collabora- cate through their behavior, form language,
tion. It is important to remember and context to inform interaction and shape
a Dishwasher physical-interaction worksheets. Worksheet 1 identi-
user experience. His work has been fea-
that drawing by hand can enable
March + April 20 08

fies key events and design opportunities for interaction and user
tured in design publications and has been
experience. Worksheet 2 shows an edited selection of sketches you to think differently about exhibited in numerous galleries and muse-
for key events. Worksheet 3 illustrates design concepts to address
a subject or a design problem ums, including the Museum of Modern Art
critical issues identified in the previous worksheets. (Sketches by
and can equip you with greater (New York), I-Space Gallery (Chicago), the
Mark Baskinger)
Krannert Museum (Champaign, IL), and the
persuasion and impact during
Regina Gouger Miller Gallery (Carnegie
To download Mark’s worksheets as full-size, collaboration. Hand-generated Mellon University). For a sample of
printable PDF files, please visit: drawings can also provide a Mark Baskinger’s current work, please
http://interactions.acm.org/content/XV/baskinger.pdf basis for transitioning into see: www.letterthirteen.com and
interactions

www.design.cmu.edu
digital sketching in a variety
of tools. The expediency and
impromptu nature of picking up DOI 10.1145/1340961.1340969

36
November 14/15, 2008 San Diego, CA
A Turning Point in IT
General Chairs: Invitation to Participate
AEleen Frisch, Exponential
Eser Kandogan, IBM R esearch
CHIMIT is the leading for um for discussing topics on IT
management with a focus on people, business, and technology.
Program Chairs: Resear cher s and pr actitioner s ar e invited to shar e issues,
Wayne Lutters, UMBC
Jim T hornton, PAR C
solutions, and r esear ch dr awing upon fields such as human -
Mustapha Mouloua, UCF computer inter action, human factor s, computer systems, and
management and ser vice sciences.
Steering Committee:
Stephen Barley, Stanford Topics
David Blank -Edelman,
Northeastern Or iginal unpublished contr ibutions ar e sought in ar eas including
Jack Carroll, Penn State but not limited to:
Alva Couch, T ufts
Patricia Jones, NASA Ames Workspace Studies Design
R ob Kolstad ƒ Ethnogr aphic studies of IT wor k in ƒ Design of human-center ed IT
Paul Maglio, IBM R esearch
T om Sheridan, MIT context systems
ƒ P atter ns of wor k for var ious IT ƒ Ar chitectur al consider ations for
Publicity pr ocesses user exper ience
George Engelbeck , Microsoft
Nate Gunderson, Microsoft Processes and Practices Tools and Techniques
ƒ Development and use of pr ocesses ƒ Collabor ative system
Dates in IT administr ation wor kspaces
Papers Submission ƒ Impact of business decisions on IT ƒ Visualizations of complex system
April 7th, 2008 behavior
Organizational Knowledge
Posters and ƒ Studies of collabor ation and Automation
Experience coor dination ƒ Automation/P olicy languages
Reports ƒ Knowledge management and ƒ Human inter faces to automation
May 30th, 2008 tr aining

In cooperation with

www.chimit08.org
November 14/15, 2008 San Diego, CA
Design: What It Is, and How To Teach and Learn It

The Future of
Interaction Design as an
Academic Program of Study
Kevin Conlon
Savannah College of Art and Design | kconlon@scad.edu

What is required today to under- Schools also tend to buy or because it requires political
stand the notion of interaction in to a consumerist model in skill beyond their comfort level,
design? Looking at most aca- thinking about how human many academics throw up their
demic programs, it seems that a interactions via technology (like hands and give in to the tempta-
loose variety of interdisciplinary social-networking websites and tion that there is no other way to
study opportunities, vaguely multifunction devices) shape the create a program that moves the
related to each of the facets experiences and the relationship discipline of interaction design
within the overall discipline, can opportunities between the user to a level of prominence that
be thought to provide some sort and the tool, rather than exam- can see a difference in how we
of cohesive body of knowledge. ining how the user appropriates think about users, technology,
This is unfortunate, but worse technology as needed to shape and resources. They tend to fall
is the common perception that, personalized relationships and back on educational models that
because of interaction design’s relationship opportunities with are familiar because they prom-
breadth, we cannot widen our other users. There’s a subtle ise some level of perpetuity and
view in order to synthesize a but important distinction in security. While the comfort of
more cohesive knowledge of the these two points: One human- the familiar is very reassuring,
discipline; instead, we rely on izes resources and relationships, it is a false promise to a variety
this piecemeal approach that while the other depletes both. of stakeholders, especially the
serves the parts rather than the Ultimately, even if courses future.
whole. and programs designed by con- Further, the problem of intel-
When it comes to interaction ventional standards serve the lectual domain within typical
design, in general, most colleges notion of a future for interaction academic departments defined
and universities think too small. design by happy accident, they by subject-matter expertise
And even more problematic, end up being reactive instead complicates matters tremen-
schools tend to avoid looking of proactive by following trends dously. In a silo and turf-driven
at the shifting of the political, instead of anticipating them. setting, it is not uncommon for
economic, environmental, and Schools need to think bigger the interdisciplinary, piecemeal
cultural landscapes. Without by reestablishing their domi- model to dominate what we are
March + April 20 08

necessarily being very inten- nance as crucibles for change coming to know as interaction
tional or well-informed in their and encouraging students to design. So it’s no surprise that
efforts, schools create academic think creatively about not only within the typical academic
programs without really think- the problems of today, but also institution, the notion of interac-
ing about what purpose they will tomorrow. tion design is still confused with
ultimately serve. Unintentionally and within a variety of related
or not, they perpetuate the sta- Rejecting the Silo Approach academic departments and their
tus quo by not letting their stu- Because of its newness and subject-matter assignments,
interactions

dents think very far beyond the breadth, or because of the vested depending on which facet of the
margins of current cultural and manifold interests from which discipline is being examined.
technological markers. it draws intellectual resource, Some might suspect that this

38
FEATURE

sort of territorial behavior is the midst of, arguments about ened by change and tend to feel
deliberate; they might be right. the validity of its anticipated that they have the most to lose
Departments controlling aca- need—or for that matter, in from any influence a change
demic content realize the inher- advance of changes to the status agent may have. But here we are,
ent value of the portion that quo. Unfortunately, due to both not only at a collision of old ver-
they control, but rather than internal and external pressures, sus new technology, but also old
taking the time to understand the current model of curriculum versus new thinking about the
the holistic nature of what inter- and academic program develop- notions of finite resources, sus-
action design is capable of by ment in higher education is one tainability, and even social engi-
validating its broader need with- that has become highly stan- neering and personal and com-
in an increasingly global com- dardized, requiring everyone munity responsibility. Of course,
munity and recruiting the intel- to have advance confidence in this crossroads argument could
lectual talent to support it, for a the process and the outcomes. be used to talk about revisions
variety of political and budget- This so-called consensus model to many programs of study, not
ary reasons departments often sounds good theoretically, and it just interaction design. Indeed,
petulantly cling to their piece of is, for those vested in perpetu- the future of man is increasingly
the academic pie. The net effect ating it. However something is in need of more forward-looking
is to minimize the true value of lost when institutions fail to curricula within all disciplines
an integrated program of study be inventive because they are to begin to move our societies
with a philosophical value of placed in defensive mode which beyond current models. Given
its own. This dilutes the intel- allows academic programming the potentially tectonic shifts
lectual development of students, to naturally gravitate toward that are coming, by failing to
the structure of the discipline that which satisfies only the do anything new we are simply
and the necessary self-reflective minimum standards and won’t rearranging deck chairs on the
criticism that will make such a solve the problem. In fact, mini- ship when we should be looking
program not only viable but also mum standards are actually toward the horizon to set a new
essential to the understanding counterintuitive to the future- course.
of technology and its humane oriented discovery method that
March + April 20 08

and rational integration into our is central in moving interaction Interactions: Cultural, Social,
daily lives. design (or any discipline) for- and Environmental
Beyond these subject-matter ward. How do we move beyond this
silos, the other challenge that The politics of change are stasis point? The course we
goes into designing an educa- often revolutionary rather than set should be directed away
tional program of study, espe- evolutionary for good reason; from the current dichotomy
cially a newer field like interac- those who financially and politi- between what we want (con-
tion design, lies in defining the cally benefit from existing mod- tinued consumption) and what
interactions

discipline itself. This is never els are loath to embrace new we need (continued survival).
more difficult than when it has models. Those guarding that That dichotomy has never been
to be done in advance of, or in status quo are often very threat- greater. Because maintaining the

39
Design: What It Is, and How To Teach and Learn It

current consumerist binge can- observations on the threat of the future? In order to be delib-
not be sustained, we need to cre- consumerism resonate even erate about how we do such a
ate academic programs that are more powerfully today than thing, we need to clearly com-
focused on helping students see they did more than 50 years municate the aforementioned
what can be, instead of leading ago, especially as we give up on environmental a priori impera-
them to be dependent on what the idea that technology should tives. Certainly with increasing
has been. serve only as a means to an end. focus on the problem it will
In order to move forward it is We’ve instead embraced the become evident that new mod-
time to clearly communicate and notion of technology as an end els are needed quickly. To that
leverage the imperatives facing in itself by grossly accelerating end, those interested in finding
humankind and to frame solu- both obsolescence and depre- solutions must find venues to
tions to these problems through ciation in exchange for instant collaborate for the purpose of
a new way of thinking about gratification. fomenting a consistent dialogue
designed interactions. Some may As Heidegger put it, in “our that reaches a broad constitu-
offer that technology will pro- sheer preoccupation with tech- ency of stakeholders. Providing
vide the answers needed to buy nology we do not yet experience the places for collaboration and
ourselves out of this situation. the coming to presence of tech- leadership has always been the
But to those who look to (or hope nology.” Such a thought does not responsibility of the world’s
for) technology that evolves out bode well and warns us of the educational systems; having
of our continued exploitation to risk that technology for its own long abdicated that responsibil-
solve the problems inherent in sake will consume us before we ity to the very interests that
our current consumerist model, know it has happened. Indeed, have perpetuated the current
I’d offer that our most serious the current path is without end dying model, collaboration and
environmental challenges are until there is nothing left to con- leadership are a responsibility
the direct result of the tech- sume but ourselves. There are that education needs to take up
nologies that created the model those who might argue that it’s again.
in the first place. As only one already happened. If so, we will In order to progress, academ-
example, new technology in the need to back ourselves out of a ics need to further insist on the
form of biofuels has been pro- very deep hole. right to establish new curricu-
posed to maintain the continued Without sounding apocalyptic, lar and assessment paradigms
use of the internal combustion the sooner we can push away rather than blindly follow exist-
engine. But in so doing, there are from the notion that happiness ing ones. And institutions need
troublesome issues surrounding or peace of mind can be bought to allow these new models the
availability of other resources, in the objects that we consume opportunity to develop assess-
including land, food, and most and surround ourselves with, ment schema in an indepen-
concerning, water. the less painful the transition dent fashion that encourages
Technologies that create new will be to a more sustainable innovation and ideation, not
problems that displace the old model. We need to be much dutiful subscription to prede-
problems should not be consid- more brutally honest with each termined outcomes that will
ered. We should not be robbing other about how we, as members only constrain the process. With
Peter to pay Paul. Furthermore, of a global community, must interaction design, as with most
March + April 20 08

technology as a panacea for shape our future and our lives at programs that touch on issues
every problem also ignores all levels, including those most associated with old consumer
our own need for humanity as intimate—those that shape our models, the conversation is one
a component of the solution. most human and humane inter- that should purposely develop
Heidegger’s post–World War II actions. a more thoughtful and strategic
observations about technology use of curriculum to support
being a means to an end were New Interaction Imperatives programs whose students will
interactions

never more timely than now. What can be done to transi- be able to synthesize solutions
His essay “On the Question of tion interaction design to the in ways that can be measured
Technology” and his prescient academic model we need for not only academically and pro-

40
FEATURE

fessionally, but also in globally are painfully aware of the gap miracle is waiting just around
responsible ways. between the curriculum on the the next corner. Our encourage-
So what should these new, printed catalog page and the ment of students’ rejection of
unconstrained outcomes be? interactions they enjoy in every- the status quo, along with their
That can’t be answered here, but day life. On a macro level, stu- ignorance of the “rules,” and
perhaps to find an answer it’s dents are also painfully aware of what they should not do, may
easier to start by defining what the gap between technology and provide them with the motiva-
those outcomes should not be. its service to their own lifestyles tion to create new solutions
Hearing these criticisms will be as they see them extended into and perhaps do what we’ve long
difficult to those familiar with the future. Students are very assumed impossible.
or invested in the status quo. cognizant that thinking needs to
To those skeptical that such an turn away from reliance on old
awareness of social conscious- consumerist models based on, ABOUT THE AUTHOR
Kevin Conlon earned his
ness is possible within the for one thing, ideas of plentiful
Bachelor of Fine Arts from
minds of the next generation, energy. Their level of sensitiv- the University of South
it may be necessary to remind ity to environmental issues is a Alabama and his Master of
them periodically that it is far priority, but other considerations Fine Arts from The Ohio
State University. He has been a faculty
less painful to hear and proac- should address the problems member at the Savannah College of Art
tively engage new ideas, even if with creating new objects for the and Design since 1996, teaching design,
they are occasionally naive, than sake of being new alone. Being drawing and sculpture, and has served as
the college’s dean of undergraduate stud-
to be forced to reactively engage technology-centric in design for
ies since 2004. In addition to his work at the
the plethora of new threats that no reason other than serving college, Conlon has also served as a pro-
are certainly forthcoming. the egos of creators and/or users fessional consultant in the field of architec-
undermines the importance of tural restoration, historic foundry work, and
new media applications in foundation stud-
Wide-Eyed Ideology seeking humane connections
ies; he has presented workshops and
A final point: It’s time to actively with technology so as to have it papers at the National Trust for Historic
engage students in the con- serve us, rather than the other Preservation and the College Art
versation. They know that the way around. Association. Working as a professional art-
ist for almost 25 years, Conlon has recently
current didactic structure is, at Those old dogs in academia
completed several commissions. More
best, deficient in terms of what should try to look back to their information about Conlon and his work can
it can provide, not just toward own idealism and optimism be found at http://employeepages.scad.
their individual futures, but about changing the world, even edu/~kconlon/index.htm.

their collective ones as well. At in the face of what will certainly


worst, the model is completely be some difficult decision mak-
self-serving to the generation ing and, indeed difficult times.
that created it and perpetuates Making a honest commitment
it. In the field of interaction to educational change will not
design, if such a remaking of only allow for a change in val-
thinking can be done, it is not, ues through the dissemination
Permission to make digital
nor will it ever be, done with the of new knowledge, but will also or hard copies of all or part
of this work for personal or
extrinsic objects and things that produce a generation of students classroom use is granted
March + April 20 08

without the fee, provided


that copies are not made
we make. It is not about more prepared to lead the world in or distributed for profit or
commercial advantage,
object-making; rather, it will be solving the crisis facing, and and that copies bear this
notice and the full citation
in how we think about our inter- built by, humanity. on the first page. To copy
otherwise, to republish,
actions with each other to bet- In other words, we need to to post on services or to
redistribute to lists, requires
ter support life and its intrinsic embrace students’ implicit and prior specific permission
and/or a fee. © ACM
qualities. sometimes anecdotal under- 1072-5220/08/0300 $5.00

On a micro level, as those standings of the problems we’ve


interactions

keenly interested in personal created, rather than denying


interactions and as consumers that these problems exist or
of technology, many students pretending that a technological DOI 10.1145/1340961.1340970

41
interactions March + April 20 08

42
FORUM THAT’S ENTERTAINMENT

EDITOR
Dennis Wixon
denniswi@microsoft.com

It’s my pleasure to introduce a guest columnist this month: Professor Tracy Fullerton of the Interactive Media Division of
the USC School of Cinematic Arts. The program is one of the first game-design curriculums in the nation and is already
producing promising designers and exciting innovations. —Dennis Wixon

Playcentric Design
Tracy Fullerton
USC School of Cinematic Arts | tfullerton@cinema.usc.edu

“Play has a tendency to be beautiful.” interesting player-experience goals, building a


—Johann Huizinga rough paper or digital prototype that attempts to
achieve those goals, testing the prototype with
Game designers create systems that contain players, evaluating the results and integrating
opportunities for play. As the quote from Johann feedback, and then doing it again.
Huizinga suggests, play is a beautiful and impor- While iterative processes are widely used for
tant part of human culture. Teaching the art of productivity applications, conventional wisdom
designing satisfying play is a challenging and has been that game designers know good design
new discipline. The study of game design is still when they play it and they don’t need anyone
evolving and as yet is unheralded among the more telling them how to design good games. That
“serious” arts such as music, dance, literature, or attitude is changing as the industry matures;
theater. However, experimental programs in this today’s designers realize that they are expected
field are being established in some of the most to design for players within a broad range of ages,
prestigious universities in the world, and these backgrounds, gender, and skill levels. To do so
programs seek to produce a new breed of design- designers need to be adept at merging the science
ers—not fans or hackers, engineers, or executives, of usability with the art of play. This merger is the
but artists of play. heart of playcentric design.
As a professor of game design, I take this chal- Back in 1995 I was designing a game for the
lenge seriously. My goal is to prepare students not launch of the Microsoft Network when I had an
merely to work in the game industry of today, but epiphany about user-centered design. I had come
also to be the voices of change and innovation. up with the idea for what was, at that time, an
Whether it is subject-matter innovation, such as entirely new type of game: a casual online game.
“serious games” or gameplay innovation, I encour- In the mid ’90s the Internet was still only for early
age my students to ask provocative questions adopters, but with the launch of Windows 95 and
March + April 20 08

about the nature of games and to set difficult the promise of millions of new potential players
design challenges for themselves. coming online, the plan was to make a suite of
I teach a process of design that is adapted from easy-to-learn, fun-to-master, multiplayer games.
best practices in usability and design research. To help us make the games accessible to the
Called “playcentric” design, it involves setting nascent Internet audience, Microsoft assigned a
interactions

a flOw
is a uniquely beautiful PlayStation 3 game that began as a student research project at USC.
The design goals were to create player-controlled difficulty adjustment in a relaxing, casual game style.

