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Dillon, A. (1994). Electronic Documents as Usable Artifacts. In Dillon (Ed.) _Designing Usable Electronic Text_ (p. 11-27). Bristol, PA: Taylor and Francis. Review of the history and main theories and principles of HCI to establish a background upon which electronic documents are to be analyzed. -=-=- Raises the important point that usability is often misconstrued (even by those within the field) as ease of use for some generic user as oppossed to specific types of users in specific contexts with certain expectations of effectiveness. This usability for _certain_ users in _certain_ contexts notion is relevant for my discussion of the acceptance of faceted classification, found elsewhere in this journal. Back to the Index
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Berners-Lee, T., & Fischetti, M. (1999). Chapter 13: Machines and the Web. In _Weaving the Web: the original design and ultimate destiny of the World Wide Web by its inventor_. San Francisco: HaperSanFrancisco. Discussion of the Semantic Web, a network of information sharing between machines based on the presence of metadata represented in RDF. The network is called semantic because an inference layer will allow entities on the network to reach a consensual understanding. Such understanding is supposed to enhance the generation of knowledge. -=-=- There are so many ways to criticize this chapter (Berners-Lee has a bad case of second system syndrome; he's up on a soapbox which is distorting his view somewhat; he equates, to some extant, traversal of a thesaurus as meaning acquistion; essentially he suggest that computers can categorize, I don't think so: they classify) but who wants to. This is such a nice pretty vision of the future I'm inclined to support it despite the flaws. One area where this discussion makes a big win is in its understanding of the power of brute force methods in granting computers some semblance of intelligence. This was recently (200111) discussed on the unrev-ii@yahoogroups.com mailing list: IBM has released some systems that do self diagnosis and healing using techniques utilized for the deep blue chess system. IBM discovered that to make deep blue smart their best approach was to provide the computer with as much info as possible from whlch it could do pattern matching. They call this the brute force approach. Unrevvers liken this to the approach used with cyc. The semantic web is the same: using the entire web as the brute information force. Back to the Index
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Berners-Lee, T., & Fischetti, M. (1999). Chapter 14: Weaving the Web. In _Weaving the Web: the original design and ultimate destiny of the World Wide Web by its inventor_. San Francisco: HaperSanFrancisco. Summation of BL's hope for the web as a way of improving community and enhancing the beneficial aspects of the fractal nature of society by allowing links alongside diversity. -=-=- Tim needs to cite of his sources. And it really seems like he should give a bit of a tip of the hat to Engelbart. This is a compelling vision. BL speaks of the web as a giant knowledge management system. Discovery of knowledge in multi-dimensional space: seeing unexpected links. I'm curious to see visualizations of various dimensions of the web and discover the holes in the maps. What is there? What should be there? But see also my chapter 13 comments. Back to the Index
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Milstead, J., & Feldman, S. (1999). Metadata: cataloging by any other name .... Metadata projects and standars. _Online_ (January 1999). Retrieved November 3, 2001 from http://www.onlineinc.com/onlinemag/OL1999/milstead1.html. Ties in Internet conceptions of metadata with the tasks of librarians and indexers. Delineates the goals and shortcomings of metadata schemes. Describes some of the metadata projects (e.g. Dublin Core). "Metadata acts as a surrogate for a larger whole." -=-=- Compare and contrast metadata (RDF) as described by Berners-Lee with the strict notions of consistency in metadata in this article. Google's awesome dominance of the search engine field and their decision to ignore metadata should be instructive. It seem that the value of metadata in direct human situations is of limited value (see my faceted classification discussion under Dillon and Morris). Back to the Index
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Decker, S., Melnik, S., van Harmelen, F., Fensel, D., Klein, M., Broekstra, J., Erdmann, M., & Horrocks, I. (2000). The semantic web: the roles of XML and RDF. _IEEE Internet Computing, 4_(5), 63-74. Retrieved November 3, 2001 from http://computer.org/internet/ic2000/w5063abs.htm. A discussion of the relative merits of xml & rdf for the representation of ontologies. Having well represented ontologies will be an important sted toward semantic interoperability on the Semantic Web. The authors conclude with a preference for RDF because it has declarative semantics: semantics that can be understood without reference to a particular computational procedure. -=-=- It's brief, but the authors mention that ontologies can be compared and overlayed to effectively concatenate two or more domains of knowledge. This is fascinating and very powerful. If well implemented this will allow machines on the semantic web to effectively classify discovered information. This won't, however, make them smart. The machines will still need definitions and enumerable classes. Back to the Index
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Amann, B., Fundulaki, I., & Scholl, M. (2000). Integrating ontologies and thesauri for RDF schema creation and metadata querying. _International Journal of Digital Libraries, 3_(3). Retrieved November 3, 2001 from http://cedric.cnam.fr/AfficheArticle.php?id=14. Presentation of an approach for building metadata schema. Ontologies and thesauri are shown to be two different methods for describing information. Combining the two, by specifying connections between the ontological relationships and terms in thesaurus, can create rich metadata for use with RDF. -=-=- This one was fairly difficult to follow but one thing was clear: this system provides for the provision of more information about a resource. That is the brute force method. Back to the Index
