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CHANGE IN H~N~ER INTE~A~F~ ON 1~ SPACE STATION:
THY IT BEEN TO HAPPEN AND HEW TO PLAN FOR IT
Philip J. Hayes
OVERVIEW
. ~
The space station is unique In the history of manned space flight in
its ~ planned Jongevi~r. Never before have we had to deal with a canned
space system that was expected to perform for twenty five years or
longer. m e implications of this requirement are far-reaching. This
paper attempts to explore some of those implications in She area of
human-computer interfaces.
m e need for hooking (designing sof ~ e for future extension and
modification) is already well established in the space station
program as a whole. me paper explores in some detail why hooking is
an important requirement for human-cc mputer interfaces on the space
station. m e reasons are centered around the rabid rate of expansion
, , _
. . . ~
in the kinds an] combinations of modalities (toning ara~hirc.
~ ~ — ~ ~— — —~ ~ _#— —-I———— — — ~
pointing, speech, etc.) available for human-comput~r interaction and in
the interaction and implementation techniques available for them. Many
of these mKdaliti== and associated interaction techniques are
~~ ~ ~ ~~ ~ ~ Different modalities
well-developed, others are in embryonic stages.
(or combinations of modalities) are appropriate to different
The paper therefore also looks at the appropriateness of
situations.
the modalities according to task, user, and the space station
environment. An appropriate matching of interface modalities, task,
and user is essential to maximizing the potential of on-board computer
systems in their primary gc~1 of supporting and amplifying human
abilities.
A second rationale for providing hooking in human-computer
interfaces is related to the currently developing possibilities for
intelligent interfaces. So the paper discusses methods of achieving
intelligent- ~ interfaces, and in what circumstances it is desirable.
The issue of ~nt=1ligence is also related to the distinction between
conversational/agent type systems and machine/tool-like systems. The
- - The
paper explores the tradeoffs between the two approaches and discusses
the circumstances in which a more conversational/agent style system
could fit space station goals and NASA culture.
After examining the need for hooking in human-computer interfaces,
the paper turns to the question of how to achieve it. The discussion
current culture at NINA is highly oriented towards the latter.
151
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152
here centers around methods of achieving a clean separation between the
interface and the underlying application (space station system) it
Faces to. The key advantage of this kind of separation is that it
aliens the interfaces to be changed independently of the applications,
so that a new interface (possibly employing different modalities from
the old one) can be rolled in without altering the application in any
way. In an environment such as the space station where the underlying
applications may be complicated, mission critical, and highly
integrated with other applications, such separation becomes all the
more important.
m e feasibility of a completely clean separation between interface
and application is uncl==' at the moment. The question is currently
being addressed by the major subarea of human-co mput~r interaction that
days with user interface management systems (blabs). Unfortunately,
it is infeasible to wait for research on this topic to reach full
many. Unless the original applications and interfaces are built
with separation in mind, retrofitting separation is likely to be
impossible. So the paper discusses what kind of interfac~e/application
separation is feasible for the space station initial operating
capability (IOC), and looks at how this will constrain the overall
possibilities for human-computer interaction.
Separation of interface from application has two other important
advantages in ablution to hooking. First, it promotes consistency
between interfaces to different applications. Most of the work on
UIMSs emphasizes a common set of tools for construction of the
separated interfaces, and this ~nevit~hly leads to considerable
consistency of (at lent f~ne-gra~ned) interface behavior between
interfaces. m e importance of consistency in interfaces has been
appropriately emphasized by Poisson in the preceding paper. Secondly,
the hooking made possible through separation also mares it -crier to
alter interfaces during their initial develcpment. The only effective
way of developing excellent human-oomputer ~nterfa~= is to build
interfaces, son how users perform, and then re.peatedly alter them to
deal with problems. This process is much more effective if the
Interfaces are easy to Codify. The paper explores these two other
aspects of ~nterface/application separation further.
APPROPRIATE INTERFACE MODALITIES
The need for change in human-computer interfaces on the space station
and the acnseque~nt nerd for hooking arises out of the rapid development
that has occurred and continues to Incur in interface modalities
(typing, graphics, pointing, speech, etc.) and the interaction
techniques used with them. m is section discusses what interface
modalities (or combinations of modalities) and techniques me
appropriate for different kinds of interface tasks. An appropriate
matching of interface modalities, task, and user is essential to
maximizing the potential of on-board oomph systems in their primary
goal of supporting and amplifying human abilities.
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153
Interface Requirements for the Space Station
The basic considerations in designing good human-computer interfaces
for the space station are the same as for any human-computer interface
on Earth. In particular, the interfaces should be:
- easy to learn
- easy to use
- efficient to use
Such has been written, e.g. (Hansen, 1971), about this and similar
lists of attributer. For present purpcscs, we can treat them as
self-evident, though of different relative importance In different
interface situations. There are, however, some special characteristics
of the space station environment that require further discussion before
looking at the relative utility of the different available interface
_ ~ _ ~ ~ ~ ~ = ~ ~ _ ._ ~= _ _~ : _ me, .—a ~ .
I=aal111=S. 111~ =~1 ~~-1~1W =1~1~.