43
Design: What It Is, and How To Teach and Learn It

The Interactive Entertainment Program


at the USC School of Cinematic Arts
The project-based curriculum at the USC School of Cinematic Arts
offers students an education in design fundamentals, production
skills, and leadership in a collaborative, creative environment. The
goal of the program is to produce students who have the technical,
creative, and critical skills to bring to life the next generation of
interactive entertainment.
The “gateway” class for matriculating students is Introduction to
Interactive Entertainment, which exposes students to foundational
works in game design and gives them critical vocabulary and
historical perspective. Additionally, students take introductory
cinema courses covering technique, aesthetics, criticism, and social
implications of cinema.
The program’s beginning game-design course, Game Design
Workshop, introduces students to core concepts such as the analysis
of game mechanics, defining player-experience goals, brainstorming
and ideation, paper prototyping, playtesting, and the iterative design a Intermediate students test their game prototypes in the state-of-
process. Game Design Workshop treats game design not as technical the-art testing lab at USC. Class projects at all levels of instruction
practice, but as a participatory art form and provokes students’ go through multiple playtests over the course of development.
imaginations with questions about the nature of games, the process
of design, and the aesthetics of play.
usability expert to the project.
The beginning game design course is accompanied by an
As a young designer, I felt threatened by this.
introductory technology class, Programming for Interactivity. This
Who was this expert? Did he have the authority
class takes students from various levels of expertise through an
to change my game? It was with some trepida-
exploration of the basics of programming for games. Students are
tion that I first met with Kevin Keeker from the
introduced to object-oriented computer programming and complete
Microsoft user research group. Kevin showed up
several small 2D game prototypes by the end of the semester. Like the
with a dog-eared copy of the spec, a list of ques-
complementary design class, Programming for Interactivity teaches
tions, and a heuristic evaluation. He had clearly
technology implementation in support of the player experience.
done his homework. The games were in a very
Intermediate and advanced project classes follow this same
early state, and I was hesitant to put them in front
structure, bringing design and technology closer together in service of users yet. Like most designers, I felt that if I
of the overall experience. In joint projects at the intermediate level and could just get all of my ideas implemented, the
larger teams at the advanced level, students learn to form successful tests would “go better.” Kevin assured me that it
collaborations, to become articulate and skillful team members, and was actually better to test early and identify any
to earn the right to lead others by gaining the respect of their fellow issues while there was still time to make changes
students. to gameplay. So he created a test plan, and I took
In addition to these core project classes, students round out their the first set of prototypes out to Seattle.
game education by taking elective courses in visual arts, interface What we found imploded my view of the design
design, programming, audio, writing, business and management, process. Things which were completely self-evi-
experimental hardware, mobile technologies, motion capture, and dent to me were lost on the new players. Interface
cultural game studies. design, clarity of rules, game balance, overall
March + April 20 08

It has become clear to us as we have developed and expanded premise—I came back with notes on all of this
this program that the future growth of the game industry lies in the and more. On the way to the airport, I realized
expansion of the expressive palette of games. Academic institutions that I wanted to do another set of tests as soon
can play a part in this evolution of the medium by understanding that as possible—just as soon as we could implement
the purpose of an education in games is not to train people to fill the changes based on this initial feedback. I started
ranks of the game industry—though this may be one effect, as it has thinking about how I might work more tests into
been with film studies, for example. The purpose of an education in the design schedule. What if we started earlier?
interactions

games is to explore the nature of the medium, to learn by practice What if we started with paper models of the
and by exposure what its potential might be, and to help students to gameplay and interface? I had become an addict.
articulate their own unique ideas in this powerful aesthetic form. I realized that user tests were the way to game-

44
FORUM THAT’S ENTERTAINMENT

teach students methodologies for involving play-


ers in their design process, creating test scenarios,
really listening to feedback, evaluating results, and
learning how to productively integrate changes
into their designs.
This is exactly what we do in the games pro-
grams at USC Interactive Media. At every level of
design instruction, playtesting is part of the pro-
cess. From informal tests of paper prototypes, to
more structured tests in our state-of-the-art lab
for digital projects, students are taught to embrace
player feedback. My hope is to train a generation
of designers who use solid, repeatable methodolo-
gies in their design process, ones that allow them Permission to make digital
or hard copies of all or part
to take greater risks in their work, expand the of this work for personal or
classroom use is granted
without the fee, provided
boundaries of play, and explore its innate beauty. that copies are not made
or distributed for profit or
commercial advantage,
and that copies bear this
design nirvana. Before, it had just been me and notice and the full citation
on the first page. To copy
my idea. Now I was engaged in a dialogue with my ABOUT THE AUTHOR Tracy Fullerton has otherwise, to republish,
been a game designer for 15 years, developing to post on services or to
players, and with Kevin, who helped me learn how redistribute to lists, requires
projects for companies including Microsoft, Sony, prior specific permission
to integrate player feedback with discretion. Disney, Intel, MTV, and NBC. Currently, she is
and/or a fee. © ACM
1072-5220/08/0300 $5.00
Later when I began to teach game design, I co-director of the Electronic Arts Game Innovation
remembered that epiphany, and I knew there was Lab at USC, where she has worked on experimen-
tal games such as Cloud, flow, and The Night Journey. She is also
no way to explain to my students how impor- the author of Game Design Workshop: A Playcentric Approach to
tant user testing is to the design process—they Creating Innovative Games, a design textbook in use at game pro-
would have to experience that moment of insight grams worldwide whose second edition is scheduled for release
in early 2008.
themselves. But I could build it into their train-
ing. I could force them to sit behind that glass
and watch players try to use their game. I could DOI 10.1145/1340961.1340971

March + April 20 08
interactions

DOI 10.1145/1340961.1340972

45
Design: What It Is, and How To Teach and Learn It

How I Learned to Stop Worrying


and Love the Hackers
Carla Diana
Georgia Institute of Technology | carla@carladiana.com

Designers are a unique breed: We to speak about the patterns ers and their current curiosities,
take pride in our flexible attitude he had recently incorporated but I certainly didn’t see my col-
and ability to be disciplinary into his work [2]. Davis was an lection of extracurricular activi-
ambassadors, but we are often American guest lecturer invited ties as particularly out of place.
so easily seduced by process specifically to expound upon his In fact, I believed these activi-
that we can get set in our ways. appreciation of Japanese graphic ties to be must-see examples of
Though having a strong sense motifs. The moral of the story design exploration. They were
of what “designerly” means is was familiar: It sometimes takes exuberant displays of visionary
[1] Saffo, Paul, “Farewell an important aspect of creating an outsider to point out some- exercises. They were elegant
Information, It’s a Media
professional results, focusing too thing that is right under our slices of innovative thought, and
Age,” December 2005.
Saffo.com. http://www. closely on this definition may noses. Though these were the they had everything to do with
saffo.com/essays/
essay_farewellinfo.pdf prevent us from embracing work very patterns that appeared on contemporary design practice.
(Dec 2007) that doesn’t quite appeal to our the floors and tile work that his
sensibilities. The current hacker- hosts could see every day in or DIY Renaissance
inspired DIY movement is an near their own homes, it took an Fast-forward a couple of years,
example of this, and this ground- outsider to truly celebrate them. and I can see that there is more
swell of activity has become too I had a similar experience awareness among design firms
important to be ignored. when I first moved to San of how hacker-inspired art and
As disciplinary boundar- Francisco in 2005. In addition technology efforts can provide an
ies blur and we approach what to the Bay Area being a hot- excellent playground for inspira-
[2] Davis, Joshua forecaster Paul Saffo describes bed of geek culture, it was a tion and experiments in cultural
“Dynamic Abstraction.” as a “creator’s economy” [1], we pivotal time in product-design change. Nonetheless, there is
Presentation at the
Flash on the Beach con- as designers face an interesting history—when the confluence still a reluctance to seek this
ference, Brighton, U.K.,
November 5, 2007.
situation where there may actu- of broadband availability, wire- inspiration on a regular basis. In
ally be more creativity happening less internet access, and ubiq- the meantime the creative geek/
around us than there is inside uitous screens made the “smart hacker/tinkerer subculture has
our own offices and studios. This products” that we dreamt up in exploded, and the technologi-
peripheral activity may not be utopian student projects and cal DIY spirit that was once the
design in a traditional sense (or hypothetical design scenarios a almost exclusive domain of the
in a billable sense), but in some reality. In my new home I was Bay Area and elite technology
ways it actually embodies the thrilled to see the roles of artists, institutions has spread to cities
March + April 20 08

exploratory spirit of design better designers, and technologists so throughout the world.
than our own professional prac- seamlessly blur into one another
tice. Are these emerging hacker- through local events and col- Resources for Information
explorers starting to outcreate laborative projects. At the same “Okay, great,” you may say, “so
the creatives? time, I was stunned to see how where can I get some?” Well, for
little attention my colleagues in
In Our Backyard the interaction-design world paid
Brooke Buchanan
interactions

At a recent design conference, to it. In their eyes, I was off to my


a The “Thimbletron” DIY Interactive Gloves
digital illustrator Joshua Davis “funny little meetings” to hang by artist Trademark G. were on view at the
told a story about going to Japan out with the geeks and the hack- 2005 Maker Faire in San Mateo, CA.

46
interactions March + April 20 08

47
Design: What It Is, and How To Teach and Learn It

build a CO2 generator, an electric off the desktop-publishing page


solar-power system, and motor- with which we are all so familiar.
driven spiders, to name a few. Currently based in New Zealand,
they are actively adding produc-
Access to Tools tion resources in the U.S.
All this clear instruction and
powerful inspiration is great but Events and Happenings
won’t go beyond entertaining The amount of information
reading without access to tools about projects, processes, and
and space to work. This is where resources is so immense that it
places like Techshop (http:// can become overwhelming, but
techshop.ws) come in. Techshop local events offer an opportu-
a LED “throwies.” starters, DIY publications and is a fully equipped workshop that nity to contextualize the work.
A DIY portable community-driven resources gives members access to almost Community gatherings combine
lighting project
take the mystery out of tough every imaginable machine- encouragement, vision, and good
organized by
the author in technical problems and can shop tool such as welding sta- old-fashioned schmoozing under
Savannah, inspire new projects. MAKE tions, laser cutters, and milling one roof on a regular basis. The
Georgia, in May granddaddy of maker-community
(http://makezine.com) is a machines. A monthly or yearly
2007, inspired by
monthly magazine published by membership offers full access to events is Dorkbot (http://dorkbot.
New York–based
Grafitti Research O’Reilly that seeks to embody the tools, space, events, and low- org/), a monthly show-and-tell
Labs. the weekend-inventor spirit that cost skills classes and is a natu- club of artists, technologists, and
once existed in ’50s geek clas- ral breeding ground for collabo- veritable mad scientists. Founded
sics such as Popular Mechanics [3]. rations and creativity. Currently in 2000 by Douglas Repetto in
Though the projects featured based in the California Bay Area, New York City, Dorkbot events
may exist more for the pleasure it is planning to open in 10 more now take place in more than 60
of their creation than their actu- cities around the U.S. cities around the world. Though
al use (they include things like At the same time, imagine if its main focus is around the
solar-powered music boxes and you could dream up an object self-proclaimed description of
aerial photography balloons), the and then use all your tools virtu- “people doing strange things
spirit of tinkering and experi- ally without ever setting foot in with electricity,” its presentations
[3] Dougherty, Dale, have included everything from
mentation is one that will make a machine shop. It sounds pretty
“The Making of MAKE.”
Presentation at Dorkbot, you look at a soldering iron in a magical, but Ponoko (http:// gourmet food hackers to bigfoot
San Francisco, Cal. 14
September 2005. whole new light. www.ponoko.com) is an online hunters and something with
While MAKE is slick, tightly resource that does just that robot anatomies called “teledil-
edited and published in a num- by letting its members design, donics.” Meetings are locally run
ber of different formats (includ- produce, and sell physical prod- and organized by key volunteers,
ing specially packaged collector’s ucts like jewelry, lamps, or even and beverages are often available
series), Instructables (http:// furniture without ever leaving for a small price, with proceeds
www.instructables.com), is the a browser window. Seriously. going toward future events.
wilder, freer version of this same Aimed at anyone with access to a On a much larger scale,
kind of content that The Village vector program like Illustrator or Maker’s Faire (http://www.
March + April 20 08

Voice credits with being “perhaps Freehand, the downloadable tem- makerfaire.com) is the biannual
[4] Dibbell, Julian, “DIY. the most concrete case to date plate kit lets users draw a design, public event that is an extension
org: When a website
shows you how to build
of the Internet’s potential for upload it, select materials, and of the MAKE and CRAFT maga-
it, why buy it?” Village reshaping our material world... have the parts shipped directly to zine community. A spectacular
Voice, 10 March 2006,
site specific column. [4]” This Web-based, community- them. Ponoko will even provide display of contraptions, customi-
driven repository of how-to docu- sales and distribution. Though zations, and maverick product
ments maintains consistency the current focus on laser-cutting manufacturing techniques, it
interactions

through its structure of “step-by- techniques means that the forms will leave you championing the
step collaboration.” The content must be based on flat panels, little guy in the marketplace. The
includes instructions on how to the service represents a 3D leap Faires take place twice a year in

