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The Evolution of the Tools...and the Devolution
of the Users
Clark Dodsworth
Introduction
This paper discusses issues involved in
the evolution of digital interfaces which impact the design of public
interactive systems for museums and other public facilities. Digital hardware
is approaching a point on the cost/performance curve that enables a qualitative
leap in interactive exhibit design. We are crossing the threshold into
the Era of the Good Interface: an interface that is not separate from
the content, the design, or the user experience. New tools and devices
enable design teams to make the entire exhibit a part of the interface,
which, if properly done, results in a far more engaging user experience.
Another name for the Era of the Good Interface is also the single most
important trend in computing today: Human-Centered Design. That mantra
has been in use for years by researchers, but ignored for reasons of cost
and inertia by manufacturers and designers. A result of this trend will
be the everyday use of wireless local-area networks, the internet, and
analog and digital sensors and actuators, to enable what has been called
"smart rooms" and "ambient intelligence." In museums,
it will be smart exhibits. The Good Interface is simply intelligent exhibit
design, extraordinarily enhanced with cost-effective tools that are finally
becoming as subtly useful as the traditional ones.
Tool as Interface
I work in terms of a concept long since
discarded by anthropologists and archaeologists; "homo habilis"
. . . man, the tool user. Everything I analyze, design, or plan, and most
of the man-made environment, is a tool. More specifically, I think of
tools as interfaces that are used to accomplish goals. An interface should
be designed for the user, and the design process must start with the user.
All evolutionary processes, including good design, occur from the ground
up in response to ever-changing needs.
Interfaces/tools can be simple, eloquent
and effective, like the handle of a screwdriver. Or they can be opaque
and mute, like the windows-keyboard-mouse of a PC. Often, the more direct
the interface is, the better; if you can see exactly what it is that you
are doing, you have a better chance at success. Sidewalks are easier to
use on a clear day than in dense fog. As tools go, sidewalks have evolved
a long way; some even move. Their evolutionary design was a world-wide
effort that went on for centuries; we are pretty good at sidewalks by
now.
Crops like wheat presented a more difficult
problem. It may have been an ancient Mesopotamian who first asked, "How
can we harvest all this?" and the initial answer was a narrow rock
that fits in your fist, flaked to have a sharp, curved edge. Not an answer
that scales well, but within that tool lay all the utility that drove
its design evolution over many generations into the two-handed scythe.

Figure 1: Two-handed scythe
Now, the scythe is not at first glance
an obvious solution. In fact, it looks extremely primitive; the handle
is very like a piece of a tree limb, and the blade looks exactly like
a cross-section of some Pleistocene carnivore's fang. It has an oddly
curved shaft and weirdly-placed handles. The thing does not even initially
make sense until you pick it up. Then, extraordinarily, it teaches you
how to hold itself and how to wield itself, even if you picked it up the
wrong way. Parts of it gradually became shaped to the task, and the rest
of it became shaped to the user, so that, finally, it became able to shape
the behavior of the user. Sounds a little like dog training, doesn't it?
It is an excellent example of both a well-designed interface and an evolutionarily
mature device; one that wants to do what it is intended to do, and has
technique implicit in its design.

Figure 2. Ease of learning vs. number of habitual users
Using this example, we can graph the effectiveness
of design for any tool against the length of time since it was invented.
There are in general only two options; either the effectiveness incrementally
increases over time, or the tool becomes extinct (Figure 2).
We can also graph the number of repeat
users against the length of time it takes to learn how to use a particular
tool, whether hardware, software-or a combination of both (Figure 3).
That measure is just another way of talking about acceptance of a tool
in our culture. Devices with embedded processing power that are self-explanatory-and
that adapt to each individual user-will be indispensable in myriad contexts
besides museums. We are past the time when ones that do not are unquestioningly
accepted by an ignorant public.

