Henning Ziegler on Wed, 6 Nov 2002 16:05:05 +0100 (CET) |
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(...der vierte Teil meines Hypermedia-Aufsatzes...) 4 Interface Politics The Macintosh interface is designed to provide a computer environment that is understandable, familiar, and predictable. -- Apple Computers, Inc. - Macintosh Human Interface Guidelines Computer programs and hypermedia objects today typically 'run' on a computer workstation that consists of the computer, a monitor, a mouse, and a keyboard. The visual window into digital data is the human computer interface (HCI, in most instances simply a computer monitor screen), so the formal aspects of interface design should substantiate my thesis that the interface is a site where absent cultural and social contradictions clash and meaning is being dialogically produced for a cultural community, in that the interface makes an unstable, messy, or liquid data world coherent to the user (and the programmer). In what follows, to set the general backdrop for my analysis of hypermedia in the next section, I'll try to substantiate this thesis by looking at the interface designs of two prominent operating systems (Mac OS and Windows XP), along with the computer programs AOL 8.0/Internet Explorer and Mozilla/Netscape 7 that are often used to access hypermedia. Most graphical computer environments of today (such as Windows XP, Gnome, or KDE) derive their interface design from the first Macintosh computer that Apple introduced in January 1984. Arguably, we're now moving toward the invisible computer that is integrated, for instance, into human clothing, but Apple's initial desktop metaphor still serves as the most widely used interface, since Apple's idea of a relatively inexpensive personal computer was apparently years ahead of the computer development at the time of its design (expensive multi-user systems prevailed that were securely stored away in some computer lab on a university campus). Interestingly, although the company had the possibilities of designing a product almost entirely from scratch, Apple's strategy turned out to be quite 'conservative.' The company puts its strategy this way: "The 80 percent solution means that your design meets the needs of at least 80 percent of your users. If you try to design for the 20 percent of your target audience who are power users, your design will not be usable by the majority of users" (Apple Inc., 1992, p. 35). Out of marketing considerations, then, Apple apparently reduced the relative complexity of text-based computer interfaces from the start to familiar, graphical metaphors of everyday U.S. life, thus heeding the warning of Ben Shneiderman's /Designing the User Interface: "Surprising system actions, tedious sequences of data entries, inability or difficulty in obtaining necessary information, and inability to produce the action desired all build anxiety and dissatisfaction" (Shneiderman 75). Generally, the Apple solution became 'point and click' rather than type a command, and to design and communicate an ease and simplicity in the use of a Macintosh computer has ever since the design of the first Mac been Apple's major promotional strategy. In June 2002, for instance, Apple launched the famous switcher campaign (ads that feature 'real life people' who switched from PC to Mac) that again makes use of such terminology: "More people are interested in switching from PCs to Macs than ever before. See why they made the change and how easy it was. (...) And understand how Macs can make your life easier and your possibilities endless" (http://www.apple.com/switch). In its official design handbook from 1992, the /Apple Human Interface Guidelines, Apple developed eleven principles of interface design by which the company tried to incorporate ease and simplicity into its products: Metaphors, direct manipulation, see-and-point, consistency, WYSIWYG, user control, feedback and dialog, forgiveness, perceived stability, modelessness, and aesthetic integrity. The Apple Macintosh interface thus ideally presents the user throughout with nicely designed, familiar metaphors (such as the trash can or the desktop itself) which one can interact with in close-to-real time by using a point-and-click device while immediately seeing results or getting a failure feedback and a possibility to 'undo' the action. Since Microsoft, having copied the Mac interface and its principles almost one to one, dominates the personal computer market with its Windows operating system, the socio-political purpose of virtually every user interface today can be said to be to "create safety nets for people" (10). >From the principles in the official Apple design handbook, I think it's already clear that, at its inception in 1984, the personal computer as we know it in 2002 has not been arbitrarily designed into "the friendly computer" (Microsoft on its XP website). Rather, the eleven principles seem to rest on specific socio-political assumptions that Apple expresses in the /Interface Guidelines' discourse on the power user and stability. First, the /Guideline strictly separates the features that the so-called 'power user' needs from those that 'the rest of us' play with. The /Guidelines explicitly