Dust or Magic Bob Hughes IBG S KOI m ■■ IBOOK SI Bristol, England, UK Bosko Books Bosko Books publishes books and digital resources relating to design for use, new media and information technology, www.boskobooks.com This book is printed on paper from sustainable forests. Bosko Books is committed to lowering the impact of the publishing process on the environment, www.boskobooks.com/eco This edition published 2007 by Bosko Books. Copyright 2007 Bosko Books, PO Box 1173, Bristol, BS39 4WZ The right of Bob Hughes to be identified as the author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without either the prior written permission of the publisher or a license permitting restricted copying in the United Kingdom issued by the Copyright Licens ing Agency Limited, 90 Tottenham Court Road, London, WIT 4LP. All trademarks used herein are the property of their respective owners. The use of any trade marks in this text does not vest in the author or publisher any trademark ownership rights in such trademarks, nor does the use of such trademarks imply any affiliation with or endorse ment of this book by such owners. ISBN: 0-9547239-5-3 A CIP catalogue record for this book is available from the British Library. Typeset in Minion llpt. III About the 2007 edition of ‘Dust or Magic’ Apart from its new preface, this edition of Dust or Magic is essentially the same as the original one, which was published by Addison Wesley in 2000. The main differences are that it’s a lot more affordable, thanks to the efforts of Lon Barfield and Pete Maxwell at Bosko Books, and to the magic of e-publishing and print-on-demand. We think it also has a more satisfactory subtitle. The old subtitle, Secrets of Successful Multimedia Design, made everyone cringe, apart from the all-powerful marketing people at Pearsons (who own Addison Wesley). And it has a few long-overdue acknowledgements, and some small updates: I particularly need to thank Steve Temblett (my editor, subsequently chief editor, at Addison Wesley) for being a rock of reassurance during the harrowing process of getting the first edition home and dry, and then for coming up with the inspired title, Dust or Magic. John Cato gave me lots of kind encouragement and the free use of his office while I was writing it. Chris McEvoy has been a great support - and he deserves special thanks for giving Jakob Nielsen a dose of his own metrics at www.usabilitymustdie.com. And enormous thanks to Lon and Pete for their help with getting this edition to you, and to Teresa Hayter for putting up with it all. Dust or Magics coverage of our industry stops at about 1998, and there are so many things that I could update, the book would need to multiply in size to accommodate them. And I would need several parallel lives to write them. Instead, with apologies, I’ll limit myself to just a few items: If you’re interested in Interactive Fiction (Adventure-type games, mentioned in Chapter 1.5) do take a look at Inform: a complete, free, object- oriented language that runs on all machines. It even comes with a big, wonderful manual (also free). It is the work of Oxford mathematician and poet Graham Nelson: www.gnelson.demon.co.uk. Nick Montfort has written a fascinating, hugely readable book about this genre called Twisty Little Pas sages1, which includes the fruit of extensive interviews with the key people responsible for the genre - including Graham Nelson himself (famous for his elusiveness). The wonderful Theodor Holm (Ted) Nelson is also in Oxford at the time of writing, where he holds a fellowship at the Oxford Internet Institute. His latest major development is ZigZag - a system for associating data in as many dimensions as you like, and it really does work. He also has a fully working system for performing Transclusion’ on the web, TransLit, all of which builds up into a very robust alternative computer universe’ called Floating World. IV And on the subject of Nelsons, the anecdote in the introduction about the triggers on HMS Victory aroused quite a bit of interest, so I did a bit more research. It’s quite a story but the main figure, I think, is a mathematician called Benjamin Robins (a friend of the admiral and explorer George Anson). More on this in an oldish book called Guns at Sea by Peter Padfield.2 HyperCard (referred to frequently in Dust or Magic) now has a marvellous, fully cross-platform workalike called Runtime Revolution. It’s the product many of us dreamed of ten years ago. See www.runrev.com. Brian Thomas (Chapter 2.1) has used it to re-release his If Monks had Macs. Bob Stein has brought many of the Voyager CD -ROM titles mentioned in Chapter 2.2 back onto the market again - see www.bringyourbrain.com. (This is in addition to the ones Aleen Stein continues to publish under the Organa name: www.organa.com). As I speculated in Chapter 3.7, ‘trauma is in a major sense the opposite of ‘story’. Indeed, that’s largely the basis of psychotherapy. This is a theme in Joe Lambert’s excellent, recently-published Digital Storytelling - capturing lives, creating community3, available via www.storycenter.org... and for a full account see Judith Lewis Herman’s Trauma and Recovery4. Finally, posthumous thanks and apologies to the late Jef Raskin. He should have figured very prominently in Dust or Magic, but I am ashamed to say that I didn’t know anything about him until his book The Humane Inter face5 appeared. (Actually, that’s not quite true - I’d read something about his Swyftware system around 1988, but it seemed so ridiculously simple and powerful that I began to think I’d dreamed it - until the book came out.) My coverage of the Apple Macintosh story and human-computer interface design would have been much stronger if I’d known about Jef when I was writing Dust or Magic. V Contents Preface.............................................................................. . . . VII Section 1: ‘Cyberia’ Introduction: The Emancipation of the Serfs .................................... .....1 1.1 The computer as a ‘medium’....................................................... . ... 11 1.2 The computer as a landscape....................................................... . ... 15 1.3 Cyberia’s geological past........................................................... . ... 23 1.4 Bush, Engelbart, Nelson, and the Quest for Xanadu............................. . ... 29 1.5 Early explorations: From ‘timesharing’ to the Personal Computer............ . ... 45 1.6 The beginnings of a mass medium: Interactive Video........................... . ... 53 1.7 From the Mac to the Seedy ROM................................................. . ... 59 Section 2: Eminent Cyberians Introduction: “Tomorrow’s establishment is today’s lunatic fringe”........... . ... 75 7.1 Voices from nowhere............................................................... 79 2.2 Voyager: Cyberia’s first viable community........................................ . ... 99 2.3 The power of‘primary evidence’: Curtis Wong develops the Voyager vision . .. . . 119 2.4 The ‘book as hero’ in Romain Victor-Pujebet’s “Le Livre de Lulu”................ . 127 2.5 The Nationwide Building Society, and its ‘Interact’ project.................... . . . 135 Section 3: Working in Cyberia Introduction: Do we really have to ‘get real’?..................................... . . . 149 3.1 Crying all the way to the bank: Microsoft’s “Sendak” saga...................... . . . 151 3.2 Get yourself a theory, and make it a good one.................................... . . . 157 3.3 Audience: Who are you making this for - and where are you taking them? . . .. . . 163 3.4 Emotion, interaction, participation, carnival.................................... . . . 177 3.5 ‘Cognitive dynamite’: multi-sensory effects that blow you away............... . . . 189 3.6 ‘Cognitive train-wrecks’ and ‘user expectations’................................. . . . 201 3.7 Storyspace: from the path to the landscape itself................................. . . . 211 3.8 Working in Cyberia: from storyspace to the real world........................... . 227 3.9 Trust, and the paradox of self-absorbed work.................................... . . . 249 3.10 Conclusion: rediscovering workmanship......................................... .. . 255 Notes................................................................................. 7.61 Bibliography......................................................................... . . . 279 Index................................................................................. . . . 293 VI PREFACE No more books about creativity, thanks; just a world where it is possible The lesson that emerges, far too cautiously, from Dust or Magic, is that we are in the middle of an undeclared war over what Norbert Wiener called “The human use of human beings”. Since the book came out in late 1999 I’ve been able to meet and discuss working life with far more people, far more candidly than I ever could do before, and there is no question about it: this is war! On the one hand, we have the people who do the work. We have our own, personal experiences and beliefs about how we work best, which are all amazingly similar and are confirmed now by mountains of the most conclusive research imaginable. Our experiences, and the research, show unequivocally that we do our best work when were not feeling threatened or harassed, and are in control of our jobs and lives. On the other hand, we have the system: capitalism and its latest human manifestation, managerialism. Workers of all kinds are being subjected to more and more control and monitoring, exposed more and more to arbitrary inspection and challenge, required more and more to account not only for their actions but also for their proposed actions and even for their feelings about their jobs: employers increasingly require you to hold sincere, positive feelings toward them and to their customers. This applies to all workers; i.e. people who actually do something for their living, almost irrespective of salary (although the poorest-paid are in general the most monitored). Increasingly, computers are the means whereby the regime is enforced. This system, whose watchword is ‘excellence’, seems to have been designed to make good work almost (but not quite) impossible. The system, it should be said, needs good stuff and does not actually object to it per se. What it really objects to is the situations in which good stuff is produced: situations where people feel secure, valued, and in control. These are precisely the situations where the system’s writ does not run, and they are anathema to it. So the good stuff people do is overwhelmingly done despite the system, in the teeth of its opposition, and in overlooked nooks and crannies of human decency and respect. For anyone who wants to spend viii Preface their life doing good stuff, this is an important thing to grasp - because until you grasp it you are apt to blame yourself unnecessarily for your failures. And the system will encourage you to do this. It tells you that “you can make it if you try” and you tend to believe it, even when common-sense tells you it is a barefaced lie: we cannot all play for Manchester United, or be President of the United States, or beautiful, simply by ‘trying’. So if you want to do good stuff, the first thing you must do is distinguish situations that permit it from ones that don’t, and try to find ways of turning the ones that don’t into ones that do. You can’t do this without action that’s to some extent political, and based on solidarity: things that the system abhors and which it has developed a rich array of techniques for discouraging. The most effective of these techniques is a special kind of division of labour, whereby the most dangerous members of the workforce are separated from their fellows by special favours and titles. Thus you, who read this, are perhaps called ‘creative’ by your bosses, and allowed to wear your own clothes to work. Your work will be done in a different and curiously hallowed part of the building, maybe slightly less intensely monitored than other peo ple’s, and there will be strong hints that you may at some point enjoy hugely better rewards than the other workers do. You may even have a bar-football machine in the office (but also a strange inhibition about actually using it). It will also be assumed that, because you are so very different from other workers, you scorn the idea of joining a trade union, and are entirely happy to work whole weekends of unpaid overtime, and even brag about it. ‘Creativ ity’ has become the new methodism - an ideology that perverts workers into embracing their own humiliation. Computers are all about control - but of what, by whom? They are rou tinely described as ‘revolutionary’ and their literature is full of talk about ‘human values’ and ‘human-centered design’. Computers are certainly permeating and affecting human life all over the planet. But what is the ‘computer-revolutionary agenda’ and who, if anyone, is writing it? What great visions do we have, about life after a computer revolution? Ben Shneiderman is justly considered one of the great names in Human- Computer Interface design but his recent book, Leonardo’s Laptop6 worries me. He starts off by declaring that “7he time is right for the high tech world to attend more closely to the needs of humanity.” Absolutely! But he then unfolds a vision of computer use that sounds to me very much like old-fashioned Victorian colonialism, with knobs on. His future-world seems to be a sort of sweetshop staffed by obliging, good-humoured foreigners. Has he got ‘humanity’ confused with ‘customer’? When you travel, he predicts, ‘human ity’ will be able to choose “local guides whom you hire for their colorful
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