Computer Interface Design and the Philosophy of Technology
Humans interact with computer technology in more ways than just through the
keyboard and the screen. Computers shape our way of seeing the world and our
place in it. They can be powerful tools or dehumanizing sources of frustration
depending on how they are designed. And through the use of metaphor we can shape
how we see them and how they lead us to see ourselves.
Philosophical Critiques of Technology
Heidegger wrote one of the most important philosophical critiques of technology
in his "The Question Concerning Technology." He describes technology not simply
as a collection of artifacts but as an all encompassing world view "the
technological understanding of being." A culture's assembled tools and practices
define for them a particular way of interacting with the world. This has changed
through a series of epochs: from a model of wild nature, to the religious world
view of the middle ages, through the modern world where technology was designed
to stand against nature and satisfy desires of autonomous subjects, and now into
a new age of technology.
(Dreyfus, 1997)
In this new epoch technology completely "enframes" the
world, fitting everything into a grand unified system, and treating everything
as a potential to be used and exploited. Both object and subject are converted
to an "standing-reserve", to be disaggregated, redistributed, and reaggregated.
(Coyne, 1995, pp. 67-68)
When Heidegger wrote in the 1950's the paradigm case he had in mind for
demonstrating the technological mode of being was the electrical grid.
Hydroelectric dams convert rivers to a resource for energy, that energy is
distributed across the population, and everyone in the population is reliant
upon the distribution system.
(Dreyfus, 1997)
But the new era of networked computers fits
Heidegger's model even better. Information is the ultimate resource. It can be
endlessly disaggregated, and redistributed. The network enframes our entire
world, because information about anything can be sent over the network. And
human individuals are reduced to resources, or "eyeballs" in the terminology of
internet advertising agents.
Albert Borgmann builds upon Heidegger's work in his books "Technology and the
Character of Contemporary Life" and " Crossing the Postmodern Divide."
(Borgmann, 1984 and 1992)
Borgmann sees technology as providing the promise of a better, easier life,
but that it seduces us into substituting the collection of material objects for a
focus on what makes the good life. He distinguishes two types of technological
artifacts: focal things and devices. Focal Things form the place for a set of
activities that defines a form of life, such as a hearth provided a setting for
much of family life. Devices, on the other hand, hide much of the activity
associated with them, and so encourage us to think of the good they produce as a
commodity to be maximized. The device paradigm replacement for the hearth might
be a central heating unit. It provides heat, but its operation is usually
hidden, so we think of the heat merely as a commodity, not as the focus of a way
of life.
(Borgmann, 1984, pp. 41-42)
In his later book, Borgmann differentiates between "modern, hard" technology, which
through rigidity and control overcame the resistance of nature to fabricate
durable devices, and "postmodern, soft" technology, which through flexibility
and adaptiveness produces a diverse array of goods for particular activities.
Postmodern technology uses the hyper-reality of simulations to get rid of the
limitations imposed by reality. The limit of postmodern reality is not the total
objectification of nature, but the replacement of reality by virtual reality
totally under our control. The objects of reality disappear to the extent that
we as subjects gain control over them, but we are similarly reduced to "a point
of arbitrary desires." (Borgmann, 1992, p. 108)
Computer technology allows us the freedom to do many things, but in so doing we
risk our intelligence becoming diffuse, our memory lost without our electronic
aids.
Borgmann's antidote for losing our personality to the shallowness and
superficiality of hyper-reality is to return to focal activities. Focal
activities are practices which center our attention on the richness of life. For
example, the preparation of a well cooked meal calls upon our skill, focuses our
attention on the necessities of life, and can be an aesthtic or sacramental
communal activity, where as frozen dinners commodify the process of eating.
Technology can assist in the performance of focal activities - witness the wide
array of kitchen implements available - as long as the technology does not
become the focus instead of the activity. It takes commitment on our part to
engage in focal activities, but the effort affords us a chance to maintain some
sense of self in the technological world.
(Borgmann, 1992, p. 116-122)
Marcuse and the critical theorists harshly criticize the technological way of
life. Technological thinking, by measuring everything in quantifiable terms,
leads us to think in abstract and decontextulized ways. By quantifying everything
we separate the ethical from the true, and values are relegated to the
subjective. Thus technological rationality can claim that technologies are value
neutral, and only uses are good or evil, despite the fact that the uses are
shaped by the technologies. And technology leads to new forms of domination.
For the critical
theorists history has always had domination, but in our time domination has
changed from master over slave or lord over serf to the domination of humanity
by economics and the market. We are given the illusion of freedom, but that is
simply the freedom to choose between brands of mass-produced products.
