Bridging between Basic Theories and the Artifacts of Human-Computer Interaction
Phil Barnard
In: Carroll, J.M. (Ed.). Designing Interaction: psychology at the human-computer interface.
New York: Cambridge University Press, Chapter 7, 103-127. This is not an exact copy of paper
as it appeared but a DTP lookalike with very slight differences in pagination.
Psychological ideas on a particular set of topics go through something very much
like a product life cycle. An idea or vision is initiated, developed, and
communicated. It may then be exploited, to a greater or lesser extent, within the
research community. During the process of exploitation, the ideas are likely to
be the subject of critical evaluation, modification, or extension. With
developments in basic psychology, the success or penetration of the scientific
product can be evaluated academically by the twin criteria of citation counts and
endurance. As the process of exploitation matures, the idea or vision stimulates
little new research either because its resources are effectively exhausted or
because other ideas or visions that incorporate little from earlier conceptual
frameworks have taken over. At the end of their life cycle, most ideas are
destined to become fossilized under the pressure of successive layers of journals
opened only out of the behavioral equivalent of paleontological interest.
In applied domains, research ideas are initiated, developed, communicated,
and exploited in a similar manner within the research community. Yet, by the
very nature of the enterprise, citation counts and endurance are of largely
academic interest unless ideas or knowledge can effectively be transferred from
research to development communities and then have a very real practical impact
on the final attributes of a successful product.
If we take the past 20-odd years as representing the first life cycle of research
in human-computer interaction, the field started out with few empirical facts and
virtually no applicable theory. During this period a substantial body of work
was motivated by the vision of an applied science based upon firm theoretical
foundations. As the area was developed, there can be little doubt, on the twin
academic criteria of endurance and citation, that some theoretical concepts have
been successfully exploited within the research community. GOMS, of course,
is the most notable example (Card, Moran, & Newell, 1983; Olson & Olson,
1990; Polson, 1987). Yet, as Carroll (e.g., l989a,b) and others have pointed
out, there are very few examples where substantive theory per se has had a major
and direct impact on design. On this last practical criterion, cognitive science can
more readily provide examples of impact through the application of empirical
methodologies and the data they provide and through the direct application of
psychological reasoning in the invention and demonstration of design concepts
(e.g., see Anderson & Skwarecki, 1986; Card & Henderson, 1987; Carroll,
1989a,b; Hammond & Allinson, 1988; Landauer, 1987).
As this research life cycle in HCI matures, fundamental questions are being
asked about whether or not simple deductions based on theory have any value at
all in design (e.g. Carroll, this volume), or whether behavior in human-computer
interactions is simply too complex for basic theory to have anything other than a
minor practical impact (e.g., see Landauer, this volume). As the next cycle of
research develops, the vision of a strong theoretical input to design runs the risk
of becoming increasingly marginalized or of becoming another fossilized
laboratory curiosity. Making use of a framework for understanding different
research paradigms in HCI, this chapter will discuss how theory-based research
might usefully evolve to enhance its prospects for both adequacy and impact.
Bridging Representations
In its full multidisciplinary context, work on HCI is not a unitary enterprise.
Rather, it consists of many different sorts of design, development, and research
activities. Long (1989) provides an analytic structure through which we can
characterize these activities in terms of the nature of their underlying concepts
and how different types of concept are manipulated and interrelated. Such a
framework is potentially valuable because it facilitates specification of,
comparison between, and evaluation of the many different paradigms and
practices operating within the broader field of HCI.
With respect to the relationship between basic science and its application,
Long makes three points that are fundamental to the arguments to be pursued in
this and subsequent sections. First, he emphasizes that the kind of
understanding embodied in our science base is a representation of the way in
which the real world behaves. Second, any representation in the science base
can only be mapped to and from the real world by what he called “intermediary”
representations. Third, the representations and mappings needed to realize this
kind of two-way conceptual traffic are dependent upon the nature of the activities
they are required to support. So the representations called upon for the purposes
of software engineering will differ from the representations called upon for the
purposes of developing an applicable cognitive theory.
Long’s framework is itself a developing one (1987, 1989; Long & Dowell,
1989). Here, there is no need to pursue the details; it is sufficient to emphasize
that the full characterization of paradigms operating directly with artifact design
differs from those characterizing types of engineering support research, which,
in turn, differ from more basic research paradigms. This chapter will primarily
be concerned with what might need to be done to facilitate the applicability and
impact of basic cognitive theory. In doing so it will be argued that a key role
needs to be played by explicit “bridging” representations. This term will be used
to avoid any possible conflict with the precise properties of Long’s particular
conceptualization.
Following Long (1989), Figure 7.1 shows a simplified characterization of an
applied science paradigm for bridging from the real world of behavior to the
science base and from these representations back to the real world. The blocks
are intended to characterize different sorts of representation and the arrows stand
for mappings between them (Long’s terminology is not always used here). The
real world of the use of interactive software is characterized by organisational,
group, and physical settings; by artifacts such as computers, software, and
manuals; by the real tasks of work; by characteristics of the user population; and
so on. In both applied and basic research, we construct our science not from the
real world itself but via a bridging representation whose purpose is to support
and elaborate the process of scientific discovery.
Obviously, the different disciplines that contribute to HCI each have their
own forms of discovery representation that reflect their paradigmatic
perspectives, the existing contents of their science base, and the target form of
their theory. In all cases the discovery representation incorporates a whole range
of explicit, and more frequently implicit, assumptions about the real world and
methodologies that might best support the mechanics of scientific abstraction. In
the case of standard paradigms of basic psychology, the initial process of
analysis leading to the formation of a discovery representation may be a simple
observation of behavior on some task. For example, it may be noted that
ordinary people have difficulty with particular forms of syllogistic reasoning. In
more applied research, the initial process of analysis may involve much more
elaborate taxonomization of tasks (e.g., Brooks, this volume) or of errors
observed in the actual use of interactive software (e.g., Hammond, Long, Clark,
Barnard, & Morton, 1980).
