Buxton, W. (2001). Less is More (More or Less), in P. Denning (Ed.), The Invisible Future: The seamless integration of technology in everyday life. New York: McGraw Hill, 145 – 179.
William Buxton
Principal, Buxton Design
bill@billbuxton.com
http://www.billbuxton.com
Abstract
In the early 1980s Xerox launched Star, the first commercial system with a Graphical User Interface (GUI) and the first to use the “desktop” metaphor to organize a user’s interactions with the computer. Despite the perception of huge progress, from the perspective of design and usage models, there has been precious little progress in the intervening years. In the tradition of Rip van Winkle, a Macintosh user from 1984 who just awoke from a 17-year sleep would have no more trouble operating a “modern” PC than operating a modern car.
The “desktop” is still the dominant user interface paradigm. Equally durable is the “general purpose” nature of PC design, which assumes that we channel all our transactions (a diverse lot) through a single interface on a single computer.
While common discourse about digital media is dominated by the concept of convergence, we argue that from the perspective of the usage model, just the opposite concept, divergence, should be the dominant model. We argue that the diversity of web browsers tomorrow will match the diversity of “ink browsers” (a.k.a. paper) today.
Systems will have to be tailored to dynamically connect the user with artefacts relevant to the user's current actions -- and do so in a way, form, place, and cost appropriate to the user. This change is as inevitable as it is essential. In the end, it will leave us with new concepts of computers, communications, and computing -- and of computer science itself. Few computer science departments or computer firms appreciate the magnitude of the impending change. It is time for them to wake up.
Despite the increasing reliance on technology in our society, in my view, the key to designing a different future is to focus less on technology and engineering, and far more on the humanities and the design arts. This is not a paradox. Technology certainly is a catalyst and will play an important role in what is to come. However, the deep issues holding back progress are more social and behavioural than technological. The skills of the engineer alone are simply not adequate to anticipate, much less address the relevant issues facing us today. Hence, fields such as sociology, anthropology, psychology and industrial design, must be at least equal partners with engineering and technology in framing how we think about, design and manage our future.
While the growth of technology is certain, the inevitability of any particular "future" is not. Like mathematics, perhaps we should start to use the word "future" in the plural, futures, in order to reinforce the fact that there are a number of different futures that might be. The specific future that we build, therefore, will be more easily seen to be a consequence of our own decisions, and will, therefore, demand more concern with its design.
What follows is an attempt to establish
a conceptual framework from which we can better understand the past and
make more informed decisions about the future.

But given the general perception that technology is changing at such a breakneck speed that even experts have trouble keeping up, how valid is the suggestion that our progress is too slow, and that we could have done better? It all depends on the dimension along which we measure change. What is the relevant metric?
In the areas of microelectronics, telecommunications and materials science, for example, there is no question that there has been staggering change over the past few decades. But if we shift from the dimension of technology to the dimension of the user, we see something very different. Despite all of the technological changes, I would argue that there has been no significant progress in the conceptual design of the personal computer since 1982. To support this claim, look at the computer shown in the photograph in Figure 1, which dates from that year. My experience is that most computer users, including professionals, cannot identify the decade, much less the year, in which the photograph was taken! For how many other "fast changing" products is that true?
The computer shown is a Xerox Star 8010 workstation (Smith, Irby, Kimball, Verplank & Harslem, 1983). It incorporated all of the design and user interface characteristics of a contemporary personal computer: windows, icons, a mouse, and CRT1 . In fact, there is an argument to be made that this 1982 machine was better designed from an ease of use perspective than most "modern" computers (so rather than progress, we may even have gone backwards in the intervening 18 years!).2