48
FEATURE

the California Bay Area and have Institute Ivrea in Milan, it has its and software tinkering with an
begun branching out to other cit- own programming environment, open source platform. It has two
ies such as Austin, Texas. but like Phidgets, can also be USB ports as well as built-in posi-
interfaced with many other com- tion sensors (via accelerometers),
Electronic Prototyping mon programming environments so the combination of virtual and
for the Rest of Us such as Flash ActionScript. physical behaviors is endless.
Though electronic systems have
become more prevalent in the A Screwdriver Hacker Culture and You
design of everyday objects, they and a Set of Pliers Though I agree that the tem-
certainly are not a new phenome- While plug and play kits like peramental approach of a
non that would warrant an explo- Phidgets and Arduino offer a “rebel artiste,” as Luke Kowalski
sion in creative activity. What powerful approach to experi- described in his November- [5] Luke Kowalski, “A
‘Survivor’-like Designer
has changed is not the existence menting with device behaviors, December 2007 article for interac- Reality Show?” interac-
tions 14, no. 6 (2007):
of electronic components or even you can’t beat the immediacy of tions [5], can be counterproduc- 20-22.
ideas in creative technology, but hacking an existing device when tive to a design project, there is
access to tools and resources. its functions will fit the bill for still a lot to be gleaned from the
Programmable chips, LEDs, and a project at hand. The popular- DIY community. We are in the
other electronic parts are cheap- ity of electronic gadgets has led midst of a tinkerer-maker revolu-
er than ever before. At the same manufacturers to offer a plethora tion where everyone from ama-
time, easy-to-use electronics pro- of new products that combine teur geeks to world-class artists
totyping systems allow designers several sophisticated capabili- are sharing a common spirit of
to quickly mock up physical user ties in a small case. Nabaztag is creative energy. The DIY attitude
interfaces in a way that was, one such gadget. A WiFi-enabled is one of play, experimentation,
until recently, only accessible to device in the shape of an and an appreciation for an intel-
engineers and electronics enthu- abstracted toy bunny with glow- lectual landscape of possibility
siasts. Phidgets (http://www. ing lights and motor-controlled and undefined paths. It is vision-
phidgets.com) are a system for ears, it can be set to display user- ary in its ability to maintain
interfacing physical inputs with a configured ambient informa- its rose-colored viewpoint and
computer via USB. “Plug and play” tion such as stock market data, look beyond the nuts, bolts, and
sensor kits allow anyone to moni- weather, or specialized tasks masking tape to the essence of
tor properties such as tempera- such as notification of when something new. While it is natu-
ture, pressure, rotation, and 3D a specified user logs on to IM. ral to celebrate this subculture
position. Specialized inputs such Despite the fact that the bunny’s as some curiosity to be lurked at
as touch sliders and RFID read- creator does not promote the from afar, it may take some effort Permission to make digital
or hard copies of all or part
ers are also available, and many item as “hackable,” splinter com- to embrace and integrate into of this work for personal or
classroom use is granted
of the kits also have outputs for munities have begun to emerge design practice, but the knowl- without the fee, provided
that copies are not made
or distributed for profit or
controlling physical devices like online to encourage Nabaztag edge gained will be well worth it. commercial advantage,
and that copies bear this
lights and motors. The boards hacking. notice and the full citation
on the first page. To copy
can be controlled via a number Chumby is an ambient device ABOUT THE AUTHOR
otherwise, to republish,
to post on services or to
of programming environments, that combines WiFi access with Carla Diana (http://www. redistribute to lists, requires
prior specific permission
and their incorporation of Flash a touchscreen display for view- carladiana.com) is an and/or a fee. © ACM
March + April 20 08

1072-5220/08/0300 $5.00
industrial designer and
ActionScript makes it an easy ing content via user-selected
educator with a diverse
transition for many designers “widgets.” While not quite as dis- background in design,
who have never worked with tinctive-looking as the Nabaztag technology and product research. Currently
electronics before. bunny, it redefines the informa- a visiting assistant professor at the Georgia
Institute of Technology, she is also
Arduino (http://www.arduino. tion appliance by embracing
cofounder of Spank Design Studio (http://
cc) is an input/output system the spirit of customization and www.spankdesign.com) and is working on
similar to Phidgets, but it is community-based knowledge a variety of projects from cocktail shakers
interactions

completely open source and exhange. Its makers boast that to emotive robots.

has a strong community follow- it is “completely hackable” and


ing. Created at the Interaction actively encourage both hardware DOI 10.1145/1340961.1340973

49
Design: What It Is, and How To Teach and Learn It

Empowering Kids to Create and


Share Programmable Media
Andrés Monroy-Hernández
MIT Media Lab | andresmh@media.mit.edu

Mitchel Resnick
MIT Media Lab | mres@media.mit.edu

There are now many websites, might use the Web as a platform be seen is what really motivated
such as Flickr and YouTube for learning, enabling them to me.” The website provides a wide
[1] Resnick, M., “Sowing
and blogs, which support user- create and share personally range of entry points for com-
the Seeds for a More generated content, enabling meaningful projects, not simply munity interactions. Children
Creative Society.”
Learning & Leading people to create and share text, access information. Children cre- comment on projects, upload
with Technology, graphics, photos, and videos. But ate and share Scratch projects their own projects, and can
International Society
for Technology in for the most part, Web 2.0 does as a way to express themselves become involved in existing proj-
Education (ISTE),
December 2007.
not include interactive content. creatively, much as they would ects. The site is also a repository
People interact with Web-based paint a picture or build a castle of user-generated content that
animations and games all the with LEGO bricks. In the process serves as a source of inspira-
[2] Resnick, M., Y.
Kafai, J. Maeda, J. time, but few people can create they not only learn important tion and appropriable objects
Maloney, and N. Rusk, and share their own interactive math and computer science for new ideas. Users can con-
“A Networked, Media-
Rich Programming content. concepts, but they also develop nect with each other, forming a
Environment to Enhance
Technological Fluency
The Scratch project [1] from important learning skills: cre- social network of creators and
at After-School Centers MIT Media Lab aims to change ative thinking, effective com- collaborators through the use of
in Economically
Disadvantaged that, making it easy for every- munication, critical analysis, “friendships,” galleries (groups
Communities.” Proposal
[funded] to the National
one, especially children and systematic experimentation, of projects based on a topic), and
Science Foundation, teens, to create and share iterative design, and continual forums where users can post
Washington, DC: 2003.
interactive stories, games, and learning. We believe that the their questions or interests to be
animations on the Web, in the ability to produce (not simply discussed with others.
[3] Monroy-Hernández, participatory spirit of Web 2.0. interact with) interactive content Inspired by Jenkins’s descrip-
A., “ScratchR: Sharing
user-generated pro- With the Scratch programming is a key ingredient to achieving tion of the states of participation
grammable media.”
Proceedings of the 6th
environment [2], users snap digital literacy and becoming a in fan-fiction communities [4],
International Conference together graphical programming full participant in the interactive we put forward the idea that
on Interaction Design
and Children, Aalborg, blocks to control the actions and online world. members of user-generated-con-
Denmark, 2007.
interactions of rich media con- tent communities tend to move
tent, including photos, graphics, Learning Through Online in four different roles or states of
music, and sound. Then they Community participation: passive consump-
March + April 20 08

[4] Jenkins, Henry,


Convergence Culture.
New York: NYU Press,
upload their interactive creations The Scratch Online Community tion, active consumption, passive
2006. to the shared Scratch website, makes programming more production, and active produc-
where other members of the engaging by turning it into a tion. In order to build a success-
[5] Lave, J. and Scratch community can interact social activity. Hobbit, a 14-year- ful community, it is essential for
Wenger, E., Situated with the projects on the site and old member of the community the sites in question to support
Learning: Legitimate
Peripheral Participation, download the original source explains: “When I think about it, and welcome users regardless of
Cambridge: Cambridge
code to examine or modify the recognition for my work is what which state of participation they
interactions

University Press, 1991.


project [3]. really drew me into Scratch. fall into. For example, Lave and
The Scratch website offers an Other things played a part, but Wenger argue that “peripheral
alternate model for how children the feeling that my work would participation” is a legitimate

50
FEATURE

form of engagement [5]. These ber of a) comments posted on


roles/states are the core of most other people’s projects, b) views
user-generated-content sites, and on others’ projects, c) projects
the Scratch community address- marked as favorites, d) projects
es them in a relevant way for marked as “I love it!,” and e) proj-
the specific audience and type of ects downloaded. Smaller cor-
content. relations were found in regard to
s0ASSIVECONSUMER Online tags. Other people often recog-
communities often refer to these nize these active producers’ level
people as lurkers. In this state, of involvement. Members in this
people assess the community state feel invested in the com-
to understand their values and munity—it is one of the most
ideas. In the case of Scratch, this important assets of the Scratch
involves the act of browsing the online community.
different categories and interact-
ing with Scratch projects that Sharing and Collaboration
other people have created. While We use the term “creative
this is the most passive state, appropriation” to refer to the
the passive consumer alters utilization of someone else’s
the system simply by viewing creative work in the making of a
because the number of views is new one. Professional program-
counted and presented publicly. mers are very familiar with this
s!CTIVECONSUMER An active concept, as a great deal of their
consumer participates in the work is based on programs and
community by providing meta- algorithms created by others.
data. Active Scratch consumers With Scratch, we wanted to
contribute their ideas by com- introduce children and teens to
a People can interact with projects displayed on the
menting, tagging, and rating this approach, because learning
Scratch website.
projects. in the context of a community is
s0ASSIVEPRODUCER In this not only more convenient, but is
state, users create projects, also more rewarding and engag-
sometimes inspired by other ing.
projects they have seen in the One of the main goals of the
community, but do not neces- Scratch online community is to
sarily feel compelled or ready to foster the idea of learning from
share them to the community. each other by building on other
s!CTIVEPRODUCER An active people’s ideas or projects. This
producer not only consumes but is one of the reasons why it is
also contributes to the reposi- always possible for a member
tory of projects. This person of the community to download
gives feedback to other people’s the source code of any project.
March + April 20 08

projects, gets inspired, and also Additionally, users of the com-


provides inspiration. An analy- munity often create their proj-
sis of the usage of the website ects after being inspired by other
showed that the number of proj- projects they see. In this type of
a The Scratch website highlights projects contributed
ects a user creates is correlated creative appropriation, no code
by the user community.
with the level of activity by that or media is reused; instead, it is
user on projects created by oth- the idea or concept that is appro-
interactions

ers. That is, there is a correlation priated to create a new project.


between the number of projects This type of appropriation often
a user creates and the num- leads to the emergence of trends

51
Design: What It Is, and How To Teach and Learn It

in the community. One of these expressing their concern about


trends was started by an interac- others “copying” their work. This
IDEA INSPIRATION co co co
tive “dress up” project created by controversy has provided an
ON
IATI
R OPR an 11-year-old girl from South opportunity to discuss important
PP
EA
ATIV
CRE Africa. The project was a digital ideas and differences between
version of a traditional paper plagiarism and sharing.
doll: The viewer could choose the

co
FEEDBACK
skin color, hair, and clothing of Mesh Inc.
AUDIENCE
the doll. Projects tagged as “dress One of the early and ongoing col-
CREATIVE up” are so popular that they laborative efforts on the Scratch
OBJECT
COMMUNITY often go to the “Top Viewed” sec- online community started when
tion of the front page with hun- a 15-year-old girl from the U.K.,
a Scratch users build on one another's projects
dreds if not thousands of views. screen name BeeBop, created a
through “creative appropriation.”
To date, there are more than 150 series of projects with animated
projects tagged as “dress up.” sprites and encouraged others
Ranging from a project about to use them in their projects.
IDEA dressing up a hero to dressing up “You can take any of these to use
a famous TV star and original in your own project, or you can
SOCIA

PARTICIPATES, SELF-IDENTIFIES characters, “dress up” projects post a comment saying what you
N
L

ET
WORK
are as diverse as their creators. want and I can make it for you,”
SCRATCH
The Scratch website serves as BeeBop explained. The same
SHARES PROJECT
APPROPRIATES
SCRATCH PROJECTS a repository of code and ideas day, a 10-year-old girl, using the
REPOSITORY
that can be creatively appropri- name MusicalMoon, wrote a
FORUMS
USER- TAGS, COMMENTS, GROUPS, RACES ated to spawn new ideas and comment saying that she liked
GENERATED
METADATA new projects. The Scratch web- BeeBop’s animations and asking
site and the Scratch desktop if BeeBop could create a project
a Scratch users contribute to (and learn from) environment make it very easy with “a mountain background
the online community in many ways. for this to happen. Fifteen per- from a bird’s-eye view” for use
cent of all of the 23,394 projects in one of her own projects.
shared (as of August 14, 2007) MusicalMoon also asked BeeBop
were remixes of other projects. to submit the project to Mesh
Of those, the types of changes Inc., a “miniature company” that
made ranged from simple MusicalMoon had created to
changes to images and sounds, produce “top quality games” in
to modifications of the actual Scratch. MusicalMoon explained
programming code. that “all you do is simply send
Permission to make digital
Every time a project gets in a project, I will review it back
or hard copies of all or part
of this work for personal or shared on the Scratch website, in the Mesh gallery, and, then,
classroom use is granted
without the fee, provided the Scratch desktop application if it’s good enough, I will grant
that copies are not made
or distributed for profit or adds information about who you a member of Mesh_Inc.!”
commercial advantage,
and that copies bear this shared the project and when. MusicalMoon and BeeBop contin-
March + April 20 08

notice and the full citation


on the first page. To copy
otherwise, to republish,
This information is used to ued their exchanges and created
to post on services or to
redistribute to lists, requires
automatically connect projects an initial version of a collabora-
prior specific permission
and/or a fee. © ACM that are based on others. When tive project.
1072-5220/08/0300 $5.00
a project is a remix of another, A few days later, Hobbit, the
it displays a link to the origi- 14-year-old boy from New Jersey,
nal project, giving credit to the discovered the Mesh Inc. gallery
creator whose work has been and offered his services: “I’m a
interactions

remixed. Several members of fairly good programmer, and I


the community have posted could help with de-bugging and
messages in the online forums stuff.” MusicalMoon asked Hobbit

52
Usage Statistics
The Scratch Online Community was beta released
on March 4, 2007. The community started with
only the 20 participants who were involved in a
Scratch workshop. On the morning of May 14,
2007, the website was officially launched. Several
news outlets and social news websites featured the
Scratch website on their front pages. In a matter of
if he could solve a problem with and Chris Spence for their con-
hours the server and the website could not handle
a particular Mesh Inc. project: tributions to the Scratch website
the traffic and the website went down several times.
“I can’t make characters jump and online community. Yasmin
so you’re up.” A day later Hobbit Kafai, Kylie Peppler, Grace Chiu, As of December 9, 2007:
fixed the game and posted: “This and others at UCLA Graduate tUIFTJUFIBTSFDFJWFE  QBHFWJFXT
is the new updated version, so School of Education and
tUIFSFIBWFCFFO  TFTTJPOT
now he can jump on the snow.” Information Studies collaborated
MusicalMoon replied “gr8 job, on the development of Scratch. tUIFTJUFXBTWJTJUFECZ  VOJRVFWJTJUPST
Hobbit! I’ll take this and carry on All screen names in this article t QSPKFDUTIBWFCFFOTIBSFE
from here.” Meanwhile, Hobbit are pseudonyms. This material t TDSJQUTIBWFCFFODSFBUFE
decided to put his blogging skills is based upon work supported by
t TQSJUFTIBWFCFFODSFBUFE
to use and created a blog for the National Science Foundation
Mesh Inc. where each of Mesh under Grant No. ITR-0325828. t NFNCFSTIBWFSFHJTUFSFE
Inc.’s members is listed with The Scratch project has also t JOEJWJEVBMTIBWFDPOUSJCVUFEDPOUFOU
their corresponding positions. received financial support from t DPNNFOUTIBWFCFFOQPTUFEPO
MusicalMoon was selected as the the Intel Foundation, the LEGO projects, galleries, and forums
“chairlady.” Later, an 11-year-old Company, and MIT Media Lab
boy from Ireland calling himself consortia. While the majority of the users come from the
Marty was added to the Mesh United States, London is the city that generates
staff as the expert in “scrolling the most number of visits. Visitors to the site come
ABOUT THE AUTHORS
backgrounds.” GSPNEJGGFSFOUDPVOUSJFT NBJOMZGSPNUIF64 
Andrés Monroy-Hernández,
As others witnessed these Ph.D. student and U.K., Canada, Australia, Japan, Germany, Brazil,
interactions happening, Mesh Samsung Fellow at the MIT Spain, France, and India.
Media Lab, has conceptu-
Inc. got a lot of recognition alized and led the develop- An analysis of usage data during the first five
in the community and many ment of the Scratch online community. NPOUITTIPXFEUIBUVTFSTBSFQSJNBSJMZBHF
people started to “audition” for Andrés is interested in the development of
to 17, with a peak at age 12. A good number of
social software that fosters creative and
Mesh Inc. BlueRiver, a 12-year- users are adult computer hobbyists and educators
collaborative learning experiences. He has
old girl from Russia, now leads worked in the software industry and at the that create projects in Scratch, even though a lot
the “character design” and Los Alamos National Laboratory. He of them know other professional programming
“sound operations” along with received a B.S. in electronic systems engi-
languages. Some members of the community have
neering from the Tecnológico de Monterrey
GreenDinosaur, a 10-year-old boy emerged as mentors that help the beginners and
in Mexico.
from the U.S., who holds the title provide advice.
Mitchel Resnick, professor
of “story writer.” Other Scratch
of learning research at the Data also shows that age is not indicative of
community members, inspired MIT Media Lab, explores
engagement. No correlation was found between
by Mesh Inc, have created their how new technologies can
engage children and teens BHFBOEOVNCFSPGQSPKFDUT S Q
own similar companies.
in creative learning experi- Also, surprisingly, no correlation was found
ences. His Lifelong Kindergarten research between the number of posts on the text-based
Acknowledgements group has developed many innovative edu-
GPSVNTBOEBHFFJUIFS S Q
Scratch and the Scratch web- cational technologies, including Scratch
and the “programmable bricks” that were Even starting new threads on the forums is not
site have been developed by the
the basis for the LEGO MindStorms and DPSSFMBUFEUPBHF S Q"HFXBTBMTP
Lifelong Kindergarten Group at
March + April 20 08

PicoCricket robotics kits. Resnick cofound- OPUBOJOEJDBUPSPGUIFOVNCFSPGGSJFOET S 


the MIT Media Lab. The core ed the Computer Clubhouse project, an
Q
development team includes: John international network of after-school learn-
Maloney, Natalie Rusk, Evelyn ing centers for youth from low-income com- While 70 percent of users are male, no correlation
munities, with more than 100 sites in 20
Eastmond, Tammy Stern, Amon countries. Resnick earned a B.S. in physics
was found between gender and the number of
Millner, Jay Silver, Han Xu, Eric from Princeton and an M.S. and Ph.D. in QSPKFDUT S Q5IJTJOEJDBUFTUIBU
Rosenbaum, Karen Brennan, computer science from MIT. He is the even though the majority of users are male, the
author or coauthor of several books, includ-
Brian Silverman, and the females are as engaged in creating projects as
interactions

ing Turtles, Termites, and Traffic Jams.


authors. Special thanks to Ubong the males. As we continue our work on Scratch,
Ukoh, Kemie Guaida, Lis Sylvan, one main goal is to achieve broader participation
Chris Garrity, Lance Vikaros, DOI 10.1145/1340961.1340974 across gender.