Conventionally, a discovery representation drastically simplifies the real
world. For the purposes of gathering data about the potential phenomena, a
limited number of contrastive concepts may need to be defined, appropriate
materials generated, tasks selected, observational or experimental designs
determined, populations and metrics selected, and so on. The real world of
preparing a range of memos, letters, and reports for colleagues to consider
before a meeting may thus be represented for the purposes of initial discovery by
an observational paradigm with a small population of novices carrying out a
limited range of tasks with a particular word processor (e.g., Mack, Lewis, &
Carroll, 1983). In an experimental paradigm, it might be represented
noninteractively by a paired associate learning task in which the mappings
between names and operations need to be learned to some criterion and
subsequently recalled (e.g., Scapin, 1981). Alternatively, it might be
represented by a simple proverb-editing task carried out on two alternative
versions of a cut-down interactive text editor with ten commands. After some
form of instructional familiarization appropriate to a population of computernaive
members of a Cambridge volunteer subject panel, these commands may be
used an equal number of times with performance assessed by time on task,
errors, and help usage (e.g., Barnard, Hammond, MacLean, & Morton, 1982).
Each of the decisions made contributes to the operational discovery
representation.
The resulting characterizations of empirical phenomena are potential
regularities of behavior that become, through a process of assimilation,
incorporated into the science base where they can be operated on, or argued
about, in terms of the more abstract, interpretive constructs. The discovery
representations constrain the scope of what is assimilated to the science base and
all subsequent mappings from it.
The conventional view of applied science also implies an inverse process
involving some form of application bridge whose function is to support the
transfer of knowledge in the science base into some domain of application.
Classic ergonomics-human factors relied on the handbook of guidelines. The
relevant processes involve contextualizing phenomena and scientific principles
for some applications domain – such as computer interfaces, telecommunications
apparatus, military hardware, and so on. Once explicitly formulated, say in
terms of design principles, examples and pointers to relevant data, it is left up to
the developers to operate on the representation to synthesize that information
with any other considerations they may have in the course of taking design
decisions. The dominant vision of the first life cycle of HCI research was that
this bridging could effectively be achieved in a harder form through engineering
approximations derived from theory (Card et al., 1983). This vision essentially
conforms to the full structure of Figure 7.1
The Chasm to Be Bridged
The difficulties of generating a science base for HCI that will support effective
bridging to artifact design are undeniably real. Many of the strategic problems
theoretical approaches must overcome have now been thoroughly aired. The life
cycle of theoretical enquiry and synthesis typically postdates the life cycle of
products with which it seeks to deal; the theories are too low level; they are of
restricted scope; as abstractions from behavior they fail to deal with the real
context of work and they fail to accommodate fine details of implementations and
interactions that may crucially influence the use of a system (see, e.g.,
discussions by Carroll & Campbell, 1986; Newell & Card, 1985; Whiteside &
Basic Theories and the Artifacts of HCI 107
Wixon, 1987). Similarly, although theory may predict significant effects and
receive empirical support, those effects may be of marginal practical consequence
in the context of a broader interaction or less important than effects not
specifically addressed (e.g., Landauer, 1987).
Our current ability to construct effective bridges across the chasm that
separates our scientific understanding and the real world of user behavior and
artifact design clearly falls well short of requirements. In its relatively short
history, the scope of HCI research on interfaces has been extended from early
concerns with the usability of hardware, through cognitive consequences of
software interfaces, to encompass organizational issues (e.g., Grudin, 1990).
Against this background, what is required is something that might carry a
volume of traffic equivalent to an eight-lane cognitive highway. What is on offer
is more akin to a unidirectional walkway constructed from a few strands of rope
and some planks.
In Taking artifacts seriously Carroll (1989a) and Carroll, Kellogg, and
Rosson in this volume, mount an impressive case against the conventional view
of the deductive application of science in the invention, design, and development
of practical artifacts. They point both to the inadequacies of current informationprocessing
psychology, to the absence of real historical justification for
deductive bridging in artifact development, and to the paradigm of craft skill in
which knowledge and understanding are directly embodied in artifacts.
Likewise, Landauer (this volume) foresees an equally dismal future for theorybased
design.
Whereas Landauer stresses the potential advances that may be achieved
through empirical modeling and formative evaluation. Carroll and his colleagues
have sought a more substantial adjustment to conventional scientific strategy
(Carroll, 1989a,b, 1990; Carroll & Campbell, 1989; Carroll & Kellogg, 1989;
Carroll et al., this volume). On the one hand they argue that true “deductive”
bridging from theory to application is not only rare, but when it does occur, it
tends to be underdetermined, dubious, and vague. On the other hand they argue
that the form of hermaneutics offered as an alternative by, for example,
Whiteside and Wixon (1987) cannot be systematized for lasting value. From
Carroll’s viewpoint, HCI is best seen as a design science in which theory and
artifact are in some sense merged. By embodying a set of interrelated
psychological claims concerning a product like HyperCard or the Training
Wheels interface (e.g., see Carroll & Kellogg, 1989), the artifacts themselves
take on a theorylike role in which successive cycles of task analysis,
interpretation, and artifact development enable design-oriented assumptions
about usability to be tested and extended.
This viewpoint has a number of inviting features. It offers the potential of
directly addressing the problem of complexity and integration because it is
intended to enable multiple theoretical claims to be dealt with as a system
bounded by the full artifact. Within the cycle of task analysis and artifact
development, the analyses, interpretations, and theoretical claims are intimately
bound to design problems and to the world of “real” behavior. In this context,
knowledge from HCI research no longer needs to be transferred from research
into design in quite the same sense as before and the life cycle of theories should
also be synchronized with the products they need to impact. Within this
framework, the operational discovery representation is effectively the rationale
governing the design of an artifact, whereas the application representation is a
series of user-interaction scenarios (Carroll, 1990).
The kind of information flow around the task – artifact cycle nevertheless
leaves somewhat unclear the precise relationships that might hold between the
explicit theories of the science base and the kind of implicit theories embodied in
artifacts. Early on in the development of these ideas, Carroll (1989a) points out
that such implicit theories may be a provisional medium for HCI, to be put aside
when explicit theory catches up. In a stronger version of the analysis, artifacts
are in principle irreducible to a standard scientific medium such as explicit
theories. Later it is noted that “it may be simplistic to imagine deductive relations
between science and design, but it would be bizarre if there were no relation at
all” (Carroll & Kellogg, 1989). Most recently, Carroll (1990) explicitly
identifies the psychology of tasks as the relevant science base for the form of
analysis that occurs within the task-artifact cycle (e.g. see Greif, this volume;
Norman this volume). The task-artifact cycle is presumed not only to draw upon
and contextualize knowledge in that science base, but also to provide new
knowledge to assimilate to it. In this latter respect, the current view of the task
artifact cycle appears broadly to conform with Figure 7.1. In doing so it makes
use of task-oriented theoretical apparatus rather than standard cognitive theory
and novel bridging representations for the purposes of understanding extant
interfaces (design rationale) and for the purposes of engineering new ones
(interaction scenarios).