Weightlessness: In addition to being the most obvious special
_ _
, ~ , 8 ~ , ~ ~ 1 ~ ~ ~
characteristic of the space station environment, zero-g causes
specific problems for human-oomputPr interfaces. m e problem is
that movement by humans In a weightless environment induces
other movement. m is is particularly true if the movement
involves pressure against another object, such ~~ in typing or
pointing on a touch sensitive screen, but it is also true for
any kind of gesture, such as with a non-touch light pen. A
person employing such interface mcdalities will tend to drift
away f ~ n or change orientation with respect to the workstation
he is using. m e simplest solution to involuntary movement
induced by human-computPr interaction is simply to tether the
user physically to the workstation. This, however, Hal the
curious died vantage of inconvenience, especially if the
interaction session will not last long. Also, the tethering
would have to be relatively complex and therefore intrusive to
solve completely the problem of changing orientation.
Analogue/continucus Interaction: Many interactions on the space
station require (or could benefit frum) command input which can
be given rapidly and/or in an analogue/continucus manner.
Obvicus examples include any kind of docking or remote
manipulation activity. Less obvious ones include manipulation
of continuous variables in, for instance, systems controlling
the life-support environment. Analogue/continuous interactions
require different kinds of interaction modalities and techniques
from those used In more traditional computer command languages.
Varied groups of users: Although the most m~ssion-critical
systems will continue to be operated by highly trained
personnel, the sheer number of systems likely to be available in
the space station suggests that this will not be true for all
systems. Some leas m~ssion-critim=1 or time-critical systems
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154
in, for instance, the areas of personal comfort, provisions,
or ~nter~w c=~nication, are likely to have to interact with
users of varyir'3 dies of sophistication and - science winch
rent to those systems. To avoid negative transfer effect;
between different systems, interfaces net ~ be as consistent
as possible access the various systems. To deal with users who
are inexperienced (for that system), interfaces also need to be
as self-evident, self-explanatory, and self_documenting as
possible. m e goal should be for experience with some subset of
the non-m~ssion critical systems and appropriate knowledge of
the dcma~n the system days with to serve as sufficient
experience for the accomplishment of straightforward tasks with
any of the other non-mission critical systems.
· Hands-free operation: m ere are many situations in the space
station environment in which hands-free interaction woN1d be
useful. An obvious example is extra-vehicular activity, but
more frequent examples might arise when it was important to
avoid the induced motion problems mentioned above (in the
weightlessness bullet) or when it was useful to have an
additional I/O channel in the context of a complex hands-on
analogue activity such as remote manipulation. m e most natural
han~s-free mcdali~y is speech, but other possibilities include
control through eye-movement, or in specialized circumstances
use of feet or other body parts.
Having looked at some of the space factors which might influence
choice of interface style and mcdali~y, we now look at the
appropriateness and range of appli~hili~y of the various modalities.
Some of the discussion presupposes certain styles of interface for each
type of modality. m e presuppositions are not always necessarily
valid, but are characteristic of the way the modalities have typically
been used.
Character-Oriented Interfaces
The vast majority of human-computer interfaces currently in use are
character-oriented. The users of these interfaces provide input by
typing on a keyboard, and the systems provide Output through a screen
with a fixed number of character positions (typically 24 lines of 80
characters). Interfaces of this kind do not have a great deal to
commend them for the space station environment. Reasons include:
The physical pushing motion involved of typing leads to the
induced motion problem mentioned above. Typing sessions of any
length require some kind of tethering arrangement.
Typed input is unsuitable for analogue/contLnuous interaction.
In charac~-r-oriented interaction, the user typically issues
commands through expressions in a l~ne-oriented artificial
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155
command language). Such languages generally require significant
learning effort, making them difficult to use for initial or
casual users. Some ccmman] languages, such as the one for DEC's
Tops-20 operating system, have shown that it is possible through
uniformity and carefully thought cut help facilities, to reduce
the difficulty of use by non-expert users. However, command
line interaction is inherently more limited in its perspicuity
than the direct manipulation style described in the section
titled "Graphically-Oriented Interaction".
Although some of the learnability and ease of use problems with
command-line interaction can be overcome through selection frum
menus f~.~ the keyboard, this can be seen as an attempt to
overcome the limitations of the modality by ~ e of an
interaction technique borrowed from another mcdali~y, i.e.
pointing input. It sums more appropriate to we the pointing
Reality directly.
.
~aracter-oriented interaction is essentially an old, though
very well worked out (see e.g. Martin, 1973), technology.
Graphi ~a' ly~rient~ Interaction
A Decently developed armful increasingly popular starve of interaction is
based an the ~~== of a high-resolution graphical display and a pointing
device such as a mouse or joystick. A well known system exemplifying
this scheme is the Mac =tosh personal computer (Williams, 1984~.
Interaction An this style is based on techniques such as
menu-selection, icon selection and Excrement, and other kinds of
g~-aphically~oriented Cations. This style of interaction is also
knacks as did manipulation (Hutchins et al., 1986; Shneidennan,
1981), indicating ideally ~t the use Should fed that he is d; rely
manipulating the objects represented bar the cC - user system. An
example of this kirk of direct manipulation analogy is deleting a file
by ding a muse to "pick up" the icon representing the file ark mere
it ink an icon depicting a wastepaper baked.
mere are many Interfaces that are graphical In nature, but fall
well Short of the ideal of dirt manipulation of providing the user
with the illusion of Operating di~y on the "world" of the
underlying application. Interfaces that rely on Argus, for instance,
often do no sort such an illusion. Interaction will have more of
the flavor of direct manipulation if the user can perform an operation
by moving an icon, for instance, as in the file deletion example above,
an by sele ~ ing the nary of the Operation freon a list in a menu. To
the extent that-they can be maintained, the metaphors implicit On
direct manipulation interfaces make the interfaces more easily
learnable, and reduce the need for help systems. This is important for
the varied groups of users that will be using non-m~ssion-critical
systems. m e Xerox Star (Smith et al., 1982) and Macintosh (Williams,
1984) have given some idea of what is possible in this line in the
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156
office and personal fling are. More research is needed to
provide more interaction metaphors on which to }build dialect
manipulation ~nterfar~s. The creation of such metaphors will be
aidedby the existence of new and innovative I/0 devices (SIX! section
titled "Novel I/O Modalities".