53
Design: What It Is, and How To Teach and Learn It

UIGarden.net:
A Cross-cultural Review
Neema Moraveji
Stanford University | neema@moraveji.org

Zhengjie Liu
Dalian Maritime University | liuzhj@dlmu.edu.cn

How many mobile phones does the average South DUX. These are not just cursory blog posts com-
Korean have? What is the rage among Chinese menting on the latest trend or cultural difference
websites designed for young people? Do we need in using technology; they are thoughtful pieces
to design different products for different cultures, on myriad topics of interest to the audience.
or simply localize our existing line? The topics and articles selected reflect the new-
Everyone in the HCI community faces the bar- est development in usability and UI design and
rage of information heralding the implications provide new thoughts and concepts. The articles
of globalization on designers and researchers. help Chinese readers to broaden their view and
At the same time, Chinese designers attempt to to be aware of trends in this field. The content is
assimilate Western thinking into the design of easy to read, with many examples from daily life,
local products. uiGarden (http://www.uigarden. which help readers gain a better understanding of
net), a Chinese-operated webzine, was developed the concepts.
to address these two needs, as proclaimed in their Examples of recent uiGarden articles include:
mission statement: sh4HE'AP"ETWEEN3ECONDSAND
s"RINGTHENEWEST7ESTERNRESEARCHANDDEVEL- Seconds”—a comparison of the design of a
opment to China. Chinese-brand air-conditioning unit to its
s"ECOMEABRIDGE;FOR=THE7ESTERN;(#)=COM- Japanese cousin shows the evolving nature of
munity [to understand] Eastern culture. usability in Chinese products.
Founder Christina Li says that her goal, beyond sh-EANINGOF#HOPSTICKSIN!SIAvˆADISCUSSION
the mission statement, “is very straightforward: on the intricacies of chopsticks in Asia, and how
When people think about usability and user- these relate to cultural values and norms.
experience design in China, I want the first word sh$ESIGNFOR%MOTION2EADYFORTHE.EXT
that comes into their mind to be uiGarden.” Li Decade?”—an article on emotive product design
Permission to make digital
started the site in 2004. She says for the month of showing how Chinese porcelain has evolved cer-
or hard copies of all or part
of this work for personal or November 2007, “we had more than 31,000 page tain emotive characteristics.
classroom use is granted
without the fee, provided views in total, and on average more than 500 sh'LOBAL-ARKET 'LOBAL%MOTION 'LOBAL
that copies are not made
or distributed for profit or unique visitors every day. Visitors came from 105 Design?”—a discussion of attempts to identify a
commercial advantage,
and that copies bear this countries around the world. About 56 percent of “global experience” and designing “global” prod-
March + April 20 08

notice and the full citation


on the first page. To copy
otherwise, to republish,
them came from China, 18 percent from the U.S. ucts suggesting that, until context is sufficiently
to post on services or to
redistribute to lists, requires
and the UK, and 26 percent from the rest of the shared (through media, movies, virtual worlds,
prior specific permission
and/or a fee. © ACM world. Most of them are UX practitioners or stu- and so on), the “global experience” will remain
1072-5220/08/0300 $5.00
dents.” uiGarden clearly has an audience in China. elusive.
Each month uiGarden publishes Chinese and For Chinese readers, uiGarden provides an
English versions of a few well-chosen articles, opportunity to read articles in their native lan-
usually written by Westerners or Chinese- guage, gleaning greater and subtler meaning than
interactions

Americans. These are either original articles for if read in English. For Western readers, uiGar-
uiGarden or are reprinted from appropriate jour- den is useful in that it acts as a highly targeted
nals or conference proceedings such as CHI or publication whose readers might be pleasantly

54
(P)REVIEW

EDITOR
Fred Sampson
wfreds@acm.org

surprised to find pieces typically unavailable in


other publications—that is, by Chinese designers.
But content primarily benefits Chinese readers.
Virtual China (http://virtual-china.org) is a relat-
ed blog that attempts to dissect Chinese digital
culture for Western readers in a non-journal for-
mat. By soliciting more Asian authors for articles
UIGarden’s value would enhance greatly. Because
of the easy knowledge transfer and points raised
for discussion in user comments, a good place to
start would be case studies.
The editors of uiGarden acknowledge that as
the field of user-experience design changes, so too
will the site. As uiGarden grows, Li says, “we plan
to have more original content, that is, articles
not published elsewhere, and more articles from
Chinese authors. We also plan to improve our
categories and to have special columns on popu-
lar topics.” uiGarden might be the only site where
people can find a reasonably large collection of
Chinese translations of relevant articles from
English. This makes uiGarden popular among
Chinese usability practitioners. The translation
seems of good quality, and in most cases, even
the subtle, deep meaning of the article seems to
translate well. However, just as with any trans-
lations, whether this kind of meaning transfers
well, the holistic knowledge transfer depends on
the reader’s knowledge and experience level on
the topics. What the readers really get from the
articles, especially those deeper meanings, varies
from reader to reader.
Western readers hoping to gain some under-
standing of their counterparts across the globe
might be disappointed with uiGarden, but not
because of the content itself. Chinese and English
versions of the articles are separated into two
pages on the site. When conversations or com-
ments do arise (not always), Chinese users discuss
articles in Chinese, while Westerners debate in a A recent issue of UIGarden in English and Chinese.
English. Reader comments on articles and posts in
March + April 20 08

the forum are segregated and not translated. This


means a key opportunity, to bridge conversations
between Eastern and Western HCI practitioners,
is missed.
Readers want to see more communication
between Chinese and Western participants. If an
article and its related comments in English could
interactions

appear in parallel with its counterpart in Chinese,


it might encourage more conversations and better
achieve the objective of becoming “a bridge [for]

55
ACM Digital Library
w ww. ac m. o r g / dl
The Ultimate Online the Western [HCI] community [to understand]

INFORMATION TECHNOLOGY Eastern culture.”


The numbers in the forum should please uiGar-
Resource! den’s intended readers: 4,906 posts in 814 Chinese
threads, and 950 posts in 357 English threads. The
Powerful and vast in scope, the ACM Digital Library English-language forum does not provide much
is the ultimate online resource offering unlimited access and value! value, so the Western reader is left salivating
over the potentially juicy debates going on in the
The ACM Digital Library interface includes: Chinese forum. Translating user comments and
putting them on both versions of the article would
UÊThe ACM Digital Library offers over 40 publications includ-
be a welcomed feature for a cross-cultural publi-
ing all ACM journals, magazines, and conference proceedings, cation, a goal that is tantalizingly close and would
plus vast archives, representing over 1.4 million pages of text. set uiGarden apart.
The ACM DL includes full-text articles from all ACM publications The Chinese are fiercely proud and highly
dating back to the 1950s, as informed of their culture and history. There is
well as third-party content a simple reason why news topics and forums in
with selected archives. China are so popular: The Chinese love to discuss
www.acm.org/dl China. Many of these comments and opinions on
uiGarden, rich with cultural nuances, are com-
UÊThe Guide to monly hidden from Western readers because they
Computing Literature come in the form of casual comments in the thou-
offers an enormous bank of sands of Chinese forums and blogs. uiGarden is
over 900,000 bibliographic one resource that has the potential of appealing to
citations extending far Western readers, while providing Eastern readers
with a reason to come back. If the site’s editors
beyond ACM’s proprietary literature, covering all types of works in
can include more articles from Asian authors and
computing such as journals, proceedings, books, technical reports,
make user commentary transparent across the
and theses! www.acm.org/guide site, uiGarden will be poised to enhance cross-
UÊThe Online Computing Reviews Service includes reviews cultural communication among HCI practitioners,
by computing experts, providing timely commentary and critiques of ultimately leading to a harmonious partnership,
not competition, between both groups.
the most essential books and articles.
Available only to ACM Members. Join ACM online at ABOUT THE AUTHORS Neema Moraveji stud-
www.acm.org/joinacm ies the design of education technology while pursu-
ing his Ph.D. at Stanford University. Before that, he
To join ACM and/or subscribe to the Portal, contact ACM: was an HCI researcher with Microsoft Research
Asia in Beijing for two years. Before that, he studied
Phone: 1.800.342.6626 (U.S. and Canada)
at Carnegie Mellon University’s HCI Institute. And
+1.212.626.0500 (Global)
before that, he studied at the University of Maryland’s HCI Lab.
Fax: +1.212.944.1318 Before that, things are fuzzy, but he remembers scores of trips to
Hours: 8:30 a.m.-4:30 p.m., Eastern Time local fruit markets in countries around the world.
Email: acmhelp@acm.org
Zhengjie Liu is founder and director of the Sino-
Mail: ACM Member Services European Usability Center (SEUC) (www.usabili-
General Post Office tychina.com), professor of HCI at Dalian Maritime
PO Box 30777, New York, NY 10087-0777 USA University in China, and co-founder and co-chair of
ACM SIGCHI China. He is one of the pioneers in
ÃÜVˆ>̈œ˜ÊvœÀÊ
œ“«Ṏ˜}Ê>V…ˆ˜iÀÞ HCI and usability in China since the early 1990s.
He provides consultancy to industries and conducts research fund-
`Û>˜Vˆ˜}Ê
œ“«Ṏ˜}Ê>ÃÊ>Ê-Vˆi˜ViÊEÊ*ÀœviÃȜ˜
ed by the public funds from the European Union and China.
ÜÜÜ°>V“°œÀ}

*Online Guide access is included with Professional, Student and SIG member-
ship. ACM Professional Members can add the full ACM Digital Library for only
$99 (USD). Student Portal Package membership includes the Digital Library.
DOI 10.1145/1340961.1340975
Institutional, Corporate, and Consortia Packages are also available.
FORUM ON MODELING

EDITOR
Hugh Dubberly
hugh@dubberly.com

The Analysis-Synthesis
Bridge Model
Hugh Dubberly
Dubberly Design Office | hugh@dubberly.com

Shelley Evenson
Carnegie Mellon University | evenson@andrew.cmu.edu

Rick Robinson
Design Continuum | rrobinson@dcontinuum.com

The simplest way to describe the design process


is to divide it into two phases: analysis and syn-
Researching Prototyping
thesis. Or preparation and inspiration. But those
Interpret Abstract
descriptions miss a crucial element—the con-
nection between the two, the active move from
one state to another, the transition or transfor- suggest Model of
Model of what
mation that is at the heart of designing. How do what “is” “could be”
designers move from analysis to synthesis? From
problem to solution? From current situation to
manifest
to
distilled

preferred future? From research to concept? From Describe Concrete


as

constituent needs to proposed response? From


context to form?
How do designers bridge the gap?
What
The bridge model illustrates one way of think- What “is” “could be”
ing about the path from analysis to synthesis—the
way in which the use of models to frame research
Existing – Implicit Preferred – Explicit
results acts as a basis for framing possible futures. (Current) (Future)
It says something more than “then the other thing Permission to make digital
or hard copies of all or part
of this work for personal or
happens.” It shows how designers and research- classroom use is granted
a Analysis-synthesis bridge model without the fee, provided
ers move up through a level of analysis in order that copies are not made
or distributed for profit or
to move forward through time to the next desired commercial advantage,
and that copies bear this
state. And models act as the vehicle for that move. notice and the full citation
on the first page. To copy
The bridge model is organized as a two-by-two left quadrant with observation and investigation— otherwise, to republish,
March + April 20 08

to post on services or to
matrix. The left column represents analysis (the an inventory (or description) of the current situ- redistribute to lists, requires
prior specific permission
and/or a fee. © ACM
problem, current situation, research, constitu- ation. As the process moves forward, it moves 1072-5220/08/0300 $5.00

ent needs, context). The right column represents to the upper-left quadrant. We make sense of
synthesis (the solution, preferred future, concept, research by analysis, filtering data we collect
proposed response, form). The bottom row rep- to highlight points we decide are important or
resents the concrete world we inhabit or could using tools we’re comfortable with to sort, priori-
inhabit. The top row represents abstractions, tize, and order. We frame the current situation,
interactions

models of what is or what could be, which we but move out of the strictly concrete. We define
imagine and share with others. the problem. We interpret. Analysis begins as
Ideally, the design process begins in the lower- thoughtful reflection on the present and contin-

57
Design: What It Is, and How To Teach and Learn It

Abstract Scientific
Model

Generalization Generalization
Constructs:
e.g. deep play Rigorous
Rigorous
formulation formulation
Isomorphism
Homomorphism Homomorphism
Concrete

Conceptual Conceptual
Model Model
What
What is Analogy
could be
Perception Perception

Managerial Scientific
Existing Implicit New Explicit
“The Conditions” “The Future” Situation Insight Situation

a Robinson model a Beer model (Reproduced with permission)

ues as conversation with the possible. Crucial imagined alternatives to the concrete we started
for progress is documenting and visualizing our with, but they are still abstract themselves. It is
analysis, making it possible for us to come back easy to “play” with models at this point, to test
to it, making it possible to imagine alternatives, and explore. But design requires that the work
making it possible ultimately to discuss and agree return to the concrete, that we make things real,
with others on our framing and definition. We realize our models as prototypes or even finished
might write down a list of findings or a statement form. This is the lower-right quadrant.
defining the problem. Better still is writing a story. Of course, results improve with iteration.
A story describes actors and actions; it suggests Submitting the new prototype to testing, further
relationships, which we may represent in visual observation and investigation, continuing around
form. A story of what happens suggests a model the quadrants, we learn and refine our work.
of what is—an interpretation of our research. The bridge model has several antecedents and
The process of coming to a shared representation variations.
externalizes individual thinking and helps build The bridge model grew out of personal discus-
trust across disciplines and stakeholders. sions over the past few years. Rick Robinson (one
Having agreed on a model of what is (framed of this article’s co-authors) has written about “the
the current situation, defined the problem) then space in between” research and concept. He has
the other side of the coin (the preferred future, described anthropologist Clifford Geertz’s essay,
the solution) is implied. An interpretation pro- “Deep Play: Notes on the Balinese Cockfight,” as
March + April 20 08

vides “a description of the everyday in such a an example of abstracting a model from research,
way as to see how it might be different, better, or and one that parallels strongly the moves that
new [1].” We can devise stories about what could other forms of research and design make in
happen. We can model alternatives in relation to moving from description through interpreta-
our first model. In doing so, we’ve moved to the tion to application. “[The construct of] Deep Play
upper-right quadrant, to the use and development becomes a lens through which Geertz can show
of models of what could be. It is in the realm of what’s important about the Balinese cockfight,
interactions

abstraction—by thinking with models—that we and his colleagues can understand important
bridge the gap between analysis and synthesis. underlying factors in something like fan riots at
These models are hypotheses, speculations, soccer matches [1].”