Figure 3. Evolutionary maturity of design vs. longevity of use
The Conundrum
Only the very best interfaces can teach
you how to use themselves. That is where our youngest devices, computers,
fail most miserably-because they are also our most powerful and enable
us to make mistakes most efficiently. Since the things they do are so
desirable, we now have myriad digital tools that are only slightly designed
for us; we must puzzle out what they do and adapt to them. And specifically
because of the tiny range of ways we are given to interact with them-the
lack of available communicative nuance-we all devolve toward employing
just a narrow portion of our perceptual skills, our communication abilities,
and in fact our cognition, to operate these devices. We use a few fingers
for key-pushing and we stare into a small window that occasionally beeps
. . . a terrible situation! The conundrum for you and me lies between
the huge social potential inherent in interactive exhibits and the exceedingly
narrow result. Once you know what is actually possible, and becoming quite
affordable, most interactive exhibits feel like you're watching Imax through
a keyhole.
As tools to educate, communicate, transact,
or convey information, modern public interactive systems, whether in airports
or museums, consistently manage to be simultaneously tedious, irritating,
and inefficient. Our problem has not been just the slow evolution of the
interface hardware. The software is far more difficult than the hardware,
so it needs an even longer time to evolve into something that will not
drive you crazy. The ideal illustration of slowness in software evolution
is the Y2K issue. Both the software and the physical devices conspire
to reduce the effectiveness of your daily life and the perceived quality
of a museum visit.
Contrast the shape of that co-evolved scythe
with the forms found in our most advanced devices. Your monitor is either
rectangular and heavy, or rectangular and tiny, and your keyboard is a
flat planar rectangle, with each key placed exactly where your fingers
naturally land when you grasp it .... oh, they aren't, and you don't GRASP
a keyboard? Your fingers don't curl around the sides of it like the sides
of a pinball machine? Well--they will.
Finally, our problem is also not the designers,
because up to now they've been constrained by expensive, time-consuming,
unwieldy components--both software and hardware--plus a design philosophy
about interactive software which assumes that even a highly capable device
does not need to know anything about the user who just walked up to it.
Or even that there is someone standing there.
Survival
Now we can consider another evolutionary
perspective on those same interactive exhibits: survival. The average
exhibit doesn't have the adaptive ability, coping skills, or sensory apparatus
of a common polliwog-and certainly nothing nearly as sophisticated as
a bunny rabbit. Over 98% of them can neither see nor hear, and yet they're
supposed to somehow survive hundreds of thousands of encounters with the
most devious predator on the planet: us. Now, the definition of survival
for an exhibit is easy-and comes in two parts: defense and sustenance.
It must first, not break when used, which is the defense part, and second,
it must capture and sustain the interest of those human users, or it will
be thrown out, which is the sustenance part.
Unfortunately, the defensive strategy chosen
by designers is that of the turtle, which isolates the system from its
users and reduces its ability to do anything but crawl. The sustenance
side of the equation is greatly hindered by this defensive design; it
limits the sensory bandwidth of interaction, it limits the topic areas
that can be effectively explored, and it especially limits the number
of users that are able to jointly partake of the educational experience.
Sustenance is also limited in a far more
important way: by the exhibit's adaptive ability and coping skills that
I mentioned earlier. Exhibits tend to present the same reactions to everyone,
regardless of age, education, height, handedness, interests, or what exhibit
you've just come from. In the highly competitive world of rabbits, that
is a recipe for rabbit stew, and we know altogether more than we'd like
to about what the competition for leisure time looks like now.
All these problems are old news to interface
researchers and other computer people, but we also have new news:
a solution. Better yet, museums, heritage sites, and other public facilities
will not even have to pay for it. The solution for good interactivity
will be developed for them by the consumer electronics industry, AKA Sony,
Motorola and Nokia. Those companies and many others are currently spending
hundreds of millions of product development dollars in their first genuinely
interesting competition in over a decade. They are going to provide
the Good Interface for us, and they are going to do it because they must.
Why Consumer Electronics?
The consumer electronics industry has already
achieved the ultimate in machine-centered design; the 68-button remote
control for TVs. And all those companies have accomplished this amazing
feat equally well. Together, they have triumphed over the average consumer
in the competition for greatest number of unusable features--but they've
recently realized their mistake and the smart ones are repenting. Their
only recourse is to completely change the way they think about the interface--and
how it's designed. They now have to compete on things like usefulness
instead of features, and real usefulness means one thing; human-centered
design.
