The Periodic Table of the Interactions
Nearly 50 years after the personal computer revolution, our ways of interacting with and within computational mediums, the actual atomic gestures like clicking, scrolling, dragging-and-dropping, have barley evolved. As Alan Kay, whose work at Xerox PARC instigated that revolution more than anyone else, put it, "The computer revolution hasn't happened yet."
Innovations like Apple's MultiTouch and pseudo-spatial virtual reality mechanics are progress, but by-and-large we remain trapped within a web of very low-common-denominator gestures, unable to make use of the vast majority of our physical, sensory, mental, even emotional facilities. How did this bottleneck of interaction come to exist, and what can account for its tremendous staying power?
Did we simply get graphical user interfaces right the first time, and to keep pushing the envelope is to make an error in the vein of Chesterson's Fence? On the contrary, what new affordances might we implement that raise our bedrock abstractions to new heights, ones that trade discoverability and familiarity for scope and efficacy?
To reference computer history once more, would the contemporary version of "dealing lightning with both hands" look like?
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No one: ... literally no one: ... WWII: Computers.I’ll offer up a snowclone:
No one: ... literally no one: ... 80s white-collar workers: Modern Computing Experience.
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Try as I might, I can't seem to find the original Tweet containing this meme, but will link it here should it ever turn up.
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"Sick Building Syndrome and the Problem of Uncertainty : Environmental Politics, Technoscience, and Women Workers," M. Murphy, 2006
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"Modern Architecture and Climate: Design before Air Conditioning", Daniel A. Barber, 2020
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"Office, Messaging and Verbs," Ben Evans, 2015
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Both terms from the introduction to Ruth Cowan's "More Work For Mother"
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Sourced from "The Dream Machine," M. Mitchell Waldrop, 2018
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From "The Dream Machine," p.365
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From "The Dream Machine," p.368
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"The Anti-Mac Interface," Jakob Nielsen, 1996
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https://jane.flowers/computation-becomes-geometry
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"You Have Made Your Bedrock, Now Lie In It" (http://www.loper-os.org/?p=55)
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Wittgenstein, of course.
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A deck of cards consists of so many objects, that can be used in so many ways, amongst so many players, that there are almost infinite ways to use them. It's so complicated to think about designing an app to replicate the full functionality of a deck of cards, that still, no one has done it...If you start designing a deck of cards app as a traditional 2D app the way we think about them today, with 2D panes and menus and buttons, it becomes painfully difficult to think about.But what about in 3D? It seems that the only way to build an app that replicates the full functionality a deck of cards is to build a 3D simulation or game. Model the cards in 3D and put them on a 3D table. As long as you have controls for reaching out and picking up the cards, and moving them in space, you can do anything you can do in real life...Preserving the higher dimensionality makes it simpler and more intuitive, not less. [1]
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"Spatial Interfaces" (https://darkblueheaven.com/spatialinterfaces/)
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https://twitter.com/itsjaneflowers/status/1356431216078016513
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https://twitter.com/search?q=from%3Arsnous%20%22for%20free%22&f=live
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A Study In Skeuomorphism
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A fun and totally irrelevant thing a different architecutre than Von Neumann Architecutre would allow us to do: "Another advantage is that that means that you cannot treat instructions as data, and THAT means that with the right computer design you literally cannot hack the machine through software. I heard about a voting machine that used this architecture and the only reason it was hacked was because of a faulty cartridge design allowing them to slip a jump instruction into a buffer overrun, which then they pieced together a turing-complete language from bits of functions (which took man months to do)." (https://stackoverflow.com/questions/1806490/what-are-some-examples-of-non-von-neumann-architectures)
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One of the great inventions of the Smalltalk group at Xerox Palo Alto Research Center (PARC) in the seventies was the idea that objects can be made visible on the computer screen so that the user can see and manipulate them directly. This makes the abstract computer data appear concrete and the underlying object model visible. The user can easily adjust his mental model to this computer model and operate on it with confidence. The well-designed direct manipulation object interface is intuitively obvious and therefore easy to learn for the uninitiated.[1]
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"Naked Objects," Richard Pawson 2006, p.27
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This strength of the direct manipulation object model is also its main weakness. Each object can only appear once on the screen and must always be presented in the same way to preserve the illusion of concreteness.This is insufficient for large and complex models where we need to view objects in different ways.[1]
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"Naked Objects," Richard Pawson 2006, p.27
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Using direct manipulation, users interact directly with objects in the interface. The archetypal example is to move a file from one directory to another by opening the original folder and using the mouse pointer to drag the file icon to the destination folder. This procedure works well for simple actions with a small number of objects, but as the number of actions or objects increases, direct manipulation quickly becomes repetitive drudgery. The dark side of a direct manipulation interface is that you have to directly manipulate everything. Instead of an executive who gives high-level instructions, the user is reduced to an assembly line worker who must carry out the same task over and over.
