(Odd fact: the actual time at which blogs are due is not specified in 48pt font... I'd like to propose 5am of the next day, myself)
The Design of Future Things, Donald A. Norman
Summary:
Chapter 1 seems to be giving us a context with which to understand the rest of the book. It talks about what intelligent systems are (such as an Adaptive Cruise Control), and what their failings are. It also gives examples of systems with good interactions.
Chapter 1 seems to be giving us a context with which to understand the rest of the book. It talks about what intelligent systems are (such as an Adaptive Cruise Control), and what their failings are. It also gives examples of systems with good interactions.
TDoFT starts by giving examples of various 'bad' systems: An adaptive cruise control system with unanticipated acceleration, a navigation system that doesn't allow for user input in determining routes, and books. Each of these systems lacks a dialog between the system and the user. In most of the systems the interaction takes the form of two monologs, the user giving a series of commands, and the system responding. While in some systems there may be a form of iterative refinement (ie searching for something on google), there is never an "intelligent interaction", never a dialog between the two actors in the environment. This leads to frustration, and potential health and safety issues, on the part of the user.
Now that TDoFT has stated what is wrong with existing systems, it tries to give examples of what a good system is like. A craftsman and his tools, a horse and rider, a driver and car, or a customer and 'related items' feedback while shopping. In each of these cases, the goal is to transcend merely working with the tool, and instead have it as an integral part of your work.
The author then goes onto discuss some future implications, for example what a 'smart house' might be like, in particular if we continue down our current trend of monologs between actors. Throughout the reading he notes that these may not be so much limitations of the designs, but rather fundamental limitations of the current technology- there is no good way to give a computer an understanding of the context in which it operates.
Discussion:
1. Why is this paper interesting or significant?
It gives a basis for the rest of the book. It illustrates that "Okay, this is what we're doing now, and this is why its awful, and this is why it is that way now."
2. What are the faults of this work?
I can't name anything too seriously faulty. There are minor details to the form of the arguments: he starts by going through and saying "we need empathic cars," but only later does he come back to the "there's a reason we don't have that yet," element. A non-trivial number of people will start to tune out after hearing "we need touchy/feely cars" based on the assumption that the author isn't familiar with why adding fluffy sociability to machines is so difficult, which detracts from the argument. However, I agree with his overall points... and thus don't see many faults.
3. What is the possible future work extending from this work (i.e., if you had implemented this work, what would be your next steps – either continuing or fixing this work, taking some of these ideas and applying them to others’/your work, or starting new work from some of these ideas)?
The primary thing to take from this first chapter is to think early and often about how your system will interact with its users. No interaction, with minimal transparency breeds distrust, while over communicating breeds annoyance and the off button. While it's beyond the hope of many to build a fully conversant system, it is reasonable to build a system that takes into account many of the software use cases, and to ask "What kind of exceptions are there, and how can they happen?". By the laws set forth by Murphy and others, you will get many things wrong, but on average it is better then ignoring the problem all together.