In actual practice, whether the pertinent theory and methodology is grounded
in tasks, human information-processing psychology or artificial intelligence,
those disciplines that make up the relevant science bases for HCI are all
underdeveloped. Many of the basic theoretical claims are really provisional
claims; they may retain a verbal character (to be put aside when a more explicit
theory arrives), and even if fully explicit, the claims rarely generalize far beyond
the specific empirical settings that gave rise to them. In this respect, the wider
problem of how we go about bridging to and from a relevant science base
remains a long-term issue that is hard to leave unaddressed. Equally, any
research viewpoint that seeks to maintain a productive role for the science base in
artifact design needs to be accompanied by a serious reexamination of the
bridging representations used in theory development and in their application.
Science and design are very different activities. Given Figure 7.1., theorybased
design can never be direct; the full bridge must involve a transformation of
information in the science base to yield an applications representation, and
information in this structure must be synthesized into the design problem. In
much the same way that the application representation is constructed to support
design, our science base, and any mappings from it, could be better constructed
to support the development of effective application bridging. The model for
relating science to design is indirect, involving theoretical support for
Basic Theories and the Artifacts of HCI 109
engineering representations (both discovery and applications) rather than one
involving direct theoretical support in design.
The Science Base and Its Application
In spite of the difficulties, the fundamental case for the application of cognitive
theory to the design of technology
Comment 1Cognitive theory, here, is part of the discipline of Psychology, which in turn sees itself as a Science Discipline.
remains very much what it was 20 years ago,
and indeed what it was 30 years ago (e.g., Broadbent, 1958). Knowledge
assimilated to the science base and synthesized into models or theories should
reduce our reliance on purely empirical evaluations. It offers the prospect of
supporting a deeper understanding of design issues and how to resolve them.
Comment 2Understanding, here, in the manner of science is taken to mean the explanation and prediction of phenomena.
Indeed, Carroll and Kellogg’s (1989) theory nexus has developed out of a
cognitive paradigm rather than a behaviorist one. Although theory development
lags behind the design of artifacts, it may well be that the science base has more
to gain than the artifacts. The interaction of science and design nevertheless
should be a two-way process of added value.
Comment 3What the science of Psychology base has to gain, here, is taken to be the phenomena associated with humans interacting with computers (Comment 2).
Much basic theoretical work involves the application of only partially explicit
and incomplete apparatus to specific laboratory tasks. It is not unreasonable to
argue that our basic cognitive theory tends only to be successful for modeling a
particular application. That application is itself behavior in laboratory tasks. The
scope of the application is delimited by the empirical paradigms and the artifacts
it requires – more often than not these days, computers and software for
presentation of information and response capture. Indeed, Carroll’s task-artifact
and interpretation cycles could very well be used to provide a neat description of
the research activities involved in the iterative design and development of basic
theory. The trouble is that the paradigms of basic psychological research, and
the bridging representations used to develop and validate theory, typically
involve unusually simple and often highly repetitive behavioral requirements
atypical of those faced outside the laboratory.
Comment 4Behavioural requirements, here, comprise the human-computer interaction phenomena, which the science of Psychology seeks to understand by means of Cognitive Theory.
Although it is clear that there are many cases of invention and craft where the
kinds of scientific understanding established in the laboratory play little or no
role in artifact development (Carroll, 1989b), this is only one side of the story.
The other side is that we should only expect to find effective bridging when what
is in the science base is an adequate representation of some aspect of the real
world that is relevant to the specific artifact under development.
Comment 5See Comment 4.
In this context it is worth considering a couple of examples not usually called into play in the
HCI domain. Psychoacoustic models of human hearing are well developed. Auditory
warning systems on older generations of aircraft are notoriously loud and
unreliable. Pilots don’t believe them and turn them off. Using standard
techniques, it is possible to measure the noise characteristics of the environment
on the flight deck of a particular aircraft and to design a candidate set of warnings
based on a model of the characteristics of human hearing. This determines
whether or not pilots can be expected to “hear” and identify those warnings over
the pattern of background noise without being positively deafened and distracted
(e.g., Patterson, 1983). Of course, the attention-getting and discriminative
properties of members of the full set of warnings still have to be crafted. Once
established, the extension of the basic techniques to warning systems in hospital
intensive-care units (Patterson, Edworthy, Shailer, Lower, & Wheeler, 1986)
and trains (Patterson, Cosgrove, Milroy, & Lower, 1989) is a relatively routine
matter.
Developed further and automated, the same kind of psychoacoustic model
can play a direct role in invention. As the front end to a connectionist speech
recognizer, it offers the prospect of a theoretically motivated coding structure that
could well prove to outperform existing technologies (e.g., see ACTS, 1989).
As used in invention, what is being embodied in the recognition artifact is an
integrated theory about the human auditory system rather than a simple heuristic
combination of current signal-processing technologies.
Another case arises out of short-term memory research. Happily, this one
does not concern limited capacity! When the research technology for short-term
memory studies evolved into a computerized form, it was observed that word
lists presented at objectively regular time intervals (onset to onset times for the
sound envelopes) actually sounded irregular. In order to be perceived as regular
the onset to onset times need to be adjusted so that the “perceptual centers” of the
words occur at equal intervals (Morton, Marcus, & Frankish, 1976). This
science base representation, and algorithms derived from it, can find direct use in
telecommunications technology or speech interfaces where there is a requirement
for the automatic generation of natural sounding number or option sequences.
Of course, both of these examples are admittedly relatively “low level.” For
many higher level aspects of cognition, what is in the science base are
representations of laboratory phenomena of restricted scope and accounts of
them. What would be needed in the science base to provide conditions for
bridging are representations of phenomena much closer to those that occur in the
real world. So, for example, the theoretical representations should be topicalized
on phenomena that really matter in applied contexts (Landauer, 1987).
Comment 6See Comments 2 and 4.
They should be theoretical representations dealing with extended sequences of
cognitive behavior rather than discrete acts. They should be representations of
information-rich environments rather than information-impoverished ones. They
should relate to circumstances where cognition is not a pattern of short repeating
(experimental) cycles but where any cycles that might exist have meaning in
relation to broader task goals and so on.
Comment 7Task goals imply the requirement for lower-level descriptions of the human-computer interactions, which constitute the phenomena to be understood by the science base of Psychology, as expressed in Cognitive Theory.