Grnphirally-oriented or direct manipulation interfaces are in many
ways superior to ~aracter-oriented interfaces for the space station
Am.: ~_. =~' - An_ _~ of: ~ ~ ~~ AN a: _: ~_: ~~
e0V~llmRIl~/ AUK =1~ ~ ~111 ~~ U=Ll~l~lC;l~. In particular,
scene of the standard pointing devils need on earth are not well
adapted to a weightless environment. This is particularly true of the
mouse which is Upended to he used on a flat surface under the
influence of gravity. The ligh~pen and the tracker ball both r ~
pressure against a surface and so have an induced motion problem. The
joystick may be better adapted f~-w`~ the point of view of induced motion
Cay'—~ ; ~ ~ll;~C Ah: Ohm 11~' ~;~ ; - ~ ~ m=~;~ll =~= ; ~
=~1'_- '1_ aLC~~'~ ~~ -IC ~ O'er 'A WIt~1'~ 'ha mis ~i~
the possibility that correction of the motion induced ~ ght be possible
through the user's grip. Howe veer, there are obvious problems with this
app Mach for f me-grained movements, but there is a great deal of
experience with the use of joysticks In weightless environment from
such tasks as remote manipulation.
A better approach may be solved by further development of innovative
pointing devices specifically aimed at use in a weightless
environment. One possibility is a freely man able hand-held 'houses
which induces 2-D motion on a screen. Of course, the full six degrees
of freedom of motion with such a device also c pen up the possibility of
control of three-5imensional simulations or real actions. Devices of
this kind are available and investigations into their use and
refinement should be encouraged.
Another innovative kind of pointing technology even better adapted
for space is eye tracking. Eye tracking has the dual advantages of no
significant induced motion and hands-free operation. It has the
disadvantage of intrusive apparatus. It may be p~'ticu1arly
appropriate for activity in a space suit where the eye-tracking
apparatus can be incorporated into the helmet with no increment in
disccmfort or inconvenience. Further work is needed both to develop
less intrusive forms of eye tracking and on the use of eye tracking
control in extra-vehicu1ar activity.
Earth-based direct manipulation inter feces generally operate within
the context of fixed workstations. While there are many space station
tasks for which this is perfectly appropriate, there are others where a
more portable arrangement is required or preferable. Elk is the most
common, but other examples include inventory, inspection, and
communication forks. Work on ~n-helmet displays is needed for Eve to
complement the work on eye-tracking. Other work on hand-held or
otherwise portable display and pointing devices is needed for the
on-board backs requiring mobile interactive devices.
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157
Natural I£~ge Interaction Via Keyboard
TO natural language input ark output is not a m~ality in its own
right, but a variation on ~aracter-orierlted interaction. However, it
is sufficiency different freon ~pi~1 Demand garage inaction
at it is worth considering separately.
A ~ow-level, but nevertheless significant, artifact of the
redundancy of human language is that natural language will usually
require many more keystrokes than a command language designed for a
specific interaction task. This means that the remarks above about the
undesirability of the significant amounts of typing involved in command
language interaction apply with greater strength to typed natural
language interaction. Also for rapid interaction or interaction with
an expert user, the amount of typing involved typically makes natural
language interfaces unacceptably slow.
Natural language interaction, however, has the important advantage
over command language interaction that it allows the user to express
things in a way that is natural for him, rather than having to learn an
artificial (and frequently arcane) command language. It is thus more
suitable for casual users and could help to meet the goal of making a
wide variety of space station systems accessible to many different
users of varying skill levels.
This argument in favor of natural language interaction presupposes
that the interface= can handle any form of expression that a user cares
to come up with and is relevant to the underlying application. At the
current state-of-the-art, this is an invalid assumption. In practice,
natural language interfaces fall well short of full coverage on
syntactic, semantic, and pragmatic grounds, even for the restricted
domain of discourse implied by a specific underlying application. m is
leads to the habitability problem (Watt, 1968) in which many of the
advantages of naturalness and lack of 1P=rning disappear became e the
user has to learn what is still essentially a subset of English (or
whatever natural language is being used) artificially restricted by the
limitations of the natural language processing system. This problem
can sometimes even make the language more difficult to learn than a
simple command language because the limitations are less easy for the
user to identify and remember. On the other hand, these problems can
be minimized by appropriate human engineering for interfaces to
appropriately limited applications. However, this is very
Me-consuming and expensive at the time the interface is developed
s mce it involves detailed observations of many users interacting with
the system and repeated extensions of the natural language coverage
until all the commonly occurring syntax, semantics, and pragmatics a
handled.
Perhaps the most ~ rtant reason for not us mg natural language
interaction is that most interaction can be handled more easily by
direct manipulation or other graphim~lly-orient^~ means. Moreover, as
the section titled "Graphi~lly-oriented Interaction" po Ants out,
graphim=1 interaction is likely to be more suitable for the space
station environment than characber-oriented interaction in general.