advises the interface designer not to "hide features in your application by using abstract commands" (8) or not to "use technical jargon or computer science terminology" (307). Whereas the power user of an Emacs editor (http://www.emacs.org) might have extensive keyboard shortcuts that call up the many program functions, the 'rest of us' is better left with a few directly visible choices in plain English, or so Apple says. After all, we might even do harm to the computer, or, as the Guidelines nicely put it, the goal of today's 'safety net' interfaces is to achieve "a balance between providing (the power) user with the capabilities they need to get their work done and preventing (the rest of us) from destroying data" (9). Such expert politics are incorporated into today's interface design in many ways, most notably perhaps in Windows XP, Microsoft's most recent computer operating system, in the so-called principle of gradual disclosure. Gradual disclosure means that, for instance, in Office applications such as Microsoft Word, the menus only show a small number of commands by default (such as 'format paragraph'), but hide more specific commands (such as 'format styles') from the user - those commands are only available to the 'power user' who moves his point-and-click device over a little arrow at the bottom of the opened menu. Another, more general instance of gradual disclosure in the Windows XP interface is data visibility in the file manager program Explorer. By default, the Explorer starts with a subfolder that only contains user data ('My files') and hides the content of subfolders from view that contain programs or system files, such as C:/Progam Files or C:/Windows/System. On opening such a subfolder, the Windows XP interface warns: "This folder contains files that are important for your systems stability. You should not modify the content of this folder." For expert use, below the large letter warning is a link that reads in small font "Show folder content." Expert interface politics is closely intertwined with the discourse of stability that serves as the other bottom line of Apple's eleven design principles. Not regarding Apple's claim to sell the more stable operating system, both Mac OS and Microsoft Windows exhibit design features that back up the user perception of stability and continuity of a HCI. The most prominent example of stability design is the taskbar that is located at the bottom of Windows XP and at the top in most Mac OS. It doesn't matter how many programs you are running, in Windows XP the taskbar is always visible and by default tells you the local date and time (thus locating your physical body), always shows you a pop-up start menu (or gives power to execute commands), and usually iconically represents all programs that are running in small form. The taskbar visually remains 'always on top,' meaning that you cannot move another window over it, so it's the most prominent stability feature in every interface (even alternative shells such as LightStep have one). Other stability features include the feedback that the interface gives when the computer calculates for a longer time - usually this is done in the form of a growing bar at the bottom of a window (such as Internet Explorer) or a 'remaining time' pop-up. Familiar icons such as the Recycle Bin or Trash that have a specific place in many different interfaces, the upper left corner in Windows XP, make novice users feel 'at home' instantly. Also, the continuity of design throughout all applications is important for the stable look-and-feel: Every program has menu bar and it's first and second entries are usually 'File' and 'Edit.' Now, all these stability features are linked to the expert discourse in the following way: They actually cover up an /instable system to 'the rest of us' (Apple has even taken this into the design of the iMac and the iBook themselves: closed, shining entities). If you run an alternative shell such as LightStep, you'll see on a little monitor the data writing and deletion that constantly takes place on your computer's virtual an physical memory; thus, much of the data representation you have in, say, the Explorer file manager is actually a reference to a quite unstable heap of data. As even the /Apple Guidelines remind the designer-expert, "it is the /perception/ of stability that you want to preserve, not stability in any strict physical sense" (11). Given the inherent instability of new media objects, it is perhaps little surprising that Jacob Nielsen and Don Gentner came up with their Antimac interface that turns most of the Apple principles upside down (although the authors, for whatever reason, emphasize that they do not think the Mac is bad). The basic assumption of Nielsen and Gentner in their "The Antimac: Violating the Apple Human Interface Guidelines" is that while the Mac/Microsoft interface that we're using today might be appropriate to teach what a computer can do to novice users, today's computer users are "people with extensive computer experience who want to manipulate huge numbers of complex information objects while being connected to a network shared by immense numbers of other users and computers." In other words: Apple's 80 percent