In the next 5 years, consumer electronics
companies now intend that your living room have Ambient Intelligence.
Your stereo and TV will both recognize your face when you walk into the
room, and who is or is not with you. Then, depending on the time of day,
the day of week, their accumulated histories of your habits of use, and
their knowledge of your predilections, they jointly decide what to do
for you. And the single most crucial thing they must do for you is to
not irritate you. Of course, that is the opposite of how interactive systems
work for us now.
There are four developments that make this
change possible: First, tiny, powerful and cheap computers will be embedded
in everything, and second, most of them are going to be communicating
with each other, with your home computer, with online servers, and with
their manufacturer, all the time. Third, tiny sensor chips will be constantly
gathering information from the room; the light level, temperature, sounds,
and human behaviors. Then they integrate all of it in order to decide
what to do next. And finally, the software they need in order to make
good decisions is being written; it is called Embedded Systems software,
and it is perhaps the hottest area of software development right now.
Consider Lego's Mindstorms as a precursor.
The competition will be fierce, and it
will not be just Sony vs. Philips vs. Motorola. It will also be Toshiba
vs. Apple vs. Disney vs. Paramount. Because of Human-Centered Design,
computers are about to change from being general-purpose devices to being
specifically customized for certain uses--and many of those uses are going
to be sponsored and licensed.
What Does this Mean to You?
The public spaces, exhibits, and attractions
we design will receive for free all the Darwinian booty from that expensive
consumer electronics bloodbath; the subcomponents that make intelligent
devices possible.
What our new exhibit designs will use are
the survival strategies of a somewhat more advanced mammal than the rabbit;
the human street busker. Street performing is an ancient occupation, one
whose success depends on constant and detailed observation of the audience,
followed by just as constant and nuanced tuning and selection of exactly
what to do next . . . to keep coins falling into the hat. Good performers
seem to be magnificent at improvisation, but it is all carefully calculated:
it's really just a limited set of tested and proven, well-rehearsed bits,
gags, moves, routines, and one-liners, each waiting to be rolled out when
that dynamic, complicated, equation known as the audience, the guest,
or the user, triggers it.
What we must and will have is exhibits
that perceive the visitors' presence, activities and reactions, and deduce
things about those visitors' interests, responding subtly and appropriately.
You can count on networks that track the attractions a family visits in
a theme park, where they eat, what they buy, and can even see that the
4-year-old is asleep. You can count on exhibits in a museum that present
facets of the same information in very different ways to different people;
adapting to each user. When those exhibits are properly designed, they
will enable small groups of people to share the learning experiences,
just like theme park rides. And those same socially adept interactive
exhibits will comment and build upon what the children learned at previous
exhibits, tying the entire experience together.
The new, additional layer of designed intelligence
in a museum brings more of the personality, history, and meaning of the
collection to life. It also contextualizes that information for the individual,
and it will remember that individual on the next visit, helping establish
a more personal relationship for the institution. A good museum exhibit
does not have to be explicitly entertaining if it is implicitly engaging.
By seamlessly conveying an entire experience, it presents custom-tailored
facets of the content without artificially separating the explanation
from the artifact or phenomenon being explained.
So, if you encounter an interactive exhibit
that looks suspiciously rectilinear, doesn't know how to communicate with
its peers, can't converse with you, can be used by only one person at
a time, and which you can sneak up on, then it's on its way to extinction
. . . and the sooner the better. It should not be permitted to reproduce
or to bore your guests, and it should not be allowed to enforce arid,
solitary museum experiences on those guests.
Clark Dodsworth is the principal of
Osage Associates in San Francisco CA. His book Digital Illusion: Entertaining
the Future with High Technology (published by Addison-Wesley) was reviewed
in The Informal Learning Review no. 34. The above essay was presented
at the Trends in Leisure Entertainment (TiLE) conference in London, England
in May 1999.
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