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From L542: These are term paper thoughts, in need of supporting evidence. Wroblewski, D. (1991). The construction of human-computer interfaces considered as craft. In Karat (ed.) Taking Software Design Seriously, NY: Academic Press, p. 1-19. Wroblewski defines craft as "any process that attempts to create a functional artifact without separating design from manufacture" and then applies this definition to software design and interface design (as a subset). A crucial aspect of craft is the way in which the products of the craft are used in the creation of additional products. This happens frequently in software creation. Another crucial aspect is the way in which the craftsperson is trusting of the crafting process and is situated in and responsive to a context instead of removed and analytical. Context and understanding of context is gained through the learning of language. Craftspeople are defined to as excellent in the way in which they able to be articulate with their context and apply their language to complicated, difficult to decompose, problems. -=-=- I argue that computer use in general is a craft for some people. In addition casting computer use in this way creates an opportunity for making use more effective. Craftspeople articulate with their tools, performing in an elegant fashion. They use their tools as extensions of themselves. Some views of computer use (Suchman) cast the computer as an interactive device with the appearance, because it is complicated, of intention. This makes the computer into other not a tool. Not an extension but a separation. The computer is a tool. If intention is determined by the effort required to decode meaning in communication we must remember that the decoding process is different for computers. As much as appearance suggests the contrary, there is explicit definition in a computer: meaning in communication can be determined by deduction. With enough time the onion can be unravelled, if necessary to the machine level. In humans, on the other hand, meaning is far more difficult to determine. Studies of category generation indicate that neither the intension nor extension of a category can be fully delineated. [things start to fall apart about here] Computers are interesting because they are tools for representing information while the computer itself is using information to do work. Able computer users have a deep understanding of the grammar of the computer and incorporate that knowledge into their own personal conceptual space. That knowledge is shared into communities of practice, like guilds for craftspeople. The CoPs provide for the sharing of paradigmatic examples. This increases the extension of the conceptual space of the craftsperson. Long but contingent extension allows for maximum flexibility when approaching problems. Uninitiated computer users communicate with the computer. That is they negotiate with the computer to convince it to do what they want. (this sounds supportable, what is it?) Craftspeople do not negotiate with their tools, they use them to negotiate with the problem. Able computer users communicate with the computer. That is they create communication with the device: they create and manipulate information. (There's an interesting and dreary generalization of this model: full formed, extensive knowledge of a conceptual space allows one to use something or _someone_.) If the computer as tool is a good model for effective use then there are several implications for application and systems design. Many of these recomendations seem contrary to perceived wisdom in the HCI community. I do not believe this to be the case. An apparent failing in HCI research is an overemphasis on the succecsful completion of a particular task in a particular context in a short period of time. Interfaces to computers pervade our lives, being able to use them as tools will enhance effectiveness in many areas. Perhaps there has been too great an emphasis on the specific tasks that computers do. We should generalize to the overarching task of manipulating information--or as I prefer to call it: creating alternate representations--and see the computer as a tool for facillitating that process. [the recomendations] - expose the task - situate the task in the larger (info manip) task - share definition - if metaphors, should make sense in larger task - training by apprenticeship and paradigmatic examples which generate conceptual knowledge/membership in CoPs. - identify "elegant" solutions and determine why they are - simplify tools. Look at tools with long lifespans and determine why they are good. - distill tools (long been ethos of right tool for right job in unix (may be able to fit lego model of unix in here)) to simple form - separate interface from action: allows for situating [more, more clearly explained] Back to the Index
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On Mon, 19 Nov 2001, Walt Woolfolk wrote: > Here are some reactions to your sketch from Wroblewski. I think you > have good ideas that are worth developing. Thanks very much for the comments, very good to get. Some responses: (>> == me, > == you) >>Craftspeople articulate with their tools, performing in an elegant >>fashion. They use their tools as extensions of themselves. >Would it be useful to distinguish between craft and art? It’s often >glossed in much of the non-academic writing at least That's covered in the Wroblewski article. He distinguishes between design, craft and art. I'll probably cover that. It's clear that I'm going to need to start the paper with what amounts to a glossary because I'm using terms that aren't necessarily equal across the disciplines I'm bridging. >>In humans, on the other hand, meaning is far more difficult to >>determine. Studies of category generation indicate that neither the >>intension nor extension of a category can be fully delineated. >Agree - but to split a hair, do you really mean to imply intention is >quantitative, based on how much effort is required? intension and extension are terms used when speaking of categories and classes. That's part of the defining terms. The intension of class is basically the definition or rules of the class, for example, "things that are red". The extension of a class are the things in the domain which fit withing that rule. Say we have a domain made up of three red objects and two blue objects. The red objects are the extension of the class, in that domain. Categories