Figure 2: The Macintosh G4 from Apple Computer. The Macintosh illustrates two sides of current computer design. On the one hand, it illustrates how a departure from the status quo and an investment in design can have a strong impact on the success of a product. Apple has always led the industry in this regard. On the other hand, it also illustrates how much is essentially unchanged. If you look past the admittedly beautiful form, what you see on the screen is the essentially the same GUI and conceptual model that was there on the Xerox Star in 1982. (Photo: Azam Khan.)
Now I have the greatest respect for the innovators that made this machine possible. But I have to ask, "Did they get it so right that no further design or refinement was required?" I think not. What I feel is missing is the next wave of innovation - innovation that does to the Xerox Star what the Xerox Star did to its predecessors. This is something that I believe we have been capable of, yet have failed to do, for a number of years. This is also something that I feel has to be done before we can achieve the benefits that are so often offered, but so infrequently delivered, by this emerging technology.3
One of the motivations for this essay is to put forward a view on how we can bring the progress of the design and benefits of computational devices more in line with the progress of the underlying technologies and its unfulfilled potential. In order to accomplish this, we need to delve a little deeper into the nature of the changes that have been taking place.
A little practical fieldwork will help us here. The exercise is this: ask 10 people what they think the most significant changes have been in computers over the past 15 years. If the list that you thus obtain is like mine, it will look something like:
When I have done this exercise, I typically get the same basic results whether it is a layperson or technology professional that I poll. The greatest consistency is with the first three or four items. Further down the list the responses are fuzzier and less consistent.
Am I suggesting that the improvements of size, speed and cost of microelectronics are not important? No. Rather, my argument is that there are so many resources allocated to solving the underlying problems along these dimensions that the improvements will happen regardless of what you or I do. They have momentum, and verge on inevitable. What is not inevitable, at least in the short term, are some of the opportunities that they afford when coupled with the things at the bottom of the list - things that do not have adequate resources or attention being paid to them.
This brings us to the trap inherent in the above list of changes.
The models and language that we use to articulate, or discuss, things, frame our perceptions and ways of thinking. As long as we discuss design in terms of this list, our perspective, like the list itself, will have a technocentric bias. To break out of our current rut, we need to recast our list of changes using a human centric perspective, which reflects the importance of usage and activity rather than technology:
These are the questions that matter most and can guide design towards the right solution in the right form for the right person in the right location at the right time and at the right cost. They prompt a concern for design that reflects respect for human skill at all three levels: motor-sensory, cognitive and social (Buxton, 1994).

In the previous section, I argued that changes in input and output (I/O) technologies constituted perhaps the most important dimension of change in terms of defining the nature of future technologies. Why is that?
One of the most significant issues confronting computer users, as illustrated Figure 3, is the problem of bridging the gap between the physical and virtual worlds. For most activities, most current systems make it too difficult to move the artefacts back and forth between these two worlds, the physical and virtual. Hence, the relevant documents, designs, etc. are isolated in one or the other, or split between the two.
With appropriate design, however, the I/O technologies of future systems will be designed so as to absorb and desorb the artefacts relevant to the intended activity, thereby providing a much more seamless bridge between these two solitudes.
Tuning the I/O for specific activities is contrary to most current design, which more follows what might be called, The Henry Ford School of Design. Just as Ford is reputed to have said about his automobiles, "You can have it in any colour you want as long as it is black," so today’s computer designers say, "You can have it in any form you want as long as it has a keyboard, a display and a mouse, regardless what you are doing." Hence, temporarily assuming the role of an anthropologist examining the tools of a society, we notice that there is little significant difference in the tools used by the physician, accountant, photographer, secretary, stockbroker architect, or ticket agent. Instead of specialisation, a one size fits all approach to design prevails.
As we shall see going forward, I/O devices
are key to our ability to tailor computer systems to the specific needs
of various users. Hence, their place at the top of my list in importance,
at least insofar as technology is concerned. But technology is only
of secondary importance. It is the human’s capability, intent and
need that should be (but too often is not) the driving function in all
of this.
If the human should be the centre of focus in the design of technology, how can we get a better understanding of the relevant, but too often neglected issues, especially as they relate to complexity and design?
Let us begin with a series of examples that I have used over the past few years, beginning with the graph shown in Figure 4. This is an approximation of the often-cited Moore's Law, which states that the number of transistors that can fit on a chip will double every 18 months. The graph simplifies this to simply state that there will be more technology tomorrow than there is today. So far, so good.

At this point, readers will be excused if they are wondering why I am wasting time and space stating the seemingly obvious, and using quasi-scientific graphs in the process?



Using what in scientific visualisation is called "a level of detail zoom", we can look at this a little closer. Figure 8 shows the growth of functionality with the limit of human performance superimposed. This limit we have labelled the Threshold of Frustration, but it is also known as the Complexity Barrier.