58
FORUM ON MODELING

Abstract
Formal picture of
C3 F3 mental picture Analysis Synthesis
Frame insights Explore concepts
“Aha” “Eureka”

Make plans
C2 F2 Mental picture
Know

Make
Hypothesis
?
Know user

Know context Realize offerings


-Prototype
-Pilot
-Launch Implement
!
C1 F1 Actual world
Research Delivery
Real
Context Form

a Alexander model (Reprinted by permission of the publisher) a Kumar innovation model

Writing about the relationship of science to out the Kaiser/IDEO model of the innova-
management, Stafford Beer presented a more tion process. Christi Zuber reports that
[1] Robinson, R.
elaborate model of the move from cases to con- Kaiser Permanente’s Innovation Center (working “Locating the Work:
The Spaces Between”,
sensus, from particular to general. He points out with IDEO) developed this model in 2004 as part
in Everyday Matters,
that several levels of models are involved [2]. of an innovation toolkit created for use inside unpublished manu-
script, 2005.
At the beginning of his career, Christopher Kaiser. This model is similar to Kumar’s model,
Alexander described a six-part model. It differs but the Kaiser model emphasizes storytelling and [2] Beer, S. Decision
from the bridge model in two important respects. brainstorming as key methods. and Control:
The Meaning of
First, Alexander explicitly separates the men- Responding to questions about the origin of the Operational Research
and Management
tal picture (model) from a formal picture of the Kaiser/IDEO model, Jane Fulton Suri supplied a
Cybyernetics. New York:
mental picture (a representation of the model). recent model of the process of moving from syn- John Wiley & Sons,
1966.
Second, his notion of a model (at that time at thesis to strategy. It shares the same basic struc-
least) was highly mathematical [3]. ture as the Robinson model, though here synthe- [3] Alexander, C. Notes
Vijay Kumar has proposed a model of the sis (depicted as the right column in other models) on the Synthesis of
Form. Cambridge, MA:
innovation process [4]. He frames it as a two-by- is depicted as the left column. The framing of Harvard University
Press, 1964.
two matrix moving from research, to “Framing models as a link between patterns and principles
Insights,” “Exploring Concepts,” and “Making is a useful addition [5].
[4] Kumar, V. “Design
Plans.” He notes, “‘Framing Insights’ are primar- While practitioners and educators increasingly Innovation Process.”
Presentation at the
ily about descriptive modeling, creating abstract make use of models, few forefront the role of
March + April 20 08

About, With and For


mental pictures about the patterns that we rec- modeling in public summaries of their work pro- Conference, Illinois
Institute of Technology/
ognize about reality. ‘Exploring Concepts’ and cesses. Glossing over modeling can limit design to Institute of Design,
Chicago, 2003.
‘Making Plans’ are about prescriptive modeling.” the world of form-making and misses an oppor-
Where the bridge model forefronts the role of tunity to push toward interaction and experience.
[5] Fulton Suri, J.
models, Kumar’s model forefronts steps that make We see modeling becoming an integral part of and Gibbs Howard,
S. “Going Deeper,
use of modeling. He recently published a wonder- practice, especially in designing software, ser- Seeing Further.”
ful poster that maps the steps in the “innovation vices, and other complex systems. Advertising: What’s
interactions

Next? Conference, San


process” to a series of methods. The bridge model makes explicit the role of Francisco, December
2006.
During the process of writing this article, modeling in the design process. Explicit modeling
interactions co-editor Richard Anderson pointed is useful in at least two ways. First, it accelerates

59
Tribute to Honor Jim Gray
May 31, 2008
University of California, Berkeley

A Tribute Honoring Jim Gray:


Legendary computer science pioneer, known for his groundbreaking work as a programmer,
database expert, engineer, and his caring contributions as a teacher and mentor.

General Session Technical Session


Zellerbach Hall, UCB Wheeler Hall, UCB
9:00am – 10:30am Please see website for session times.

Speakers: Presenters:

Shankar Sastry Bruce Lindsay


Joe Hellerstein John Nauman
Pauline Boss David DeWitt
Mike Olson Gordon Bell
Paula Hawthorn Andreas Reuter
Mike Harrison Tom Barclay
Pat Helland Alex Szalay
Ed Lazowska Curtis Wong
Mike Stonebraker Ed Saade
David Vaskevitch Jim Bellingham
Rick Rashid
Stuart Russell

All are welcome. All are welcome.


Registration is not required. Registration is required, see below.

Technical Session registration and additional information:

http://www.eecs.berkeley.edu/ipro/jimgraytribute
FORUM ON MODELING

the design process by encouraging team members


to understand and agree on the elements of a sys-
Abstract and thematic
tem and how those elements interact with each
other and their environment. Second, by mak-
ing the elements and their interactions visible, it
reduces the likelihood of overlooking differences Storytelling Brainstorming
and analysis and concept generation
in point of view, which might otherwise eventu-

Learning and understanding


ally derail a project.

Making and trying


Explicit modeling also helps scale the design
process. It enables designers to develop larger and
more complex systems and makes the process of
working with larger and more complex organiza-
tions easier. Discussing the role of modeling in Design Research Prototyping
and data gathering and concept development
design also invites comparison and interaction
with other disciplines that use models. Ideally,
practitioners that use models may, over time, be
able to see patterns across their models that will Real and concrete
advance the practice of design.

a Kaiser/IDEO model
ABOUT THE AUTHORS Hugh Dubberly man-
ages a consultancy focused on making services
and software easier to use through interaction
design and information design. As vice president
he was responsible for design and production of
Abstract
Netscape’s Web services. He was at Apple for 10
years, where he managed graphic design and corporate identity
frameworks
and co-created the Knowledge Navigator series of videos. Dubberly
& models
also founded an interactive media department at Art Center and
has taught at San Jose State, IIT/ID, and Stanford.

Rick Robinson is vice president for practice innova-


Synthesis Strategy
tion at Design Continuum in Boston. As chief expe-
rience officer (or CXO) at Sapient, Rick oversaw the
insights, principals &
development of innovative research approaches for patterns & opportunities
understanding human interaction with products, themes
environments, communications, services, and tech-
nologies. Before joining Sapient, he founded E-Lab, a user
research laboratory. An interdisciplinary social scientist, Robinson
observations new offerings, products,
received his Ph.D. from the Committee of Human Development at services, spaces &
the University of Chicago. Concrete communications

Shelley Evenson is an associate professor in the Now Future


School of Design at Carnegie Mellon University,
where teaches graduate and undergraduate cours-
es in interaction design. She is a voting faculty
a Suri/IDEO second model
member in the Human-Computer Interaction
Institute (HCII). She is the director of graduate stud-
March + April 20 08

ies in design and for the joint master’s program in HCI between
Carnegie Mellon and the University of Madeira. Shelley brings more
than 20 years of experience in multidisciplinary consulting practices
to the school. She is a frequent speaker at design conferences and
conducts design strategy workshops with large and small corpora-
tions. Shelley also works with graduate students from the school of
design to host the international Emergence Conference in service
design. Her current interests include design languages and strate-
gy, organizational interfaces, what lies beyond human-centered
interactions

design, and design for service.

DOI 10.1145/1340961.1340976

61
Crossing the Thresholds of Indignation and Inclusiveness

An Ode to TomTom:
Sweet Spots and
Baroque Phases of Interactive
Technology Lifecycles
Jan Borchers
RWTH Aachen University | borchers@cs.rwth-aachen.de

A few months ago my sweet- my first mapping-software fix ing which country that was in
heart said one of those things back in ’97, when a little-known again.
that would make any geek start Dutch software company called While it did become possible
drooling: “I hate getting lost Palmtop had just released later to attach a GPS to your
each time I drive into Cologne. EnRoute, a route-planning appli- PDA (until you realized that
Can’t we get a TomTom?” I love cation for my favorite personal multiple loose devices, power
getting a free ticket to spend computing device of all time, adapters, and 200 feet of cable
obscene amounts of cash on a the Psion Series 5 PDA. around your dashboard weren’t
gadget, without all the weak, But back then, of course, exactly safe, and that set-
post-hoc rationalizing of why it’s there was no live navigation ting up took longer than most
so useful, which is usually met support. GPS devices were still actual trips), it wasn’t until
with something between fury something supremely geeky, around 2004 that Palmtop—now
and pity, depending on its price and well beyond the purchasing renamed TomTom!—and others
tag, size, number of cables, and power of your ordinary com- started selling all-in-one devic-
overall potential for destroy- puter-science grad student (i.e., es, and live navigation support
ing your living room’s visual me). Geocaching had not even became a realistic option for the
appearance. But I digress. been invented. average consumer.
For those of you who have Also, in all honesty, only Boy, what a difference.
been living under a gadget-proof geeks had PDAs back then, Instead of having to map out
rock for the past few years, a so this was definitely not yet each new trip in advance; write
TomTom (mine is a GO 910) is a affecting the public at large. down or print out those instruc-
GPS car-navigation system made But we, the bold and fearless tions that as soon as you hit the
by the current market leader early adopters, could explore road you realize are convenient-
of the same name. You stick it this strangely empowering new ly still sitting on the kitchen
to your windshield with a suc- world of geographical informa- table; have your codriver call a
tion cup, tap in your destination tion literally at our fingertips. friend for instructions on a bad
March + April 20 08

address, and off you go, hope- While I hardly used it for the cell phone connection, which
fully in the right direction. demanding task of live, in-car he’d then repeat back to you
It has also become the tech- navigation, it became indis- while you’re nervously peeking
nology to most profoundly pensable to quickly estimate at each new street sign because
influence my everyday life since driving times when planning it could just be the one where
my first DSL flat rate in 2001. trips, or to simply hide my you had to make a right (or was
And that’s despite not being a deep geographical ignorance it left?)—in short, instead of
interactions

regular driver—or maybe just in a conversation on, say, the this constant sense of sublime
because of that. wonderful architecture of (or not so sublime, depending
Now, I will admit that I got Barcelona, by discreetly check- on the nature of your fellow

62
FEATURE

passengers) tension while driv- selecting wrong ones—Fitts’ law have done the trick. But then
ing, you could now focus on at work. I also got a furious call again, no one with the slightest
traffic and your environment when my sweetheart first tried case of arthritis in their fingers
knowing your TomTom would using it: Köln (Cologne) wasn’t will ever be able to press that
alert you to each turn in time. in the city list. It turned out button, so with our aging popu-
Even male drivers have been TomTom had left out German lation the company will soon
reported to now occasionally umlauts from their onscreen run out of customers anyway.
have a few brain cycles left to keyboards, but forgot to include But I’m sure these issues
follow what everybody else in the standard transcriptions in will be fixed. My point is that
the car is chatting about. In their search algorithms; unable TomTom has crossed—no,
other words, here’s a complete to type Köln, she’d entered Koeln, jumped across—the “threshold
revolution of your emotional but the system was expecting of indignation,” as Paul Saffo
experience of driving some- Koln, not even listing the city as put it in Terry Winograd’s great
where unfamiliar. a close match otherwise. Dudes, book, Bringing Design to Software.
Its real potential unfolded localization. The usefulness of the device by
for me, though, when we Oh, and turning it on is a far outweighs
recently moved to San Diego. nightmare. Pressing the tiny, the
It’s hard to imagine the stress half-sunken power button
this saves you driving around briefly is happily ignored,
an unknown city in a different but keep pressing it a
country. It also quickly becomes couple times at the
hard to remember how much wrong moment and it
of a hassle it all was before. won’t turn on at all.
In fact, TomTom offers special Protecting against
computer voices with “I told inadvertent opera-
you we should have taken that tion is fine, but
March + April 20 08

exit”-style instructions, should have these people


you miss that part of the classic ever heard of the
driving experience. inherent evil
Courtesy of TomTom

Of course there are still of time-based


plenty of usability problems interactions, or of
that make you scratch your at least providing
head, wondering just what the appropriate feedback
interactions

designers were thinking. City or when they’re unavoidable? A


street names are listed so close short “Thank you, starting up,
below each other that you keep you can let go now” beep would

63
Crossing the Thresholds of Indignation and Inclusiveness

Enthusiast
Phase
(Hobby)

h%XPLOITMEv remaining awkwardness for a thing and begin to evangelize


wide range of users and their others about it.
daily tasks. Another sweet-spot indicator
T
Obviously, the entire user is that social behavior around
experience counts here. You can the associated tasks changes.
actually go and buy this thing in These days, when someone
Professional a department store today, stick gives me driving directions—
Phase it to your windshield, turn it on, a sales clerk on the phone,
(Work) and after making a few obvi- or a friend inviting me to his
ous(!) choices, enter your first house—I find myself politely
h(ELPMEWORKv destination and be on your way. cutting them short, just asking
This is careful design. Some them for their street address,
companies, such as TomTom which I then write down and
T

and Apple, get how important later type into my TomTom.


this “first-encounter usability” Clearly, using these devices
is, from just the right software also has questionable conse-
Consumer default settings, to physical quences. For one, we quickly
Phase device design, to the printed begin to rely on them. Usually,
(Life) quickstart, to the design of the after going to a new destination
packaging. It’s no coincidence with my TomTom, I still can’t go
h%NJOYMEv that for a brief, innocent period, there on my own: There was no
Googling “iPhone porn” actu- need to memorize the route. A
ally led to slideshows of devoted more subtle effect is the poten-
T

Sweet Spot t users unpacking their new gad-


get.
tial loss of a mental area map—
with a TomTom, you never care
So what can we learn from to develop a picture of your city
the TomTom story? At some as a whole in your head. Will
Baroque
Adapted from Bill Moggridge

point the mix of features, people forget how to describe


Phase technical feasibility, and task- the way to their home to others?
centered product, software, Will real-estate owners bribe
h,ETMEDOITALLv
and user-interface design came TomTom to direct traffic away
together to shape a product from their upscale properties?
that could make such a radical Studying these effects will keep
a The phases of
difference to people’s lives that us busy for some time. But even
technology adoption. its popularity skyrocketed. Of such potentially adverse conse-
course this takes years of mar- quences show the fundamental
ket research and iterative prod- change that a specific technol-
uct development, but it creates a ogy can bring about.
qualitatively new product genre Now the bad news: Feature
that brings an unprecedented development doesn’t stop at
and realistic promise to the its sweet spot. Beyond the idea
March + April 20 08

market and fulfills it. I call this of providing reliable, easy-to-


moment the “sweet-spot” phase. use directions, TomTom has
A telltale sign that a product since added an MP3 player,
has reached this stage is that live updates through the wire-
people get its usefulness within less network, connections to
15 seconds of explanation, even “Buddies” (the use of which has
though they may not know the escaped me so far), coopera-
interactions

technology yet (or even under- tive street updates, photo slide
stand it afterward). Non-geeks shows (I’m not kidding), and a
start telling you about this new stream of other features. Some