(Ihde, 1993, p. 34-35)
Computer technology further decontextualizes human experience by emphasizing
information over understanding. And computers further domination by providing
new means of tracking the productivity of workers to the corporation and
depersonalizing supervision.
(Coyne, 1995, pp. 75-82)
While Marcuse concentrates on the domination of technology, it is not clear who
is dominating whom; we are all caught up in the web of technological society.
Foucault speaks of power instead of domination. Power is evident in all human
activities, whether they are oppressive or benign. Power can be used to
dominate, but it can also be used to transform. Technologies, social
institutions and practices are all interconnected in the applications of power,
and so new technologies can bring about a change in the power structure within
society. Foucault's view allows for the possibility that information technology
could be used to put people in more direct communication with each other and
spread the concentration of power over society.
(Coyne, 1995, pp. 90-98)
How Do We Interact With Computer Technology?
The development of widespread computer technology has changed many of our daily
practices. Borgmann describes the evolution of writing equipment. The fountain
pen encouraged us to write to someone to whom the quality of our handwriting
mattered, carefully composing our thoughts on serious personal matters. The
typewriter was better suited for the rapid recording of business matters or
factual reports. Now, a word processor encourages us to constantly revise, so a
work becomes a series of drafts, none of which is final. And when the computer
is connected to the internet the drafts can be circulated to many people for
input, so that authorship becomes diffuse. So devices are not neutral, they
affect the possibilities available to us.
(Borgmann, 1992, p. 105)
As the nature of writing changed from fountain pen, to typewritten, to word
processor, so has changed interpersonal communications from letters, to
telephone, to e-mail and instant messaging. So has the nature of work changed
from crafts, to factory production, to the new information economy. Our
relationship to information has changed from the library model of careful selection,
classification, and permanent collections to the information retrieval model of
access to everything, diversification, and dynamic collections.
(Dreyfus, 1994)
All of these changes are disruptive, they foreclose old practices and provide
new opportunities. Some people are always hurt by these shifts, while others find
unseen chances to thrive.
The new technologies have brought new opportunities to affect social change. In
the manner of Foucault's philosophy we have the chance to redistribute the power
within society. E-mail was used by students during the Russian coup; by relaying
messages through an intermediary in the U.S. the students were able to respond
to changes faster than the Army. Desktop publishing and the World Wide Web offer the possibility
for marginalized voices to reach a wide audience. Basic HTML code is easy to
learn and use, and web authoring tools make the process even easier. So anyone
can post information to the web with a small amount of effort. Such self
broadcasting was not practical with television, where larger amounts of
investment and knowledge are necessary. Of course, it is up to us to avail
ourselves of these opportunities. The entrenched power structures are also trying
to control as much of the new media as possible to maintain their positions of
power. The issue has not been decided yet, but the internet is not as free as
it was just a few years ago.
Computer technology can assist us in pursuit of Borgmann's focal activities,
despite Borgmann's reservations. If
writing is a focal activity for us, word processors can make the job easier even
though we have seen that they alter the process. Maintaining contact with
friends is facilitated by e-mail. Even if it predisposes us to short note rather
than long heartfelt letters, e-mail is useful for organizing face-to-face
meetings. Cooking, Borgmann's exemplary focal activity, can be aided by
accessing new recipes online. And all sorts of activities have online interest
groups where people around the world can meet to discuss their common passions.
Some activities were solitary activities, pursued by lone individuals as their
individual means of artistic expression, until the internet allowed them to
realize that others shared their interest (see the
conlang
list for one such activity).
Often the overwhelming experience when dealing with computer technology is one
of frustration. Computer interfaces are often confusing and arbitrary. Simple,
routine tasks take great effort to do. Programs
crash causing the loss of laboriously produced work. Incompatible versions will
not read old data. And rapidly advancing technology leaves our equipment
outdated in a short time, leading to feelings of inadequacy as the manufacturers
try to convince us we need the latest models. Any benefits to our practices can
be lost through frustration over difficulty using the technology to accomplish
the tasks. The computer becomes the focus of our attention rather than the focal
practice we my be trying to pursue through it.
Good Design to Lessen the Disruptive Force of Technology
The creators of computer technology can lessen the disruptive force of
the technology by practicing good design. Well designed computer systems should
be useful, usable, easily learned, and perform functions that let people do the
things they want to do.