Figure 9:The computer section of a typical bookstore. What dominates the shelves would more properly be called "documentation" than books. The preponderance of such documentation, which has a half-life of about six months, is only one of the many symptoms of the overall malaise in design. (Photo: Tom Wujec)
Those of us in academia and industry are quick to talk about the importance of education and the training gap. I agree. However, more often than not what is meant is the need to teach people more about technology: to make them “computer literate.” The existence of all of this documentation is a testament to a training gap, but the gap is on the side of the engineer and computer scientist, the perpetrators of these systems, not on the part of the users (who I would rather characterise as victims). In order to overcome this situation, the technological expertise of the computer scientists and engineers who make these systems must be matched or exceeded by their knowledge of people and their capabilities.
Currently that is nowhere near the case. To the best of my knowledge, there are virtually no computer science or engineering schools where in order to graduate you must develop an application which has been used by another human being, much less be marked on your ability to do so.6
Yes it is hard to fit all of the technological basics into the engineering and computer science curriculum. But the result is that the human factor gets squeezed out, which is unacceptable given the growing importance of technology-based tools in our society.
The problem is systemic, and must be addressed.
But the good news is, just think about the competitive advantage that will
be gained by the first jurisdiction to address this situation with conviction!
Let us proceed by looking at three everyday
appliances, since experience with them, coupled with a bit of common sense,
sheds light on how we think about future information appliances.

Figure 10:The Cusinart Food Processor




The benefit is that one gets a suite of tools for the cost of slightly more than one, and the resulting appliance takes up little more space in the shop than a bicycle.
Our third example is illustrated in Figure 12. It is the common Swiss Army Knife 10 . By virtue of having a range of tools such as a nail file, bottle opener, cork screw, scissors and yes, a knife blade, embedded in it, the Swiss Army Knife joins the Cuisinart and the Shopsmith as a single device that can perform a wide range of functions. Nevertheless, one thing that distinguishes the Swiss Army Knife from the Cuisinart and the Shopsmith is that it is more portable. However, as the number of tools in the knife increases, so does its weight and bulk. The convenience, and thus the likelihood of carrying it around, are therefore reduced proportionally.

Figure 12:The Swiss Army Knife. (Photo: Azam Khan)
Sometimes the benefits of these tools warrant the inherent increase in their complexity. If this were not true, the companies that make them would not have survived as long as they have. But on the other hand, everyday experience says that this class of tool represents only a small part of our tool usage. Consequently, I think that it is fair to ask the following question:
If you don't do the bulk of your food preparation using a Cuisinart, you don't do the bulk of your carpentry with a Shopsmith, and you don't do the bulk of your eating, can opening, cork screwing, etc. with a Swiss Army Knife, then why would you find the same type of appliance acceptable as the primary tool that you use in your work or recreation?
A look into some of the implications of the Single Location attribute of super appliances can shed some insight onto why we need to explore alternative approaches to design.
One of the foundations of the discipline of architecture buildings is the design of physical space appropriate for particular activities. This way of thinking is perhaps best captured in the following quote from the architect Louis I. Kahn:
Thoughts exchanged by one and another are not the same in one room as in another.
Make a list of all of the tools in your
Swiss Army Knife. Then opposite each, list the function associated
with each tool, and then the location most associated with each function.
An example of such a list is shown in Table 1.12
|
Tool
|
Function |
Location
|
|
Saw
|
Cutting wood |
Workshop
|
|
Spoon
|
Eating / Serving |
Kitchen
|
|
Fork
|
Eating |
Kitchen
|
|
Scissors
|
Cutting cloth |
Sewing Room
|
|
Leather Punch
|
Punching holes |
Stable
|
|
Nail FIle
|
Manicure |
Bathroom
|
|
Cork Screw
|
Opening wine |
Dining Room
|
Table 1: Function/Location Relationships with a sample Swiss Army Knife
One could argue that this is a temporary problem, and that computers (or interactive televisions) will soon be inexpensive enough that one could simply have several of them distributed around the house, one in each location associated with a particular task. On the one hand I agree, as will be seen later. But I do so only if there are significant changes to what constitutes a computer or TV ¾ changes that are not implicit when most people make this argument.
The essence of these changes is the notion that once we associate a particular activity with a tool, and place it in a location appropriate for that activity, then we can also tailor the design of the tool so that it is optimised for that specific purpose. In other words, we can break out of the one-size-fits-all approach of the super appliance, and evolve towards purpose-built tools.
In the process, we will discover that the three rules of computer design are the same as those of real estate: location, location and location, which we interpret as:
In biological systems, there is a tendency for specialised organisms to win out over generalised ones. My argument is that the evolution of technology will likely be no different. Rather than converging towards ever more complex multifunction tools, my claim is that going forward we must diverge towards a set of simpler more specialised tools. Underlying this is what I call my law of the inverse relationship between usefulness and functionality, expressed as:
Usefulness ~ 1 / Functionalityn
Where n relates to the number of functions of the device, such as the number of tools in the Swiss Army Knife. These consequent notions of divergence and specialisation are themes that we will explore in more detail in following sections.
The Waternet is just what you think it is: that great network of pipes and reservoirs that brings water to and from your house or office, run by a relatively small number of very large companies. It is a lot like the Internet. Like with our computers, we didn’t start connected. We had our own wells or cisterns, and we used things like septic tanks for our waste. Just as people have connected their PCs to the Internet via their local Internet Service Provider (ISP), so have most of us moved away from wells, cisterns and septic tanks and taken our plumbing online by hooking up with our local WSP (Waternet Service Provider).
Going forward, I think that there will be some other similarities. For example, the Waternet is essentially invisible. You only notice it when it breaks, and what is nice about it is that it does not break very often. Furthermore, many of us (including me) do not know who their WSP is, especially at my place of work. As it matures, the same will be true of the Internet. It will be the services and content, not the network that will be visible. As it is with copper, PVC, or other plumbing materials, so will it be with the Internet: as long as it works, nobody will care if it is delivered by coaxial cable, twisted pair telephone wire or fibre optic cable. Nobody will care if it is delivered by the cable TV or the telephone company. It will just have to work.