It is not hard to pursue points about what the science base might incorporate
in a more ideal world. Nevertheless, it does contain a good deal of useful
knowledge (cf. Norman, 1986), and indeed the first life cycle of HCI research
has contributed to it. Many of the major problems with the appropriateness,
scope, integration, and applicability of its content have been identified. Because
major theoretical prestroika will not be achieved overnight, the more productive
questions concern the limitations on the bridging representations of that first
cycle of research and how discovery representations and applications
representations might be more effectively developed in subsequent cycles.
An Analogy with Interface Design Practice
Not surprisingly, those involved in the first life cycle of HCI research relied very
heavily in the formation of their discovery representations on the methodologies
of the parent discipline.
Comment 8Research, here, refers to the acquisition of Cognitive Theory as scientific knowledge, whose parent discipline is Psychology.
Likewise, in bridging from theory to application, those
involved relied heavily on the standard historical products used in the verification
of basic theory, that is, prediction of patterns of time and/or errors.
Comment 9Verification , here, is taken to include validation, which in turn comprises: conceptualisation; operationalisation; test; and generalisation.
There are relatively few examples where other attributes of behavior are modeled, such as
choice among action sequences (but see Young & MacLean, 1988). A simple
bridge, predictive of times of errors, provides information about the user of an
interactive system. The user of that information is the designer, or more usually
the design team. Frameworks are generally presented for how that information
might be used to support design choice either directly (e.g., Card et al., 1983) or
through trade-off analyses (e.g., Norman, 1983).
Comment 10Applied frameworks, as referenced here, are clearly different from; but dependent on, science/Psychology/Cognitive Theory frameworks.
However, these forms of
application bridge are underdeveloped to meet the real needs of designers.
Given the general dictum of human factors research, “Know the user”
(Hanson, 1971), it is remarkable how few explicitly empirical studies of design
decision making are reported in the literature. In many respects, it would not be
entirely unfair to argue that bridging representations between theory and design
have remained problematic for the same kinds of reasons that early interactive
interfaces were problematic. Like glass teletypes, basic psychological
technologies were underdeveloped and, like the early design of command
languages, the interfaces (application representations) were heuristically
constructed by applied theorists around what they could provide rather than by
analysis of requirements or extensive study of their target users or the actual
context of design (see also Bannon & BØdker, this volume; Henderson, this
volume).
Equally, in addressing questions associated with the relationship between
theory and design, the analogy can be pursued one stage further by arguing for
the iterative design of more effective bridging structures. Within the first life
cycle of HCI research a goodly number of lessons have been learned that could
be used to advantage in a second life cycle. So, to take a very simple example,
certain forms of modeling assume that users naturally choose the fastest method
for achieving their goal. However there is now some evidence that this is not
always the case (e.g., MacLean, Barnard, & Wilson, 1985). Any role for the
knowledge and theory embodied in the science base must accommodate, and
adapt to, those lessons.
Comment 11Knowledge and theory in the science basis seeks to understand the phenomena, associated with humans interacting with computers. Cognitive Theory, then, requires frameworks at the detailed level of those interactions. See also Comment 7.
For many of the reasons that Carroll and others have
elaborated, simple deductive bridging is problematic. To achieve impact,
behavioral engineering research must itself directly support the design,
development, and invention of artifacts. On any reasonable time scale there is a
need for discovery and application representations that cannot be fully justified
through science-base principles or data. Nonetheless, such a requirement simply
restates the case for some form of cognitive engineering paradigm. It does not in
and of itself undermine the case for the longer-term development of applicable
theory.
Comment 12Cognitive Science and Cognitive Engineering Paradigms are clearly distinguished here. This distinction is consistent with the position taken by Frameworks for HCI on this site.
Just as impact on design has most readily been achieved through the
application of psychological reasoning in the invention and demonstration of
artifacts, so a meaningful impact of theory might best be achieved through the
invention and demonstration of novel forms of applications representations. The
development of representations to bridge from theory to application cannot be
taken in isolation. It needs to be considered in conjunction with the contents of
the science base itself and the appropriateness of the discovery representations
that give rise to them.
Without attempting to be exhaustive, the remainder of this chapter will
exemplify how discovery representations might be modified in the second life
cycle of HCI research; and illustrate how theory might drive, and itself benefit
from, the invention and demonstration of novel forms of applications bridging.
Enhancing Discovery Representations
Although disciplines like psychology have a formidable array of methodological
techniques, those techniques are primarily oriented toward hypothesis testing.
Here, greatest effort is expended in using factorial experimental designs to
confirm or disconfirm a specific theoretical claim. Often wider characteristics of
phenomena are only charted as and when properties become a target of specific
theoretical interest. Early psycholinguistic research did not start off by studying
what might be the most important factors in the process of understanding and
using textual information. It arose out of a concern with transformational
grammars (Chomsky, 1957). In spite of much relevant research in earlier
paradigms (e.g., Bartlett, 1932), psycholinguistics itself only arrived at this
consideration after progressing through the syntax, semantics, and pragmatics of
single-sentence comprehension.
As Landauer (1987) has noted, basic psychology has not been particularly
productive at evolving exploratory research paradigms. One of the major
contributions of the first life cycle of HCI research has undoubtedly been a
greater emphasis on demonstrating how such empirical paradigms can provide
information to support design (again, see Landauer, 1987). Techniques for
analyzing complex tasks, in terms of both action decomposition and knowledge
requirements, have also progressed substantially over the past 20 years (e.g.,
Wilson, Barnard, Green, & MacLean, 1988).
A significant number of these developments are being directly assimilated
into application representations for supporting artifact development. Some can
also be assimilated into the science base, such as Lewis’s (1988) work on
abduction. Here observational evidence in the domain of HCI (Mack et al.,
1983) leads directly to theoretical abstractions concerning the nature of human
reasoning. Similarly, Carroll (1985) has used evidence from observational and
experimental studies in HCI to extend the relevant science base on naming and
reference. However, not a lot has changed concerning the way in which
discovery representations are used for the purposes of assimilating knowledge to
the science base and developing theory.
In their own assessment of progress during the first life cycle of HCI
research, Newell and Card (1985) advocate continued reliance on the hardening
of HCI as a science. This implicitly reinforces classic forms of discovery
representations based upon the tools and techniques of parent disciplines. Heavy
reliance on the time-honored methods of experimental hypothesis testing in
experimental paradigms does not appear to offer a ready solution to the two
problems dealing with theoretical scope and the speed of theoretical advance.
