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updated
November 12th, 2000 |
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Cooperism
must end!
comments on "The myth of
a big screen"
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David
Fore of Cooper Interaction Design
wrote...
I
agree whole-heartedly with John Coppinger, who writes that interaction
designers ought to "Trust your own intuition and trust your users,"
and not rely on experts for permission to do what's right.
But
I feel compelled to take issue with his assertion that "If every
task involved so few variables as driving a car or writing a book,
then there would be no need for computers." Think about the visual
information *alone* that you must monitor during a few moments behind
the wheel. The velocity of your car, your rate of acceleration as
you pass that Volvo, the arc of the turn you're making around that
bend, your constantly changing position with respect to that motorcycle,
the fast-approaching cliff over which you will surely fly if you
don't stop messing with the confused and confusing interface of
your cel phone... the quality and the quantity of this dynamic data
set is impossible for a computer to handle. Add the acoustic information
you gather from the roar of your engine and the sensations your
rump experiences as you pass over drunk bumps... and, well, the
variables become all-but infinite. That's why computers can't get
driver's licenses, even in Silicon Valley.
Mr.
Coppinger also asserts that Alan Cooper's approach cannot deal with
difficult real-world software problems. On the contrary. In my experience,
the more complex the problem, the more critical it is for interaction
designers to use something like a Goal-Directed (R) approach to
solving problems. Take for instance an in-flight entertainment system
design project that Cooper Interaction Design undertook for Sony
TransCom. The problem: how do you offer airline passengers hundreds
of videos, CDs, shopping opportunities, games, and advertisements...
all on demand without befuddling them? With loads of media streaming
out of a server and through this flying LAN and finally into a screen
set into the seat in front of the passenger, the challenge became:
how do you make a computer stop behaving like a computer? Just because
it is a complex system with hundreds of alternatives doesn't mean
you simply fall back upon tired old concepts like hierarchical information
retrieval systems.
In
the course of its investigation, Cooper researched the wide range
of people who would use the passenger interface. To meet the goals
of these different users, Cooper then developed a Primary Persona
named Clevis. The key passenger Persona, Clevis had simple goals:
he wanted to keep from looking stupid in front of other passengers,
and he wanted to keep himself entertained during the flight. Cooper
recognized that an interface which Clevis could immediately understand
and use would serve any passenger on the plane. To meet Clevis'
goals, Cooper developed a single control for the system: a physical
knob which scrolls a flat list of options back and forth, including
movie posters to indicate movie selections, CD covers to indicate
music selections, and so on. To make a selection, Clevis simply
touches the item. A preview of the selection appears automatically,
along with all of the information that Clevis needs. From there,
he can start the movie or go back to the main list: two clicks,
and Clevis has what he needs.
Seem
obvious? Well, so do all the right designs.
David
Fore, Managing Designer
d4@cooper.com
Cooper Interaction Design
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Dear
David,
Following
Mary Deaton's comments, Yes, bigger screen size is not an entire
solution for mobile devices. I completely agree about the idea of
using voice as a means of interface in the mobile area. However,
I am unable to understand what Mary Deaton means by saying Cooperism
must end. Which Cooper is this? Alan Cooper? Did he say that bigger
screens are the only solution? Or anything of that sort? Please
clarify this title for me.
Dave
Roberts' interview is excellent- thanks for your great efforts
in bringing such great brains to an open forum like uidesign.net.
Its an extraordinary help for designers, especially for professionals
who are outside USA.
Sincerely,
Bhagavan Jalli
uidesign.net
reply
Thanks
for pointing this out. The "Cooperisms must end!" comment
actually came from John Coppinger. I have now provided a link at
the top of the page to John's comments further down.
This
thread actually started as a response to the article "Myth
of the Big Screen" which was driven by Cooper's comments that
it is not complexity that is the real design issue but appropriateness.
For smaller screens you must choose carefully what is appropriate.
Regards,
David Anderson
Editor
Hi
David,
Thanks
for your careful explanation. I read later part of the letters now.
The problem with me was, I did not think that they are letters related
to one major issue. The root of such a controversial title- John
Coppinger's letter should have been kept in the first among the
list. When a reader like me looks at "Cooperism must end", he or
she would immediately attempt reading. Mary's has little to justify
the title. So, one may keep wondering! Anyway, I don't think one
can just live by bullying alone :-)
Thank
you once again,
Bhagavan.
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Karma
or coincidence? This morning, I was reading an article in InfoWeek
or one of those online news sites about TellMe seeding the market
with a product that enables people to telephone your web site and
have information read to them. All the light bulbs in my cube started
flashing because I have to come up with a design that allows field
inspectors in the building industry to do inspections of construction
projects and record them into a database while on-site. Or to get
information about the project and its permits.