are pretty much opened ended, in both intension and extension. They adapt to the domain. Adaptation appears to be a key to the whole discussion. Another definition of intension and extension is connotation and dennotation. Or (from http://www.cogsci.princeton.edu/~wn/): sense, intension, connotation -- (what you must know in order to determine the reference of an expression) reference, denotation, extension -- (the class of objects that an expression refers to; "the extension of `satellite of Mars' is the set containing only Demos and Phobos") I like to think of intension as the skin of a balloon holding in the extension. That gets the "in" and "ex" parts for me. Like so many of these things it appears that people are using definition as they like. It's rather problematic... With that, then, this takes on a different aspect: >>Long but contingent extension allows for maximum flexibility when >>approaching problems. >This is very interesting. As you know I think flexibility, rather >than functional accuracy of representation, needs to become in many >cases the primary [design] objective. With sufficient flexibility, a >system can then be easily tuned for functional accuracy - and >re-tuned as needed as the functional requirements change over time. Basically what I'm saying is that since craftwork is based on flexible categories it has built in flexibility/adaptability. >So, what exactly do you have in mind by long contingent extension? >For example, do you mean a perpetual involvement of the information >systems professional in the adjusting of the system to changing >requirements? No. I'm more at the individual user level of things. If the user has a more situated and contextualized understanding of information processing they can adapt to new problems readily. Or from another perspective: if their language in the particular general problem domain is fairly complex they can understand more things. >If so, this is what we have now - basically crappy >systems that need huge amounts of maintenance. Like, is your >statement merely a truism - the equivalent of the most flexible >system is one that comes with a programmer attached? Or is there >something else here? Many people have complained over the years about >the loose cannon that is the skilled but undisciplined programmer, >who does things because they can be done but does the wrong things - >at least from the complainer’s viewpoint. It is in this sense that >the word “craft” raises a red flag in me. I suspect that to a certain extent what underlies my thinking is a bias that people who are able to manipulate the computer as a tool are more likely to have success with it. From that bias I'm developing the entire thing. What I want to end up with are some guidelines that encourage that perception (computer as tool) so that people think in terms of using the tool to get some task done. I was explaining it a coupel of days ago like this: Frequently HCI literature puts the primary membrane (| below) between a user and their task as the interface of the computer: | | Person<====>|interface<====>task | | On one side of the membrane is you. On the other side is the task. The task is other. Suchman (see http://www.burningchrome.com/~cdent/fiaarts/docs/1000095737:9878.html for a reference and some comments long before I thought of writing this paper) suggests the computer as an interactive device with intention. You operate across the membrane trying to figure out what the hell is going on. In models of craftwork the membrane is moved: | | Person<====>tool|<====>task | | You don't necessarily become one with the task (although many times craftspeople are perceived that way) but the tools used to do the task become extensions (different use of extension) of the self. So part of what I would like to say is: - people use tools to perform better - a craft is identified by a lack of distinction between tools and materials (e.g. a blacksmith makes tools to make his/her product) and design and manufacture - craftspeople have certain methods of learning and achieving excellence which according to Wroblewski are based very much on reflected-action, being situated in a known context, adaptability - those methods sound almost identical to category mapping - categories exist for adaptability - combining this awareness of craft and category what are the recommendations that can be made to encourage the computer as tool instead interactive device (how can the membrane be moved)? It's getting to that last part that is hard for me, because it is obvious to me. I may be trying to bite off too much. The category aspect of things is not completely necessary but in my head it puts flesh on the bones and makes my understanding of things much more clear. I have so many different places where I have written stuff down about this that I could create about 20 different outlines. I need to get a real one down. >As you said in another context, “give me principles supported and >illustrated by many short examples” [more or less what you said?] - >your thoughts and, hence, the term paper, provide several very >interesting statements pregnant with principle which need to be >supported by examples, not only to provide evidence but also to aid >the understanding of the reader. This is the hard part. Bringing it down to earth is a toughy. I'm going to try and gather all the pieces I have and see what that gets me. -=-=- You're entire text included for reference: >Very interesting topic and seems like the Wroblewski is a good choice >for starting place. Except for this, my comments come after your >stuff. From L542: These are term paper thoughts, in need of supporting evidence. Wroblewski, D. (1991). The construction of human-computer interfaces considered as craft. In Karat (ed.) Taking Software Design Seriously, NY: Academic Press, p. 1-19. Wroblewski defines craft as "any process that attempts to create a functional artifact without separating design from manufacture" and then applies this definition to software design and interface design (as a subset). A crucial aspect of craft is the way in which the products of the craft are used in the creation of additional products. This happens frequently in software creation. Another crucial aspect is the way in which the craftsperson is trusting of the crafting process and is situated in and responsive to a context instead of removed and analytical. Context and