The End of the PC: 3 Screens and a Cloud

We see the shift beginning to play out as fragments of the picture leak out on to the Network. Presumably the strategy was set 4 or 5 years ago, but the artifacts of its implementation are now appearing in regular release cycles. As we fit more pieces into the puzzle, the picture is coming in to focus.

Most technology is only useful to the extent that people are around it. Some technical experiences are powerful enough to draw people to the technology. Recently we’ve seen a new landscape emerge where powerful technology is created that can follow people around wherever they might go. The big players are positioning themselves to flourish in this new world.

It may have been Ray Ozzie who most succinctly drew the boundaries of this new landscape by coining the phrase: “three screens and a cloud.”

“So, moving forward, again I believe that the world some number of years from now in terms of how we consume IT is really shifting from a machine-centric viewpoint to what we refer to as three screens and a cloud:  the phone, the PC, and the TV ultimately, and how we deliver value to them.”

Ozzie’s phrase assumes the transition from locally-installed software to mostly cloud computing. It equalizes, and puts into the same field, three devices with historically separate development and usage paths. It also reduces all of the physical characteristics of the devices to the virtual, by way of a screen. In addition, the specific historical uses of these devices is replaced with delivering value from the Network. This implies that the functionality of these separate channels has been absorbed, blended, and can be delivered over the Network.

Some assume all of these devices are being absorbed into the personal computer, but if you track the evolution of the PC’s form factor you can see that it’s been reduced to an input (keyboard, mouse, camera, microphone) and an output (screen). The CPU has largely disappeared from the experience, it’s been reduced to the primary user interaction points. This is just a preparation for its ultimate absorption into the new three screen ecosystem.

There’s a fixed screen that creates a large high-definition experience and draws the user to it. This screen is appropriate for individuals or social groups. There’s a small mobile screen that the user takes with her everywhere she goes. This is a private screen, mostly for individual use. And there’s a medium-sized screen that you bring along when there’s a specific work/play purpose requiring a larger interaction surface, or when you need a device that bridges the private and the public.

If you think about the mobile phone market prior to the release of the iPhone; the transition to a platform in which a “small screen delivers value from the Network” seemed an impossibility. The players were entrenched and the carriers controlled the device market. The deal that was cut with AT&T, along with the revaluation of all values in the mobile device market, created a new starting point. There was no evolutionary path from the old mobile telephone to the iPhone. Although technically, it’s a small computer, Jobs was specifically aiming at creating the small personal screen.

“I don’t want people to think of this as a computer,” he said. “I think of it as reinventing the phone.”

Apple dropped “Computer” from it’s name and placed a large bet on the post-PC future with the iPhone. They have publicly reset their strategic direction and now describe themselves as a ‘mobile devices company.” The iPad doubles down on mobility and bets that the netbook was a rough sketch of what would be useful as a second screen in a mobile computing context. Both the iPhone and iPad— through multi-touch— have continued to reduce the frame of interaction. The screen is transformed and becomes both the input and the output for the user’s experience.

A key development in the ‘three screens and a cloud’ vision is the elimination of input devices. The screen, and the gesture space around it, serves the user for both input and output.

Google has begun to design their products with a mobile-first sensibility, and has even made public statements indicating that within three years the mobile screen will be the user’s primary interaction point with the Network. Both Chrome and Android point to mobile technology. (It should be pointed out that Android isn’t an operating system, it’s a java-based runtime that sits on top of a Linux OS. In this sense, it’s more similar to Silverlight)

Microsoft made a hard pivot with the Windows Phone 7 product. The “Life in Motion” theme and the кухниtiles and hub user interface moves away from file systems and toward lifestream themes. Add to this the porting of Silverlight to the Symbian, Android and Windows Phone platforms, throw in a connection to Azure, and you have a massive developer pipeline to the small screen.

We all like to paraphrase William Gibson on the future, it’s here, it’s just not evenly distributed yet. Although this isn’t different from most things: the past, the present and any object you’d care to choose from the physical universe. None are distributed evenly. Time, as the old joke goes, is nature’s way of keeping everything from happening at once. And therefore it follows that Space, is nature’s way of keeping everything from being just one big smoothie.