(Gould, 1988)
Good design can lessen the frustration user feel when they use computers. The
sum of all the small frustrations with everyday life add up to the feelings of
powerlessness and despair felt by many in the modern world. Alleviating those
frustrations leads to an improved quality of life. By
making the system easier to use and more reliable users can get on with the
tasks they wish to accomplish rather than worrying about the computer. When
systems help users realize their goals and intentions they promote the human
value of autonomy.(Friedman, 1988, p. 5)
Systems that are easy to learn reduce the disruption caused by new technologies.
Technological society may force new methods and practices upon us, but if they
are easier to learn, then at least the people adept at the old practices can
learn to operate in the new manner. While the philosophical issues remain, the
impact of new technology on individuals can be softened. Technology can be made
easier to learn by making the choices of acts you can perform obvious and by
providing appropriate mental maps of the operation to the user. Computer
technology, by virtue of its interface being flexible, could be made very easy
to learn. But, alas, most systems are not designed to realize this possibility.
(Norman, 1990)
Good designs make possible the benefits of computer technology. Use of a
computer as an instrument in pursuit of a focal practice is only possible if the
computer does not crowd ones focus of attention. The computer interface should
fade into the background so that we may concentrate on our human affirming
activities. If the difficulties experienced mount, then any benefit is canceled
out by the trouble with the instrument. In such a case it would be better to do
without the new technology. In order for technology to fade from our focus while
we use it to perform a task, it should operate reliably and consistently so that
after a brief learning period we
can form habits of use and then use the technology without thought.
Computers, once again by virtue of their flexible structure, could be designed
to operate consistently and appropriately, more so than material technology
which must obey mechanical constraints, but, once again, it often is not so
designed.
(Norman, 1990)
Anatomy of Good Design
So we see the importance of good interface design, and we know from
experience that technology often fails to meet standards of good design. But
what constitutes good design? Donald Norman examined the qualities of good and
bad design of common technologies in his book "The Design of Everyday Things."
(Norman, 1990)
His advice boils down to: make sure the user can figure out what to do, and that
the user can can tell what is going on. Good design should use the natural
properties of people and the world to produce systems whose operation is
obvious. Different features offer different affordances, or operations that they
suggest to the user.
For example, buttons are made for pushing, and knobs are made for
turning; we naturally know what to do, unless they are built to work in some
other way which will be hard to use. If everything in the design has its proper
place and obvious function, then only a short amount of instruction is necessary
to begin use. If the design is made such that common activities have a simple and
intuitive action to perform, then users will quickly become habituated and can
perform the tasks rapidly and comfortably. If the instructions are so
complicated or non-intuitive to prompt the user to wonder "How am I going to
remember that?" or if simple actions can lead to catastrophic failures then the
design has failed and should be re-worked.
The same principles apply to design of computer hardware and software as apply to
other technologies. The use of visibility, constraints, affordances, natural
mappings and feedback will make a computer easier to use just as they will
improve the usability of other objects. But computers offer special challenges
as well as special advantages. The inner workings of a computer are electronic
and invisible, giving no sign of what it is doing. Computers operate in their
own abstract language, suited to processing streams of information but not well
suited to communicating with non-specialist humans. And computers can perform a
multitude of tasks, increasing the number of controls needed to direct those
tasks. However, the programmable nature of the computer allows for great
flexibility in how the controls are presented. Just about any interface we can
envision could be built into a computer with the proper engineering. This means
computers could be among the easiest to operate machines. Designers must just
put in the effort to build better interfaces.
The mouse/menu/windowed interface of Xerox Star, further developed by the Apple
Macintosh, and spread wide by Microsoft Windows was heralded as a breakthrough
in ease of use. And indeed, it was a vast improvement over what had come before.
It applied many of Norman's principles, by making visible possible actions on
the menus, by mapping actions to results, and by providing commands that
responded consistently across many (but notably not all) programs. The interface
proved easy enough to use by non-specialists that it facilitated the spread of computers to most
workspaces across the country.
However, this interface is not without problems.
(Norman, 1990, p. 182; Raskin, 1999)
The keypress combinations are often confusing and arbitrary (Control+V stands
for paste ?). And despite published design standards key combinations are not
always consistent across applications. Notoriously, the widely used word
processor Microsoft Word for Macintosh changed its key-mappings from the
Macintosh standard. There is no universal way to undo operations in the
graphical interface, so certain mistakes can be unrecoverable. The motion of the
user's hand from the keyboard to mouse or
back takes time not needed by single input interfaces, like command line or pen
based systems. This time results in more time needed to perform simple tasks, and
breaking the flow of action by the user. Positioning the cursor over small
buttons with the mouse also can take time and is difficult for some users with
poor vision or motor skills to preform. Interface design experts estimate the
time necessary to position the cursor with an equation called Fitts' Law which
relates time needed to the log of distance moved over size of the target.