Whenever the user is trying to select between a limited number of
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158
al~tives or is Crying to manipulate objects or access information
that can be present to him ~ ntuitive spatially~istribu~
manner, then natural language interaction (or any other fores of
keyboard interaction) is likely to prove inferior to graphical
interaction. There are, however, some cir=~mstan~= in which natural
language or command language interaction is preferable to graphical
interaction, including:
.
When there is a large range of options to choose between,
especially when the options can be composed in a combinatorially
explosive kind of way;
When there is no convenient way to distribute the information in
a twordimer6ional space;
When a suitable spatial distribution exists, but the resulting
space of information is so large that only a small fraction of
it can be presented to the user at any one time;
When the user is looking for information that is distributed
across several spatia1ly-dist~nct items, so that retrieval of
the information by direct manipulation would require iterative
exam mation of each of the relev ant interface components.
These conditions are not true for most interactive situations, but
come up frequently enough for natural language to be considered as a
secondary mode of interaction for many applications to supplement a
largely direct manipulation interface. To be effective in this rote
the natural language interaction has to be suitably integrated with the
direct manipulation interaction. Some work has been done in this area
on how to use vision context to help interpret pronouns and other
anaphoric and deictic references by the user and also to allow
intermixing of pa muting and natural language input (Bolt, 1980; Hayes,
1987a). However, integrated natural language and graphing interfaces
could provide significant benefits given an appropriate research
effort.
Speech Interaction
Although a combination of typed natural language and graphical
interaction offers some attractive advantages, nature' language
interaction through speech offers many more. While the habitability
problems mentioned in the section titled "Natural Language Interaction
Via Keyboards remain, spoken input is much more rapid and natural than
typing the same words. Moreover, The voice and ears offer channels of
communication quite separate frown the hands and eyes. Speech input
leaves the hands free and speech output leaves the eyes free for other
tasks (either computer interaction or interaction with the physical
worId).
In terms of suitability for speech interaction, the space station
environment has one specific advantage and one specific disadvantage.
The advantage is the absence of any need for speaker-independent speech
recognition. At the present state-of-the-art in speech processing,
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159
considerably better results can be obtained if the speech recognition
system has been trained in advance on the specific characteristics of a
speaker's voice (through recordings of the speaker
saying a
predetermined set of words several tomes). Given the relatively small
number of people that will be on-board the space station at any given
time, theft relatively long training period, and their relatively long
stay, such system training is unlikely to be a problem. The specific
disadvantage of the space station environment is the relatively high
level of ambient noise that can be expected inside it, at least if the
experience of the Shuttle is a guide. Ambient noise is problematic
for speech recognition. At the current state-of-the-art, resolving
this problem would probably require the use of a close-speaking
microphone of some kind. This itself has the disadvantage of being
Intrusive ~ ~ inconvenient to take off and put back on.
the current state-of-the-art in speech processing is still fairly
limited. In addition to the speaker-dependent and ambient noise
limitations mentioned above, the better commercially available systems
tend to be able to handle only small vocabularies (less than a thousand
words is typical) and pauses between each word or group of words that
the system recognizes as a lexical units (so-called connected speech
recognition, as opposed to continuous speech recognition in which no
pauses are needed. However, this is a field where rapid advances are
occurring an] new commercial developments plus a very active academic
research program are pushing back all of thence limitations. In fact,
speaker-independent, large (10,000 word plus) vocabulary, continuous
speech recognition ~ noisy environments is likely to be available
within the lifetime of the apace station, and systems ~nwhich a subset
of these restrictions have been relaxed are likely in the early part of
the space station's lifetime.
Given these prospects for advancement and the inherent advantages of
speech interaction, it seems natural for NASA both to plan on a
significant role for voice In space station human-computer ~nterfam==
and to keep track of or actively support research on speech
processing. Nevertheless, even if the underlying speech technology
advances a.c projected above, other problems rema ~ that will re ~
solution before speech can make its full contribution to human-computer
interaction on the space station.
First, speech interaction on its own is quite unsuitable for some
kinds of interaction, particularly analogue/cont mucus ccmman~s--it
would be very difficult to control a remote manipulation device through
a series of "left a bit", "down a bit" kinds of commands. Moreover,
even in situations where speech could be used, such as the
specification of discrete commands in an inventory tracking system, it
may not always be the preferred mcde of interaction. For instance, if
the arguments to a particular command all have relatively complex
verbal descriptions, but there me only four of them, it is probably
simpler, more demonic, arm more reliable to let ache user input ache
an~t ~ pointing at a emu or set of icons representing then. Both
of these situations indicate the need for techniques for ~nt~ratir~
Ah interaction with ocher T - alities ~ncl~i~ pointing and 3-D
manipulation. Speech can then be seen as a cc~mplemen~ry Carrel for
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160
issuers discrete cards during continuous/analogue manipulations
bile both hard; are o~ied, subh as rel=~=ir~ catches during a
rate manipulation task. It can also be seen as a supplementary
barbel for issuer whatever As or portion of ~=~r~s are
co~nrenier~t during a discrete ~ snare interaction, and as a stand-alone
interaction medium for discrete cc=man~s whenever han~s-free operation
is n^~=sary or convenient. Many of the same research issues arise in
integrating speech with other mKdalitimc as were described in the
section titled "Natural Language Interaction Via Keyboard" for the
integration of typed natural language and graphical interaction. These
issue= include resolution of deictic phrases ("this one", "that") and
other pronouns, ~ e of the user's visual context in interpreting what
he ways, and methods of combining input from pointing and speech to
form a single command. Although interesting explorations have already
been undertaken in this area (Bolt, 1980; Hayes, 1986), these issues
all require further research.