Likewise, given that these parent disciplines are relatively weak on exploratory
paradigms, such an approach does not appear to offer a ready solution to the
other problems of enhancing the science base for appropriate content or for
directing its efforts toward the theoretical capture of effects that really matter in
applied contexts.
The second life cycle of research in HCI might profit substantially by
spawning more effective discovery representations, not only for assimilation to
applications representations for cognitive engineering, but also to support
assimilation of knowledge to the science base and the development of theory.
Two examples will be reviewed here. The first concerns the use of evidence
embodied in HCI scenarios (Young & Barnard, 1987, Young, Barnard, Simon,
& Whittington, 1989). The second concerns the use of protocol techniques to
systematically sample what users know and to establish relationships between
verbalizable knowledge and actual interactive performance.
Test-driving Theories
Young and Barnard (1987) have proposed that more rapid theoretical advance
might be facilitated by “test driving” theories in the context of a systematically
sampled set of behavioral scenarios. The research literature frequently makes
reference to instances of problematic or otherwise interesting user-system
exchanges. Scenario material derived from that literature is selected to represent
some potentially robust phenomenon of the type that might well be pursued in
more extensive experimental research. Individual scenarios should be regarded
as representative of the kinds of things that really matter in applied settings. So
for example, one scenario deals with a phenomenon often associated with
unselected windows. In a multiwindowing environment a persistent error,
frequently committed even by experienced users, is to attempt some action in
inactive window. The action might be an attempt at a menu selection. However,
pointing and clicking over a menu item does not cause the intended result; it
simply leads to the window being activated. Very much like linguistic test
sentences, these behavioral scenarios are essentially idealized descriptions of
such instances of human-computer interactions.
If we are to develop cognitive theories of significant scope they must in
principle be able to cope with a wide range of such scenarios. Accordingly, a
manageable set of scenario material can be generated that taps behaviors that
encompass different facets of cognition. So, a set of scenarios might include
instances dealing with locating information in a directory entry, selecting
alternative methods for achieving a goal, lexical errors in command entry, the
unselected windows phenomenon, and so on (see Young, Barnard, Simon, &
Whittington, 1989). A set of contrasting theoretical approaches can likewise be
selected and the theories and scenarios organized into a matrix. The activity
involves taking each theoretical approach and attempting to formulate an account
of each behavioral scenario. The accuracy of the account is not at stake. Rather,
the purpose of the exercise is to see whether a particular piece of theoretical
apparatus is even capable of giving rise to a plausible account. The scenario
material is effectively being used as a set of sufficiency filters and it is possible to
weed out theories of overly narrow scope. If an approach is capable of
formulating a passable account, interest focuses on the properties of the account
offered. In this way, it is also possible to evaluate and capitalize on the
properties of theoretical apparatus and do provide appropriate sorts of analytic
leverage over the range of scenarios examined.
Traditionally, theory development places primary emphasis on predictive
accuracy and only secondary emphasis on scope. This particular form of
discovery representation goes some way toward redressing that balance. It
offers the prospect of getting appropriate and relevant theoretical apparatus in
place on a relatively short time cycle. As an exploratory methodology, it at least
addresses some of the more profound difficulties of interrelating theory and
application. The scenario material makes use of known instances of humancomputer
interaction. Because these scenarios are by definition instances of
interactions, any theoretical accounts built around them must of necessity be
appropriate to the domain. Because scenarios are intended to capture significant
aspects of user behavior, such as persistent errors, they are oriented toward what
matters in the applied context. As a quick and dirty methodology, it can make
effective use of the accumulated knowledge acquired in the first life cycle of HCI
research, while avoiding some of the worst “tar pits” (Norman, 1983) of
traditional experimental methods.
As a form of discovery bridge between application and theory, the real world
is represented, for some purpose, not by a local observation or example, but by a
sampled set of material. If the purpose is to develop a form of cognitive
architecture , then it may be most productive to select a set of scenarios that
encompass different components of the cognitive system (perception, memory,
decision making, control of action). Once an applications representation has
been formed, its properties might be further explored and tested by analyzing
scenario material sampled over a range of different tasks, or applications
domains (see Young & Barnard, 1987). At the point where an applications
representation is developed, the support it offers may also be explored by
systematically sampling a range of design scenarios and examining what
information can be offered concerning alternative interface options (AMODEUS,
1989). By contrast with more usual discovery representations, the scenario
methodology is not primarily directed at classic forms of hypothesis testing and
validation. Rather, its purpose is to support the generation of more readily
applicable theoretical ideas.
Verbal Protocols and Performance
One of the most productive exploratory methodologies utilized in HCI research
has involved monitoring user action while collecting concurrent verbal protocols
to help understand what is actually going on. Taken together these have often
given rise to the best kinds of problem-defining evidence, including the kind of
scenario material already outlined. Many of the problems with this form of
evidence are well known. Concurrent verbalization may distort performance and
significant changes in performance may not necessarily be accompanied by
changes in articulatable knowledge. Because it is labor intensive, the
observations are often confined to a very small number of subjects and tasks. In
consequence, the representatives of isolated observations is hard to assess.
Furthermore, getting real scientific value from protocol analysis is crucially
dependent on the insights and craft skill of the researcher concerned (Barnard,
Wilson, & MacLean, 1986; Ericsson & Simon, 1980).
Techniques of verbal protocol analysis can nevertheless be modified and
utilized as a part of a more elaborate discovery representation to explore and
establish systematic relationships between articulatable knowledge and
performance. The basic assumption underlying much theory is that a
characterization of the ideal knowledge a user should possess to successfully
perform a task can be used to derive predictions about performance. However,
protocol studies clearly suggest that users really get into difficulty when they
have erroneous or otherwise nonideal knowledge. In terms of the precise
relationships they have with performance, ideal and nonideal knowledge are
seldom considered together.
In an early attempt to establish systematic and potentially generalizable
relationships between the contents of verbal protocols and interactive
performance, Barnard et al., (1986) employed a sample of picture probes to elicit
users’ knowledge of tasks, states, and procedures for a particular office product
at two stages of learning. The protocols were codified, quantified, and
compared. In the verbal protocols, the number of true claims about the system
increased with system experience, but surprisingly, the number of false claims
remained stable. Individual users who articulated a lot of correct claims
generally performed well, but the amount of inaccurate knowledge did not appear
related to their overall level of performance. There was, however, some
indication that the amount of inaccurate knowledge expressed in the protocols
was related to the frequency of errors made in particular system contexts.