Even within these categories, such as with the sinks shown in Figure 13, there is sufficient diversity that one can easily distinguish which belongs in which context. We even know (due to its ornate nature) that the hand sink shown is intended for guests and would be found in the downstairs bathroom rather than intended for everyday use such as one that would be found in the upstairs bathroom.
The diversity and fine granularity of differentiation
in these Waternet appliances hints at the diversity of what we will see
in future Internet appliances. Also, note that the companies that
make these appliances are not those that own or manage the network.
They are specialized companies whose products and competence lie in niche
areas.
The key to the answer lies in what we have just been discussing. A key area of future growth will be in the “terminals” or “appliances”. Fundamental to success in this class of technology will be one’s expertise and insights in the application domain, not just engineering. More to the point, and as supported by the precedent of the Waternet, no quasi monopoly can possibly have the depth of knowledge of the full gamut of application domains. Hence, there remains a healthy and growing opportunity for those who focus on the human/application centred approach that we are discussing.
A hint at the scale of the opportunity can be seen in the example of Palm Computing, and the success of the Palm Pilot (an example of which is shown in Figure 14.) The decade preceding the introduction of the Pilot was littered with the corpses of companies that had tried to introduce a pen-based personal digital assistant (PDA).
There is a compelling argument that the reason that the Palm Pilot succeeded when its predecessors had failed, is that the designers specified the product in human, rather than technological terms. For example, these included the need to fit into a jacket pocket, to be able to find an address faster than one could in a traditional address book, and to find “When did I had dinner with you?”, or “Am I free next Thursday?” faster than one could with a traditional date book. They also included the specification that one should be able to back-up the contents of the device in one button push, so that if the device was lost, one would only lose the cost of the device, not the information.

If the Waternet is an appropriate example, convergence is something that exists in the plumbing, not in what is visible to the public. Here, diversity and specialization is the rule. This implies that if there was an opportunity for a company like Palm to benefit from understanding human needs, and developing a new class of device that addressed them, then the same is true for others.
The conclusion to me is that the human-centric
approach is not only good design, it leads to good business as well.
In design, there is a trade-off between weak general and strong specific systems. Tools, like people, seem to be either a jack-of-all-trades, or specialized. Inherently “super-appliances” fall into the jack-of-all-trades weak-general category.

For a number of years I have used a series of simple graphics to illustrate the nature of this new potential. We begin in Figure 15 with an illustration of a classic weak general system, such as a good kitchen knife. It can do a lot of things, hence its generality, but for many of these there are other tools that can do better, hence its relative lack of strength.
The system illustrated in Figure 16 is at the opposite extreme of the tradeoff. It represents a prototypical strong specific system, such as a potato peeler. Compared to the kitchen knife, it can only do a few things, hence its specificity. However, what it does do, it does better than the general purpose knife. Hence its strength.


