our
ostensible purpose was to invent the new
interactive television,
ITV
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Invention in HCI:
Focus Groups,
Theory or the Kid in the Garage?
(Originally
appeared in the CHI-Atlanta
Bulletin, Feb 98, vol 1 num 1)
by: Donald E. Rickert, Ph.D.
©1998 D.E. Rickert
User-Centered Design
A Story
I'm going to tell you
about a defining moment in my life. I didn't know it at
the time. In fact, I didn't even consciously realize its
notability until I sat down to write this article. A few
years ago, I was sitting in a room in San Francisco with
30 or 40 market managers, human factors engineers,
usability specialists, and designers of every conceivable
variety- graphic designers, broadcast designers,
interaction designers, industrial designers, and sound
designers. There were also creative directors, producers,
film directors, creative agents, software engineers,
computer scientists, RBOCfast-trackers, and people whose
function I never understood. For those with a true taste
for irony, this meeting actually took place in Scott
Adams's old stomping grounds, the SF Bay area. Looking
back, the thought that this meeting might have been the
inspiration for a Dilbert cartoon now causes me to
chuckle. Despite this possibility, our ostensible purpose
was to invent the new Interactive Television, ITV.
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While we
were doing our thing, some kids in a garage would
invent the NEXT BIG THING right under our noses.
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Those Kids in the
Garage
Actually, we had a lot of
meetings like the one I described. Invention was supposed
to be a long-term process. At this particular meeting,
expert after expert took the floor to tell the rest of us
his or her view, theory, model, statistics, focus group
results, and so on. The corporate term of art at the time
was "ideation." After about a day of ideation,
the guy attempting to run the meeting said something that
really made me angry at the time. He seemed to question
the worth of human-computer interaction as a profession;
ergo, my self worth! I was too steamed to remember his
exact words, but the basic message was this- we could
talk about our focus group findings, participatory design
sessions, theories, methods, statistics, designs
(user-centered or otherwise) until either a) the end of
time or b) the money ran out. While we were doing our
thing, some kids in a garage would invent the NEXT BIG
THING right under our noses.
I now know that he was right, at least figuratively. Of
course, many great things are ACTUALLY invented by kids
in garages, the Jobs and Wozniaks of the world. But
inventions also come from old people in their basements,
which are often warmer than garages, and middle-aged
scientists working for big companies like 3M, undoubtedly
working on the next Post-Its(r), and mild-mannered folk
in university research labs. They come from people who
didn't graduate from high school, like Edison, as well as
people with Ph.D.s like Dr. Douglas Englebart (the mouse)
and Dr. Erno Rubik (Rubik's Cube). The fact that many
successful inventors have Ph.D.s demonstrates there just
may be some worth to the degree. College dropouts are
also well represented in the inventors' ranks-Bill Gates,
Edwin Land (the Polaroid camera) and Buckminster Fuller
(the Geodesic dome) are prominent members of this group.
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"...The
mind of an inventor is that of a curious child,
always exploring the world around him"
(Margolin, 1997)
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What Gives
Inventors the Ability to Invent?
What gives inventors the
ability to invent? It doesn't seem to be extraordinary
intelligence. Some have reported that inventiveness, or
creativity, is not related to high IQ (Levy, 1995). This
is good news for all of us non-Mensa types. A theme
recurrent in many writings on invention is that inventors
are in many ways like children-like kids
(Csikszentmihalyi, 1996; Petroski, 1994; Levy, 1995). Dr.
George Margolin, writing on this topic, cites Edison, who
said, "If you never grow up you'll never grow
old." Margolin goes on to state:
"...The mind of an inventor is that of a curious
child, always exploring the world around him [or her]. It
is a world of wonder and wondering, asking what makes
things work and why they are the way they are and do the
things they do. It's a world of looking at things in a
'different' way than 'normal' people look at
things." Furthermore, the "...inventor never
grows up. Seeing the world with 'new eyes' is the way an
inventor creates new things-often from old things.
Remember every child is an inventor. Every inventor is a
child (Margolin, 1997)"
In a similar vein, Richard Levy, a prolific contemporary
inventor and author (1995), states that children invent
because they don't realize that they can't.
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If one is
to create a new way, he or she has to be familiar
with the old way, or the dominant paradigm.
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Inventive
People-Not Methods
The key theme seems to be
that inventions come from inventive individuals, not from
any particular method, and certainly not from focus
groups or marathon "ideation" sessions. I am
not suggesting soliciting users' views or collaboration
with colleagues is unimportant; however, they may be
overrated as invention contributors. Nor am I suggesting
that science and theory are not important, quite the
contrary. In his seminal work, Creativity(1996), Mihaly
Csikszentmihalyi, stresses that inventive individuals
must first master the "symbolic systems" of
their fields. The symbolic system may be grammar and
style, mathematics, music theory, engineering
fundamentals or theories of human-computer interaction.
Picasso first mastered conventional techniques before
inventing his own revolutionary style. Likewise,
mathematical breakthroughs generally require a very
sophisticated understanding of fundamental principals.