Microsoft accentuated problems with cursor movement in the Windows operating
system by moving menus from the top of the screen, where they are on Macintosh
systems, to the top of each window, a move that makes an effectively smaller
target and requires positioning in two dimensions rather than just one. Also,
many of these systems are notoriously unstable, prone to crashes which lose much
of the user's recent data.
A problem with the Macintosh/Windows system is that it was a vast improvement
for its time, and so it became widely used. Now designers' expectations are to
think in its terms. But it has been 20 years since Xerox first introduced the
system and few changes other than cosmetic ones have been made in that time.
There are other ideas for how computer systems could operate. Traditional
network navigation works something like the Cretan Labyrinth: a vast array of
rooms, some of which are connected by tangled passages through which you cannot see
where you are headed until you go through. An alternative is the "Zooming
Interface Paradigm" which shows the entire structure of the network and the user
can navigate by zooming in to see the details or zooming out to see a wider
area. (Raskin, 1999, pp. 149-168)
Also under development are natural language operated, voice driven
systems. Ideally, users could talk to their computer in human language and
delegate the task of translating between human and computer terms to the
machine. (White, 1990; Wang, 2001)
However, speech recognition systems can still be poorly designed, as anyone who
has tried to navigate a voice activated corporate phone system can attest. These
and many other ideas are available, and clever designers could come up with more
if faced with a problem to solve. Some of these ideas could prove to be far more
efficient and easier for the user, we just have to be willing to give them the
chance.
People are often resistant to change, even change for the better. Corporations
are especially resistant to change, because of their large investment in
equipment and training. Therefore, once one computing paradigm becomes
established it is hard to bring in another. The system produces its own force,
resistant to change. But Raskin argues that change can be easier than is
commonly thought. For systems that are used regularly by the same people for
extended length of time, most of their time is spent in routine operations as
experienced users, and
only a relatively short period is spent in learning the system.
Therefore if a new system gives a reasonable improvement of operation for
experienced users it is worth the investment to retrain on new ways of
operating. The return in being able to operate in a well designed system will be
greater than the difficulty learning new systems. Especially if the system is
also designed to be easy to learn in the first place.
(Raskin, 1999, pp. 4-5)
A common myth is that users can be divided into beginners and experts, software
which is easy for one group is difficult or limiting for the other. This myth
results in some strange responses. Some people feel that programs that are easy
to use must therefore be "dumbed down" and not powerful enough for experienced
users. Some designers try to write software that changes in response to what it
perceives the user's experience level to be. But the act of changing how the
software responds will ruin any learning that has already taken place. Designers
must think not of beginners and expert, but of individuals. People learning a
system must pay conscious attention to everything they do, so they need
simplicity, clarity, and visibility. Experienced users should be able to use the
system unconsciously and focus on the result they wish to achieve, so they need
tools appropriate to the task, modelessness, and monotony so that they may rely
on formed habit of use. These two set of requirements are not in conflict. It
should be possible to write software that meets all criteria on both lists.
(Raskin, 1999, pp. 68-70 )
Good, usable computer systems should be designed to be responsive to human needs
and considerate to human frailties.
(Raskin, 1999, p. 6)
The design should consider the abilities of both the user and the machine. To do
this software designers, who are often engineers or mathematicians, need to pay
attention to the findings of cognitive psychology.
People have one locus of attention. They attend to the items in the locus of
attention and tend to screen out other information. If something outside the
locus of attention demands attention, then the concentration on the first item
is broken. For a computer system to serve human needs the locus of attention
should be the work we are trying to accomplish with the machine. If we are
forced to shift attention away, for instance to respond to a system prompt, then
the computer intrudes onto the practice it was meant to facilitate.
Another issue is our ability to form habits from often performed tasks. This
creates both opportunities and challenges to good design. Once we habituate an
action then we can perform it without thinking of it consciously, a step to our
goal of a system that does not intrude upon our pursuit of focal practices.