We
thought PDAs or Pocket PCs were the answer, but everyone is telling
us these people do not use computers, do not like computers, and
will likely drop them in the foundation framing and cover them with
concrete the first time they get annoyed with them. I have been
decrying the smallness of the screen on all of the so-called handhelds,
and actually had the thought a day or three ago that why not just
let people talk and use voice as the input and output device for
mobile web access? Unfortunately for my retirement, TellMe and others
had the thought and did something about it already.
My
point is, why are we obsessing about small screens when perhaps
we need no screen at all?
Mary
Deaton
Architect for User Experience
uidesign.net
reply,
Hi
Mary,
I agree with this. I think that there is a case for voice applications.
Others have differed on this recently. I'm pretty sure that Jakob
Nielsen stated voice was not going to happen but then he said that
about WAP too.
I think that voice is a specialist area and has it's uses. It can
also be used in conjunction with other things. For example, in your
application, it seems reasonable that a WAP phone could be used,
the user will select some project service from the homedeck and
possible browse some levels of menus to select the piece of information
they need, then the service switches to voice call and your server
is connected to it and uses VoxML or VoiceML for the next part of
the interaction. You use a Text to Speech application to achieve
this.
Motorola have been previewing a service to do this called Mya. You
should find it on motorola.com but I haven't checked recently. Motorola
are differentiating their wireless technology offering from Nokia
and Ericsson by focusing on voice technology (Mya) while the others
are focused on screen and keyboard interaction.
Alan
Laird of likk.net has been testing a voice control satellite navigation
system in his car in Tokyo. It takes voice commands and delivers
back driving directions and traffic updates. Even though he is not
a native Japanese speaker it still works amazingly well. He has
reported that he cannot imagine trying to control it with his hands
whilst driving. Voice is really the only option.
I also like the idea that there are other "no handed" applications
for technology and see these as candidates for voice control, again
it will need to be a specialized application.
Thanks.
David Anderson
Editor
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As
always you get to the heart of the matter in a hurry. Your observation
about the distinction between Palm Pilot usage (head down, two-handed
futzing) verses the mobile phone (one handed, no handed) is very
important.
I
refer to the mobile phone as a parallel device in the sense that
numerous activities can take place simultaneous with little or no
interference. You can walk down the street, sip you latte, gab to
your buddy, and wink at that cute girl across the street all at
the same time. Come to think of it, can you recall ever seeing a
person using a mobile phone who was *not* do something else at the
same time! Hey, I think mobile phone usage qualifies as a new form
of modern dance.
I
insert a mobile phone into my normal behavior patterns comfortably.
The PDA requires disruption of my normal behavior patterns.
I
believe Nokia has taken over the mantle previously held by Apple
in this dawn of the era of wireless mobility. They are brilliant
at marrying concise functionality, excellent software usability,
and excellent industrial design.
I
remember when I first arrived in Iceland three years ago from Silicon
Valley and saw for the first time a Nokia (6100 series) mobile and
an Ericsson (standard issue "bar of soap" design) mobile sitting
side by side. The difference between then was so stark and so jarring
that I was surprised to find out they were used for the same purpose.
Then I held the Nokia in my hand. I didn't want to let go of it.
The
genius of Nokia design is the observation that it is not about smallness.
It is not about feature explosion. It is about the relationship
between the human body and the device. Device to hand, hand to ear.
The
challenge for developers of mobile phone Internet services is to
try and replicate this experience and not "break the spell".
Cheers,
Douglass Turner
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Dear
uidesign.net,
You
wrote:
Why should computers be any different? Would you rather
brake your car with your right foot or by moving a mouse with
your right hand and then pressing the "brake" button?
This
Cooperism must be dispelled. Would you rather search for someone's
phone number by pressing a pedal under your desk? Would you like
to trade stocks using a steering wheel (with or without the horn)?
Well, you might and some actually have tried it, but they lost money
to the traders with Quotron green screens.
Some
tasks simply involve more variables than others, and so we say those
tasks are more "complex". Guiding a car involves constant monitoring
and setting of just a few variables: speed, direction, and the location
of perhaps a dozen obstacles. But add a few more variables to the
interface (a map, a phone, a particularly volatile obstacle) and
interface becomes difficult or even dangerous. If every task involved
so few variables as driving a car or writing a book, then there
would be no need for computers. We use computers to handle tasks
that are too complex to manage with Industrial Age machinery: brake
pedal, steering wheel, whatever. Cooper demeans his profession by
choosing to illustrate his ideas with trivial example problems.