A subsequent study (Barnard, Ellis, & MacLean, 1989) used a variant of the
technique to examine knowledge of two different interfaces to the same
application functionality. High levels of inaccurate knowledge expressed in the
protocols were directly associated with the dialogue components on which
problematic performance was observed. As with the earlier study, the amount of
accurate knowledge expressed in any given verbal protocol was associated with
good performance, whereas the amount of inaccurate knowledge expressed bore
little relationship to an individual’s overall level of performance. Both studies
reinforced the speculation that is is specific interface characteristics that give rise
to the development of inaccurate or incomplete knowledge from which false
inferences and poor performance may follow.
Just as the systematic sampling and use of behavioral scenarios may facilitate
the development of theories of broader scope, so discovery representations
designed to systematically sample the actual knowledge possessed by users
should facilitate the incorporation into the science base of behavioral regularities
and theoretical claims that are more likely to reflect the actual basis of user
performance rather than a simple idealization of it.
Enhancing Application Representations
The application representations of the first life cycle of HCI research relied very
much on the standard theoretical products of their parent disciplines.
Grammatical techniques originating in linguistics were utilized to characterize the
complexity of interactive dialogues; artificial intelligence (A1)-oriented models
were used to represent and simulate the knowledge requirements of learning;
and, of course, derivatives of human information-processing models were used
to calculate how long it would take users to do things. Although these
approaches all relied upon some form of task analysis, their apparatus was
directed toward some specific function. They were all of limited scope and made
numerous trade-offs between what was modeled and the form of prediction made
(Simon, 1988).
Some of the models were primarily directed at capturing knowledge
requirements for dialogues for the purposes of representing complexity, such as
BNF grammars (Reisner, 1982) and Task Action Grammars (Payne & Green,
1986). Others focused on interrelationships between task specifications and
knowledge requirements, such as GOMS analyses and cognitive-complexity
theory (Card et al. 1983; Kieras & Polson, 1985). Yet other apparatus, such as
the model human information processor and the keystroke level model of Card et al.
(1983) were primarily aimed at time prediction for the execution of error-free
routine cognitive skill. Most of these modeling efforts idealized either the
knowledge that users needed to possess or their actual behavior. Few models
incorporated apparatus for integrating over the requirements of knowledge
acquisition or use and human information-processing constraints (e.g., see
Barnard, 1987). As application representations, the models of the first life cycle
had little to say about errors or the actual dynamics of user-system interaction as
influenced by task constraints and information or knowledge about the domain of
application itself.
Two modeling approaches will be used to illustrate how applications
representations might usefully be enhanced. They are programmable user
models (Young, Green, & Simon, 1989) and modeling based on Interacting
Cognitive Subsystems (Barnard, 1985). Although these approaches have
different origins, both share a number of characteristics. They are both aimed at
modeling more qualitative aspects of cognition in user-system interaction; both
are aimed at understanding how task, knowledge, and processing constraint
intersect to determine performance; both are aimed at exploring novel means of
incorporating explicit theoretical claims into application representations; and both
require the implementation of interactive systems for supporting decision making
in a design context. Although they do so in different ways, both approaches
attempt to preserve a coherent role for explicit cognitive theory. Cognitive theory
is embodied, not in the artifacts that emerge from the development process, but
in demonstrator artifacts that might emerge from the development process, but in
demonstrator artifacts that might support design. This is almost directly
analogous to achieving an impact in the marketplace through the application of
psychological reasoning in the invention of artifacts. Except in this case, the
target user populations for the envisaged artifacts are those involved in the design
and development of products.
Programmable User Models (PUMs)
The core ideas underlying the notion of a programmable user model have their
origins in the concepts and techniques of AI. Within AI, cognitive architectures
are essentially sets of constraints on the representation and processing of
knowledge. In order to achieve a working simulation, knowledge appropriate to
the domain and task must be represented within those constraints. In the normal
simulation methodology, the complete system is provided with some data and,
depending on its adequacy, it behaves with more or less humanlike properties.
Using a simulation methodology to provide the designer with an artificial
user would be one conceivable tactic. Extending the forms of prediction offered
by such simulations (cf. cognitive complexity theory; Polson, 1987) to
encompass qualitative aspects of cognition is more problematic. Simply
simulating behavior is of relatively little value. Given the requirements of
knowledge-based programming, it could, in many circumstances, be much more
straightforward to provide a proper sample of real users. There needs to be
some mechanism whereby the properties of the simulation provide information
of value in design. Programmable user models provide a novel perspective on
this latter problem. The idea is that the designer is provided with two things, an
“empty” cognitive architecture and an instruction language for providing with all
the knowledge it needs to carry out some task. By programming it, the designer
has to get the architecture to perform that task under conditions that match those
of the interactive system design (i.e., a device model). So, for example, given a
particular dialog design, the designer might have to program the architecture to
select an object displayed in a particular way on a VDU and drag it across that
display to a target position.
The key, of course, is that the constraints that make up the architecture being
programmed are humanlike. Thus, if the designer finds it hard to get the
architecture to perform the task, then the implication is that a human user would
also find the task hard to accomplish. To concretize this, the designer may find
that the easiest form of knowledge-based program tends to select and drag the
wrong object under particular conditions. Furthermore, it takes a lot of thought
and effort to figure out how to get round this problem within the specific
architectural constraints of the model. Now suppose the designer were to adjust
the envisaged user-system dialog in the device model and then found that
reprogramming the architecture to carry out the same task under these new
conditions was straightforward and the problem of selecting the wrong object no
longer arose. Young and his colleagues would then argue that this constitutes
direct evidence that the second version of the dialog design tried by the designer
is likely to prove more usable than the first.
The actual project to realize a working PUM remains at an early stage of
development. The cognitive architecture being used is SOAR (Laird, Newell, &
Rosenbloom, 1987). There are many detailed issues to be addressed concerning
the design of an appropriate instruction language. Likewise, real issues are
raised about how a model that has its roots in architectures for problem solving
(Newell & Simon, 1972) deals with the more peripheral aspects of human
information processing, such as sensation, perception, and motor control.
Nevertheless as an architecture, it has scope in the sense that a broad range of
tasks and applications can be modeled within it. Indeed, part of the motivation
of SOAR is to provide a unified general theory of cognition (Newell, 1989).