Figure 17: Achieving Strength and Generality Through a Suite of Strong Specific Tool. The problem with this approach is the aggregate complexity of the individual tools. Considered individually, each is manageable, however, considered together, their aggregate complexity is beyond the human capacity to manage.
In such cases, even though each tool may be individually manageable, their collective complexity rapidly exceeds a human’s ability to cope. Just think of all of the electronic appliances around you. Even if you can work some of them, collectively they begin to overwhelm. This aggregate complexity is represented in these figures as being proportional to the area shaded in red. Going back to our earlier discussion, consider this area to represent the cognitive load imposed on the user in order to take advantage of the tools.
Referring back to God’s Law from Figure 6, in Figure 17, we see that the apparent potential of the tools far exceed the behavioural limits imposed by the Threshold of Frustration13. While over simplified in its telling, this story is nevertheless true. The accumulation of complexity limits the number of specialized tools that we can manage. At least up until now.
As stated at the beginning ofr this section, my belief is that the technologies emerging today begin to enable us to, for the first time, change this. Understanding how and why this is so is closely linked to my earlier contention that I/O, networking, and location/motion sensing are the most important aspects of technological change to understand and exploit.
My argument is that when the strong specific tools are digital and networked, they have (for the first time) the capacity to communicate and cooperate, thereby assuming much of the load that would otherwise burden the user. This I call the Net Benefit, illustrated graphically in Figure 18.

Imagine driving down the freeway listening to the car stereo and having the phone ring. Especially if the music is playing loudly, before answering the phone, your first reaction will likely be to turn down the stereo. All of this can take your concentration, not to mention your eyes and hand, away from driving. This is dangerous in most circumstances.
Next, imagine that these appliances can communicate over a wireless network in the vehicle. If this is the case, they can all know that they are in the car, and the GPS, for example, can let the phone and the stereo know that the car is moving. Thus, when a call comes in, the phone can notify the stereo to turn down the music. In order to let the driver further concentrate on the safe operation of the vehicle, the phone could also use the car network to divert the voice of the caller away from the handset to the stereo speaker closest to the driver. The phone then “listens to” the driver’s voice through a microphone built into the steering wheel it, rather than the one built into the handset. As a result, when the phone rings, the driver need only say the word “answer”, and the overhead in speaking to the remote person is reduced to about that of speaking to a person sitting in the passenger’s seat.14
This example not only provides an example
of “net benefit”, but how a society of appliances can leverage their potential
benefit through a knowledge of where they are spatially as well as socially
(relative to both other appliances and the user).15
To any sceptics, a good exercise is to see how a switch from Roman to Arabic numerals affects the complexity of performing "simple" long division. Compare the following two representations of a problem:
478 / 72 = ? (1)CDLXXVIII / LXXII = ? (2)
The significance of this to the design of information appliances derives from a belief that computers are notational instruments, par excellence, which have the potential to reduce the complexity of today's world, much as the introduction of the decimal did for mathematics in the past.


But it is not just what is on the screen that can serve as a notational aid facilitating thought or understanding. The device itself can be a component in the representation of the problem. An example of this is seen in the contents of Figure 21.

Typically, the response is, “What time is it?” But, of course, that answer is too obvious. The response that I am looking for is, “Where am I?” This normally causes confused looks until I point out that the accurate portable time piece was initially developed as an navigational aid, as a means to help calculate longitude (Sobel, 1996).
Prior to the invention of the chronometer, it took three hours of manual calculation to determine longitude. These calculations were typically learned when the navigator was a midshipman, a young boy who left school to go to sea at about 12-14 years old.
Given how far a ship could travel in three hours, and the consequences of error, it is not surprising that some other mechanism was desired.
With the introduction of the chronometer, the calculations were reduced to simple arithmetic, and could be done in minutes. In the sense of causing a reduction in complexity, the chronometer was arguably as important a notational device as the decimal.
Increasing complexity is the enemy, and
well designed devices, appropriately deployed, can play a significant role
in turning this tide.
Up until now, user interface design has mainly focussed on design issues that lie “behind the glass” of the display. The physical computer, itself, has largely taken as a given, and the energy has been focussed on how to then maximize human performance with that device.
If we want to explore the notion of “device as notation,” the first thing on our agenda should be to change this, and focus far more of our efforts on the other side of the glass: on the physical device itself.
I have two simple exercises that I use with audiences to illustrate the potential of going down this path.
First, I ask them to make a quick sketch of a computer. This I ask them to do in less than 15 seconds. What I want is their first response, much like you do in a word association test.
Second, I ask them to perform the same task, this time imagining that it is about 1969.
Over the past few years, I have had over 3,000 people perform these exercises. The drawings illustrated in Figure 22 are typical of the responses that I have received. In response to the first task, for example, the overwhelming majority draw a monitor and a keyboard. A smaller but significant number, as in Figure 22(a), draw a mouse as well.

