P a n a g io t is T a k is Me t a x a s 1
Computer Science Department
Wellesley College
Abstract
This paper addresses two questions related to educational multimedia applications:• What lessons should we learn from today's Graphical User Interfaces (GUIs)?, and
• What the user interfaces should look like in the future?
We address the first question by drawing on our experience from two multimedia projects, that deal
with multimedia proceedings and multimedia lectures. For the second question, we criticize the
directions that today's research for 3-D and VR GUIs is going, and we argue that they may not
necessarily be on the way to the optimum user interface, which is none, and we will describe an
alternative path.
1. Introduction
Multimedia applications for educational purposes have proliferated during the past 10 years.Some of them have been successful, others have not. (Here, by successful we mean the
degree that have helped students learn the material that is presented through the applications.
We are interested in addressing the issue of how the design of user interface has affected their
success and what are the lessons we should learn from them. Clearly, this issue cannot be
addressed completely in a single paper, however, we can speak for our own experience and for
the experience of some of our colleagues. In particular, this paper addresses two questions:
• What have we learned from designing Graphical User Interfaces (GUIs) for multimedia
educational purposes, and What the user interfaces should look like in the future?
We address the first question by discussing first the history of GUIs, and then examining in
some detail two case studies from our own experience in multimedia educational applications.
The first project implemented interactive electronic proceedings while the second used
multimedia to deliver educational lectures. From these two projects, as well as from projects
that other colleagues have undertaken, we derive a set of guidelines that we believe would be
useful to everyone working on multimedia applications today.
To answer the second question, first we examine briefly the main directions that user
interfaces seem to explore today, namely three-dimensional and virtual reality user interfaces
(3-D UIs and VR UIs). We argue, however, that this is not the direction that we may want to
go; briefly, the reason is that it is more difficult to manage a messy-room (the canonical
metaphor that corresponds to 3-D and VR UIs) than a messy-desktop (the accepted metaphor
of 2-D window-based GUIs). Our thesis is that a more natural and efficient user interface is
one that involves sound in the human-to-computer direction, and the extensive knowledge of
book typesetting in the computer-to-human direction.
2. A Short History of Graphical User Interfaces
In the early times of computer history, processing was done in a batch form. Users had tostand in line and leave their jobs outside the operator's room. The operator , a person
responsible to feed the computer with data and code was essentially the only person that
communicated directly with the computer. Even though it may seem that the operator was the
user interface, the fact is that in these early days there was no notion of user interface.
Communication with the computer was so tedious, both in terms of language and interface,
that the average person could not be trusted in this role.
Things changes slightly (even though at the time it seemed as a huge change) when more
advanced operating systems made time-sharing possible. Now, the users were able to
communicate directly with the computer, through the command-line interface. Users, for
example, would type unpronounceable lines of the form
cp A:drctns.txt D:idntknw.txt
and the machine might either perform the task successfully and give no response, or indicatethat something went wrong and quit. The command line was providing modes of
communication that were rather difficult to distinguish, and the user would have to memorize
unpronounceable words and cryptic operating system responses.
The modal interface was ugly, error-prone and inconvenient, partially responsible for
attaching the "geek" characterization to programmers. Yet, it has still to depart from our world
because computer users – contrary to popular belief – resists any change to their
environments, even when the benefits of the change are obvious.
Things became more rational around 1972, when the famous XEROX PARC team came up
with the first graphical user interface (GUI) for the XEROX Altos. This interface employed
the desktop metaphor on which papers and other documents are laid out. Since the screen of
the computer terminals had a rather small area available for this desktop, users were seeing
only small windows of the whole document.
Despite its strikingly superior idea of the graphical over the modal interfaces, it took them
about 12 years to become known, mainly through Apple's operating system that employed
them in the first release of the Macintosh 128K in 1984. Their popularity grew slowly,
however, partly due to of a wide-spread macho feeling among programmers that associates
power with intimidation.Today, there is no doubt that the messy-desktop interface — which so closely resembles real
life's desktops — has been extremely successful. As a measure of its success, we mention the
fact that 23 years after its introduction, a software company stirred lots of excitement – and
revenues – by releasing an operating system with such a graphical user interface. One has to
admit that an idea that excites people so many years after it was first presented, must be a
really good idea, indeed!
GUIs helped the proliferation of users because computers were not intimidating any more.
Even kids that could not read or write, could use a computer, something unthinkable before.
People realized that usability was much more important than functionality – over some
minimum threshold of functionality, of course. Ed Tufte's 1988 aphorism "Today the
competition is at the User Interface" still holds true.
Unfortunately, the field of user interface design has not advanced significantly since. Many
people believe that the advancement will come from real 3-D and visual reality interfaces.
However, as we will argue in a later section, the incorporation of sound into a well-designed
2-D panel would serve the user better.
In the next three sections we describe briefly the experience we gained from two educational
multimedia applications that we have built with colleagues, and will derive some guidelines
from our own and other colleagues' experiences.
