The World is not a Desktop
Perspectives article for ACM Interactions
Mark Weiser, November 7, 1993 10:20 pm PST
What is the metaphor for the computer of the future? The intelligent
agent? The television (multimedia)? The 3-D graphics world (virtual reality)?
The StarTrek ubiquitous voice computer? The GUI desktop, honed and refined?
The machine that magically grants our wishes? I think the right answer
is "none of the above", because I think all of these concepts share a
basic flaw: they make the computer visible.
A good tool is an invisible tool. By invisible, I mean that the tool does
not intrude on your consciousness; you focus on the task, not the tool.
Eyeglasses are a good tool -- you look at the world, not the eyeglasses.
The blind man tapping the cane feels the street, not the cane. Of course,
tools are not invisible in themselves, but as part of a context of use.
With enough practice we can make many apparently difficult things disappear:
my fingers know vi editing commands that my conscious mind has long forgotten.
But good tools enhance invisibility.
I think the value of invisibility is generally understood. Unfortunately,
our common metaphors for computer interaction lead us away from the invisible
tool, and towards making the tool the center of attention.
Take multimedia. The idea, as near as I can tell, is that people already
spend hours a week at home watching television, so clearly television
is attractive, and we want our computer interfaces to be attractive, so
let's put TV into them. To mention a few things that may be wrong with
this chain of reasoning: is everything we spend a lot of time doing attractive
(sleeping? breathing? worrying?); will the attactiveness of multimillion
dollar production TV translate to casual computer TV? And most importantly
for this essay, should computer interfaces be attractive at all? Attractiveness
is the opposite of invisible.
Take intelligent agents. The idea, as near as I can tell, is that the
ideal computer should be like a human being, only more obedient. Anything
so insidiously appealing should immediately give pause. Why should a computer
be anything like a human being? Are airplanes like birds, typewriters
like pens, alphabets like mouths, cars like horses? Are human interactions
so free of trouble, misunderstanding, and ambiguity that they represent
a desirable computer interface goal? Further, it takes a lot of time and
attention to build and maintain a smoothly running team of people, even
a pair of people. A computer I need to talk to, give commands to, or have
a relationship with (much less be intimate with), is a computer that is
too much the center of attention.
Take magic. The idea, as near as I can tell, is to grant wishes: I wish
I was the person I am now, but richer; I wish my boyfriend were smarter
and more attractive; I wish my computer would only show me what I am interested
in. But magic is about psychology and salesmanship, and I believe a dangerous
model for good design and productive technology. The proof is in the details;
magic ignores them. Furthermore, magic continues to glorify itself, as
Robin Williams' attention-grabbing genie in Aladdin amply illustrates.
Take virtual reality. The idea, as near as I can tell, is that by moving
to full-body-sensing and interaction we'll solve the user interface problem
by maximally utilizing all of our body's input and output channels. Setting
aside for a later time the appropriateness of the "input" metaphor to
humans being-in-the-world, VR seems to have the goal of the invisible
computer behind the scenes. But is it really true that the problem with
our current user interfaces is that we don't have enough of them? Is it
a quantity problem -- a little user interface is good, more is better?
VR, by taking the gluttonous approach to user interface design, continues
to put the interface at the center of attention, leaving the real world
behind.
Take voice input. The idea, as near as I can tell, is that if I could
just talk to my computer it would finally understand me. The problem is,
if I could talk to my computer today, I'd have to talk in C or Fortran
or CSH, because that is what they understand. When I can send email to
my computer and have it DWIM the answer, then I'll start to believe in
voice computers for limited applications. Limited, because most of my
life I am with other people, and I want to talk (or listen) to them, not
to my computer. If I want to take notes, or glance at information, I want
to do so unobtrusively. Voice command is so well-known in science fiction
exactly because it is prominent and attention grabbing -- fiction is supposed
to hold our attention. A good tool is not.
I do think that research on agents, speech recognition, and so on is important;
the problem is that they are all in the domain of the conscious interaction.
The result is that the research dialogue is restricted to a narrower-than-necessary
set of problems, rather than the broader problem of good, invisible, tools.
I believe we could use a lot more attention on techniques of invisibility,
including abandoning computers as we know them.
It was the desire to build technology truer to the possibility of invisibility
that caused me to initiate the ubiquitous computing work at PARC five
years ago. The first phase of that effort incorporated existing projects,
such as the wall-sized pen computer called LiveBoard, and added others,
the inch-sized tab and the foot-sized pad, to create a panoply of devices
that could be ubiquitous in the home or office -- hundreds per person,
integrated with the everyday setting. Enabling the mundane computer put
us on the way to the invisible computer (see the July issue of CACM for
more information). But more work is needed.
To understand invisibility the humanities and social sciences are especially
valuable, because they specialize in exposing the otherwise invisible.
For instance, ethnography can teach us something of the importance of
the details of context and setting and cultural background; feminist deconstructionism
can teach us a little of the necessity of different, deeply lived, points
of view to real understanding.
The clock, and the clockwork machine, are the metaphors of the past several
hundred years of technology. Invisible technology needs a metaphor that
reminds us of the value of invisibility, but does not make it visible.
I propose childhood: playful, a building of foundations, constant learning,
a bit mysterious and quickly forgotten by adults. Our computers should
be like our childhood: an invisible foundation that is quickly forgotten
but always with us, and effortlessly used throughout our lives.