In auction to problems of integration with other input mcdalities,
speech interaction raises some interesting problems of its own related
to managing the dialogue between human and computer. The first problem
concerns when the computer should listen, i.e. when it should try to
interpret the speech that its users are producing. The users will
speak to other people (or sometimes to themselves) ~~ well as to the
machine and attempts by the machine to interpret speech not directed
at it is only likely to Cause trouble. Techniques that have been
explored here include physical switches (typically foot switches on
Earth) or switches based on key phrases (such as "listen to me" and
"stop listening") that have to be uttered to start and stop the machine
trying to interpret speech. These devices are clumsy and detract from
the feeling of naturalness that spoken interaction should provide, but
will probably be necessary until speech systems become sophisticated
enough to mate positive determinations that spoken input is not being
directed at them. The prospect of such an ability is well beyond the
horizon of current No search.
Another dialogue issue with special implications for speech is that
of ensuring reliable communication. An interactive speech interface
must ensure that it understands the user accurately; that the user is
confident of this; that the user becomes aware when the system has
failed to understand correctly; and that the user is able to correct
such errors when they Is- Humans have developed sophisticated
conventions (Sacks et al., 1974; Schegloff et al., 1977) for ensuring
that communication is indent robust in this way. Unfortunately, many
of these conventions rely on a level of understanding and intelligence
that is unrealistic for machines. However, to have smooth
conversations, ways must be found to perform the abode functions that
are both suitable for the limit ~ intelligence of current machines and
fit reasonably well with human conventions. A limited amount of work
has been done in this area e.g., (Hayes and Reddy, 1983), but much more
is needed.
Finally, there is the same problem of habitability that arises for
typed natural language 1nterfa~-c. For speech, however, the problem
can be even worse since the user is less well able to be deliberate and
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161
precise In his choice of words and phrasings while speaking than while
typing. Moreover, when speech is use as a standalone h~nan~uter
interaction meatily, there is no possibility of r~ir~i~ the user
through a display about the limitations of the d ~ in of discourse or
the phrasings that can be used. Work is needed here to find better
ways of developing a reasonably habitable subset of a natural language
for a restricted domain, to develop ways for the system to encourage
the user to stay within the bounds of the restricted language through
appropriate cu¢Fut of its own, to devise methods for partial
understanding when a user strays outside the bounds of the restricted
language, and to develop interaction methods for st ~ ring the user back
on track when he does stray as he inevitably will.
Novel I/O Modalities
m e m~ceraction Cities discussed so far are conventional ~ the
sense that they have already been widely used (this is 1~t true of
speech) in ~ interfaces and other space systems. However. the
numerous challenges posed for human~mputPr interaction by the space
station and the recent emergence of same novel and innovative
interaction Tonalities suggest ~t it is worthwhile also to consider
same of these less~evelop-~ Cities for use In the spans station.
An innovative input ~ ality of potentially considerable utility on
the space station is the ~ e of gesture. The conventional use of a
mouse or other pointing device in conjunction with a display screen is
a limited form of gesture, but it is possible to sense and interpret a
much broader range of human gesture by machine. Tinge scale gestures
involving whole limes are not practical for the space station because
of the constraints of a weightless environment, but smaller-scale
gestures are quite suitable. The least problematic form of gesture
from the point of view of the induced motion problem is eye motion. As
already discussed In the section titled "Graphi~a1ly-Orient=d
Interaction", eye tracking can be used as a substitute for pointing via
a manse or other conventional pointing device. It is particularly well
suited for use wit in-hel~net displays.
A more radical departure from conventional Serology is the
interpretation of hand and finger gestures. Technology is =emerging
that will allay a machine to recognize a full range of small man~1
Gestures made In restricted spatial context. m ere is a large range of
gestures that have associated conventional meanings (such as yes, no,
get rid of it, move it from place to place, etc.~. m is suggests that
interfaces that accepted such gestures as input could be very easy And
intuitive to learn and natural to use. It might even be possible to
resolve any motion problems inure by gesturing through the use of
balanced symmetrical gestures which employ two equal and opposite
motions.
We have discussed two ways in which gesture can be used in
innovative ways for computer input. mere may weJ1 be others. In
general, there is a need for imaginative exploration of the whole range
of ways in which human movement compatible with a weightless, noisy
,
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165
warning about pitfalls that it can foresee could lead to the user's
current plan not achieving his overall goal, offering to take over and
complete the plan it believes the user to be following, or offering to
perform the next action or actions in the plan whenever it becomes
clean what they are.
The kinds of tack and user modelling abilities mentioned above could
be used An conjunction with any kind of interface, not joust one t ~ t
n=== natural language. However, agent-like interfaces fit particularly
well with natural language for two reasons. First, natural language is
a natural medium for the kinds of negotiation that arise when a system
is trying to respond to the goals it believes its user to have rather
than direct commands. Second, the goal and task models themselves can
be very useful in natural language and speech understanding. The
biggest single problem in natural language processing is handling
ambiguity of various kinds (syntactic, semantic, referential, etc.) and
if one version of the ambiguity makes sense in the context of the other
user model and the other does not, then the one that does not fit can
be eliminated.