3. Case Study 1: Electronic Conference Proceedings
Academic conferences are a long-standing and effective form of multimedia communication.Conference participants can transmit and receive information through sight and sound, that is,
by viewing individuals, text, and graphics, and by hearing the spoken word. This same-time,
same-place communication is sufficiently valuable to justify large investments in time and
travel funds. Printed conference proceedings, a particular kind of printed books, are attempts
to recapture the value of a live conference, but they are limited by both their delivery medium
and by the significant differences from the conference presentation. We addressed this
problem in the CD-ROM multimedia proceedings[2] of the DAGS'92 conference[3], that
delivers text, graphic, audio, and video information as an integrated whole, with extensive
provisions for random access and hypermedia linking. (For details on this production, see
[4].)
This program uses two basic screens to communicate with the reader of the proceedings, the
talk screen (Figure 1) and the hypertext screen (Figure 2). The figure below shows a typical
shot of the talk screen, which is used to help the reader follow dynamically the talk, and more
efficiently than if he/she were present at the time of the presentation. The movie on the left is
made out of the transparencies that the speaker used, while the one on the right is a short loop
of the speaker speaking. The buttons start and stop the transparencies talk, give direct access
to particularly interesting points of the talk, give information about the speaker, jump to the
hypertext of the paper that is associated with the talk, and go to the list of all talks that appear
in the CD-ROM.
4. Case Study 2: Multimedia Lectures
This multimedia interface is designed as an example of how to use interactive video ineducation and training, an area in which multimedia applications will have a great impact.
Because of the size and composition of the production team (five untrained students working
part time) , we were also interested in effective ways of production.
The CD-ROM [5] includes a number of introductory lectures for data-parallel computing. Its
goal is to help newcomers in the area get a quick understanding of the issues related to dataparallel computing. It provides eight digitized talks on several introductory themes. The reader
can follow dynamically a talk given by experts in the area, and see several animations
associated with it. In this sense it gives more to the attendee than the actual attendance of the
talk.
The functionality we provided included only the basic operations that we found readers
appreciate the most. As one can see in Figure 3, we use 80% of the screen for the interactive
movie, while we provide ways to start and stop the talk, see a slide-show of the most important
transparencies (controlled by the reader), get a list of the available talks and get informationabout the speakers. Moreover, we provided access to relevant animations that the can help
clarify the presentation and specialized help, tuned to the particular screen that the reader sees.
We thought very carefully and decided to strip down the previous system's unnecessary
complications. Narrowing the system was a rather brave decision: reusing the old system
would have zero design (but not production) cost; moreover, one tends to only add things
every time a new version of a product is released. However, we believe that this was a correct
decision, since it allowed us to come up with the final product in a much shorter amount of
time and put the effort saved in the quality of the contents. After all, any (multimedia or not)
product is only as good as its contents!
Particular attention was paid for on-line help. We provide two kinds of help: A one-screen
tutorial which explains how each of the objects of the interface works (Figure 4); and a
specialized help screen to be consulted by the viewer when he/she has questions during the
viewing of a talk.
A big difference between the printed and the electronic book is that the latter can be a living
document, in the sense that it can be updated in short, regular time periods. Doing the same
for printed books is much more expensive for both the producer and the "consumer". We
wanted our product to be such a document, but burning a CD-ROM does not allow too much
space for "life". During the last three years, the development of the World-Wide Web has
changed the rules of the game. We have taken advantage of this technology by providingcontinuous support via a home page. In this site, readers can find updates of the software
included in the CD-ROM, related publications, direct contact links to the contributors, pointers
to related resources on the internet, on-line help, etc.
This web page can be accessed at URL: http://www.wellesley.edu/CS/lidpc.html
5. Guidelines
Among the lessons learnt, not only from our own experience but also from studying othermultimedia user interfaces, are the ones we mention below. Because of lack of space, we list
them without much elaboration:
• Investigate how users use the system and make it more efficient. This involves releasing a
beta version to a number of representative users, and including their input, probably
redesigning the interface. Provide shortcuts for all the common queries.
• Scrolling is evil – avoid it at (almost) all costs. After all, scrolling is inherently sequential
and introduces from the window what hypertext kicked out of the door: instant access to
relevant information.
• Screen space is valuable and very expensive – use it wisely. Do not force the material
presented to fit around the administrative debris; it is the other way around!
• Fancy slide transitions (zooming in/out, page turning, fading in/out, etc.) are visually nice
but expensive in terms of resources (both production and minimal system replay
requirements). Use them only if you can afford them.
• Smooth visual transition from node to node and view of the history of the actions taken
preserves reader's sanity.
• Content editing is very important – a book is only as good as its contents. Expect to spend
most of the production time on it. (And even if you did not expect it, do not complain.)
• Content editing is very difficult – be prepare to put a lot of effort into it. You can only trust
it to experts of the material.