64
FEATURE

HCI research
should focus
of these are actually useful, but and the baroque phase seem more on
the original TomTom was the hard to tell apart: Both give the
sweet spot. user new features, just at dif- preparing—
David Liddle, design lead ferent levels of originality. But
for the world’s first commer- there’s an easy test: Sweet-spot
cially available GUI computer, products make your life sim- and industry
explains his theory of technol- pler, baroque ones more complex.
ogy adoption in Bill Moggridge’s Sweet-spot products support on creating—
wonderful book, Designing you in a new way, making a
Interfaces. He postulates a first, previously difficult or awkward
enthusiast phase exploiting task change fundamentally.
new sweet-spot
the new technology, a second, Learn just a few new things,
professional phase putting it and you get an almost magical devices, rather
to use to get work done, and a boost in productivity, simplify-
third, consumer phase when it
becomes available enough for
ing your everyday life. Baroque
products just tweak existing
than wasting
people to enjoy. processes, trying to make them
I think we should add a more efficient in some situa- time on baroque
fourth stage to this otherwise tions but often complicating
excellent model: the “baroque
phase,” in which the successful
other tasks (and sometimes
the most frequent ones—think
extensions of
new consumer product genre is microwave ovens). And to use
then embellished with second- them, you often need to learn a existing
ary features that often already fair amount of new interaction
existed before but are now inte-
grated into the new product.
concepts, operations, and other
lingo.
paradigms.
This phase obeys the ter- Let’s look at some products I
rible law of feature creep. consider worthy of a sweet-spot
Consumers, having experienced award, and some technologies
the wonderful new possibilities way in their baroque phase.
of the initial sweet-spot device, Cell phones hit their sweet
are hoping that subsequent spot in the mid-’90s: pocketable
products in this new genre will handsets, with several days of
have an equally revolutionary standby and calling charges
and additional positive impact that didn’t ruin the average con-
on their everyday lives—which sumer anymore. What a change!
of course they don’t, as they’re Within years, people moved
just incremental improve- from carefully planning their
ments—and so buy new models evening out to “call us when
because of their added features. you’re ready; we’ll tell you what
The resulting featuritis, preva- bar we ended up in.” Agreeing
March + April 20 08

lent in software, is spreading when and where to meet, which


to consumer devices as they often failed before, leading to
are increasingly software- heated arguments over whose
controlled. (Shopping for a new fault it was (“But I was looking
toaster, I recently encountered for you!”), was replaced by the
a model that would assist me in stress-free model of just calling
my complex toasting tasks with if something came up, no mat-
interactions

an informational LCD screen. ter where everybody was. The


Please?) list goes on.
At first sight the sweet spot Today cell phones have moved

65
Crossing the Thresholds of Indignation and Inclusiveness

squarely into their baroque go as far as backpedaling to find So what gives? For consumer
stage. In a 2007 study we did the sweet spot again. My last experiences, HCI research
for Germany’s largest mobile- microwaves were all of the one- should focus more on prepar-
technology consumer magazine, dial-for-time, one-dial-for-power, ing—and industry on creating—
connect, virtually all models we go-bing-at-the-end variety, and new sweet-spot devices, rather
tested gave users problems with I can’t be alone, judging from than wasting time on baroque
even the most basic and essen- what’s in stores. On my Sony- extensions of existing para-
tial tasks: turn on, mute ringer, Ericsson T630 phone, I quickly digms. To make history, look
call number. Being able to replaced the default, distracting, for that sweet spot providing
browse the Web, take pictures, low-contrast ColorBombs theme the broad public with a device/
watch or record movies wher- with a simple black and white application/service to which
ever you are is great, mind you, one that let me focus on the they had no usable, affordable
but it has overloaded the sweet- important stuff. access before.
spot product and interaction The desktop metaphor had This, by the way, is also why
design of the traditional mobile its sweet spot with the release HCI is key to innovative prod-
phone beyond recovery. of the Xerox Star and Apple ucts. Sweet-spot solutions are
The only way out was to Macintosh between 1981 and task-centered in an unprec-
radically rethink the product. 1984. Since then its basic idea edented way; they are unclut-
Apple’s iPhone did that to a has remained unchanged, as is tered, simple, and elegant.
degree, removing the keyboard often lamented, and only small The other day, after Googling
and its dead-end soft-key con- improvements and secondary another nearby store on my
cept and introducing multitouch features have made it onto our iPhone, because the one where
to more directly interact with screens. Smaller sweet spots we were didn’t have what we
what’s on screen. It was far were reached within that meta- wanted, my sweetheart said,
from perfect, but mobile brows- phor (full-text search or Apple’s “You know, it’s really incredible
ing became good enough to Time Machine backup come to how useful this iPhone is.” Now
become useful, giving you the mind), but most new, more col- excuse me while I go and drool
tingling feeling of a new sweet- orful and feature-rich systems some more.
spot candidate. fall into the baroque phase.
Or take home internet access. Sometimes I fantasize about a
After listening to our chirping ABOUT THE AUTHOR
system that returns the desktop
Jan Borchers is a professor
modems for years, it was DSL’s metaphor to its sweet spot (not of computer science at
Peter Winandy

unlimited-time, unlimited-vol- that that would be very useful RWTH Aachen University in
ume flat rate that changed how today), or that finds the right Germany, where he heads
we thought about the Internet: the Media Computing
revolutionary approach to kick
Group, studying interaction with audio and
Suddenly it was free to access the desktop metaphor out the video streams, mobile devices, and ubi-
Permission to make digital
or hard copies of all or part the Net after paying a fixed door. comp environments. He has currently
of this work for personal or
classroom use is granted monthly fee. Getting movie Other examples include the deserted his students for a sabbatical at
without the fee, provided UC San Diego to write random rants like
that copies are not made showtimes, driving instructions, original iPod, or the affordable
or distributed for profit or this. He’s not getting paid for this article by
commercial advantage, or just a recipe for cranberry consumer digital camera with TomTom, Apple, or Psion, although he will
and that copies bear this
notice and the full citation sauce became a snap. And flat enough resolution for standard- happily provide them with his banking
March + April 20 08

on the first page. To copy


otherwise, to republish,
rates made our systems always- size prints, letting you take, details should they feel obliged to change
to post on services or to
redistribute to lists, requires that. He can be found at http://hci.rwth-
prior specific permission on, with no dial-in delays. Since immediately check, and delete
and/or a fee. © ACM aachen.de.
1072-5220/08/0300 $5.00 then providers have tried to shots for free. TiVos changed TV
integrate DSL, landline, cable, viewing habits fundamentally,
and cell phone contracts, lead- and personally, I would include
ing to a maze of options with iChat AV, for letting me show
some further savings but no our new kitchen to my mom
interactions

impact anywhere near that of some years ago, walking around


the flat-rate DSL effect. with a laptop and iSight camera
Occasionally, consumers will (okay, still geeky). DOI 10.1145/1340961.1340977

66
FEATURE

What Robotics
Can Learn from HCI
Aaron Powers
iRobot | apowers@irobot.com

As the robotics field grows and Because robotics companies that we need quick, effective,
becomes competitive, robot- like iRobot are growing quickly “discount” techniques because
ics companies are beginning and shifting toward commercial projects or decisions are often
to inject user-centered design products, the field is too new on a tight deadline. Just as “dis-
methods into their processes. to have an ingrained process. count” techniques have garnered
Applying HRI methods to indus- HRI can become the framework widespread commercial use in
trial and commercial products for development of commercial the usability domain, they are
introduces new challenges and a robots. needed in HRI as well.
focus on cheap, proven methods. Ethnography is the most To understand what principles
The specialty of human-robot popular investigative method of HCI will have the most impact
interaction (HRI) is a growing being adopted in commercial in HRI, iRobot ran a series of
group of roboticists, social sci- HRI. Detailed ethnography stud- systematic evaluations of several
entists, and designers, but the ies helped iRobot learn about of iRobot’s teleoperated robots,
field of industrial practitioners the culture of the PackBot users which are driven by remote con-
is still small. Robotics has yet in the military and about the trol. iRobot has several teleoper-
to reach the transition point homes and cleaning patterns ated robots, such as the PackBot,
that Don Norman talks about in of Roomba owners. The open- the R-Gator, and the recently
The Invisible Computer, where the ended approach of ethnography announced ConnectR. To study
[1] Norman, D. The
level of performance exceeds allows a series of short studies teleoperation, we collected many
Invisible Computer,
users’ needs [1]. For that reason, to explore varied topics and hours of observations and docu- Cambridge, MA: MIT
Press , 1998.
the robotics industry to this build a baseline of knowledge. mented more than 700 one-line
point has focused on technology Interacting with a humanlike “stories” from the observations.
rather than user experience. As robot is, in some ways, like the For example, users commented
we see robots become ubiquitous intersection of a new culture that powering the robot through
consumer products, that focus is into an old one, making eth- remote control was difficult
starting to change. nography an excellent method because their vision was limited.
At iRobot we have one practi- of research and evaluation. For The video stream that users
tioner of HRI (that’s me). iRobot example, you may have seen a use to drive the robot had a low
has begun the transition from Roomba push an empty trash frame rate and lagged by less
a technology-centered company can around the room or catch than a second. We’re using these
March + April 20 08

to a user-centered company, as computer cables as it vacuumed. stories to identify issues and pro-
we grow from research robots Environment and context can be totype new ideas. By watching
toward commercial products. As crucial factors in the success of the videos, we noticed that when
we focus more on product devel- a robot, and the ethnographic a team is working with a robot,
opment, we transform many method is effective at discover- they would often point where
research methods from the HCI ing their influence. they were going to before they
and HRI fields into practice. Certainly, we run experi- would drive there. So we pro-
interactions

Additionally, robotics companies ments in industrial HRI, but run- totyped a laser-pointer robot—
provide a good opportunity to ning formal experimentation is operators use the laser pointer to
put HCI principles into practice. rare. It is much more common put a dot on the ground in front

67
Crossing the Thresholds of Indignation and Inclusiveness

of the robot, and the robot will usability heuristics [2], Ben
drive forward toward the dot. Schneiderman’s core principles
We organized the large list of [3], and Jean Scholtz’s methods
“stories” into several areas, and for evaluation of intelligent sys-
we found four key areas where tems [4]. Certainly, this is an
there are many challenges in untested, initial list—there is
[2] Nielsen, J. and R.L.
Mack eds., Heuristic HRI—these are the areas that we room for research in this area.
evaluation, Usability
Inspection Methods, will focus on improving for next- Many of these principles are
New York: John Wiley & generation HRI. not unique to HRI, but their
Sons, 1994. Available at
http://www.useit.com/ Situational Awareness. relative value of weighting is
jakob/inspectbook.html
Especially during teleoperation, slightly different from other HCI
users need to know the internal communities. During our evalu-
states of the robot, the robot’s ations, we found the most space
position in the environment, and for improvement in the areas
the environment. For example, of “required information should
[3] Shneiderman, B. good cameras help users under- be present and clear,” “prevent
Designing the User
stand the robot’s position and errors if possible, if not, help
Interface: Strategies
for Effective Human- state. users diagnose and recover,” and
Computer Interaction,
Boston: Addison Robot Control and Movement. “use metaphors and language
Wesley, 1997. Available Robots are capable of complex the users already know.” That’s
at http://www.cs.umd.
edu/hcil/pubs/books/ movements, and it is important why these three are on the top
dtui.shtml
to be able to clearly and effec- of the list.
tively command the robot to Sholtz’s work on intelligent
do what you want it to do. For systems adds a new spin to some
example, controls to drive the of these universal HCI principles
robot and move its arm need to in the context of HRI.
[4] Scholtz, J. be flexible enough to complete “Design should be aesthetic and
“Evaluation Methods
the task, while remaining acces- minimalist” has been the most
for Human-System
Performance of sible for human operators. important interaction design
Intelligent Systems,”
Proceedings of the Controller/UI. Teleoperated principle used in iRobot’s proj-
2002 Performance robots follow a client/server ects intended for use in homes,
Metrics for Intelligent
Systems Workshop model in which the controller like the Roomba. Since Roomba
(PerMIS), Gaithersburg,
MD, 2002. Available at
interface is a client that can is a consumer product, a simple
http://www.isd.cme.nist. operate independently of the user interface keeps the cost of
gov/research_areas/
research_engineering/ robot. This area has many of its the robot down while keeping its
Performance_Metrics/
own challenges, like ergonomics, operation simple. As the product
PerMIS_2002_
Proceedings/Scholtz. because the operator is working matures, the Roomba team is
pdf
separately from the robot itself. taking on a broader ethnograph-
Communications. Communi- ic approach, including more in-
cations between the controller home studies.
and the robot create limits on Sholtz also suggests that HRI
March + April 20 08

the robot’s behavior, such as how developers “make the architecture


far away you can send the robot. scalable” and “support evolution of
[5] Jenson, Scott,
The Simplicity Shift,
Using these stories as a basis platforms,” because robotics is
Cambridge University for our future work, we’ve still an immature medium and
Press, 2002.
looked at HCI and HRI theories the robots are often required to
and defined a list of key HCI/ do much more than they were
HRI principles to focus on. This designed for. In short, if you
interactions

list of “heuristics” was devel- don’t make it easy for the system
oped from three core sources: to grow, it will be outdated very
Jakob Nielsen’s classic list of soon.

68
FEATURE

KEY PRINCIPLES BEING APPLIED TO HRI SOURCES

Required information should be present and clear Sholtz, Nielsen, Schneiderman (modified)

Prevent errors if possible, if not, help users diagnose and recover Nielsen, Schneiderman

Use metaphors and language the users already know Sholtz, Nielsen (modified)

Make it efficient to use Sholtz, Nielsen, Schneiderman

Design should be aesthetic and minimalist Jenson [5], Nielsen

Make the architecture scalable and support evolution of platforms Sholtz

Simplify tasks through autonomy (new)

Allow precise control (new)

Create a positive brand image (new)

Strive for a natural human-human interaction (new)

“Simplify tasks through autono- and so it is often important that are a long way off, we consider
my.” The fewer tasks the user is users have the capability to exert other ways to reduce interface
required to assist with, the more precise control over the robot burden on users who are mul-
he can focus on high-level plan- and its arm. titasking such as using head-
ning of his task. As mentioned At iRobot, the ninth principle, mounted displays and familiar
earlier, it is simpler to drive the “create a positive brand image,” is gaming controllers (similar to
robot to a location by pointing crucial because we’re focusing the Playstation 2 controller).
with a laser pointer than navi- on industry and commercial As robots become more com-
gating the robot to the location usage. If branding and name plex and as markets become
by remote control. Similarly, to recognition become part of a more competitive, the robot-
simplify telemanipulation, where robot, we can expect brand to ics industry is sure to see a
users control each joint of the influence users’ perceptions of growth in its need for HCI and
robot arm, we are testing haptic robots, and their perceptions of HRI specialists. Similarly, HRI
interfaces that will automatically the robots may change how they techniques must be expanded
adjust the joints of the robot to interact with one. and improved to be relevant
move the robot’s arm into the “Strive for a natural human- and useful in the commercial
desired place. human interaction.” People work development space. Robots are
“Allow precise control.” Although in the physical world, and so quickly becoming a staple in
it is important to use autonomy interfaces that also work in the many homes around the world,
Permission to make digital
to simplify things, the robot physical world are the most and they open up a whole new or hard copies of all or part
of this work for personal or
still must be able to accomplish effective, the simplest, and the world of possibilities for interac- classroom use is granted
without the fee, provided
difficult and complex tasks. most natural. If you work with tion design. that copies are not made
or distributed for profit or
Designers can’t predict all the robots as your teammates, you commercial advantage,
and that copies bear this
tasks or uses of a commercial want to be able to talk to them ABOUT THE AUTHOR notice and the full citation
March + April 20 08

on the first page. To copy


Aaron Powers is the lead otherwise, to republish,
robot, once it is in the hands and gesture to them just like you to post on services or to
human-robot interaction redistribute to lists, requires
of the user. For example, when would to another person—you researcher at iRobot, Corp. prior specific permission
and/or a fee. © ACM
teleoperating a robot like the don’t want to drop your task and iRobot is known for its 1072-5220/08/0300 $5.00

PackBot for Explosive Ordnance pick up a laptop. We have begun commercial successes
both with the Roomba line of robotic vacu-
Disposal, the user may need to several small projects allow- um cleaners and the PackBot line of mili-
be very careful or complete an ing users to gesture or speak to tary robots.
action in a specific way when robots and to allow users to give
interactions

using the robot’s arm to manipu- commands without using any


late objects. There are many additional hardware. While gen-
things that robots do not know, eral-purpose gestural interfaces DOI 10.1145/1340961.1340978

69
Crossing the Thresholds of Indignation and Inclusiveness

The Design of
Future Things
Don Norman
Basic Books, 2007
ISBN 978-0-465-00227-6
$27.50