(a) (b)
Figure 22: Two 15 second sketches of "computers": (a) circa 1999, and (b) circa 1969. These are representative of thousands of sketches collected by the author. Similar to about 80% of the sketches collected, neither sketch contains a computer. Rather, what are shown are the input/output devices: the terminal!
While the consistency of what people draw is interesting, the heart of the exercise lies in noticing the consistency of what they do not draw: almost nobody draws the computer!
What they draw are the input/output devices, which brings us back to the point made earlier concerning the importance of I/O devices. The exercise highlights the power of what users see and touch (the I/O devices, or “terminal”) to shape their mental model of the system. Furthermore, by way of the pair of drawings, we are see that these very same input/output transducers are "accidents of history" and therefore candidates for change.
These are two of the most powerful observations that a designer of computers could have. What they say is:
Consequently, if you know understand your users, their skills, and the context, you can shape their mental model through the affordances of the devices that you use to implement the system. You need not stick to the status quo, where every system has the same devices, say the same thing about their purpose, and therefore say nothing.
From these simple drawing tasks emerges
much of the power to fundamentally change the perception of computation
forever.
In the next two sections we will discuss
two examples that hint at where this approach could take us.
The diversity of web browsers tomorrow will match the diversity of ink browsers today
Let me give you an example. Ask
yourself, "What is a radio?" In computerese, a radio is a browser.
It browses the AM, FM, middle wave or long wave spectrum instead of the
world-wide web, but it is a browser nevertheless. And what are the
buttons on your car radio? They’re clearly bookmarks, just like your
Internet browser. Having established this, it is interesting to contemplate
the fact that whereas my eighty year old mother would claim on the one
hand to have no idea how to work a browser (much less know what one is),
on the other hand, she has been operating one effectively for decades.
As it turns out, it is only poorly designed and inappropriately deployed
browsers that she has trouble with. But that is less her fault than
the fault of bad design.
Now let us consider that notion of a “radio as browser” in the context of the much celebrated ability of the internet to deliver audio content, either as a downloaded file (such as in the popular MP3 format), or streamed over the network (using a technology such as Real Audio18).
The technocentric approach to delivering this capability has mainly centred on integrating this capability into existing PC Internet browsers.
The human-centric approach would be to begin by asking questions such as, “Where do you listen to music?”, “What appliances do you use and where are they?”, and “Where is your record collection?”
Anyone pursuing this line of questioning would rapidly find out that most people have their stereo in a different room than their computer, and do most of their spoken word radio listening in the car. From this, they would quickly see the limited benefit of using the PC as the audio player.
On the other hand, they would also quickly see the benefit of delivering this content in a form and at a cost appropriate to where one does listen to audio. Hence, one might very well arrive at the design of something that looks like a conventional audio tuner that hooks up to your existing stereo, has radio buttons on it, and gives you immediate and simple access to the available audio.

Figure 23: The Web Radio: This is an Internet appliance for browsing streaming audio, the “Kerbango”19. It bypasses the PC and accesses audio over the Internet directly. (Image courtesy of Kerbango.) .

Figure 24: Taking the Web With You: The Rio 600 portable digital audio player (Image courtesy of Rio Digital Audio) .23.
Again, my approach is by way of a word-association game. Typically, what I do is ask audiences to tell me, as quickly as possible, what company name comes to mind when I say the word “e-commerce.”
More than 90% of the time the answer is “Amazon.com”.
I then tell them what my answer is, which is “Symbol Technologies,”25 which generally results in a number of confused looks and the question, “Who are they?” and “Why did you choose them?”
To answer the second question first, I would estimate that the amount of e-commerce that goes through browsers driven by their technology likely exceeds the total e-commerce being transacted on all Netscape and Internet Explorer browsers combined (including Amazon.com) by about five million times!