understanding of context is gained through the learning of language. Craftspeople are defined to as excellent in the way in which they able to be articulate with their context and apply their language to complicated, difficult to decompose, problems. -=-=- I argue that computer use in general is a craft for some people. In addition casting computer use in this way creates an opportunity for making use more effective. Craftspeople articulate with their tools, performing in an elegant fashion. They use their tools as extensions of themselves. >Would it be useful to distinguish between craft and art? It’s often >glossed in much of the non-academic writing at least Some views of computer use (Suchman) cast the computer as an interactive device with the appearance, because it is complicated, of intention. This makes the computer into other not a tool. Not an extension but a separation. The computer is a tool. If intention is determined by the effort required to decode meaning in communication we must remember that the decoding process is different for computers. As much as appearance suggests the contrary, there is explicit definition in a computer: meaning in communication can be determined by deduction. With enough time the onion can be unravelled, if necessary to the machine level. In humans, on the other hand, meaning is far more difficult to determine. Studies of category generation indicate that neither the intension nor extension of a category can be fully delineated. >Agree - but to split a hair, do you really mean to imply intention is >quantitative, based on how much effort is required? [things start to fall apart about here] Computers are interesting because they are tools for representing information while the computer itself is using information to do work. Able computer users have a deep understanding of the grammar of the computer and incorporate that knowledge into their own personal conceptual space. That knowledge is shared into communities of practice, like guilds for craftspeople. The CoPs provide for the sharing of paradigmatic examples. This increases the extension of the conceptual space of the craftsperson. Long but contingent extension allows for maximum flexibility when approaching problems. >This is very interesting. As you know I think flexibility, rather than >functional accuracy of representation, needs to become in many cases >the primary [design] objective. With sufficient flexibility, a system >can then be easily tuned for functional accuracy - and re-tuned as >needed as the functional requirements change over time. So, what >exactly do you have in mind by long contingent extension? For example, >do you mean a perpetual involvement of the information systems >professional in the adjusting of the system to changing requirements? >If so, this is what we have now - basically crappy systems that need >huge amounts of maintenance. Like, is your statement merely a truism - >the equivalent of the most flexible system is one that comes with a >programmer attached? Or is there something else here? Many people have >complained over the years about the loose cannon that is the skilled >but undisciplined programmer, who does things because they can be done >but does the wrong things - at least from the complainer’s viewpoint. >It is in this sense that the word “craft” raises a red flag in me. Uninitiated computer users communicate with the computer. That is they negotiate with the computer to convince it to do what they want. (this sounds supportable, what is it?) Craftspeople do not negotiate with their tools, they use them to negotiate with the problem. >Good - maybe clearer to say “Uninitiated computer users negotiate >with the computer to convince it to do what they want” - leaving >“communicate” for the larger category of computer use that includes >that by initiated/able users Able computer users communicate with the computer. That is they create communication with the device: they create and manipulate information. (There's an interesting and dreary generalization of this model: full formed, extensive knowledge of a conceptual space allows one to use something or _someone_.) >ugh If the computer as tool is a good model for effective use then there are several implications for application and systems design. Many of these recomendations seem contrary to perceived wisdom in the HCI community. I do not believe this to be the case. An apparent failing in HCI research is an overemphasis on the succecsful completion of a particular task in a particular context in a short period of time. Interfaces to computers pervade our lives, being able to use them as tools will enhance effectiveness in many areas. >Seems one clear section of the paper would be establishing the >computer as tool model - as part of the larger argument that >__________? Perhaps there has been too great an emphasis on the specific tasks that computers do. We should generalize to the overarching task of manipulating information--or as I prefer to call it: creating alternate representations--and see the computer as a tool for facillitating that process. >This might do for the larger argument/model [the recomendations] - expose the task - situate the task in the larger (info manip) task - share definition - if metaphors, should make sense in larger task - training by apprenticeship and paradigmatic examples which generate conceptual knowledge/membership in CoPs. - identify "elegant" solutions and determine why they are - simplify tools. Look at tools with long lifespans and determine why they are good. - distill tools (long been ethos of right tool for right job in unix (may be able to fit lego model of unix in here)) to simple form - separate interface from action: allows for situating [more, more clearly explained] >Very good - needs to be clearly shown to follow from the model of >computer as tool or more clearly shown to the larger objective > >As you said in another context, “give me principles supported and >illustrated by many short examples” [more or less what you said?] - >your thoughts and, hence, the term paper, provide several very >interesting statements pregnant with principle which need to be >supported by examples, not only to provide evidence but also to aid >the understanding of the reader. > >I think this has real potential for an excellent paper - and, more >importantly, for continued good thinking and discovery Back to the Index