Ben Shneiderman argues for a new, more human-centered approach to computing based on Leonardo da Vinci's creative and collaborative work. He envisions software that supports creativity by enabling inspiration, problem-solving, and collaboration. Shneiderman proposes designing technologies around how people form relationships, with features that support gathering information, collaboration, creation of new ideas, and sharing ideas. The goal is for computers to better serve human needs and foster more creativity.
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Leonardo's Accessories for Hudl: Human Needs along with the New Computing Technologies
Ben Shneiderman, 2002. Cambridge, MA: MIT Press, [ISBN -262-19476-7, 269 pages, including
index, $24.95 USD.]
Ben Shneiderman sees Leonardo da Vinci's ubiquitous notebooks, packed with sketches, hypotheses,
and inventions, as models for a new, more humane form of computing--one that is much
moresociable and creative, and universally usable. Imagining how Leonardo might build a hudl
accessories computer, Shneiderman pleads for the renaissance in how we build and document
technology. He paints a practical utopia.
Building on more than a quarter century ofteaching and research, and consulting on human-
computer interaction, this book rises above the information on usability research, interface
guidelines, and debates about statistical significance. Getting the long view, Shneiderman argues
that the old, bad computing paradigm tended to emphasize technological progress, even though a lot
of confused and frustrated users disliked these products. Too often, he says, these kinds of products
had "incomprehensible terminology, poor online assistance, and nasty failures" (p. 12).
The purpose of new computing is to serve human needs, rather than to replace people with
automation or robots, Shneiderman says. So, speak up if you find an interface confusing! He urges
people to loudly upbraid the perpetrators ofunfriendly and ugly, and unusable products. But in case
you have a hand in developing a high-tech product, he urges you to get creative.
He sees creativity at the heart of the design process--and at the peak from the pyramid of human
needs. In fact, he envisions software that can "enable many people to be creative more of the time"
(p. 208). But just how? He sees three paths.
* One path emphasizes inspiration, the second of "Aha! " that comes after long preparation; so
Shneiderman yearns for playful software that encourages brain-storming, free association, and
alternative perspectives.
2. * Another way to become creative involves problem-solving; Shneiderman argues that software can
support that process with what-if scenarios inspreadsheets and simulations, and modeling software.
* Another approach views human context as the most important aspect of the creative process, so
Shneiderman likes software enabling collaboration with peers, advice from mentors, and emotional
support from friends and family. Dismissing everyday creativity (a fresh twist with a glossary
definition, say), Shneiderman hopes to see software that brings together all 3 approaches for which
he calls evolutionary creativity--refining and applying existing paradigms or methods in new ways.
To encourage evolutionary creativity, then, Shneiderman argues our computers should help us move
3. easily back and forth through each of the following activities:
* Looking for information
* Visualizing to discover and understand relationships
* Speaking to peers and mentors, getting ideas and support
* Thinking up new combinations of ideas through free association
If and simulation tool, * Exploring possible scenarios through what-s
* Composing artifacts or performances
* Replaying and reviewing sessions to reflect
* Disseminating leads to win recognition and to expand the resources offered to other people in the
field
With this book, Shneiderman gives us interesting ideas on methods computing can enable all of
these activities. He expands our sense of whatever we could Continue Reading be doing, with a
breadth of vision that can only come from experience, and a fondness for creative thinking like
Leonardo's, though he does not provide specific guidelines.
He stresses human needs, not technological advances. So relationships come first, and then human
activities--prior to instructions per second. True creativity gives people more control, more options,
more ways to get in touch with others.
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To attain designs that will help people expand relationships, Shneiderman suggests that we envision
how our audiences move through their circles of relationship, from the interior world of the self,
outward to friends and family, then colleagues and neighbors, and finally the bigger world of fellow
consumers and citizens in a global market-place. The relationships expand in size while shrinking
within the degree of interdependence, shared knowledge, and trust. As writers, of course, we
wrestle with the variety of audiences we face, and we find it hard to define our relationship with
them. On the other hand, in the old computing world, designers found relationships disturbing, and
uncomfortable:
Centering on relationships can be a new direction for many people in the
computing field. After all, the fundamental notion of the individual
4. computer was tied to our prime degree of introversion among
information-processing professionals. (p. 83)
Having postulated four circles of relationship, Shneiderman summarizes the activities that users
want to participate in:
* Collecting information (reading documents, listening to stories, exploring libraries)
* Relating (asking questions of others, taking part in meetings, joining dialogs, developing trust)
* Creating (planning, visualizing and brainstorming exploring alternatives, simulating outcomes,
coming up with a design)
* Donating (disseminating what you have come up with, through reports, training, events and
meetings mentoring)
Based on this analysis, Shneiderman suggests a grid for fostering creativity through technology. The
four stages of human activity make up the columns, along with the four circles of relationship form
the rows. We can easily uncover human needs we might not otherwise have considered, expanding
our original concise explanation of our work and breaking out of preconceptions, by filling in the
matrix for a particular project.
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To show how such a method might take us beyond mere usability, Shneiderman provides case
studies, describing how he, his students, and like-minded designers have applied some form of this
matrix to projects, making e-learning, e-commerce, e-healthcare, and e-government more
educational, responsive and interesting and democratic.
Grounded in actual design, his ideas are less visionary than those of Leonardo but more immediately
applicable at work. Leonardo's hudl accessories, then, turns out to be an inspiring metaphor for your
new computing--an image of what we should be developing as participants in user-centered design,
and a reminder of what we must demand whenever we ourselves use technology.
JONATHAN PRICE runs The Communication Circle in Albuquerque, NM. An associate fellow of STC,
he belongs to the American Society of Journalists and Authors. He has coauthored Hot text: Web
writing that actually works, The best of shopping online, Fun with digital imaging, and How to
communicate technical information.
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