In The Human Interface, Jef Raskin hammers on one particular message; Modes result in mode errors, and must be eliminated wherever possible. Along with this he argues that any gesture must retain the same meaning (or effect) in as many places as possible, but preferably, in all places. This anti-modality view is built on the rather inarguable premise that any digital artifact must first be built with the cognitive limitations of people in mind. From this, as we have only one “locus of attention”, requiring a user to change their locus from the content to the context is both inefficient and prone to cause errors, particularly when the context is deep in the periphery of our attention.
Computer interfaces are still far from “humane” in many cases, so a focus on cognitive ergonomics or cognetics even today is hardly problematic. However, some things strike me as particularly… peculiar.
A multiplicity of layered, changing or even conflicting meanings in human gestures is the rule of our daily lives. It’s at the heart of a ‘passive agressive’ act for example. Us humans have a fantastic ability to move between models of structuring the world. We are also fantastic at misunderstanding the contexts within which actions are meant to be taken within. Computers are no different. It seems their biggest problem is an exaggerated inability to understand the context within which our actions are meant to take place.
The simple solution, of course, is to remove the potential for different contexts. A communicative flat land. This is Raskin’s ideal. No applications, no files, no modes. One context, no ambiguity.
While the elimination of preventable errors is nobel. I’m not convinced that a paradigm for designing interfaces that results in the removal of metaphors is either desirable or even the most efficient . Let alone forcing users into a land of a single context smacks of a bend-the-user-to-the-computer practice that Raskin is himself trying to eliminate in his book.
Perhaps some manipulations are universal, or close to it; Cut and Paste, Copy, Undo and Redo. These actions, or at least the pervasiveness of their use, is due to the reconfigurable qualities of computation as much as the structure of human thought. Outside of them there’s plenty of actions that might have very beneficial contextual interpretations. I don’t want auto indentation when typing a letter, but I do want it when writing code. A parenthesis is an individual character, but if I type it while a line of text is selected, I’d rather it bracket the content than replace it with “(“. We might want windows to be in the same place when waking a computer from sleep, but I doubt everyone wants their browser, on launching, to display the last web page they were on when sitting in a coffee shop.
The discrepancy between a computer’s understanding of context and our own is evident even in the removal of modes. This is highly evident in the social faux-pas on Facebook when new users unintentionally publish, publicly, information meant to be private. Raskin might argue that this stems from the modality created by applications, perhaps applications such as an email client. No matter how ideally ignorant a user should be of the computer’s mode, ignorance on the system’s part of the context of the user will always cause problems.
The issue seems not in designing for a universal context (though this can also help in avoiding bad design choices), but in understanding how people float between contexts and how this can be facilitated by a computer, not ignored.
The idea of computers responding to emotions is briefly mentioned. Raskin quickly sets it aside as a nice thought, as the ability for computers to successfully do this, or for designers to account for it at the time of writing is nill. Fair enough. However, he never addresses the emotions that users have — regardless of whether the computer reads them or not. Raskin talks of designing humane interfaces, polite and respectable interfaces, but his guidelines account for people as if they were machinery.