In spite of its immaturity, additional properties of the PUM concept as an
application bridging structure are relatively clear (see Young et al., 1989). First,
programmable user models embody explicit cognitive theory in the form of the
to-be-programmed architecture. Second, there is an interesting allocation of
function between the model and the designer. Although the modeling process
requires extensive operationalization of knowledge in symbolic form, the PUM
provides only the constraints and the instruction language, whereas the designer
provides the knowledge of the application and its associated tasks. Third,
knowledge in the science base is transmitted implicitly into the design domain via
an inherently exploratory activity. Designers are not told about the underlying
cognitive science; they are supposed to discover it. By doing what they know
how to do well – that is, programming – the relevant aspects of cognitive
constraints and their interactions with the application should emerge directly in
the design context.
Fourth, programmable user models support a form of qualitative predictive
evaluation that can be carried out relatively early in the design cycle. What that
evaluation provides is not a classic predictive product of laboratory theory, rather
it should be an understanding of why it is better to have the artifact constructed
one way rather than another. Finally, although the technique capitalizes on the
designer’s programming skills, it clearly requires a high degree of commitment
and expense. The instruction language has to be learned and doing the
programming would require the development team to devote considerable
resources to this form of predictive evaluation.
Approximate Models of Cognitive Activity
Interacting Cognitive Subsystems (Barnard, 1985) also specifies a form of
cognitive architecture. Rather than being an AI constraint-based architecture,
ICS has its roots in classic human information-processing theory. It specifies
the processing and memory resources underlying cognition, the organization of
these resources, and principles governing their operation. Structurally, the
complete human information-processing system is viewed as a distributed
architecture with functionally distinct subsystems each specializing in, and
supporting, different types of sensory, representational, and effector processing
activity. Unlike many earlier generations of human information-processing
models, there are no general purpose resources such as a central executive or
limited capacity working memory. Rather the model attempts to define and
characterize processes in terms of the mental representations they take as input
and the representations they output. By focusing on the mappings between
different mental representations, this model seeks to integrate a characterization
of knowledge-based processing activity with classic structural constraints on the
flow of information within the wider cognitive system.
A graphic representation of this architecture is shown in the right-hand panel
of Figure 7.2, which instantiates Figure 7.1 for the use of the ICS framework in
an HCI context. The architecture itself is part of the science base. Its initial
development was supported by using empirical evidence from laboratory studies
of short-term memory phenomena (Barnard, 1985). However, by concentrating
on the different types of mental representation and process that transform them,
rather than task and paradigm specific concepts, the model can be applied across
a broad range of settings (e.g., see Barnard & Teasdale, 1991). Furthermore,
for the purposes of constructing a representation to bridge between theory and
application it is possible to develop explicit, yet approximate, characterizations of
cognitive activity.
In broad terms, the way in which the overall architecture will behave is
dependent upon four classes of factor. First, for any given task it will depend on
the precise configuration of cognitive activity. Different subsets of processes
and memory records will be required by different tasks. Second, behavior will
be constrained by the specific procedural knowledge embodied in each mental
process that actually transforms one type of mental representation to another.
Third, behavior will be constrained by the form, content, and accessibility of any
memory records that are need in that phase of activity. Fourth, it will depend on
the overall way in which the complete configuration is coordinated and
controlled.
Because the resources are relatively well defined and constrained in terms of
their attributes and properties, interdependencies between them can be motivated
on the basis of known patterns of experimental evidence and rendered explicit.
So, for example, a complexity attribute of the coordination and control of
cognitive activity can be directly related to the number of incompletely
proceduralized processes within a specified configuration. Likewise, a strategic
attribute of the coordination and control of cognitive activity may be dependent
upon the overall amount of order uncertainty associated with the mental
representation of a task stored in a memory record. For present purposes the
precise details of these interdependencies do not matter, nor does the particularly
opaque terminology shown in the rightmost panel of Figure 7.2 (for more
details, see Barnard, 1987). The important point is that theoretical claims can be
specified within this framework at a high level of abstraction and that these
abstractions belong in the science base.
Although these theoretical abstractions could easily have come from classic
studies of human memory and performance, there were in fact motivated by
experimental studies of command naming in text editing (Grudin & Barnard,
1984) and performance on an electronic mailing task (Barnard, MacLean, &
Hammond, 1984). The full theoretical analyses are described in Barnard (1987)
and extended in Barnard, Grudin, and MacLean (1989). In both cases the tasks
were interactive, involved extended sequences of cognitive behavior, involved
information-rich environments, and the repeating patterns of data collection were
meaningful in relation to broader task goals not atypical of interactive tasks in the
real world. In relation to the arguments presented earlier in this chapter, the
information being assimilated to the science base should be more appropriate and
relevant to HCI than that derived from more abstract laboratory paradigms. It
will nonetheless be subject to interpretive restrictions inherent in the particular
form of discovery representation utilized in the design of these particular
experiments.
Armed with such theoretical abstractions, and accepting their potential
limitations, it is possible to generate a theoretically motivated bridge to
application. The idea is to build approximate models that describe the nature of
cognitive activity underlying the performance of complex tasks. The process is
actually carried out by an expert system that embodies the theoretical knowledge
required to build such models. The system “knows” what kinds of
configurations are associated with particular phases of cognitive activity; it
“knows” something about the conditions under which knowledge becomes
proceduralized, and the properties of memory records that might support recall
and inference in complex task environments. It also “knows” something about
the theoretical interdependencies between these factors in determining the overall
patterning, complexity, and qualities of the coordination and dynamic control of
cognitive activity. Abstract descriptions of cognitive activity are constructed in
terms of a four-component model specifying attributes of configurations,
procedural knowledge, record contents, and dynamic control. Finally, in order
to produce an output, the system “knows” something about the relationships
between these abstract models of cognitive activity and the attributes of user
behaviour.
Figure 7.2. The applied science paradigm instantiated for the use of interacting cognitive subsystems as a theoretical basis for the development of expert system design aid.
Obviously, no single model of this type can capture everything that goes on
in a complex task sequence. Nor can a single model capture different stages of
user development or other individual differences within the user population. It is
therefore necessary to build a set of interrelated models representing different
phases of cognitive activity, different levels and forms of user expertise, and so the basic
modeling unit uses the four-component description to characterize
cognitive activity for a particular phase, such as establishing a goal, determining
the action sequence, and executing it. Each of these models approximates over
the very short-term dynamics of cognition. Transitions between phases
approximate over the short-term dynamics of tasks, whereas transitions between
levels of expertise approximate over different stages of learning. In Figure 7.2,
the envisaged application representation thus consists of a family of interrelated
models depicted graphically as a stack of cards.