Don't
forget that Cooper makes his living the same way every other Silicon
Valley hawker does: traditional bully marketing. The goal is to
create a vacuum in your sense of professional self-respect, then
offer to fill that vacuum with their products and services. They
convince you that you don't know what you are doing, and that they
do. Once you believe that, then you're ripe pickins for a juicy
consulting deal or fat purchase order. They carefully orchestrate
their media image to prevent messy things like difficult real-world
software problems from tarnishing the manufactured illusion that
they have all the answers.
I
have singled out Cooper here, but the same applies to most any self-styled
"interaction experts". Don't put too much faith in these professional
book-writers and speechmakers. Trust your own intuition and trust
your users. If you listen to them, they will tell you how to design.
And they won't charge you a cent for it.
I
really enjoy your site and your writing. My favorite parts of your
writing are the parts that are your ideas and not Cooper's or Nielsen's.
You are quite insightful - keep up the great work!,
John
Coppinger
uidesign.net
reply
Interesting
letter.
Not to devalue anything you've said, the point I was trying to make
and maybe it doesn't come over well enough, was that there are uses
to be found for devices which do not require two hands and often
most of your fingers in order to use them. I want people to start
thinking out of the box or beyond the blinkers. I want them to start
saying, "OK, how do we make an internet surfing device that people
can use whilst they are jogging?"
That device won't be a Palm Pilot with a cell phone circuit shoehorned
into the back as many people are suggesting.
I like your point about computers being used to solve complexity
problems. I had a similar debate when I was in college with my Artificial
Intelligence teacher. My argument was that most "Knowledge Based
Systems" and other similar techniques were simply number crunchers
like IBM's Deep Blue. We were still using the computer for what
it was best at - number crunching - and not thinking. We were reframing
questions so that they could be solved by number crunching rather
than thought. IBM did this with Chess and Deep Blue.
Now, to come back to your driving the car example. If you try to
reframe that as a computer task it is actually, incredibly complex.
Number crunching is not the way to solve it. By designing a motor
vehicle to be driven by human beings, the designers were able to
take into account many human factors and modalities to simplify
the task.
For example, a steering wheel is a one handed device when all you
need to do is go straight. It is a two handed device if you need
to turn. Hence, gear changing (I know that Americans don't know
what this means :-) ) can be done whilst going straight. The driver
is in "one handed mode" and has to switch to "two handed mode" to
make a turn. I want people to start thinking more creatively about
Information Appliances and start trying to figure out how we can
make them work for people and what they do and how they live. Why
should everything that needs a computer have to be a complex task
which requires a complex interface?
However, when you look at where the money has been made by computer
over the last 20 years, you see that most of that money has been
made improving (arguably) human communication. Products such as
Powerpoint highlight this point. You didn't know you needed it until
it was available. It raised the expected standard of business communication.
Personally,
I don't believe in a lot of that stuff and I prefer to do presentations
live, writing on a white board or flip chart. I use my personality
and the procedure of drawing the slides to animate the presentation.
I don't rely on the technology. However, I cannot deny that such
technology exists and frankly there is little complexity involved
in it. Many of these business packages are no more sophisticated
in mathematical or computational terms than games I was coding in
the early 1980s.
You
just cannot ignore that the most common uses of computers are human
communication related and not computational complexity related.
Thanks for the kind words about the site. I love to have feedback
like yours. Keep it coming.
Regards,
David Anderson
Editor
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Wow,
you should talk to more designers before you figure out what kind
of screen they should have. Most designers I know--including myself--would
quit if you gave them anything less than 19 inches at the very least.
Have you ever been in a design shop? What do you think they're looking
at? And if you don't know why they need this kind of desktop real
estate--in dv, they sometimes have 2 BTW--then you don't know anything
about design--"ui" or otherwise.
Sincerely,
Leo Robert Klein
uidesign.net
reply,
If
you took that time to read the article properly then you would realize
that I didn't actually say that designers don't need a 21" screen.
Actually, I think this is a legitimate example of the need for a
big screen. The focus of the article is that a bigger screen is
often quoted as a the way to improve all UI problems. The problem
with such an over generalization is that it is just plain wrong.
The size of the screen required is dependent on what the User needs
to do with the system. Understanding Users is the key.
So quite rightly, you as a designer, need a big screen. A big screen
would be the one of the UI Design solutions to fit your problems
(or requirements). However, this is not generally true.
The corollary that all small screen devices must be useless is also
untrue. The secret is to find the appropriate use for them by understanding
Users better.
David,
if
you had taken the time to structure your article properly, it wouldn't
lead to misunderstandings. Perhaps I'm just being thick but first
you mention big screens for developers then you say "We'll revisit
that argument in a moment." A developer might expect (as promised)
another word on developers. Clarity is in the eye of the beholder.
Sincerely,
Leo Robert Klein
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