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Leonardo's Laptop: Human Needs and the New Computing Technologies
Ben Shneiderman, 2002. Cambridge, MA: MIT Press, [ISBN -262-19476-7, 269 pages, including
index, $24.95 USD.]
Ben Shneiderman sees Leonardo da Vinci's ubiquitous notebooks, full of sketches, hypotheses, and
inventions, as models for a new, more humane form of computing--one that is moresociable and
creative, and universally usable. Imagining how Leonardo might build a laptop computer,
Shneiderman pleads for a renaissance in the manner we build and document technology. He paints a
practical utopia.
Building on more than a quarter century ofteaching and research, and consulting on human-computer
interaction, this book rises above the information on usability research, interface
guidelines, and debates about statistical significance. Getting the long view, Shneiderman argues
that the old, bad computing paradigm tended to emphasize technological progress, even though lots
of confused and frustrated users disliked the products. Too often, he says, these products had
"incomprehensible terminology, poor online assistance, and nasty failures" (p. 12).
The purpose of new computing is to serve human needs, rather than to switch people with
automation or robots, Shneiderman says. So, speak up if you find an interface confusing! He urges
consumers to loudly upbraid the perpetrators ofunfriendly and ugly, and unusable products. But for
those who have a hand in creating a high-tech product, he urges you to get creative.
He sees creativity at the heart from the design process--and at the peak of your pyramid of human
needs. In fact, he envisions software that can "enable more people to be creative more of the time"
(p. 208). But how? He sees three paths.
* One path emphasizes inspiration, as soon as of "Aha! " that comes after long preparation; so
Shneiderman yearns for playful software that encourages brain-storming, free association, and
alternative perspectives.
2. If scenarios inspreadsheets and simulations, and modeling software, * Another way to become
creative involves problem-solving; Shneiderman argues that software supports that process with
what-.
* A third approach views human context as the most crucial aspect of the creative process, so
Shneiderman likes software enabling collaboration with peers, advice from mentors, and emotional
support from friends and family. Dismissing everyday creativity (a fresh twist on a glossary
definition, say), Shneiderman hopes to discover software that can bring together all three
approaches for the purpose he calls evolutionary creativity--refining and applying existing paradigms
or methods in new ways.
To encourage evolutionary creativity, then, Shneiderman argues that our computers should help us
move easily to and fro through each of the following activities:
* In search of information
* Visualizing tesco tablets to understand and discover relationships
* Consulting with mentors and peers, getting ideas and. Read reviews, acquire customer ratings,
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* Thinking up new combinations of ideas through free association
* Exploring possible scenarios through what-if and simulation tools
* Composing artifacts or performances
* Replaying and reviewing sessions to reflect
* Disseminating results to win recognition and to expand the resources open to other people within
the field
With this book, Shneiderman gives us interesting ideas on techniques that computing can enable
3. every one of these activities. A smart new addition to your family, Hudl packs all your entertainment
into one sleek, easy to use Android™ tablet. Surfing the web is a breeze, movies comeHe does
not provide specific guidelines, but he expands our sense of what we could be doing, with a breadth
of vision that can only come from experience, and a fondness for creative thinking like Leonardo's.
He stresses human needs, not technological advances. So relationships come first, and then human
activities--prior to instructions per second. True creativity gives people more control, more options,
more ways to reach out to others.
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To obtain designs that assist people expand relationships, Shneiderman suggests that we envision
the way that our audiences move through their circles of relationship, from the interior world of the
self, outward to family and friends, then colleagues and neighbors, and finally the bigger world of
fellow citizens and consumers in a global market-place. The relationships expand in size while
shrinking in the degree of interdependence, shared knowledge, and trust. Of course, we wrestle with
the variety of audiences we face, and we struggle to define our relationship along with them as
writers. On the other hand, within the old computing world, designers found relationships
disturbing, and uncomfortable:
Concentrating on relationships can be a new direction for many people from the
computing field. After all, the essential notion of the individual
computer was tied to our prime degree of introversion among
information-processing professionals. (p. 83)
Having postulated four circles of relationship, Shneiderman summarizes the activities that users
desire to participate in:
* Collecting information (reading documents, listening to stories, exploring libraries)
* Relating (asking questions of others, engaging in meetings, joining dialogs, developing trust)
* Creating (planning, brainstorming and visualizing exploring alternatives, simulating outcomes,
creating a design)
4. * Donating (disseminating what you have come up with, through reports, training, meetings and
events mentoring)
Based on this analysis, Shneiderman suggests a grid for fostering creativity through technology. The
four stages of human activity form the columns, and the four circles of relationship form the rows.
By filling in the matrix for a particular project, we can uncover human needs we might not otherwise
have thought of, expanding our original definition of our work and breaking out from
preconceptions.
To show how such a method might take us beyond mere usability, Shneiderman provides case
studies, describing how he, his students, and like-minded designers have applied some form of this
matrix to projects, making e-learning, e-commerce, e-healthcare, and e-government more
interesting, educational and responsive and democratic.
Grounded in actual design, his ideas are less visionary than those of Leonardo but more immediately
applicable on the job. Leonardo's laptop, then, turns out to be an inspiring metaphor for your new
computing--an image of the we should be developing as participants in user-centered design, and a
reminder of what we need to demand once we ourselves use technology.
JONATHAN PRICE runs The Communication Circle in Albuquerque, NM. An associate fellow of STC,
he belongs to the American Society of Journalists and Authors. They have coauthored Hot text: Web
writing that works, The best of online shopping, Fun with digital imaging, and How to communicate
technical information.