Designers can facilitate the formation of habits by providing a consistent
method for performing a commonly used tasks. The command keys on the Macintosh
were an attempt at achieving this. The same combination should perform an action,
like copying or pasting text, in every program one uses. But when commands
perform differently in different environments, a condition called different modes
of operation, then habits are harder to form because the user must attend to the
current mode, and ingrained habits can lead to mistakes when a learned action is
performed in the wrong environment. Habituation can also cause problems with
actions that can damage the system. For instance, many systems ask the user to
confirm the command when they wish to delete a file. Since this is performed
often the confirmation step becomes habitual, a part of the process. Then when
the wrong file is accidentally listed for deletion the habituated confirmation
does no good. Better than a useless step that takes extra effort in most cases
and becomes habituated so that it does not work when needed, the system should be
designed so that all actions are reversible.
(Liam, 1991; Raskin, 1999, pp. 17-32)
Methods and Metaphors
In order to design good computer systems that support people in their endeavors,
designers must observe how real people use their computers and design
accordingly. Too many programmers are trained in the logic of computer
languages, but not in the needs of computer users. While in some computer
projects the user interface is the last part of the program to be designed, it
should be the first. For most users the interface is what they see as the
computer. Some designers of computer interfaces have come to realize this. John
Gould wrote an important paper "How to Design Usable Systems" to explain simple
but important design principles to other programmers. He sought to have
programmers focus on the needs of users from the very start of the project. He
offers four simple principles to be followed: an early and continuous focus on
users, early and continual testing, iterative design revising for the results
of testing, and integrated design where all the elements develop constantly and
in coordination. (Gould, 1988)
Gould suggests that these principles are easy to implement, even by those not
trained in psychological or human factors studies, it just takes a commitment on
the part of the programmers and managers to create a good, useful product.
Gould's attitude towards design finds philosophical support in pragmatism.
Pragmatism recognizes that everyone is socially situated. Dewey taught that
scientific theories or methods of logic are tools used in a certain social
practice. Attention to the practices surrounding an object are important to
understanding it. Since he viewed knowledge as participatory he argued that
learning must come about by doing. Coyne argues that Dewey's attitudes resonates
with the methods of computer system designers such as Gould.
(Coyne, 1995, pp. 36-51)
Dewey's pragmatism provides a better philosophical basis for computer science
education than the rationalism that underlies most training. The rationalist
attitudes are responsible for a concentration on logic and theory in the
education of programmers rather than attention to the needs of computer users.
However, projects to produce user centered design, like Gould's, reflect the
same concern for practice that bases Dewey's philosophy. Gould even suggests
programmers learn through doing by actually spending time at the job sites where
the programs will be used, following exactly Dewey's prescriptions for
education.(Gould, 1988)
Metaphor is an important concept in computer system design as well as in
language. Metaphor is more than just a literary device used for poetic effect, it
is an integral part of our language and thought. Lakoff and Johnson showed in
their book "Metaphors We Live By" the ubiquity of metaphor in our language,
often being used without our even noticing.
(Lakoff and Johnson, 1980)
Metaphors provide us a way of
understanding the world, by associating one thing with another. Powerful
metaphors inform how we think of the objects described, revealing hidden aspects
of the thing described. New metaphors for the forces in our lives will suggest
new ways of living.
Metaphors interact with technology in several ways:
technology serves as a source of metaphors, new technologies are understood
metaphorically, and our metaphors in life pose problems to be solved
technologically. (Coyne, 1995, pp. 249-301)
For devices that work in an abstract language like computers, metaphors provide a
way for the user to understand the operation of the machine. The Apple Macintosh
desktop metaphor is famous. It provides a way of understanding the file
structure of the machine in terms of a physical space that most people
understand. By developing new metaphors, interface designers can suggest new
ways of working with computers. If these metaphors are carefully chosen then
they will provide a natural model which makes operation of the machine easy.
(Erickson, 1990)
Just as metaphors can help us understand computers, computers can provide new
metaphors for life. Postmodern theories of psychology suggest that there is no
single unified "ego", but that each of us is made up of a multiplicity of parts.
Philip Bromberg claims that a healthy personality is one in which different
aspects of the self can come to know one another and reflect upon each other.
This fluid multiplicity of personality is what gives us our flexibility and
resilience. A popular activity on the internet is participation in Multi-User
Domains (MUDs). In these MUDs participants create a character within a virtual
world. They interact with the other participants through their online persona.
Players are not restricted by their biological gender, or sometimes even
species. MUDs allow participants to explore different aspects of their
personality. Many regulars sometimes play several characters in different worlds
at the same time, cycling through their online personalities. While some
observers might see this activity as evidence of Heidegger's disaggregation of
the subject by technology, It can also be seen as a model for Bromberg's self as
being one while being many.
(Turkle, 1995)
This is just one way in which computer technology can show us a new way of
understanding ourselves.
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