From AI to UI
Kristina Höök, Professor in Human-Machine
Interaction at DSV since February 2003
Abstract
In my work I have come to, step by step,
respect the complexities of designing software systems for people. When I
started doing research I naively believed that we could model users’ behaviour
and adapt to it. Today, what thrills me the most is when I can design systems
that allow users to be the incredibly adaptive, creative, always
learning people that we are. Meaning is created by the people and their
activities in the space – not by computing systems. A computer system is not
built by bricks and wood, but in software that is a fantastically fluid and
changeable building material. What we need to do is to extend on this material to
provide the end users with substantial power over both the ‘material’ and the
content in the systems we build.
In the beginning…
In the early 1990’ies the future looked
bright and just about anything was possible, even when it came to computers and
their use. The field of artificial intelligence (AI) had just about found its
shape and goals and the promises given were fantastic. Soon we would be able to
create systems that people could talk to, that could tutor our kids
individually, that would adapt their way of functioning to us rather
than the other way around, that would have humanoid characteristics and that
would be able to act on our behalf, knowing what we wanted even before we knew
it ourselves. My own interest was already then in how people and machines
should interact. I wanted to invent novel ways for computers to behave so that
we would make them accessible to all. There had recently been some insights
pointing out that a so-called normal user was probably more than a 30-year old
engineer with good programming skills. A normal user could in fact be someone
without those skills – still male and young of course – but at least someone
who did not understand computers inside-out.
Some believe that if we could only make
programming languages that had a similar structure to how the brained worked, then
people would just have to express their thoughts and the computer would
understand and execute the given statements. Thus, there was a great need to
understand human cognition and the brain. How do people really solve problems? And
I was one of them. I was very curious as to how people solve problems and how
they understood one of the, at the time, very popular programming languages, Prolog.
I had done one study while visiting Sussex University, and as it turned out in
our study, people solve problems using all kinds of resources, drawing upon
everything they new, real-world knowledge, and not only that, they also made
things up as they went along! In fact, they were even learning and changing
their behaviour during my one-hour study with them – without any feedback from
me! While on the one hand this is indeed a rational behaviour, it was on the
other hand nothing that easily translated in a one-to-one manner to programming
statements.
This experience made me forever reluctant
to claim anything about when and why people learn anything – my firm belief was
and still is that learning is key in our thinking and cannot be confined to one
small process that works only in one way.
Moving to DSV
In this state of mind, I first met Carl-Gustaf
Jansson at DSV. He looked exactly as he does today. Long arms waving around in
excitement and all that unruly curly hair and beard – a true image of a
professor to be. At the time, he was very interested in learning processes just
as I had been. His interest was both in human learning, but also, perhaps more
important to him, machine learning. He was a true believer in that machine
learning was the key to creating intelligence in machines. I am bent to believe
that he is still right. Machines that mimic human reasoning without the ability
to associate and learn, will not behave intelligently as soon as they are
removed out of context.
I had got employed at SICS at the time and
as DSV was located in the same building, Electrum, several of us young
researchers at SICS became PhD-students at DSV. Calle was building his first
research group and it was a fantastic bunch of very interdisciplinary students
many of which are still around in Kista, amongst others: Robert Ramberg a very
young psychology student, Jussi Karlgren who had studied linguistics, Henke Boström
doing machine learning, and many, many others. In a sense the group was spread
over both DSV and parts of SICS. We would have joint meetings and study groups
from time to time. Calle organised, and still does, a meeting in Åre where we
from SICS would sometimes be invited to join in. The meeting in Åre was
probably the most intense meeting I have ever been to. Calle would bang on our
doors at 7 in the morning, making us work all morning, and after skiing all
afternoon, he would make us work again for several hours before dinner. As we
were all young and energetic we would stay up all night, and then Calle came
banging on the door again at 7, asking us to get up and be creative again.
After several days of this treatment we would stagger home again, deadly tired,
but also with a bunch of great research ideas and with a strong group feeling.
Meeting reality
It was a glorious time in terms of funding
as well. After some initial struggling with building route guidance systems for
cars making use of various intelligent route planning methods, me Annika Waern,
and some of my colleagues at SICS applied for money from Ellemtel AB (jointly
owned by Telia and Ericsson). Through Calle we also applied for money from NUTEK.
We were granted money from both sources for 3 years! Given this money we
started to investigate whether it was indeed possible to create machines that
would adapt to people and provide help just when it was needed. Our idea was
that it should be possible to model users’ help needs from their actions at the
interface and then present only the most relevant information.
This project started a joint journey
towards taking people and their interactions with systems seriously. We spent
lots of time at Ellemtel trying to figure out what people were doing and what
their help needs were. And of course, the real-life needs of people trying to
create complex systems was not at all as neat and tidy as those we had imagined
in the research lab. It turned out that when seeking for help, most users had
very little use of on-line documentation. Their foremost urge was to get to
talk with someone who had experience of the task they were attempting. The
information needed to be contextualised to their special problem at hand. And
similar to how I learnt that learning is such a fantastic, fluid, on-going
process, I now learnt that information search is not a simple rule-based
process where a need can easily be matched with some information items. Again,
while someone was searching for one piece of information, they would discover
other items, learn more about the structure of the overall information, and
their help need would change – while searching! We are indeed incredibly
adaptive and creative beings.
Users are people
In our joint project, we now had to search
for the theoretical and practical foundations needed to understand and address
this problem. We found those foundations in the (at the time) recent critique
by Lucy Suchman of AI-solutions. She had analysed some of the assumptions made
by early AI-researchers and found that their rule- and plan-based approach was
not at all capturing the real behaviour of people. People are situated.