solution doesn't work if your users are the "Post-Nintendo Generation" (Nielsen and Gentner 1995). In the /Antimac, Gentner and Nielsen detect a number of problematic aspects of what they call the "WIMP model" (windows, icons, menus, pointer) of the original Apple Macintosh HCI. Although the principle of metaphor usage, for instance, may help the novice user ("Oh, the trash can is where my deleted file went!"), metaphors usually hide those computer capabilities that go beyond the actual metaphor: The trash can, for instance, saves deleted files on every physical drive separately, but if you 'empty' it, all data are gone from all drives - the possibility to only delete files on, let's say, the C: drive, is undermined by the very use of the metaphor. The problem with the principle of consistency according to Gentner and Nielsen is that, although learning might be reduced if new media objects look the same, new possibilities are overlooked. As the /Antimac puts it, for Apple and Microsoft we're "still children in the computer age, and children like stability. They want to hear the same bedtime story or watch the same video again and again. But as we grow more capable and are better able to cope with a changing world, we become more comfortable with changes and even seek novelty for its own sake." Finally, WYSIWYG is inappropriate to computer usage in 2002, since the "What you see is what you get"-principle "assumes there is only one useful representation of the information: that of the final printed report." The principle thus overlooks that "it may be useful to have a different representation when preparing the document. For example, we may want to see formatting symbols or margin outlines, or it may be useful to see index terms assembled in the margin while we are composing." Against this interface politics of the beginning new media age, Gentner and Nielsen set an interface that features the central role of language, richer internal representation of objects, expert users , and shared control. Instead of a poor office imitation, then, they see the computer today as an ubiquitous tool to work, communicate, and play. The computer, so to say, introduced the new ethic of "You won't always have to work that hard" instead of giving you the early digital capitalist "Power to Be Your Best" (Nielsen). Of course, when recalling Althusser's statement that "men represent their real conditions of existence to themselves in an imaginary form," even the Antimac becomes another imaginary, cultural representation of absent socio-political reality. For instance, to invoke a gendered reading of both Mac and Antimac: One could say with Robert Milthorp that the Antimac is a result of men's "fascination with technology (that) is linked to the masculine need to be in control of the material world, to know how to extend that control, to be able to act, and to be independent of reliance on others" is expressed in the Antimac (Milthorp, Rob 137). However, I do not want to elaborate on this criticism here but instead underscore that the very Antimac alternative points to the existence of the space of inherent instability of new media objects that is so central to my argument. Now, in the coming age of the highly networked computer, Web browsers are the other important new media objects that frame and politically shape data within HCI. I'll look at the AOL 8.0 software and Mozilla/Netscape 7 in order to show how this might be so. America Online, a subdivision of AOL Time Warner, claims to be the single largest access provider to the Internet - although relative in size in relation to the US population, the AOL member figures actually do suggest that many people (at least in the U.S.) access the Web through the company's software. According to the company's website, AOL has "more than 35 million members of its flagship AOL service along with more than 3 million CompuServe members, 120 million registered users of ICQ, and 48 million registered users of the Netscape.com service" (AOL, 2002). In addition to those 206 million users, AOL also operates popular services on the World Wide Web such as AOL Instant Messenger and Winamp, a music file sharing tool. No doubt then, that "America Online has played a major role in creating the consumer online experience worldwide," as the AOL website claims. Now, similar to Apple's 80 percent solution, at the heart of the AOL marketing strategy stands "providing convenient, easy-to-use services for mass-market consumers." But as we have seen above, the internet remains a new media object that is unstable and multilayered, so in reaction to that, AOL has developed its own version of an Apple Macintosh desktop for internet access, namely, the AOL software suite. This software contains the AOL Mosaic Web browser, an email client, chat programs and other tools conveniently compiled in one package that is downloadable from the company's website or freely available in many stores or on CD-ROMs that come with digital lifestyle magazines. Similar to Apple's Macintosh, the installation instructions of AOL's Website address a novice computer user: They highlight the ease and simplicity of the software usage ("Follow the easy online instructions to install your FREE America