Inventions are new ways of doing things. If one is to
create a new way, he or she has to be familiar with the
old way, or the dominant paradigm.
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Theory Does Not
Cause Invention
Theory, as important it
is, does not cause invention, rather, inventors cause
invention. What seems to be more important is, in the
words of Margolin-
"A real inventor is not afraid to make mistakes.
Mistakes may bother the hell out of him, embarrass him,
and they may cost him money, jobs or friends. But he
(substitute she, wherever you like) is LESS afraid of
making mistakes than doing nothing important enough,
difficult enough or worthwhile enough to cause mistakes
(Margolin, 1997)."
One should keep in mind Sturgeon's Law, which states that
"94% of everything is crap." One interpretation
is that an inventor is someone who will deal with 94
failures in order to get to that one success. When the
inventor succeeds, theories must often change in order to
explain the invention. So, while it may be true that
theories don't cause inventions, inventions do inspire
theories.
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"A
'major' innovation typically depends on a variety
of more modest innovations, craft techniques,
and even happenstance.
... design is an iterative process"
(Carroll, Kellogg and Rosson, 1991)
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Theory Follows
Invention?
Interesting notion, that
invention precedes theory. Can this be true? The notion
flies in the face of conventional wisdom, which holds
that inventions are developed from methodical application
of scientific theories. Many who have studied the history
of invention and innovation have questioned the
conventional wisdom. In his book, The Evolution of
Technology (1988), George Basalla concludes that
inventions take place in gradual steps of small
improvements over previous inventions. Scientific theory,
while often playing a significant role in the education
of the inventor, plays a minor role in the actual
invention process. In their analysis of the history of
technology, John Carroll, Wendy Kellogg and Mary Beth
Rossen conclude that:
"Design and development proceed chiefly by emulation
of prior art; deduction from scientific principles has
always played a minor role. Moreover, details of both the
design and its context are critical determinants of
viability. A 'major' innovation typically depends on a
variety of more modest innovations, craft techniques, and
even happenstance. Finally, design is an iterative
process (Carroll, Kellogg and Rosson, 1991, p. 75)."
Carroll and his colleagues illustrate the history of the
invention of the steam engine. Their analysis shows that,
contrary to folklore, the "invention" of the
steam engine took place over a period of time that
exceeded 60 years (Carroll, Kellogg and Rosson, 1991).
Basalla concludes that the only contribution of
scientific theory to the evolution of the steam engine
was the notion of vacuum (Basalla, 1988, cited in
Carroll, Kellogg and Rossen, 1991). The rest proceeded
through many iterations of trial and error.
This seems to be particularly true in the field of
human-computer interaction. Carroll, Kellogg, Rosson, as
well as Barnard, (Carroll, Kellog and Rosson, 1991;
Barnard, 1991) observed that innovations in the design of
user interface artifacts have almost always preceded
theory, rather than the other way around, e.g. the case
of direct manipulation. In other words, designers design
solutions to things they perceive as problems. Some of
these attempted solutions (i.e. inventions) eventually
become recognized as useful and/or usable, then
Psychology steps in to explain them. The explanations
evolve into theory, which becomes part of the dominant
paradigm within which future generations of HCI
professionals learn their art (or science, if you
prefer). This process can be viewed as an evolutionary
spiral, where successive generations learn from the
explanations of previous generations' inventions.
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Conclusion
Just keep in mind that you
may come up with the next direct manipulation paradigm,
hypertext, the WorldWide Web, Netscape, the mouse, GUI,
PC, PalmPilot, universal remote control, paper clip,
Velcro, Post-It Notes, modern flushing toilet, or
whatever. Pay attention to the things that people use
that can be made better, listen to and observe regular
people, know your field, but most of all, start acting
like a kid.
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References
- Barnard, P. (1991).
Bridging between basic theories and the artifacts
of human-computer interaction. In J. Carroll
(Ed.), Designing interaction: Psychology at the
human-computer interface (pp. 103-127). New York:
Cambridge University Press.
- Basalla, G. (1988).
The evolution of technology. New York: Cambridge
University Press.
- Carroll, J. M.,
Kellogg, W. A. (1989). Artifact as theory-nexus:
hermeneutics meets theory-based design. In CHI
'89 Conference Proceedings: Human Factors in
Computing Systems, (pp. 7-14), New York:
Association for Computing Machinery.
- Carroll, J., Kellogg,
W. and Rosson, M. (1991). The task-artifact cyle.
In J. Carroll (Ed.), Designing interaction:
Psychology at the human-computer interface (pp.
74-102). New York: Cambridge University Press.
- Csikszentmihalyi, M.
(1996). Creativity: Flow and the psychology of
discovery and invention. New York: Harper
Collins.
- Levy, R. (1995). The
inventor's desktop companion. Visible Ink Press.
Washington, D.C.
- Margolin, G.
(December 1997). An inventor never grows up.
America's Inventor Online Edition http://www.inventionconvention.com/americasinventor.
- Petroski, H. (1994).
The evolution of useful things. New York: Vintage
Books.
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