Like the concept of programmable user models, the concept of approximate
descriptive modeling is in the course of development. A running demonstrator
system exists that effectively replicates the reasoning underlying the explanation
of a limited range of empirical phenomena in HCI research (see Barnard,
Wilson, & MacLean, 1987, 1988). What actually happens is that the expert
system elicits, in a context-sensitive manner, descriptions of the envisaged
interface, its users, and the tasks that interface is intended to support. It then
effectively “reasons about” cognitive activity, its properties, and attributes in that
applications setting for one or more phases of activity and one or more stages of
learning. Once the models have stabilized, it then outputs a characterization of
the probable properties of user behavior. In order to achieve this, the expert
system has to have three classes of rules: those that map from descriptions of
tasks, users, and systems to entities and properties in the model representation;
rules that operate on those properties; and rules that map from the model
representation to characterizations of behavior. Even in its somewhat primitive
current state, the demonstrator system has interesting generalizing properties.
For example, theoretical principles derived from research on rather antiquated
command languages support limited generalization to direct manipulation and
iconic interfaces.
As an applications representation, the expert system concept is very different
from programmable user models. Like PUMs, the actual tool embodies explicit
theory drawn from the science base. Likewise, the underlying architectural
concept enables a relatively broad range of issues to be addressed. Unlike
PUMs, it more directly addresses a fuller range of resources across perceptual,
cognitive, and effector concerns. It also applies a different trade-off in when and
by whom the modeling knowledge is specified. At the point of creation, the
expert system must contain a complete set of rules for mapping between the
world and the model. In this respect, the means of accomplishing and
expressing the characterizations of cognition and behavior must be fully and
comprehensively encoded. This does not mean that the expert system must
necessarily “know” each and every detail. Rather, within some defined scope,
the complete chain of assumptions from artifact to theory and from theory to
behavior must be made explicit at an appropriate level of approximation.
Equally, the input and output rules must obviously be grounded in the language
of interface description and user-system interaction. Although some of the
assumptions may be heuristic, and many of them may need crafting, both
theoretical and craft components are there. The how-to-do-it modeling
knowledge is laid out for inspection.
However, at the point of use, the expert system requires considerably less
precision than PUMs in the specification and operationalization of the knowledge
required to use the application being considered. The expert system can build a
family of models very quickly and without its user necessarily acquiring any
great level of expertise in the underlying cognitive theory. In this way, it is
possible for that user to explore models for alternative system designs over the
course of something like one afternoon. Because the system is modular, and the
models are specified in abstract terms, it is possible in principle to tailor the
systems input and output rules without modifying the core theoretical reasoning.
The development of the tool could then respond to requirements that might
emerge from empirical studies of the real needs of design teams or of particular
application domains.
In a more fully developed form, it might be possible to address the issue of
which type of tool might prove more effective in what types of applications
context. However, strictly speaking, they are not direct competitors, they are
alternative types of application representation that make different forms of tradeoff
about the characteristics of the complete chain of bridging from theory to
application. By contrast with the kinds of theory-based techniques relied on in
the first life cycle of HCI research, both PUMs and the expert-system concept
represent more elaborate bridging structures. Although underdeveloped, both
approaches are intended ultimately to deliver richer and more integrated
information about properties of human cognition into the design environment in
forms in which it can be digested and used. Both PUMs and the expert system
represent ways in which theoretical support might be usefully embodied in future
generations of tools for supporting design. In both cases the aim is to deliver
within the lifetime of the next cycle of research a qualitative understanding of
what might be going on in a user’s head rather than a purely quantitative estimate
of how long the average head is going to be busy (see also Lewis, this volume).
Summary
The general theme that has been pursued in this chapter is that the relationship
between the real world and theoretical representations of it is always mediated by
bridging representations that subserve specific purposes. In the first life cycle of
research on HCI, the bridging representations were not only simple, they were
only a single step away from those used in the parent disciplines for the
development of basic theory and its validation. If cognitive theory is to find any
kind of coherent and effective role in forthcoming life cycles of HCI research, it
must seriously reexamine the nature and function of these bridging
representations as well as the content of the science base itself.
This chapter has considered bridging between specifically cognitive theory
and behavior in human-computer interaction. This form of bridging is but one
among many that need to be pursued. For example, there is a need to develop
bridging representations that will enable us to interrelate models of user cognition
with the formed models being developed to support design by software
engineers (e.g., Dix, Harrison, Runciman, & Thimbleby, 1987; Harrison,
Roast, & Wright, 1989; Thimbleby, 1985). Similarly there is a need to bridge
between cognitive models and aspects of the application and the situation of use
(e.g., Suchman, 1987). Truly interdisciplinary research formed a large part of
the promise, but little of the reality of early HCI research. Like the issue of
tackling nonideal user behavior, interdisciplinary bridging is now very much on
the agenda for the next phase of research (e.g., see Barnard & Harrison, 1989).
The ultimate impact of basic theory on design can only be indirect – through
an explicit application representation. Alternative forms of such representation
that go well beyond what has been achieved to date have to be invented,
developed, and evaluated. The views of Carroll and his colleagues form one
concrete proposal for enhancing our application representations. The design
rationale concept being developed by MacLean, Young, and Moran (1989)
constitutes another potential vehicle for expressing application representations.
Yet other proposals seek to capture qualitative aspects of human cognition while
retaining a strong theoretical character (Barnard et al., 1987; 1988; Young,
Green, & Simon, 1989).
On the view advocated here, the direct theory-based product of an applied
science paradigm operating in HCI is not an interface design. It is an application
representation capable of providing principled support for reasoning about
designs. There may indeed be very few examples of theoretically inspired
software products in the current commercial marketplace. However, the first life
cycle of HCI research has produced a far more mature view of what is entailed in
the development of bridging representations that might effectively support design
reasoning. In subsequent cycles, we may well be able to look forward to a
significant shift in the balance of added value within the interaction between
applied science and design. Although future progress will in all probability
remain less than rapid, theoretically grounded concepts may yet deliver rather
more in the way of principled support for design than has been achieved to date.
Acknowledgments
The participants ant the Kittle Inn workshop contributed greatly to my
understanding of the issues raised here. I am particularly indebted to Jack
Carroll, Wendy Kellogg, and John Long, who commented extensively on an
earlier draft. Much of the thinking also benefited substantially from my
involvement with the multidisciplinary AMODEUS project, ESPRIT Basic
Research Action 3066.
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