• The previous two guidelines do not suggest that the design of the user interface should be
ignored. Intuitive interface is essential to usability — people ignore (if not hate) manuals.
(Figure 5 shows an example of the main screen ("The Browser") of a multimedia CDROM accompanying an excellent book, with a confusing user interface.)
• People like scanning visually the transparencies/contents, it gives them context and
increases their interest in the material.
• Video/audio synchronization is important — and this is rather obvious — but you do not
need experts for this.
• Running two video movies simultaneously from a CD-ROM is not here yet. If you need
to use it, make sure you specify carefully the minimal requirements of the system.
• Keep what works well, damp what does not, no matter how much effort you put into
developing. And, if you are not sure what works well, ask about the experiences of others
— "don't get it original, get it right!"
• Always offer specialized help – there is no substitute for it when users really need it.
• The decisions behind the design of a user interface should not be the result of
compromising or of union of opinions. Democracy should be left to other domains.
• Let the graphic artists do the artistic part — focus on functionality and quality of the
material.
6. The User Interfaces of the Future: Sound is Essential
One cannot deny that he GUIs of the '70s have been extremely successful. As we havementioned, a measure of their success is the fact that have made computers accessible to
virtually everyone — even to corporate managers. Another is, that they were able to create
excitement many years after their introduction.
However, this success makes surpassing them, much harder. Indeed, this is the experience
we have seen so far with 3-D GUIs, the obvious extension of 2-D GUIs: Visualizing a 3-D
interface, organizing the information inside, navigating through it, programming it, supporting
it — in short, everything — is much harder in 3-D. However, there have been a number of 3-
D and pseudo-3-D interfaces have been developed so far. Below we mention some of the
more promising of them:
• XEROX PARC's file system visualizer that allows the user to view the files in three
different 3-D ways. It is arguably a useful way of visualizing the file system.
• MagicCap of MagicLink, Sony's palmtop computer/information organizer. It is a crude
and not real 3D interface, but it demonstrates good functionality.• QuickTime VR, Apple's approach to MT Architecture Machine Group's "Aspen Movie
Map" project. The idea is simple: A movie is created from thousands of pictures taken
from different angles. The viewer can turn and zoom the camera, but cannot look around
objects. Unfortunately, creating VR movies is still much harder than regular QuickTime
movies.
• VRML (Virtual Reality Modeling Language) that is designed to work on the Web,
essentially a 3D scene description language plus hyperlinks.
But is this the direction we should be going to? 3-D and VR interfaces consume a large part
of the processor's time, with diminishing returns. Adding texture color and movability in 3-D
scenes is still a challenge to today's powerful uni-processor machines. It will eventually come,
but it needs more powerful, parallel machines. Our main objection is, however, that even if
they are eventually delivered in an economical way, they will just replace the messy desktop
with a messy office, which may be much harder to manage. Shneiderman's pseudo-3D office
[7] is an indication of how difficult would it be to manage a screen in which documents,
applications ant tools are hiding in every corner of the 3-D space. We believe that, what we
need instead is a virtual administrative assistant, where we can just ask for a particular file,
using an approximate description, and have it available without having to look for it ourselves.
(Microsoft's PERSONA research project, a parrot called a "conversational assistant" is a good
step in this direction.)
Recall that the user interface is the "thing" between the human and the computer that helps
them communicate. This is a two-way communication, from human to computer and from
computer to human, and they do not have to be symmetrical. We will, thus, examine them
separately.
From human to computer: Sound and touch-screens. Humans are efficient when
communicating among themselves. They primarily use their voice, but also crude drawings on
a piece of paper, and gestures. Sound is, therefore, essential for their communication. We
believe that the next generation UIs should give the users the ability to find their way around
the information using simple phrases like "Find the file that I used this morning," "Open the
emailer and prepare a letter for John," and "Remind me to call home at 5 PM." This is not
very difficult computationally: Given any restricted domain, we can quickly come up with a
short dictionary for it. The sound interface does not have to understand every word in the
language, it only has to recognize roughly the same number of words that today's menus
contain, plus a few more (articles, numbers, etc.). Indeed, it has been observed [8] that the
current state of the art in speech recognition and speech synthesis is quite adequate for this
application. As an example of a successful product, we mention AsTeR, the impressive
mathematics (TeX) reader created by T.V. Raman[9].
Sound is not enough, of course. A touch screen and a stylus is helpful for drawings and text.
Lots of progress has been made in this direction lately, and new cost-effective products have
reached the market of PDAs.
From computer to human: Sound and 2-D images. Sound can also be used in the other
communicating direction. It is very often the case that we prefer to hear a message read to us
in order to understand it quickly. This message could have been recorded by the originator, or
the system software could read it to us. But listening without seeing has limited impression.
What the screen should provide is 2-D images, carefully designed and laid-out. We have a
five-hundred years experience in designing and typesetting book pages, and this experience
will help a lot in designing the screen shots of such an interface. We should built on this
strong experience before going to more exotic 3-D designs.




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