Now most people would claim that checking out groceries is not e-commerce, and even if it was, the barcode-driven technology is not a “browser” in any meaningful sense. But then, most people have not read this article, and therefore do not appreciate the power of I/O devices to shape perceptions. For, on deeper consideration, this clearly is a browser, and e-commerce, and the transactions run over the same wires, routers and servers as most other e-commerce. But, in the tradition of the Waternet, you only notice what doesn’t work. Successful design is transparent.
We don’t notice the effective use of e-commerce at the checkout counter precisely because it does work and is trusted.
But if this is true, then what does this
say about the depth of analysis of all of those e-commerce experts that
we have read, none of whom even considered this class of system?26
In the process, I could be criticised for being too critical of engineering and computer science. I have spent time describing things that they should know and why they should know them, but I have been almost silent on how they might achieve this knowledge, especially given the pressures of an already strained curriculum.
It is interesting that the design principles that we can apply to the social engineering that addresses this issue are the same as those that we have already discussed in terms of the engineering of future information appliances. In this, I am referring to our earlier discussion of weak-general vs strong-specific systems.
The exact same issues that we saw in this discussion are evident in the tension between the need for discipline specialization vs general holistic knowledge. Given the much discussed constraints on human ability, how can we expect an individual to maintain the requisite specialist knowledge in their technological discipline, while at the same time have the needed competence in industrial design, sociology, anthropology, psychology, etc., which this essay implies are required to do one’s job?
In short, just as we discussed the notion of a networked society of appliances, so does the solution in this case lie in a social network of specialized individuals. Likewise, we get a net benefit; however, in this case, it is due to a social network of people rather than a network of computers.
In 1959, Sir Charles P. Snow presented a landmark lecture on the relationship between the science community and that of the arts and humanities, or "literary intellectuals" (Snow, 1964). Snow characterized these two communities as having lost even the pretence of a common culture. That is, they had lost the ability to communicate on any plane of serious intellectual endeavour. This he argued from the perspective of creativity, "intellectual life," and normal day-to-day living. He coined the term "the two cultures," to characterize the polarization of these two communities.
Today, our academic institutions and funding agencies (among other things), are set up to reinforce the silo mentality of these separate cultures. Industrial designers go to art college, psychologists, sociologists and anthropologists are in the Faculty of Arts and Sciences at a liberal arts school while the computer scientists and engineers are in a separate faculty and perhaps at a separate institute of technology. And, all are funded by different agencies.
Yet, if you are to believe what I am saying, the skill sets of all of these disciplines must be effectively applied in concert to achieve the potential that is sitting there waiting to be exploited. But the cultural biases identified by Snow are working strongly against this.
One of the consequences of Snow’s initial lecture and the accompanying essay was a spate of over 100 articles discussing the educational implications of the “two cultures.” A commonly expressed view expressed was the need to teach engineers more about the arts and social scientists and artists more about math and science.
A superficial reading of my own essay might conclude that such a simplistic approach to rethinking the education of engineers and computer scientists is what I would advocate. But that would be wrong.
Essentially, this school of though can be reduced to “Let us create a community of renaissance men and women, instead of these specialists.” I would suggest that the result of this would be a culture of mediocre generalists, which is not what we need. Renaissance man and woman have not been viable for the past 300-400 years. The world has simply become too complex.
On the other hand, the notion of renaissance team is entirely viable: a social network of specialists from different disciplines working as a team with a common language. But while viable, the systemic biases of language, funding and institutional barriers make this type of team the exception, rather than the norm.
The problems begin right from the start of our educational system, with its emphasis and reward system is based on the performance of the individual rather than the team. And, in the rare cases where team performance is encouraged, more often than not, it is a homogenous, rather than heterogeneous team, from the perspective of skills and culture, in the C.P. Snow sense.
If, as claimed by the psychologist Jean
Piaget, intelligence is defined by the ability to adapt and assimilate
to a changing environment, then given the societal changes being driven
by these new technologies, our policies and educational institutions must
behave in an intelligent way and adapt their structure and curricula to
reflect these changes.
In many ways, these just frustrate me all the more, since almost every one tantalizes me with even more unfulfilled potential. Regardless, the potential is there, and it is still not to late to maximise the benefit that it offers.