We act based on changes in our information. Plans are
resources for us in these situations, but we change them quickly as soon as some
new facts arise. Suchman had an enormous influence on the field she was
critiquing. AI researchers turned to new kinds of knowledge representations and
rapid situated planning algorithms.
We did the same turn in our project. The
system for help that we built continuously adapted to the user behaviour. It
did not assume that the use had one and only one information goal. In addition,
we made sure that the user could both understand what was going on with the
adaptations and that they could reverse them if they did indeed not match the
user needs. Annika Waern, Jussi Karlgren, Calle, myself and the other
colleagues in the project wrote up our experiences in a journal paper that
according to my current favourite programme, scholar.google.com, is the most
cited of all mine and Calle’s scientific writings.
The work we did in this project did of
course not exist in a vacuum. The whole AI-world was turning more towards
solutions in which the context and context limitations were key. At DSV there
were several projects along these lines – studying learning processes as situated
learning, studying distributed intelligence, and creating machine learning
systems. In a sense, it became a whole strand of work that lay the foundations
for both the K2-lab at DSV and the HUMLE-lab at SICS. The K2-lab at DSV, lead
by Calle, grew and soon consisted of more than 30 researchers. The HUMLE-lab at
SICS, lead first by Annika Waern and then by myself, grew to be about 25
researchers. Not all the research was done from exactly the same theoretical
foundation or perspective on the world, but in common was a keen interest in
applying AI-techniques in more realistic and humanistic ways.
People are social
My own work after this point was inspired
by the social processes around information search that we found at Ellemtel. If
information is not and cannot be de-contextualised and people typically wants
to either talk directly to others or be able to see what they have done in
similar circumstances, then why not try to facilitate this process? We named
the process social navigation and have now spent several years trying to
figure out exactly how systems can be implemented that makes other users’
actions or visible, or aggregates their behaviour to provide recommendations,
or simply just puts users in contact with one-another so that they can help
each other. In a sense, this strand of work took me even further way from the
original AI dream. Instead of modelling this or that abstractedly, it became
more important to let users’ intelligence come to use – putting the human in
the loop. The problem, in my mind, shifted from being an AI problem to becoming
an UI (User Interface) issue building upon human intelligence rather than artificial
intelligence.
If we, metaphorically, look upon system
design as a building where the walls have been set up, the floor is laid, the
roof is securely in place, we also know that once the building starts to be
used, people will start leaving their traces in it. They will put up wallpaper,
furnish it, sometimes tear down walls to create the kind of spaces they need
for the kinds of activities that the building will host over time. Depending
upon the activities in the building and the traces they leave in the physical
layout and social activities, new visitors to the building will be able to
‘see’ how to act, where to interact, whom to talk to. The space will be turned
into a place as phrased by Harrison and Dourish in 1996.
There are two important aspects of this
activity that we need to consider. First, it is important to remember that meaning
will not arise from setting up the walls. Meaning is created by the people and
their activities in the space. Second, the design of the building seems to be
an on-going process where certain spaces are left ‘open’, inscribable,
sometimes purposefully by the architect, sometimes because the inhabitants
takes charge of the house and rebuild it, but in any case, allowing for the
inhabitants of the house to leave their marks on it.
If the architect has made a very strong
statement in the building design, it might be harder for users to appropriate
the building. They will hesitate to change it because they are scared of
destroying the intended meaning. Nevertheless, over time the activities do
leave their marks on it – it gets worn, wallpapers have to be changed, new
tenants move into the house. And in our daily activities in the building, other
people can see what we do and will react to it.
What is truly interesting about computer
system architecture is that it is so much easier to change. A computer system
is not built by bricks and wood, but in software that is a fantastically fluid
and changeable building material. It is not impossible to provide the end users
with substantial power over both the ‘material’ and the content.
A fluid design material
Similar to how I turned towards social
navigation, K2-lab took a similar turn where some researchers, such as Robert Ramberg,
Klas Karlgren, and others, turned to new theoretical viewpoints in order to
provide for human learning processes. They were inspired by the idea that much
of human learning can be characterised as language games – we learn the lingo
of some subject area and thereby learn both how to talk about the subject matter
but also obtain the tools that enable us to think about problems in novel ways.
In the area of learning, K2-lab also had several projects looking at
children’s’ learning processes. The most recent advancements lies in the work
by Jakob Tholander and Ylva Fernues. Jakob and Ylva are interested in making
the new medium that computers and programming offers available also to kids. In
school today we learn how to write, draw, paint, we get music lessons, do
woodwork, sewing and cooking, but we do not teach children how to express
themselves through programming or other IT-artefacts. Jakob and Ylva have
attempted to make this medium accessible to children through making parts of it
tangible. That is, kids programme through manipulating physical objects that in
turn interact with the digital world, translating their activities into digital
activities.
Research in the area that originally had
interested us in HUMLE and at K2-lab can perhaps, today, be best characterised
as an exploration of the fluid design material that computing is. We are trying
to understand its inherent and emergent properties as well as extending it
using sensors, tangibles, music, colours, haptics, and just about any material
at hand. We are applying it to new areas, such as learning, collaboration,
affective interaction and meeting situations.
Through all the research that I have
briefly touched upon above, I would say that we are inspired and humbled by one
simple fact: people are fantastic! And as long as we humbly address and attempt
to build systems that harmonize with this fact, we cannot fail. Using AI
techniques in user interaction design might be very fruitful indeed, but most
important is the user intelligence. Thus, from AI to UI.
About Kristina Höök
Kristina Höök is a professor in Human-Machine
Interaction at DSV since 2003. She also upholds a
part-time employment at SICS where she is the manager of the Interaction
Laboratory. She became Associate Professor (docent) in 2002, PhD in1996, Ph
Licentiate in 1991, and MSc in 1987.