Reviewed by Gerard Torenvliet


Esterline CMC Electronics |
Gerard.Torenvliet@CMCElectronics.ca

When I was in university studying human-comput- specialists to see connections they may not have
er interaction, the first paper that I ever wrote was noticed before. Would Norman’s secret sauce be
a review of automation issues in the design of air- strong enough to do the same for the challenging
craft cockpits. One author cited was Don Norman, issues involved in the design and use of advanced
then a cognitive psychologist at the University of automation and intelligent machines?
California, San Diego (he is now at Northwestern Norman starts his investigation of the design
University). While other researchers were argu- of future things by taking a frank look at the
ing that development had to be slowed because advanced technologies that already surround us.
automation had come too far, too fast, Norman He admires the ways in which technology has
instead argued that most problems with automa- helped to improve our lives, while at the same
tion had arisen because the field hadn’t progressed time giving the reader eyes to see the limitations
far enough. He thought that the advanced auto- of these same technologies more clearly. Instead
mation of the day was unable to provide the rich of griping about supposed “bad design” (a strange
and nuanced feedback required for it to be a true expertise possessed by design experts), Norman’s
partner with pilots in the cockpit. This argument tone is supportive; he points out problems only
made sense to me, but at the time I concluded that to make the reader a part of the solution. The
Norman’s perspective would be difficult to apply emergent thesis is that humans and technol-
as of the early 1990s. As my freshman pen put it, ogy are doomed to be locked in a bad marriage
“Norman’s solutions lie in the future.” until we come to terms with the fundamental
Fourteen years later Norman and I are still in and unchangeable limitations of our relationship.
a dialogue about automation. I now make a liv- Technologists aspire to create a dialogue between
ing thinking about how to design work support humans and machines, but a prerequisite for
(which includes automation) for pilots, and he’s dialogue is a common understanding of context.
making a living thinking about the future. When Norman thinks that machines will never be able
I heard that Norman was releasing a book to help to develop an understanding of context anywhere
March + April 20 08

everyday people understand and demand more of as deep, broad, and flexible as humans, nor do
the increasingly automated technology that the they have rich enough means of communication.
future will offer, my interest was piqued. I wanted So our marriage is one with monologues from
to see if Norman would be able to do for the design the machine being met by monologues from us.
of future things what he so successfully did for Dialogue will never result, because two mono-
the design of everyday things in his 1998 book of logues don’t equal a dialogue.
the same name. In The Design of Everyday Things, Without dialogue between us and our machines,
interactions

he helped to make complex topics in cognitive it often feels as if they control us. Norman argues
psychology and product design accessible to the that this is a natural consequence of machines
general reader, while at the same time prompting being weak. Their weakness means that they lack

70
(P)REVIEW

EDITOR
Fred Sampson
wfreds@acm.org

flexibility, and this forces us into conforming to amplifying the capabilities and efforts of humans.
their one best way of doing things. The more pow- These systems already have a strong track record,
erful a machine is, the more it is able to conform from recommender systems on shopping sites to
to humans, allowing humans to set the terms the co-bots that are used in industrial settings to help
relationship, to be in control. So the diagnosis is operators move items in a warehouse, and they
clear: Because even future things will lack the show promise for much more. Norman doesn’t
power to establish an effective dialogue with us, discard automation as a design option, but clearly
the promise of technology will always be accompa- feels that augmentative technologies are closer to
nied by problems, and we humans will feel—to a his ideal of symbiosis, and so have strong potential
lesser or greater extent—out of control. for application to the design of everyday things.
[1] As an aside, moving
Even though Norman doesn’t believe that a cure This focus on everyday things is perhaps the beyond the beep can
also make technologies
is possible (or even desirable—just review 2001: A greatest strength of Norman’s new book. Even more accessible. Most
Space Odyssey to see why the cure might be worse though he discusses a lot of whiz-bang technol- of us with adult hearing
can localize sounds, so
than the disease), he believes that things could be ogy, it never seduces him. His clear interest is in the beep of the coffee
maker can be easily
much better than they are today. If the design of providing better, simpler—yet more powerful— distinguished from the
new technologies were informed by technology’s technologies to help people get from place to place, beep of the washing
machine or the timer by
fundamental limitations, the effects of many of families to work together, and friends to share location. If you are deaf
in one ear (like my son)
those limitations could be mitigated, and even experiences. He follows through with useful (but
or wear a hearing aid
turned to good. Norman’s overall design thesis is high-level) design guidance that is applicable even (like my grandmother),
localizing sound is
that designs need to become more “natural,” where today. Thankfully, even though this isn’t an aca- much more difficult,
natural means a move away from the binary and demic book, Norman is faithful to the academic and use of a richer,
more natural palette of
discrete realm of computer logic to the rich and literature. Sure, some will complain that a point sounds would make life
just a little bit easier.
dynamic realm of human experiences. For exam- has been missed, or a paper hasn’t been cited—and
ple, while the electronic kettle circa 2008 might they might be right—but that’s missing the point.
signal boiling water via a beep or a click, the good The contribution of this book comes from the way
old-fashioned steam kettle circa 1850 signals boil- that Norman brings together such a broad range
ing water via a whistle that builds from low and of research and insight into a reasonably unified
quiet to high and piercing. Norman doesn’t want structure, all written and packaged to be accessible
us to throw out digital technology in exchange for to a general audience. In contrast to those journal
steam, but in a world where everything beeps he’d papers he might not have cited, this book might
like to see designers experiment with a richer pal- actually get read, and might help everyday people
ette of sounds[1]. to demand a future where instead of technology
To be sure, kettles are simple. That’s why they’re requiring respect, technology will instead respect
just a building block of Norman’s design ideal, an its users.
ideal that allows for a natural symbiosis between And at the end of the day, I was comforted to
human and machine. The best expression of this see the lowly steam kettle feature prominently in
is the horse and rider, a system in which the a book about future things. No matter what the
delegation of authority and the communication future has in store, it’s good to know that one of its
of risk between horse and rider is natural and foremost prognosticators will always be grounded
almost effortless. This ideal is lofty, but not too by making tea the old-fashioned way. Revisiting my
lofty: Norman shows how research into the horse freshman thoughts after reading this book, I can
March + April 20 08

and rider is changing the way designers today are happily report that some of Norman’s solutions lie
thinking about the car of tomorrow. not in the future, but in the past. Permission to make digital
or hard copies of all or part
One surprising thing about this book is that of this work for personal or

while it speaks to many current research issues in ABOUT THE AUTHOR Gerard Torenvliet is a classroom use is granted
without the fee, provided
senior human factors engineer at Esterline|CMC that copies are not made
the realm of automation design (including inappro- or distributed for profit or
Electronics, where he divides his time between commercial advantage,
priate trust, skill-shift and loss, behavioral com- applied research contracts and product design for and that copies bear this
notice and the full citation
pensation, etc.), it isn’t bullish about automation. customers in civil and military aviation, as well as on the first page. To copy
interactions

otherwise, to republish,
Instead of automated systems whose design meta- research institutes. to post on services or to
redistribute to lists, requires
prior specific permission
phor is taking over for humans, Norman argues for and/or a fee. © ACM
1072-5220/08/0300 $5.00
augmentative systems whose design metaphor is DOI 10.1145/1340961.1340979

71
Crossing the Thresholds of Indignation and Inclusiveness

Designed to Include
Mark Baskinger
Carnegie Mellon University | mbasking@andrew.cmu.edu

With the baby-boomer population approaching (graphic) design and branched out into industrial
mature adulthood, there is an increasing buzz (product) design through graduate studies and
about universal design for everyday objects. The professional work, I view all designed artifacts as
year 2014 is very significant, as the last baby embodiments of communication that act as cata-
boomer will turn 50, with the upper tier of this lysts to enhance human experiences with systems,
generation turning 68. So many companies are environments, ideas, information, and with each
actively pursuing new product-development initia- other. It is in this space that I find a very exciting
tives that appeal to broad audiences and specifi- future for product forms that are useful, usable,
cally address the multitude of issues we may expe- and desirable, but also intuitive, informative, and
rience with aging. Through these inclusive strate- inclusive. In this forum, I will introduce three
gies, we may find an increasing array of products recent research projects that touch upon some
that are easy to use, understandable, functional, inclusive design strategies.
and relevant. If companies are successful, we may
no longer see the stigmatizing, clinical, overly Inclusive Futures: The GE “Autonomy” Project
techno-mechanical product forms that speak to The ubiquity of major appliances affords an
the disabilities of elders and special-needs popula- opportunity for a socially responsive change in
tions. Instead, we may find accessible, inviting, thinking to address issues of design usability
attractive forms that transparently imbed assistive for the aging population. By focusing on the
features and prove to be widely accepted. abilities of various populations rather than the
As a designer who started in communication disabilities that make them different, an inclusive

a The Strikezone

concept defines
an optimal vertical
workspace to place
most activity and
Optimal Reach Area: 17” - 63”
interaction within
a range that limits Strike Zone: 28” - 54“
excessive bending
and reaching for
most adults.
March + April 20 08
interactions

72
FORUM LIFELONG INTERACTIONS

EDITOR
Allison Druin
allisond@umiacs.umd.edu

strategy can be developed to generate broader standards, we developed the StrikeZone concept,
appeal. At Carnegie Mellon’s School of Design, which defines a “right-size” approach and situates
we recently concluded a two-year research appliances in the kitchen at optimal locations
project with GE Appliances in Lousiville, KY, that for reach, access, and movement. This more
explored the attributes of current and emerging advantageous configuration promotes greater
elder populations to identify opportunities to access into and around each appliance and was
promote sustained autonomous living. What we determined by establishing a relationship of the
(re)learned in the process was that most of the user’s physical interaction and movement with
advantages designed to empower elders actually each primary cooking/cleaning activity, as well
increased usability and appealled to a much as the relationship of the appliance form in situ
broader audience. As noted educator and author within the kitchen space. The appliance forms
James Pirkl describes, this is a transgenerational were designed to express behavior and capabilities
approach. Through our various research methods in simple and intuitive ways. Through observation
aimed at better understanding aging from an and anecdotes, we learned that there are common
elder’s point of view, we learned that elders human experiences with appliances; the risk is the
expressed views on features, complexity, and same when reaching into a hot oven, and everyone
materials that were similar to those of much bangs their shins on the dishwasher door. Focusing
younger consumers (identified as first-time on design solutions from the elder perspective
appliance buyers). So our strategy was to focus on enabled a more conscious focus on enabling
the form language, behavior, and interaction with features that would address risk and hazardous
appliances to serve as a primer for GE designers scenarios that translated to a broader audience.
to use as underpinnings for enhancements across Establishing a common visual interface across
their product lines. Creating a new “geriatric” all products (microwave, dishwasher, fridge, oven,
line of appliances would be demeaning—no one cooktop, laundry pair) was incredibly important
wants to be told they’re old—but establishing new in promoting user confidence through consistent
interactions that would empower elders, yet appeal visual language and feedback. A combination
to a wider audience, made a lot of sense. of analog and digital display serves as the
Working within existing kitchen-cabinet basis for establishing a narrative interface that

66”
UPPER REACH ZONE 63”

54”
STRIKE ZONE

March + April 20 08

36”
Heated Dry Heated Dry

[ 25min ] Rinse
[ 25min ] Rinse
Time Remaining Temperature Options Pre-rinse Pre-rinse
Time Remaining Temperature Options

28”

LOWER REACH ZONE 17”


interactions

4.5”

73
Crossing the Thresholds of Indignation and Inclusiveness

graphically illustrates the past, current, and the visual language of product forms and how
a The Wall Oven’s
future states of each appliance. For instance, in product forms are structured to embody and com-
split-folding door
enables hot the washing machine interface example shown municate information. Through visual form, lan-
surfaces to mate here, the various steps of a heavy load sequence guage products can inform interaction, encourage
and minimize are revealed with demarkation of current status. behaviors, and shape user experience. In risky or
reach-over length.
This can reduce
Compared with current radial dial interfaces with potentially dangerous situations, product impact
accidental burns lots of small text and confusing terminology, is amplified; designed artifacts must clarify and
and provide a a pictographic display supported by simple, present information in easily accessible and intui-
surface at counter
readable text can easily communicate a range of tive ways. In certain devices, tools, and product
line for sliding out
hot cookware. information—What can I do with this appliance? systems, the need for simplicity and clarity is
What is the appliance doing now? What is it going explicit. So why do we have so many products
to do next? What did it just do? What must I do that fail us in this respect? As part of a study on
now? What did I just do? What must I do next? packaging and poisoning for elders, I found that
Currently, the research generated in the scope the current prescription medicine bottle is prob-
of the GE Autonomy project is being used as guide- lematic for a lot of people beyond the elder popula-
lines and criteria for new product development tion. Declining eyesight, low-light scenarios, and
and product updating across their brands. the frequency of taking multiple medications—
common for many elders—greatly complicate an
Inclusive Utility and Safety already risky scenario. There is a complete dis-
One of the major qualities of universal design is connect between the bottle form and the labeling
system to encourage safe practice and compliance.
Therefore, establishing hierarchies of information
in many forms may empower elders (and us all) to
index medications easily, store them appropriately,
and so on.
Relying on pictures alone can be problematic as
well. In the case of a medicine bottle, fire extin-
guisher, or other potentially life-implicating prod-
ucts, synergy must exist between physical form,
graphic imaging, and textual communication. In
scenarios where ailments like arthritis and glau-
coma prevent people from using products appro-
priately, hazardous scenarios can arise. Whose
fault is it when an elder takes the wrong dosage
March + April 20 08

of medication, or when the bottle rolls out of the


medicine cabinet, spilling pills down the drain?
Where does responsibility lie when the grandkids
get access to the pills that grandma stores on the
a Product forms inherently must express state and usage through
kitchen table?
their behavior and form to provide adequate feedback. In the These are not issues associated only with aging;
medicine-bottle concept here, the squared form demonstrates that they relate to us all.
interactions

when the bottle is not securely closed, the corners will not align.
In addition, the squared form fits the natural angles of the hand to
provide better leverage for grasping and opening. (Designed by Inclusive Design for Kids
Mark Baskinger, May 2000.) In my experience as a parent, the only time I can

74
FORUM LIFELONG INTERACTIONS
Julia Frederking and Michael Cruz

a Lila digital artboard

safely turn my back on my kids (ages six and two) tions then serve as the backdrop to further play
for a few minutes is when they are drawing at the and provide the children an opportunity to move
kitchen table. When they play independently, I find between physical and virtual worlds to create sce-
they tend to get themselves into trouble. Because narios.
of their very different interests (my daughter loves
dinosaurs, and my son plays only with trucks), Summary
they don’t often engage in collaborative play. But Inclusive design, universal design, assistive design,
when they do, it is short lived because they’re at and transgenerational design are not new, but
very different physical, cognitive, and emotional they’ve historically been seen as specializations.
levels. This premise sparked a research project in As our population ages, we may find more oppor-
2005, between Carnegie Mellon School of Design tunities to mainstream inclusive strategies into
and the d.search-labs at Technische Universiteit product development. The key to the success of an
Eindhoven (Netherlands). inclusive future lies in designing for shared abili-
Our strategy was to develop a system that would ties with a keen transparency of assistive features
engage children of varying ages within a localized that address human deficiencies. The visual lan-
play space to give parents a bit of a “breather.” guage of product forms, systems, and technologies
What emerged from the project was a prototype will have an increasingly critical role in making
called “Lila,” a digital art board comprising a digi- artifacts engaging, appropriate, and empowering.
tal touch screen and digital pegboard to provide
two primary sources for input to encourage col-
laborative or inclusive play. The initial idea was to ABOUT THE AUTHOR Mark Baskinger is an
assistant professor in the School of Design at
combine a digital interface with a separate physi-
Carnegie Mellon University and the co-founder of
Anne Jackson

cal interface to engage children of varying ages, as The Letter Thirteen Design Agency. His work spans
in the case of my two kids. across graphic, product, interaction, and environ-
With Lila, children can draw pictures in a free- mental design. Mark’s research at CMU focuses on
March + April 20 08

how artifacts communicate through their behavior, form language,


form style using their fingers and easily combine
and context to inform interaction and shape user experience. His
the drawings with animations that are generated work has been featured in design publications, and has been Permission to make digital
or hard copies of all or part
through the use of the pegboard. Both children can exhibited in numerous galleries and museums, including the of this work for personal or

generate visualizations to construct a shared story Museum of Modern Art (New York), I-Space Gallery (Chicago), the classroom use is granted
without the fee, provided
Krannert Museum (Champaign, IL), and the Regina Gouger Miller that copies are not made
or image. The Lila system includes a projector Gallery (Carnegie Mellon University). For a sample of Mark
or distributed for profit or
commercial advantage,
mounted in the back of the vertical digital compo- Baskinger’s current work, please see: www.letterthirteen.com and and that copies bear this
notice and the full citation
nent to show their creations at a larger scale. Once www.design.cmu.edu on the first page. To copy
interactions

otherwise, to republish,
something is projected, the children can enter that to post on services or to
redistribute to lists, requires
prior specific permission
space to play and act—taking them from screen- and/or a fee. © ACM
1072-5220/08/0300 $5.00
based play back into the real world. The illustra- DOI 10.1145/1340961.1340980