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"The Anti-Mac Interface," Jakob Nielsen, 1996
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The original MVC was later modified in Smalltalk-80 to become a technical solution that separated input, output and information. The most important participant in the original MVC architecture, the user’s mind, was somehow forgotten...[1]
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"Naked Objects," Richard Pawson 2006, p.27
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The original version of MVC was never published. In my naïveté, I believed that everybody wanted to empower their users so that MVC was merely an obvious solution to a common problem. I was wrong. There are two traditions in the applications of computers; one is to employ the computer to empower its users, and the other is to apply the computer to control its users. I am sorry to say that the latter seems to be prevalent in mainstream computing today...[1]
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"Naked Objects," Richard Pawson 2006, p.27
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MVC thus encourages the extraction of certain behaviours of an entity object and placing them in separate structures. This is deliberate, and is based on the argument that the advantages outweigh the disadvantages...Controllers were originally defined (see above) as being concerned solely with managing input. However, this definition has been progressively distorted over the years so that the term Controller is now commonly defined as ‘governing the flow of control associated with a complete user task.’[1]
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"Naked Objects," Richard Pawson 2006, p.27
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This extract-data-then-shove-it-elsewhere approach requires you to know too much about how the model-level objects are implemented. A system based on that approach cannot be called object-oriented: there’s too much data flowing around for the system to be maintainable.’[1]
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"Naked Objects," Richard Pawson 2006, p.27
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MVC thus encourages the extraction of certain behaviours of an entity object (i.e. those concerned with representing itself to the user) and placing them in separate structures. This is deliberate, and is based on the argument that the advantages outweigh the disadvantages. But in subtle ways, the MVC pattern encourages the extraction of other behaviours from the entity (Model) objects. It is very tempting to build small amounts of business logic into the Views, for example.And, finally:
The challenge that this research presents is to find a technique that will combine the simplicity of the original objects-display-themselves approach with the flexibility offered by MVC, but in such a way that is does not encourage the insertion of use-case controllers between the domain model and the user interface.
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"Naked Objects," Richard Pawson 2006, p.27
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The inventors of object-oriented programming conceived ‘objects’ as representations of the entities that model a chosen domain, with each object encapsulating the state of that entity (i.e. its attributes, including any relationships to other objects) together with the behaviors associated with that entity. In other words, objects were originally conceived as being ‘behaviourally- complete’.[1]
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"Naked Objects," Richard Pawson 2006, p.27
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Certain required user actions are not obviously associated with any particular object instance. Examples include: creating a new instance, finding an existing instance, and creating a list of instances that match some criteria.[1]Pawson points out that the the same goes for “multi-parameter objects,” where manipulating all the relevant objects at once is impossible. [2]
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"Naked Objects," Richard Pawson 2006, p.27
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"Naked Objects," Richard Pawson 2006, p.33
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Naked Objections
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From Bret Victor's "A Brief Rant on the Future of Interaction Design" (http://worrydream.com/#!/ABriefRantOnTheFutureOfInteractionDesign)
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"Doctor Lawyer Indian Chief: '"Primitivism" in 20th Century Art' at the Museum of Modern Art in 1984" (https://www.artforum.com/print/198409/on-doctor-lawyer-indian-chief-primitivism-in-20th-century-art-at-the-museum-of-modern-art-in-1984-35322)
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https://www.hillelwayne.com/hate-your-tools/
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"In the mind of today's technological entrepreneur, the ideal user (and employee) is semi-skilled - or unskilled entirely. The ideal user interface for such a person never rewards learning or experience when doing so would come at the cost of immediate accessibility to the neophyte. This design philosophy is a mistake - a catastrophic, civilization-level mistake. There is a place in the world for the violin as well as the kazoo. Modern computer engineering is kazoo-only..."(http://www.loper-os.org/?p=861)
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https://www.graycrawford.com/thesis
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"A History-Based Macro By Example System," David Kurlander, 1992
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This is precisely the paradox. By working on papers alone, on fragile inscriptions which are immensely less than the things from which they are extracted, it is still possible to dominate all things, and all people. What is insignificant for all other cultures becomes the most significant, the only significant aspect of reality. The weakest, by manipulating inscriptions of all sorts obsessively and exclusively, become the strongest. This is the view of power we get at by following this theme of visualization and cognition in all its consequences.[1]
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"Visualization and Cognition: Drawing Things Together," Bruno Latour, 1985
Pulling Rabbits Out of Hats
Works cited
- The Anti-Mac User Interface
- Put That There
- A History-Based Macro By Example System
- Cognitive Dimensions of Notations: Design Tools for Cognitive Technology
- Alto User's Handbook
- Origins of the Apple Human Interface
- Notes for a Modeling Theory of Science, Cognition, and Instruction
- Visualization and Cognition: Drawing Things Together
- Naked Objects
- Sketchpad, A Man-Machine Graphical Communication System
- Augmenting Human Intellect
- The Design of Everyday Things
- Knowledge in Pieces
- Architectual Intelligence