Microsoft, while I might rag on them, does occasionally put together good or at least interesting work. One example of this is a document created by Microsoft Research called Being Human (download here) Being Human is the final report based on a forum Microsoft Research hosted a year ago on what HCI (Human Computer Interaction) would be like in the year 2020. The report came out April 2nd, 2008 and has four parts, a brief history, a categorization of how HCI is changing, how the field should move forward, and recommendations for how the field should change.
I will only focus on the second part of the report today, as the history of computing and interaction with computing is pretty silly and not that interesting. Part 2, titled “Transformations in Interaction” deals with five main changes and I will mention each one (long post!) by their deep and frequently foreboding names.
The End of Interface Stability
We can no longer tell if the computers are touching us or we are touching them.
This, one of their better points, strikes close to home as it firmly deals with issues of privacy. Ubiquitous computing is meant to lead to people interacting with thousands of computers by 2020, and while this seems ridiculous, it is only ridiculous for traditional definitions of computer. We can start to take into account intelligent surveillance cameras, RFID readers and tags in our clothing, groceries, physical access devices, cell phones, vending machines, cars, parking meters, music devices, our shoes, our glasses, our jewelry, let alone traditional computers. And the further we push towards injecting technology into our bodies and having better remote sensing capabilities, the more we lose the once clearly defined interface of keyboard, monitor, mouse. Now our fingertips, our movements, our heartbeat, our glances all become inputs to the myriad computers in the room. And better, they all communicate. The question is how much control do we want, should we have, will we be given?
The Growth of Techno-Dependency
You can’t go back.
While I suppose this is in some ways a change, “technology” as a scary pervasive force has been pretty constant for a good two hundred years. And while there are some interesting policy questions brought up here, like what will happen when computers take over all the human jobs, the implications for HCI here seem to be less about developing new technologies, but more on mitigating the damage caused by the crazy-evil robots. (I exaggerate, but when asked “As society grows ever dependent on technology and the interaction underpinning this, who is accountable?” I laugh as if the answer should be: the scientist should never have given us these powers.)
The Growth of Hyper-Connectivity
I am alone in a crowded room, only if the wifi goes down.
My laptop has had a bit of an issue for about three months now, both of the fans have died. This means I simply cannot run certain programs (EVE, Aperture – for very long), and my computer consistently runs at 70degC – CPU temp. But while it is still under warranty that would involve shipping it off to Apple for a week, and I can’t allow that. I need to be with my laptop all the time, because it is connecting me socially to friends around the world, to news, to the tasks and communications that form my workplace, as well as to my source of all media, my photo archives, my music library, my Netflix subscription. Physical boundaries disappear, new social relationships are formed, and it seriously is HCI that is shaping this.
How do you design for global interaction between different languages, cultures, customs, time zones? How do you prove that I am who I say I am when I hide behind my avatar? How do I maintain thousands of digital links but still keep them personal? How long before online dating is seen not only as socially acceptable, but the obvious choice? And seriously, when can all of my friends be digital?
I think twitter has to be the current best example of hyper-connectivity, I read it through a specialized application, but can check it through the web, it ims me my friend’s messages, txts me direct messages. It is on my computer, on the web, on my phone. On my road trip through the middle of nowhere (the central USA) twitter was our reliable source of communication.
The End of the Ephemeral
I thought it was fleeting, but you remembered!
Buckminster Fuller supposedly had the most documented life in the history of history, he wrote down what he was doing every fifteen minutes, for about seventy years. However fifteen minutes is now entire lifetimes of data. Much of what I covered above in the end of interface stability is recorded, and the point here is that the data now exists.
Research I have been working on involves allowing your friends to query your location through a system we have been working on at Carnegie Mellon by the name of PeopleFinder. While it allows my friends to request my current location, one of the side effects of this, is we have a server which is accepting our users locations every minute. Thus as I move around with my phone or laptop running our application, I am building up a relatively precise history of my location. Through twitter, aim logs, blog posts, Facebook statuses, my web history, I add semantic information to these locations. In 2020, with the addition of more RFID readers, more cameras, more sensors, this history becomes even more powerful. Aggregate it all and my whole life story is there, stored on disk, and it is likely I can’t erase it.
The Growth of Creative Engagement
We are all designers, writers, journalists, curators, creators.
My favorite of the changes is this, the intellectual and artistic power that computing has given to every person who touches these technologies. And while sure this has its downsides, reading every Livejournal is a bad idea, listening to every bad techno remix made by a thirteen year old with garageband and some angst is torture, and not everyone is cut out to design a poster, the potential is huge.
Take the huge success of YouTube, millions(?) of actors, directors, scriptwriters, who would never have been able to have an audience or create a film before they could pick up a Flip and post their video five minutes later. And this is a place for HCI researchers to shine: designing tools that people want to use that allow them to access their potential to create. Designing tools that allow scientists to produce science, and the computer can take care of the processing. And speaking of processing giving artists enough tools that they truly hold the creativity and a single suite does not drive the direction of art.
We are just now nearing the precipice of creativity as a species, where more people than ever are taking part in using their ability to think as a way to make something new, something interesting, to discover something yet unknown, to write something not ever dreamt of, and technology needs to support that.
Summary
There are five main ways in which our interactions with computers will be transformed as we approach 2020. How we define and think about our relationships with computers is radically changing. How we use them and rely on them is also being transformed. At the same time, we are becoming hyper-connected and our actions, conversations and interactions are being increasingly etched into our digital landscapes. There is more scope than ever before to solve hard problems and allow new forms of engagement and creativity.
And that is where Microsoft leaves us with the changing aspects of computing. The points raised are interesting and relevant for anyone designing software, designing experience, or contributing to the internet in any way. Together we can be aware of where we are going, you know – post web 2.0.