Progress toward the vision of “three screens and a cloud” will be measured in the distribution power of the major technology/media players. Apple has developed a significant channel through its innovative devices, iTunes and its physical stores. Microsoft has a strong base in operating system and office applications, but has expanded their distribution portfolio with Silverlight and Azure. Google’s distribution power is contained in their search index, which is exposed through their search query page. Facebook and Twitter’s distribution power is located in their social graph and the fire hose of their real-time index. All of these players have created vibrant developer ecosystems. This future won’t be distributed evenly, but to break through to mass markets, it will require both distribution power and a high-touch service channel.

The convergence implied in the phrase “three screens and a cloud” will consume the personal computer as well. It will be transformed, blended, and its functionality and services made accessible through any of the three screens. Preparations have long been underway for the a Post-PC future. The productivity once available only through the old devices and channels has been migrating quickly to the new Network-connected screens. Google has now joined Microsoft and Apple in attending to the possibilities of the large screen. These changes aren’t taking place as a gradual evolution, there’s a dangerous leap required to reach this new platform. Not every company will have the strength, capital and will to make that leap. And as the old devices and channels are hollowed out, at some point there will be a major collapse of the old platforms.

In the war rooms around the technology world, there’s a conversation going on about what it will take to get to the other side.

A Little Bit Louder Now…

We move from one metaphor to its opposite, swinging like the bob on a pendulum. As our daily activities start throwing off streams of data, and we aggregate the data of others into composite parallel streams for our consumption— we look across the great divide and gaze at the old metaphor of files, folders, explorer/finder and the desktop. We hop back and forth between the metaphors, juggling streams and file folders. Wondering at what point will we leap across the chasm— and be mostly here in the stream, instead of mostly there on the desktop.

Personal computing is largely a matter of time and where the user spends it. Using applications to manipulate files located in folders has dominated our computing experience for a long while. Perhaps it was the steady stream of emails filling up our inboxes that provided the bridge to the stream of tweets flowing through our selective view of the consolidated lifestream. The metaphor of a desktop, folders and files gave us a handle for managing digital things inside the world of personal computing. A user might have a messy desktop or clean one. One could use up energy keeping things organized, putting them away in the proper folder— or allow them to become messy and spend energy finding things amidst the chaos.

The Desktop, folder, file model corresponds to the outline. Other words we might use to describe this kind of formation include hierarchy, name space or tree structure. The problem with things is that they don’t seem to know where they belong. They don’t take the initiative, always have to be told what to do. But, as long as the numbers stay small— not too many files or folders; not too many streams, or too much velocity, we can manage on either side of chasm. However, to stay small in this context means to exclude possibility. And once the numbers get large, the amount of energy required to keep things organized in outlines exceeds the value derived from the organization.

As David Weinberger points out in his book Everything is Miscellaneous, search transformed the value of the outline as a system of organization. Once everything has been indexed, sorted and ranked by algorithm, the findability of a thing doesn’t depend on its place in a hierarchy of categorization. This was a transition from organization based on the metaphor of extension in physical space to the random access metaphor of computational space.

Moving from Space to Time is another kind of transition. David Gelernter is one of the few who has spent time thinking about organization based on time and stream. Why should we have to give names to digital files or assign them to folders? Can’t things just take the initiative?

Once we shift the axis of organization from Space to Time, we begin to think about how we could relate to dynamic flows of information. We glance again at outlines, files and folder systems. The numbers are too big, if we look a the problem through that lens we’re inevitably lead to the view that there’s information overload. Clay Shirky rebuts that claim, and calls it filter failure. But a filter is only one of the tools we’re missing. The spatial metaphor can’t even give us the basic steps to dance to the music of time. We need a different starting point. Gelernter, in his essay “Time to Start Taking the Internet Seriously” improvises on a theme:

17. There is no clear way to blend two standard websites together, but it’s obvious how to blend two streams. You simply shuffle them together like two decks of cards, maintaining time-order — putting the earlier document first. Blending is important because we must be able to add and subtract in the Cybersphere. We add streams together by blending them. Because it’s easy to blend any group of streams, it’s easy to integrate stream-structured sites so we can treat the group as a unit, not as many separate points of activity; and integration is important to solving the information overload problem. We subtract streams by searching or focusing. Searching a stream for “snow” means that I subtract every stream-element that doesn’t deal with snow. Subtracting the “not snow” stream from the mainstream yields a “snow” stream. Blending streams and searching them are the addition and subtraction of the new Cybersphere.