However, in order to do so is going to require a significant rethink of where the human fits into the disciplines of engineering and computer science. Computer scientists are going to have to realize that “primary memory” is the human brain, not RAM, and that the effectiveness and integrity of the transfer of data between primary and secondary memory is as important as that between RAM and a hard disk.
Technology is a critical component in the future of systems design, but it is not sufficient. It is time that this fact was reflected in our educational institutions, industry, and professional societies.
Hopefully this essay has made some small
progress towards making that happen, even if 20 years late.
Buxton, W. (1994). Human skills in interface design. In L.W. MacDonald & J. Vince (Eds.). Interacting with virtual environments. New York: Wiley, 1-12.
Smith, D.C., Irby, C., Kimball, R., Verplank, W. & Harslem, E. (1983). Designing the Star User Interface. In P. Degano & E. Sandewall (Eds), Integrated Interactive Computing Systems. Amsterdam: North-Holland, 297-313. Originally appeared in Byte, 7(4), April 1982, 242-282.
Snow, C.P. (1964). The two cultures: and a second look. Cambridge: Cambridge University Press.
Sobel, D. (1996).
Longitude:
The True Story of a Lone Genius Who Solved the Greatest Scientific Problem
of His Time. New York: Penguin.
3. The Xerox Star is a data point supporting what I call "The Law of Inertia of Good Ideas." This says: The better an idea in its time, the more it holds back progress in the future. It is relatively easy to displace bad ideas and bad design. Really good ideas, such as the QWERTY keyboard, or the GUI, however, take hold and are extremely difficult to replace.
4. At this point I can already hear a chorus of voices protesting that they can use such functionality, or that they know someone who can. That does not disprove my point. Every transaction has a cost, regardless if it is performed on a computer or shopping. If the transaction cost is too high, the "business" will fail even if some people can afford it.
5. Something is “documentation” if it has a half-life of about 6 months. Books have content that persists beyond the limited lifespan of some product. This has prompted me to introduce the concept of a Design Index. This is a design quality indicator for the tools used in some application domain d. Ideally a layperson should be able to determine the index for a given application without having to suffer through it first hand. The bookstore provides the mechanism, as follows:
Design Indexd = documentation shelf spaced : content shelf spaced
6. In light of this, perhaps we should stop complaining about how hard things are to use, how error prone they are, and how poorly they are designed. Rather, perhaps we should be amazed at how good they are under the circumstances!
7. That is, a television set connected to the Internet via a “set-top box.”
10. http://www.airtime.co.uk/shop/SwissArmyKnives/ and http://www.swissarmy.com
11. I acknowledge that there are exceptions, such as interactive video games, played either on a PC or TV game consol. Another obvious exception would be watching television or something similar on a TV equipped with a set-top box. But consider the battles that rage nightly in homes around the world over who has the TV remote control. Now imagine this amplified ten times over as the choice expands beyond selecting TV channels, to selecting web pages. Finally consider reading your personal email on the television, in full view of the rest of the family. I think that even the most rudimentary analysis, much less common sense, suggests that for the most part these are services tailored for individual, not communal interaction.
12. Not only is there a fairly distinct location associated with each function, with conventional specialised tools, each activity can take place independent from, and simultaneously with, any other activity, and as many people can work concurrently as there are tools.
13. c.f. Figure 8.
14. Some of the benefits that I describe in my example are already available in some vehicles. The automobile manufacturers Lexus, Land Rover and BMW, for example, offer car phones that turn down the stereo when there is an incoming call. This is a hint of things to come, but is only a start.
15. The use of an automotive example in this section is significant. There is a strong argument to be made for the case that it is in automotive electronics (which make up about 30% of the cost of a modern car) where these types of systems will first reach the general public. The reason is that cars constitute environments where behaviours are well understood, involve a range of electronic systems, and where (unlike the home or office) the environment is under the control of a single company. (What I mean by this last point is that GM has more control over what goes inside your car than the architect Frank Gehry has over what goes into his buildings.) These systems involve real-time, process control, information sharing, and networked cooperating parallel processors from diverse vendors. If I am right, this type of system is what will soon appear in our office and home systems. Yet, given that most schools still focus on teaching traditional functional programming, how well are we preparing our students for this inevitable change in computational paradigm?
17. http://www.microsoft.com/catalog/display.asp?site=808&subid=22&pg=1
20. While most people do not think of their camera as a computer, it is interesting to note that most modern 35 mm cameras have more computational power than many early PCs. This includes not only includes digital cameras, but film cameras as well. These can be thought of as a specialised computers that instead of a mouse and keyboard for input, take in light through the lens, and instead of a CRT, output chemical emulsion on film. Great for taking pictures. Useless for doing your income tax.
22. http://www.radiowebcaster.com/index.html
http://www.sonicbox.com
26.
This is doubly worrying, since in my opinion, it is precisely this type
of approach that is going to dominate in the long run.