The whole area of conversational modelling is still in its infancy.
Much work remains to be done to produce he systems. However,
progress in this field is necessary for truly intelligent interfaces,
whether or not they are based on natural language. Given the potential
benefits of intelligent ~nterfa~= to the space station, it is an area
of research well worth pursuing.
The same kind of techniques that go into pure conversational systems
can also be used in conjunction with more conventional interaction
techniques to produce a hybrid kind of interface that incorporates both
conversational/agent and tool/machine-like components. The basic
flavor of such an interface is essentially tool/machine-like. The
conversational component serve_ as medium through which the system an]
user can exchange comments about what is going on in the central
tool/machine-like component. The user can also use he conversational
component to instruct the system indirectly to perform actions or
present information that he could perform or request directly (though
perhaps more tediously) through the tool/machine-like component.
A system of this kin] has several advantages. First, pure
conversational systems are unsuitable for any task that can be
performed effectively through direct manipulation techniques, and
particularly for tasks that involve continucus/analogue interaction.
Adding a conversational/agent component to a tool/machine-like direct
manipulation interface for performing such tasks allows the basic task
to be performed in the most efficient manner, but also allows
components of that task that could benefit from a con versationa~
approach to do so. Examples of conversational interaction in such a
situation include: the user requesting information that waNld require
multiple actions to retrieve through the direct manipulation interface;
the user asking questions about how to use the direct manipulation
interface component; the system volunteering information about more
efficient ways to use the direct manipulation component; the user
requesting the system to achieve a higher level goal that WaN1d require
extensive interaction with the direct manipulation component.
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166
A record advantage of this kit of hybrid system is bat the
conversational Energy does not have to be use at all if the user
does not so desire. This kirk of arrangement may be the best way to
In ~ *ace conversational sys ~ ms into a culture like ~ SA's that has
good reason to be cautious about such systems. The unproven nature of
con versation~ /ace nt systems suggests that they be introduced in a way
that gives their user alternative methods of accomplishing all their
tasks.
This kind of hybrid agent/machine-like interface requires the same
technological underpinnings as pure conversational systems and hence
the same research program. However, italsor~=-~additiona~ work
on how to integrate the two Opponents ~ a brooch way. Same work
(N - ronponte, 1981; Bolt, 1980; Hayes, 1987b) has airheads been done in
this area' but Froth more is led.
PLANNING FOR CHANGE IN INTERFA~F~
The previous two sections have discussed same of the potential
developments in interface mcdalities and techniques that will generate
the need for change in human-comput~r ~nterfam--= during the life of the
space station. In this section, we turn to the issue of how to bell
with such change.
User Interface Management Systems
The essence of the approach discussed here is based on hooking, i.e.
designing software for future extension and modification. The kind of
hooking envisaged is determined by the assumption that it is
unnecessary and probably infeasible to rewrite the underlying
application systems whenever interfaces change. This means that the
application systems need to be hooked in such a way that new interface
systems can be developed for them without chances to the applications
~ ^, _ ,, ~
—~ ~~_~ ~ at_ ma: _ : _ ~ ~~ __ ~ =_ ~ _~: _~ l ~ = _~ ~~ ._ t
~lelllSelV~C. 1111S An ~IrT1 InearlS Clay appllcallons a ~ retraces ~ so;
be written in as separate a way as possible with communication between
them as narrow and as tightly defined as possible.
There is already a substantial body of work in the human-computer
interaction literature on this kind of separation between application
and interface, e.g. (Tanner and Buxton, 1983; Hayes and Szekely, 1983;
Hayes et al., 1985; Wasserman and Shewmake, 1984; Jacob, 1984; Yunten
and Hartson, 1984~. m e systems developed to achieve this kind of
separation are known as user interface management systems (Unless).
However, work to date is far from achieving a consensus on the best way
to achieve the desired separation or indeed the degree of separation
that is desirable, appropriate, or possible. This is unfortunate from
the point of view of building the software for the space station IOC,
since to achieve any useful degree of separation both interface and
application must be built using a strict model of the kinds of
communication that can occur between application and interface.
Decisions made now on this kind of communication will affect the
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167
possibi~ ities for in~rfam-/application separation for the life of the
space station. Since research work In this area is for freon reaching a
conclusion abcut what is ache best model of Fornication, whatever
Gel is adopted now is likely to be considerably less than optimal.
Hawed, adopting s ~ model may be better ~ n none at all, so the
remainder of this section reviews current research and future
Directions in the area of DIMS work.
The basic modeJ adopted by most work on user interface management
systems is shown in Figure 1. the user ccmmunicat~= with the UIMS
~ e He e ~ ~ I ~ I ~ ~ Be -e ~ I ~
which in turn ccmmunlcat== with the application. communication between
the URNS and the application is achieved through a carefully defined
protocol which limits the kind of interaction that can occur. A
typical repertoire of communication events might includes
.
request frump` the UlMS to the application to perform a particular
operation with a certain set of parameters
· notification by the application of completion of an operation
· update by the application of a variable indicating progress
towards completion of an operation
· error Tressage fray ache application
.
.
USER · —
retest from the UP for a They on the semantic validity of a
prod parameter for an application operation
reply fray the application to such a request
User
Interface
Management
System
-A
Interface
Specification
Database
Application
I Specification
I Database
1
1 1
FIGURE 1 M~el of Fornication In a U:~
Application
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168
The precise content of the messages that flow between DIMS and
application is defined by a declarative data base, the Application
Specification Data Base of Figure I, which specifies what actions and
cgerations the application is capable of.