18. Nearly all flowing, changing information on the Internet will move through streams. You will be able to gather and blend together all the streams that interest you. Streams of world news or news about your friends, streams that describe prices or auctions or new findings in any field, or traffic, weather, markets — they will all be gathered and blended into one stream. Then your own personal lifestream will be added. The result is your mainstream: different from all others; a fast-moving river of all the digital information you care about.

19. You can turn a knob and slow down your mainstream: less-important stream-elements will flow past invisibly and won’t distract you, but will remain in the stream and appear when you search for them. You can rewind your lifestream and review the past. If an important-looking document or message sails past and you have no time to deal with it now, you can copy the document or message into the future (copy it to “this evening at 10,” say); when the future arrives, the document appears again. You can turn a different knob to make your fast-flowing stream spread out into several slower streams, if you have space enough on your screen to watch them all. And you can gather those separate streams back together whenever you like.

So, what does the toolset look like? Filters are a part of it. We’ll want to filter the stream based on keywords, selected social circles, location, time period, velocity of flow, media type of hyperlinked citation, authority of a person in particular slice and more. The results of a filtered stream will look like the surfacing of particular elements of the stream and the backgrounding of others. Stream splicing is a pre-requisite of filtering, blending together a bunch of streams doesn’t result in information overload if you have the right tools at your command. You’ll be able to filter and pause; go to super slo-motion; fast foward and even loop a section, manage public and private streams in the same workspace, mix recorded on-demand tracks with live real-time feeds and add in your own commentary in a live chat running alongside.

Music may provide the most developed set of metaphors to think this new landscape through. Here’s Thelonius Monk stream splicing:

Here’s Michael Tilson Thomas blending streams, pulling themes to the surface, modulating the information as it flows past:

The blends and modulations can be sophisticated and complex or rough and full of energy. Some lads from Liverpool get a little bit louder now:

When Gelernter describes the process of searching for ’snow’ in the composite stream, he gets to the difference between search and track. Search was built on the ability to spider the corpus of web pages and links, build an index, and provide ranked results in response to queries. Track is a tool to help us manage and explore the real-time stream. The days of the world wide web conceived as a static set of hyperlinked pages are coming to an end. The file is a finished product, the stream is always unfinished. Gelernter describes the emergent new cyberstructure:

13. The traditional web site is static, but the Internet specializes in flowing, changing information. The “velocity of information” is important — not just the facts but their rate and direction of flow. Today’s typical website is like a stained glass window, many small panels leaded together. There is no good way to change stained glass, and no one expects it to change. So it’s not surprising that the Internet is now being overtaken by a different kind of cyberstructure.

14. The structure called a cyberstream or lifestream is better suited to the Internet than a conventional website because it shows information-in-motion, a rushing flow of fresh information instead of a stagnant pool.

Your connection to the item in a stream is open ended— the flow is open, or it is closed. If it is open, there’ll be a next item, and one after that. All these items are unfinished, they need response, routing, to be ignored, or decorated with gestures. We find ourselves in the in-between moment between the photograph and the motion picture. Our tools are at the level of the zoetrope, the praxinoscope, or the magic lantern. But once we start thinking in terms of Time instead of Space, the world looks very different.

At this moment of transition, we now have the tools to analyze our direction. Are we building tools for the static hierarchical namespace of the world wide web, or building tools for the real-time stream of the Network? If we look at Salesforce’s introduction of Chatter, Google’s introduction of Buzz, the expansions of Facebook and Twitter, FourSquare and GoWalla, the augmentation capabilities of Kynetx— we can see a shift in orientation from Space to Time. And while we might expect the leap across the chasm to require the bravery of the early adopter, I think we’ll be surprised at how natural most people find living in the stream of time to be.

Antagonyms, Social Circles and Chattering about VRM

Throwing all the pieces out on the table, we connect the dots to make pictures. It’s a child’s game, creating figures out what look like a random set of numbered points. We tend to visualize the network of our social graph as a series of connected points. The pictures that emerge from those connections tell a story about our lives and experiences.

One of the interesting things about random sets of dots is that we tend to group them based on proximity, similarity, closure and continuation. We project pictures on to the dots, and once we see a particular picture, sometimes it’s hard to realize that someone might put the same set of dots together into something entirely different. It could even be an image that has the exact opposite meaning as the picture we see.