Online Software!") and the speed with which the novice user gets accustomed to the new programs ("You'll be enjoying the benefits of America Online in no time!"). AOL is also quick to warn the novice user of the dangers that might lurk in her computer file system: "Important: Be sure to write down the filename and path to the directory where you save the file." After the user has installed the program ("Look for a file that starts with 'setup'!"), she is ready to experience "the Internet in an instant!" The mission statement page of the German AOL subdivision nicely summarizes the general AOL strategy: "In the infinite world of the internet, AOL offers you a home. An intimate place where you meet friends, where you feel cared-for and safe." Similar to Apple, AOL is aware that the company is painting a neat surface/interface over something that is messy, fragile and unstable. And similar to Apple, AOL silences the space for difference on the internet; a strategy that can be deduced from what AOL holds its term 'netwise' to mean. "Like the rest of the world, the Internet may contain some material that is inappropriate for young audiences" is one of the conclusions of the instability factor for AOL (one might imagine "for any audience" as an alternative ending). To answer this problem, AOL has coined the term 'netwise' for what it likes its member to be: informed about those countermeasures against messiness and instability which AOL gives you: "Working together, we can make the online environment a safe and rewarding experience." Not surprisingly, in stark contradiction to what one might imagine a term 'netwise' to signify, AOL safety strategies heavily rely on automatic filtering software ("Filtering software like CyberPatrol, NetNanny, and SurfWatch can help keep children from inappropriate online areas") and AOL-controlled on-the-surface security settings (similar to Microsoft Internet Explorer). AOL devised software improvements for the 'netwise' user such as "giving members greater control over their incoming mail with a mail sorting feature that lets them choose to view only messages from people they know," alongside with new "self-expression features, including animated Buddy Icons, a choice of new Buddy Sounds, colorful backgrounds and stationary that let members tailor the appearance of their e-mail and instant messages to reflect their personalities and moods", and a "choice of (...) six different versions of the Welcome Screen offering distinct programming tailored to member interests and updated through the day" that include "Headlines, Business News and Sports," "Headlines, Latest Music, Games and Homework Help," and "Headlines Nightlife and Great Discoveries." The 'netwise' person, then, uses MatchChat, Music Share, and Buddy Share technologies to let their computer find out their likings. Generally, then, "AOL seeks to build a global medium as central to people's lives as the telephone or television," and this is where AOL does not grip the new logic of the net. German hacker Dragan Espenschied has talked about this in his "How AOL influences its users," observing that within the AOL software environment, basic principles of new media do not work anymore, namely, "there does not exist an option to save or edit the content of a viewed site" and "one cannot rely on the principle of copy and paste." His analysis culminates in the assertion that "the totality of the Web turns into one single page out of AOL's content." In contrast to the restrictive interface politics of America Online stand the capabilities of the Mozilla software suite which derived from the Netscape source code. Since the date of Microsoft's coupling of its fast-and-easy browser program Internet Explorer to the operating system Windows in 1995, the percentage of users that surf the Web with the Netscape browser has been steadily on the decline. In fact, Netscape is only used by an estimated 10% of internet surfers to access Websites, and as a result of that many Websites such as amazon.com target their content only to the capabilities of Internet Explorer (you can't click on "Buy this book" for example as a Netscape 7 user - there's no button there to click on). Notwithstanding the low usage, Netscape, now in version 7, still does stand as an alternative approach to the politics of Web browsing of AOL or the Internet Explorer, possibly due to the fact that at one point of usage decline, the company thought the browser battle against the Internet Explorer lost and decided to lay open the program source code of the Netscape browser and to make it freely available for modification and redistribution. With one limitation: Netscape used a restricted general public licence (GPL) that allowed the company to later integrate the free, changed code into its proprietary program again (more restrictive free software licences such as the GPL only allow the free, open distribution of the program). The result of this act is the Mozilla 1.0 browser which again serves as the code basis for Netscape 7. Again, this is not to suggest that Netscape 7 is the 'better' choice - it's just to highlight formal differences that do suggest a different user politics of AOL or the Internet Explorer and Netscape 