This model is not the one adopted by the most usual approach to
interface standardization, that of providing a set of standard
subroutines for high-level interface actions, such as getting the user
to chose a value from a fixed set by presenting him with a pop-up
menu. A Wpical ~n~cerface subroutine for this Back it take a set of
choices as a parameter and return one of the choices. The subroutine
would take Mare of the details of presenting the user with the menu and
interpreting his mouse movements In making a choice fern it. A
ciiscipl~n~ use of a cc~npr~hensive package of such subroutines can thus
provide a significant degree of Ic~r-lesrel consistency across
applications schema use it. However, it cannot provide scare of the ocher
advantages of the kirk of separation between interface arx] a~li~tic~n
described above, an we dhall see.
_ =~ ~
The kind of separation between application and interface shown in
Figure 1 can allow the interface to change without any alteration to
the underlying application, whether or not the interface is provided by
a UlMS. A UTMS goes further by defining the behavior of the interface
itself through another declarative data base (possibly integrated with
the application specification data base). mis interface specification
data base governs the details of the way the user is able to issue
commands to the application. It would govern, for instance, whether
commands ware selected from menus, from an array of icons, through a
command language line, etc., or whether a particular parameter to a
specific command would be selected frum a menu, from a row of "radio
buttons", or typed into a field on a form, etc.. The UIMS provides a
basic set of facilities to perform these various kinds of Interaction,
and the interface developer chooses the desired kind of interaction out
of this cookbook by an appropriate interface specification. This
arrangement has several advantages:
.
.
Consistency: Since interfaces for different applications use the
same basic set of UIMS-provided facilities, the interfaces will
be consistent at the level of interaction details (how menus
work, how icons are selected, etc.~. Careful design of the USES
interface specification formalism can also l-~d to consistency
at a higher level. Consistency of this kind is very important
in the space station, particularly for those less
m~ssion-criti~1 interfaces where not all users may be fully
expert. The transfer effects made possible through consistent
interface behavior will greatly facilitate interaction with
unfamiliar ~nterfa~c. Moreover, consistency avoids the
negative transfer effects that can impair operation of even
familiar interfaces.
Ease of interface development: Specifying an interface through
the ~nterfa~= specification formalism of a UIMS should be
significantly )~C5 effort than programming one from scratch.
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169
The UTMS formalism should provide high-level abstractions that
allow the interface developer to specify the interface in terms
that relate to the functionality of the interface as perceived
by the user, rather than having to program it in a conventional
manner at a level of detail more closely related to the
implementation of the interface. -
. . . . .
This remains true even if the
conventional 1mplemencatlon uses a high-level subroutine package
of interface operations - using a subroutine package still
places the emphasis on implementation,
interface operations.
.
rather than abstract
Foxier con vergenm" on good ~nterfam~s: Despite all the advances
in human-computer interaction that have occurred and continue to
occur, the only known way to produce an excellent interface that
fen ly meets the nab= of its users is to build (or realistically
simulate) the interface, Iet users interact with it, and modify
it to resolve the problems that are observed. It is generally
necessary to go around this loop many times before the interface
performs satisfactorily, so anything that makes the loop easier
and cheaper to fo1 low is likely to improve the quality of the
resulting interface by allowing more iterations. The UlMS model
can speed up the modification part of the loop since interface
modification can be done through modification of the declarative
interface specification, rather than renroorammlna in a
conventional sense.
whole.
, . _ _
This leads to a speed up in the loop as a
· Ease of involvement of human factors experts: S. Once the UIMS
model does not require programming to specify interface
behavior, the interface specification can be done directly by
people who are specialists in human-oomputer interaction, rather
than by programmers.
This allows better division of labor
during interface/application development. Also, since
programmers often think in terms of implementation ease and
efficiency, rather than thinking about the interface from the
user's point of view, better initial interfaces are likely to
result if they are produced mainly by human factors specialists.
Of this set of advantages, only the first, consistency, and that at
a relatively low level, is shared by the alternative approach of using
a set of standardized Interface subroutines. The other advantage= all
rely on a level of separation between Inter face and application that
the subroutine approach does not provide.
Given this significant set of advantages for the UIMS approach, the
natural question is why are all interfaces not produced through UTMSs.
The answer is that current UIMS systems approach the ideal described
above only imperfectly. There are several specific problems.
The primary problem is that the constraints imposed by the need for
an Interface specification make it hard to provide ways of specifying
interfaces that are carefully tailored to the needs of an individual
application. Solutions to this problem (Szekeley, 1987) have tended to
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170
introduce a procedural component into the interface specification
formalism. m e ability to program interaction allows the interface
builder to tailor interface behavior to individual interface need=.
The problem with this solution is that it tends to negate the benefits
of the UlMS approach, such as consistency and ease of interface
modification, that depend on the interface be m q specified
.
. · _ . ~ · · ~ . . ~ . .
declaratively. The way around this difficulty may be to include a
procedural component in the interface specification formalism, but
organize it at ~~ high a level of abstraction as possible Fran the
interface point of view. The procedural component could then be seen
as a highly specialized programming language for interface
specification. Such a language could conceivably ma Maya m consistency
by encouraging through its available constructs a particular style of
interaction. Ease of use for rapid interface development and use by
human-camputer interaction specialists would be promoted by the
high-level of the abstractions involved. A great deal more research
would be needed to bring this idea to fruition, but the potential
payoff could be great.