75
Crossing the Thresholds of Indignation and Inclusiveness

Raising a Billion Voices


Sheetal K. Agarwal
IBM India Research Laboratory (New Delhi) | sheetaga@in.ibm.com

Arun Kumar
IBM India Research Laboratory (New Delhi) | kkarun@in.ibm.com

Sougata Mukherjea
IBM India Research Laboratory (New Delhi) | smukherj@in.ibm.com

Amit A. Nanavati
IBM India Research Laboratory (New Delhi) | namit@in.ibm.com

Nitendra Rajput
IBM India Research Laboratory (New Delhi) | rnitendra@in.ibm.com

Almost a year back, we started working on an every time. Another young man plays games on
exploratory research project Pyr.mea.IT [1]. “The his, although he cannot read or write. Invariably,
bottom of the pyramid is the largest but poorest all the folks surveyed use the mobile phone to
socio-economic group. In global terms, this is the talk and stay connected with family and clients.
four billion people who live on less than $2 per Although sending a text message is often cheaper
day, typically in developing countries [2]”. Since than making a phone call, lack of literacy makes
almost all of our research in computer science that a nonexistent option for most of these
and information technology has until recently people. Somewhat interestingly, it is also true
focused on the top of the pyramid, we thought it that many educated people in India do not use
might be a good idea for us to get at least some- the mobile except for talking. One thing becomes
what acquainted with our end users. All of the clear: Services relevant to various sections of the
authors have lived and grown up in India, so we society are either nonexistent or the interface is
have a reasonable understanding of the people practically unusable.
around us, or so we thought. We conducted some Until as recently as four to five years ago,
initial surveys, in about 10 cities and towns in mobile phones were still expensive, and getting
India, with fruit sellers, milk-delivery men, auto a landline phone connection was complicated.
rickshaw drivers, plumbers, and the like, to get a Many of the plumbers, electricians, and carpen-
firsthand idea of the way technology, not just IT, ters come to the city from neighboring towns
impacts their lives and their level of comfort in and villages and stay with friends and relatives,
using it. so address verification becomes an issue, and it
March + April 20 08

Two things, seemingly contradictory, are could take several months to get a connection.
inescapable in today’s India: the lack of literacy The processes were slow, and there was no com-
and the penetration of mobile phones. While petition for the telecom company. As a result,
the former has been around for years, the lat- freelance plumbers, electricians, and carpenters
ter is a recent phenomenon. Even people whose used to associate themselves with an electrical
monthly salary is one-fifth the cost of a mobile shop or a hardware store to find job assignments.
phone are carrying one around with them (the People typically call up these shops for such ser-
interactions

mobile is shared with the family). One milkman vices, and the shopkeeper sends the workers on
we talked to does not use the address book to assignments and collects a fee from them. The
store and retrieve numbers! He dials the number falling price of the mobile phone has changed this

76
FORUM UNDER DEVELOPMENT

EDITOR
Gary Marsden
ugaz@acm.org

a Creating/accessing a Voicesite: Scene from a village in India.

77
Crossing the Thresholds of Indignation and Inclusiveness

system. The workers can now buy a prepaid con- [6], which lets you create your Voicesite just by
nection over the counter, thereby gaining inde- making a phone call.
pendence from the shopkeepers. They get assign- For these micro-business freelancers, a missed
ments by word-of-mouth and through inexpensive call is missed revenue. Now, suppose our free-
advertisements in the local yellow pages. lancers could have their Voicesites—this would
In almost all developing countries around the mean an online presence for them. What if a
world, Internet penetration is much lower than potential client could reach a plumber’s Voicesite
that of the mobile phone, and the rate of increase and schedule an appointment with him? We cre-
of mobile-phone penetration far exceeds that of ated a template for a plumber, which included
the Internet. This fact, coupled with the obvi- questions such as “Enter your welcome message,”
ous preference of speech interfaces over textual “What are your working hours,” and “Would you
ones, led us to the vision of the Telecom Web [3, like to mention references for your work?” The
4]. The Telecom Web is a worldwide network of plumber’s answers are recorded by VoiGen and
Voicesites, just as the World Wide Web is a net- used to create a Voicesite so that when a poten-
work of websites. A Voicesite is a voice-driven tial client calls up the plumber, he hears the
application that consists of voice pages (say, plumber’s voice taking the client through various
VoiceXML files) that are hosted in the telecom possible interactions with the Voicesite. The sys-
infrastructure. tem can be set up such that when the plumber is
The Telecom Web exists and operates on the unable to pick up the call, the call is redirected
telephony network. People browse Voicesites by to his Voicesite, or alternatively, all calls first get
talking with them, traverse from one Voicesite to directed to the Voicesite, and you are connected
another via VoiLinks, and even conduct transac- to the plumber only if you need to speak with
tions over voice. The Telecom Web figure shows him. VoiGen becomes the equivalent of a “talking
several Voicesites connected to each other via HTML editor” for creating a Voicesite.
VoiLinks, which make it possible to move from Just to try this with real targets, we sampled 12
one Voicesite to another by uttering commands freelancers in South Delhi. None of them had ever
or keywords. This introduces a “browsing-by- interacted with an IVR before, let alone browsed
talking” experience that includes the possibility the Internet. We explained the whole idea of hav-
of supporting “back buttons” (“go to the previ- ing a Voicesite to them, and also the mechanism
ous Voicesite”), bookmarks, etc. The Voicesites of creating one. Ten out of those 12 were able to
can be identified by phone numbers playing the create their Voicesite in under four minutes (this
role of URLs. When one traverses a VoiLink to go includes the time it took us to explain things),
from one Voicesite to another, this is more than a which means that the concept of a Voicesite and
simple call transfer—the context of the conversa- the user interface to create it were reasonably
tion also needs to be transferred along with the compelling and intuitive. Two of them could not:
call [4]. The very first interaction was in a noisy environ-
A common objection to the general acceptance ment, and the user did not have the patience to
of such an approach is the frustrating experi- repeat what he was supposed to say. To reduce
ence we’ve had so far in using voice applications. noise, the interaction venue was shifted to a car.
However, we believe that there is a reason for Another one failed to create his Voicesite because
cautious optimism: In already developed regions, he thought he was interacting with a human
March + April 20 08

alternatives to voice have been available, and so at the other end and assumed that free speech
expectations are different. For our targets, this would work.
will enable them to do things they have never In several parts of the world where Internet
been able to do, and by starting out with small access is deep and literacy is not an issue, the
applications [5], we might find the right way to World Wide Web suffices. There are several ongo-
use voice. Just as the proliferation of the World ing efforts to make the Web accessible over voice;
Wide Web hinged upon the simplicity of creating the notion of a Telecom Web in such regions is
interactions

a website (HTML), so will the proliferation of the superfluous. And yet in regions where the tele-
Telecom Web depend upon the ease of creation of phony (largely mobile) penetration is far higher,
Voicesites. We have built a system called VoiGen and rising faster than Internet penetration, the

78
FORUM UNDER DEVELOPMENT

Telecom Web has a major role to play: online INTERACTIONS CAFE


presence, information, and commerce for every- (continued from page 80)
one. For better impact, the two webs will have to
leverage each other. It should become possible for it becomes thoughtful only when it stops being
the websites to be accessible from the Telecom objective.
Web, and the Voicesites to be accessible from the I’ve recently had a number of conversations
World Wide Web. Excuse me, I hear my Voicesite with professional designers who are all, gener-
calling! ally, coming to the same set of conclusions: User
research is much, much less important than
ABOUT THE AUTHORS Sheetal Agarwal is a “worldly research,” or “human research.” Instead
technical staff member at IBM India Research Lab. of researching for a specific project, they find
She did her master’s in computer science at the more value in forcing themselves to constantly
University of Maryland, Baltimore County. Her
research interests include pervasive and ubiquitous
observe, consider, and question the everyday
computing, mobile applications, and, more recent- world around them.
ly, information and communication technologies for emerging econ- Richard: In this issue Hugh Dubberly and col-
omies.
leagues argue for creating explicit models so as
Arun Kumar is a research staff member at IBM to not gloss over the synthesis you reference. And
Research, India. He obtained a master’s degree in I agree that such synthesis too often gets short
computer science engineering in 1999 and is cur-
shrift.
rently pursuing a Ph.D. from IIT Madras, India. He
served on the program committee for ACM SAC However, I don’t reject the value of applying
2008 and 2007 and has been published in reputed some form of the concept of “correctness” to
international conferences and journals. His research interests such synthesis, in consideration of its goals and
include ICT for developing regions, service oriented computing,
object oriented programming, semantic Web services, and distrib-
the context in which it is performed. And while I
uted systems. agree that ongoing “worldly research” is of great
value, I urge designers not to mistake the inad-
Sougata Mukherjea is a research staff member and
manager of the Telecom Research Innovation equacy of such synthesis for the unimportance of
Center at the IBM India Research Lab. He received the focused research that feeds or should feed it.
his bachelor’s from Jadavpur University, Calcutta, a Design itself isn’t magic. It can be taught; it can
master’s from Northeastern University, and a Ph.D.
be learned. It might resist understanding and,
from Georgia Institute of Technology (all in comput-
er science). Before IBM, he held research and software architect hence, prompt fear and marginalization among
positions at NEC USA, Inktomi, and BEA Systems. His research many. But it comprises, in part, the development
interests include middleware technologies and its applications to and consideration of rationale.
telecom, data analysis, information retrieval, and visualization.
I don’t think the work of Tom Moran years ago
Amit Anil Nanavati is a research staff member at on design rationale was so completely divorced
IBM India Research Lab. He has a Ph.D. in comput-
from the nature of design and abductive thinking.
er science from Louisiana State University. Prior to
IBM Research, he worked for Netscape And as Bill Buxton describes in his 2007 book,
Communications. His recent research focus has Sketching User Experiences: Getting the Design Right
been on telecom solutions, especially for emerging and the Right Design, being explicit about design
economies. He is also interested in applications of graph theory in
rationale helps guide the design process away
various domains. Before completing his Ph.D., he spent a summer Permission to make digital
at the Jet Propulsion Laboratory, Caltech, NASA. from decision by bullying or seniority and makes or hard copies of all or part
of this work for personal or
it easier and safer to determine whether a design classroom use is granted
March + April 20 08

without the fee, provided


Nitendra Rajput has been working as a researcher that copies are not made
at the IBM India Research Lab, New Delhi since decision should be changed after something new or distributed for profit or
commercial advantage,
March 1998. His areas of interest include speech happens or is learned. and that copies bear this
notice and the full citation
processing, image processing, and dialog man- In short, what I’m saying is that—borrowing on the first page. To copy
agement. He has done projects on audio-visual otherwise, to republish,
terminology from Jan Borchers—designers need to post on services or to
speech recognition, Hindi speech recognition, and redistribute to lists, requires

conversational systems for pervasive devices. His current work to seek out “the sweet spot” between emotion and prior specific permission
and/or a fee. © ACM
1072-5220/08/0300 $5.00
involves application of speech technology interfaces for developing logic in order to reach “the sweet spot” in design
countries. Prior to joining IBM Research, he completed master’s and in influence within a business.
interactions

from IIT Bombay in communications.


—Richard Anderson and Jon Kolko

DOI 10.1145/1340961.1340981 DOI 10.1145/1340961.1340983

79
Interactions Cafe

On Logic, Research,
Design Synthesis…
Jon: A core theme of this issue of interactions has
been the relationship between interaction design
and education: how to teach it, how to learn it,
and how to live it. As a designer, I’m obviously
biased toward design education, as I see design as
a core tenet of life, akin to reading and writing.
Design has often been characterized as “dream-
ing” or “problem solving,” both of which I consider
underpinnings of human life. At the same time,
I see the value in logic and pragmatism, and I’m
often challenged professionally to “prove it” or
“back it up with a sound, logical argument.” Do
you think future generations of professionals in
the interaction world will have to walk the line
between Art (emotion) and Science (logic), or will inclusive design projects? Doesn’t such research
Design with a capital D finally have its time to contribute to a kind of “logical argument” that is
shine? essential?
Richard: Can design truly shine without Jon: I wonder if the word “rationale” should
addressing both emotion and logic? Was a need to even be part of the designer’s language. A great
walk the line between art and science responsible deal of the abductive thinking Roger Martin
for all the messes described in the first section of describes is the “logic” of what might be. This
this issue, or is the culprit better described as an isn’t logic at all: I think Roger is smart enough to
improper balance? realize his audience won’t respond well if he were
Roger Martin, whom we referenced in our first to call it “the magic of what might be.”
Interactions Cafe discussion, has written about The research Fullerton describes, and
how the predominant thinking in business— Baskinger conducts, is absolutely worthless
analytical thinking—is hostile to design, and how without some form of generative and interpreta-
that needs to change. But he doesn’t argue that tive synthesis, and this synthesis isn’t logical.
analytical thinking has no place. It’s sometimes appropriate, or comprehensive,
March + April 20 08

Perhaps you can’t “prove it.” Perhaps you or rigorous, or even repeatable, but the notion of
shouldn’t be expected to “prove it.” But is it wrong there being a “correctness” to design synthesis
to expect to develop and use and provide ratio- is far-fetched at best. This phase of synthesis
nale that can be subjected to some form of cri- is being publicly glossed over, as design firms
tique throughout and after the design process? pander to businesses looking to get ahead: “Do
Is Tracy Fullerton wrong in teaching and a little research, and—bam!—innovative prod-
emphasizing the importance of playtesting in her ucts! Design thinking in action!” User research
interactions

interactive entertainment program at the USC is wonderful, but it isn’t Design thinking at all;
School of Cinematic Arts? Was Mark Baskinger
wrong to observe the elderly and kids in his (continued on page 79)

80
HCIL's 25th Annual Symposium will highlight the cutting-edge research being conducted
in the Human-Computer Interaction Lab at the University of Maryland.

The Symposium will take place Thursday, May 29, followed


by a day of tutorials and workshops Friday, May 30

May 29-30, 2008

25thannual Symposium Tutorials and Workshops


Human-Computer May 29, 2008 May 30, 2008
Interaction Lab
SESSION I: Books of the Future TUTORIALS
Symposium

Bookscapes: Modeling Books in Electronic Space Intro to Human-Computer Interaction


The International Children's Digital Library goes to Mongolia Introduction to Usability Testing
Improving Readability of Online Books Introduction to Spoken Language Technologies
Accurately Transcribing Text with Armies of Using Virtual Worlds
Inaccurate Volunteers
WORKSHOPS
ebooks
e-Health Literacy & Older Adults
Value Sensitive Design & Digital Libraries
SESSION II: Diverse Users
Temporal Search in Electronic Health Records
e-Health Literacy & Older Adults
Children's Self-Conception of Culture through Technology
Constructing Knowledge in a Public Forum: Student Projects
in Wikipedia
Educational Simulation and Information Ethics
Community Response Grids: For Campus and Beyond

SESSION III: Understanding Information Keynote Panel


Temporal Queries on Electronic Health Records
25 years of HCI - 25 years of HCIL
Network Visualization: Successful Case Studies
Understanding Social Networks PANELISTS
Visualizations for Searching and Exploring Document Richard Anderson, Editor-in-Chief,
Collections Interactions Magazine
Cloud Computing: Web-scale Information Processing with Ken Perlin, Founding Director & Professor,
MapReduce NYU Media Research Lab
Clare-Marie Karat, Research Staff,
DEMONSTRATIONS Policy Technologies Dept.,
All interfaces introduced during the symposium will be IBM TJ Watson Research Center
demonstrated, along with several others.
PANEL MODERATOR
Allison Druin, Director, HCIL
Special Thanks to Our Sponsors

designing University of Maryland Sponsors: Dingman Center for


Entrepreneurship, Department of Computer Science, Department
Included with paid registration:
finding of Psychology, Maryland Institute for Technology in the
Humanities, College of Information Studies, College of Computer,
Special Issue of the International Journal of HCI
in honor of Ben Shneiderman’s 60th birthday
understanding Mathematical and Physical Sciences, Institute for Advanced
Computer Studies

Human-Computer Interaction Lab


Registration begins in March!
Register online at
www.cs.umd.edu/hcil
HCIL is an Institute for Advanced Computer Studies Lab
www.cs.umd.edu/hcil/soh

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