7/Mozilla. Now, both Netscape 7 and Mozilla are freely available for download from their respective websites (www.netscape.com and www.mozilla.org). Since the programs are software suites, modules such as the web browser, the email client, or the usenet mailer have a similar look and feel, and, in contrast to AOL, they allow copying and pasting in between each module. In addition, the similar feeling of, for example, writing an email or writing a usenet post, gives a feeling of equality of the action. Similarly, the equal look of an FTP address and an http address 'reminds' the user of the fact that email and http are only the most prominent, but not all, services of the internet. As Dragan Espenschied has argued, Netscape/Mozilla's "view source" menu that makes the HTML source code of a website accessible to the user has pushed the HTML prominence to a large extent. Microsoft Internet Explorer has only later integrated this feature and it's still less prominently placed. The view source menu virtually gives the user power in that it shows how the website was done - if you copy the source code you have an identical website. In addition to this, Netscape/Mozilla comes with an HTML composer, which allows you to copy and edit the text of any Website you access or to program your own. Furthermore, in the browser 'file' menu, "edit page" becomes an entry just like "open page," so there is a whole emphasis on the creation of content that is non-existent in AOL or the Internet Explorer that does not come with a composer program. Mozilla even goes beyond such features: The browser is able to suppress advertising pop-ups, and many script behaviors (most of which are potentially dangerous to your computer) can be individually configured. Seemingly, data are "collections of individual items, with every item possessing the same significance as any other," as Lev Manovich has argued in his article on the concept of the database (Manovich 2001: 218). But although such 'data equality' might hold true on the level of a code stream or on a strictly physical level, I have suggested in this chapter that the modules in a database have a specific, socio-political organization within the HCI. It seems that in today's interfaces, programmers and interface designers (while trying to get closer to the machine and actually admiring its instability), seek to /sell the computer as a nice looking, reliable work tool (which it is not) to 'the rest of us.' Apart from interface design strategies, this dichotomy also figures in the fact that many companies that engage in discourses of stability and constancy make a large amount of revenues from so-called 'second level services' such as bug fixing, anti-virus security, and installation support. Now, recall that, for Ernesto Laclau, "self-determination can only proceed through processes of identification" (Laclau 1996, 55) and that a subject/user emerges in the distance between the undecidability of the structure and the decision. Recall also that a subject/user is necessarily hegemonically represented as a part of a larger socio-political group. If this is so, a programmer and a designer of a user interface deals with several, in part contradictory, aspects: First, the decision with what to identify is largely taken on the level of the interface designer, not on the user level; the subject/user is only left to decide about pre-selected items. Ironically, if subjectivation in Laclau's sense then becomes limited in the context of user interface design (the undecidability of the structure becomes silenced through the interface design process), the very goal of interface design to foster identification with a specific company or interface is undermined: An identification with a Microsoft interface might as well turn into a passion for the Apple Macintosh desktop. So here's a gap in new media that, in my mind, might open up a space for resignification (in a traditional Marxist framework, one could even say that someone gave away the means of production here) in the sense that interface logic then becomes essentially a logic of making something unstable repeatedly look nice (each time a start Windows XP - until it crashes). Notwithstanding coherent interface designs, however, I think that users 'feel' that the computer is essentially unstable, and that and how designers try to paint over this fact - "the presence of the 'Other' (the crash) prevents me from being totally myself," as Laclau says (125). Within such an framework, hypermedia artists and everyday users become part of a group that tries to bridge unstable media - the imagined, shared experience of, for instance, the Apple Macintosh 'user community might serve the desire for intimacy of each user. In the next chapter, I'll try to interpret hypermedia authoring as trying to attain (empty) intimacy in the space that instability opens up. -- Henning Ziegler http://www.henningziegler.de http://www.micromusic.net ------------------------------------------------------- rohrpost - deutschsprachige Liste zur Kultur digitaler Medien und Netze Archiv: http://www.nettime.org/rohrpost http://post.openoffice.de/pipermail/rohrpost/ Ent/Subskribieren: http://post.openoffice.de/cgi-bin/mailman/listinfo/rohrpost/