A second problem with current UlMS work is that the model of
communication between application and interface is too limited. Many
URNS models allow only a subset of the list of message types listed
above as flowing over the UIMS/application link. And even that list is
insufficient for a sizable portion of applications, especially those
involving g~-aphi~1 or analogue manipulation, which need a much closer
coupling with their interfaces than that list of communication events
allows. Again, the solutions that have been explored (Szekeley, 1987;
Myers and Buxton, 1986) tend to change the model in the Direction of
tailoring the UIMS/application link to the nears of particular
applications through use of a specialized programming language - a move
away from the cleanest form of the UIMS model. A compromise here may
be to develop several general UlMS/application communication protocols
for large classes of applications with similar needs, while still
leaving open the possibility of specialized communication protocols for
particular applications.
A final problem with current UlMS work concerns the potential
discussed earlier for interface= employing multiple interaction
mcdalities in effective coordination. The coordination of the
different modalities increases the challenge for the UTMS model, and
the use of a UTMS approach with multiple modalities has not been
explored.
Work is needed to overcome all these problems if the URNS approach
is to be practiced for the space station. Unfortunately, if the UIMS
approach is to be used at all, a UlMS/application communication model
must be adapted before the underlying applications are developed.
Since meeting the napes of complex applications through a DIMS model is
still a research problem with no cider solution, the only practical way
a URNS approach can be adopted for the space station TOC is to choose
that (probably quite large) subset of simpler space station
applications that can be adequately serviced by currently
well-developed UlMS/application communication protocols. Research in
extending the limits of applicability of these protocols could
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171
nevertheless be useful for new systems developed after IOC. If these
practical difficulties of adopting a DIMS approach appear too
formidable for TOC, the fall-back position would be disciplined use of
a comprehensive package of interface subroutines. This fall-back
approach would provide the major advantage of a significant level of
consistency across applications.
Ihterface Development Environments for Rapid Prototyping
A topic highly related to the UlMS approach to interfaces is that of
mterfa~= development environments. S. Once the only known way to
generate excellent interfaces is through an iterative process of
creation, testing with users, and modification, a rapid prototyping
facility for interface= c ~ materially improve the quality of
mterfamPs produced by making it racier and faster to go around this
loop. The rapid prototyping facilities most useful from this point of
view allow ~nterfa~= to be seen and ~nterac ted with as they are
developed, rather than forcing the interface developer to create the
interface through working in a programming language or other formalism
distinct from the interface itself. Examples of this approach include
(Gould and Finzer, 1984; Myers and Buxton, 1986~. They can be thought
Of as interface editors analogous to a what-you-see-is-what-you-get
(wysiwys) text editors. Such interface editors are a relatively new
arrival on the human-computer interaction scene; their utility means
they deserve a great d=~1 more research attention.
Although rapid prototyping facilities can exist independently of the
UlMS approach to Interface design, they fit well with it. The
cleanness of the hasps separation between application and interface in
the HEMS model makes an interface develcpment environment particularly
useful in conjunction with a VIES approach. A DIMS interface can be
developed before the real application is available (or without
incurring the expense of running the real application) by creating a
dummy application that operates according to the same UTMS/application
protocol as the real application. Coupled with a rapid prototyping
facility, this capability allows rapid development of interface
mock-ups to provide cheap and fast initial Insanity checksll on
interfaces as they are developed.
Another intriguing possibility with wysiwyg interface development
environments is their use (probably in restricted mcde) by end users to
reconfigure interfaces to their personal needs or preferences. So long
as the interface modification facilities are made as easy to operate as
the interfaces themselves, and so long as they do not interfere with
the normal operation of the interfaces, this kind of facility could
serve to improve significantly the level of personal satisfaction =~hat
space station users find with their interfaces.
Work in the area of wysiwyg interface development facilities has
been almost entirely concentrated on graphic direct ~ pulation
mterfa~=c. This is natural in that it is the visual aspect of the
Interfaces that is rest natural to specify in this manner. However,
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172
additional work is needed both to develop techniques for this kin] of
interface further, and to extend the natural interface specification
techniques to multi-mode interfaces as well.
CONCHES TONS
This paper has focusseJ on change in space station interfaces - the
reasons that it must be expected and ways to plan for it. We have
identified several topic areas associated with these two aspects of
change in space station interfaces in which further research effort
would be beneficial. We conclude by listing several broad areas in
which we parti Gularly reccm=end the support of further work.
investigation of speech recognition techniques and natural
language processing techniques for use with spoken input, plus
the integration of both of these modalities with direct
manipulation interfaces;
exploration of innovative I/O device= suitable for the space
station environment;
work on the user and task retelling needed to support
corrversationa~ interfaces and the integration of much interfaces
with machine-like direct manipulation interfaces;
continued deve~c~nt of He US concept, coupled with highly
interactive interface development envirorm~ts for all interface
Entities.
NOTES
1. The camplemen~ ry concept of scaring (designing hectare for future
extension and codification) is also well established, but is not
addressed in this paper.
2. Though see Mark (1981), Carbonell, et al., (1983), and Douglass and
Hegner (1982), for examples of successful experimental agent
systems.
panic
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1980 Put-that-there: voice and gesture at the graphics
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Representative terms from entire chapter:
natural language