There are a couple of words used to describe a word that can mean the opposite of itself. Here are some examples of Antagonyms (or Contranyms):

Overlook: to pay attention to, to inspect (“We had time to overlook the contract.”) vs. to ignore
Oversight: Watchful and responsible care vs. An omission or error due to carelessness

It’s the context that tilts the meaning of the word this way or that.

When you think about the set of people you may be connected to within a large company, you can overlay several kinds of connections. A person may be a colleague, they might be in the same division, have the same pay grade, be part of a project, be a friend, or even a relative. In fact, we make a virtue out of the idea that the people we work with could also be our friends. Many companies like to talk about their employees as being like a family.

Google tested their Buzz product inside the walls of their company. No doubt it was used for work, play and a whole range of unforeseen kinds of communication. After a while all those modes of communication began to blend together. The boundaries between them broke down. Just as email and IM are used for personal and business purposes, Buzz would naturally be used in the same way. From a business perspective, the dots were connected into a powerful image of collaboration and efficiency. Twitter/FriendFeed clearly worked great as an enterprise application.

The personal, public and business realms are overlapping images that can be mapped to the same set of dots. However, it’s the exclusive disjunction of these sets that defines the boundaries. In some cases, the boundaries need to be strong and impenetrable. These are the cases Google didn’t consider carefully enough in their launch scenario. Other times a co-worker becomes a friend, or someone you went to school with becomes a colleague. Or maybe you just decided to start following your company’s CEO on Twitter. The context of the interaction tilts the meaning of the connection. There’s not a bright line separating our private, public and business lives that can be applied as a definitive rule.

Google launched Buzz as a consumer product, but tested it as an enterprise product. Although they plan to quickly integrate it into their office application suite. But like all messaging tools it will have a public and a private mode. It will address and contain personal, public and business conversation threads. And by flowing data from a user’s social circle and the real-time flow of Buzz (effectively a ping server) into their search algorithm, results pages can be personalized by social graph in real time.

Meanwhile, SalesForce.com introduces Chatter to the enterprise and rolls it out at no extra charge to all employees on the internal network. And while it will start inside the enterprise, Chatter will quickly expand to the boundaries and begin to cross over. From a business perspective, it’ll be used to turbo-charge collaboration and create real-time communication for project teams and business units. But very quickly you’ll see friends sending messages to each other about meeting up for lunch, and a public-personal communications channel will be opened within the enterprise. And the circles will connect and widen from there.

Here are a couple more Contranyms:

clip (attach to)  - clip (cut off from)

cleave (to cut apart)  - cleave (to seal together)

Salesforce.com calls itself the leader in Customer Relationship Management and Cloud Computing. Chatter may just be the communication medium that ultimately contains both CRM and its opposite number, VRM. Vendor Relationship Management is a reaction to the data toolsets belonging to the enterprise and not to the individual customer.

In a narrow sense, VRM is the reciprocal — the customer side — of CRM (or Customer Relationship Management). VRM tools provide customers with the means to bear their side of the relationship burden. They relieve CRM of the perceived need to “capture,” “acquire,” “lock in,” “manage,” and otherwise employ the language and thinking of slave-owners when dealing with customers. With VRM operating on the customer’s side, CRM systems will no longer be alone in trying to improve the ways companies relate to customers. Customers will be also be involved, as fully empowered participants, rather than as captive followers.

If you were to think about what kind of infrastructure you’d want to run VRM on, Salesforce.com would be ideal. To run the mirror image of CRM, you need the same set of services and scale. The individual Chatter account could be the doorway to a set of VRM services. I can already see developers using the Force.com platform to populate a VRM app store.

Some corporations will attempt to maximize the business value of each individual worker, stripping out all the extraneous human factors. Chinese walls will be erected to keep the outside from the inside, the personal from the business, and the public from the private. But when you put messaging and communications tools into the hands of people they will find ways to talk to each other— about work, life, play, the project, and the joke they just heard at the water cooler.

Intuition and The UX of Physics Engines, Both Literal and Imaginary

The transition from a store and retrieve computing experience to that of a real-time stream is still rippling through all aspects of our human-computer relationship. At the point of interaction, we’ve moved through punch cards, command lines and graphic user interfaces. We’ve coalesced around the Apple Human Interface Guidelines for installed software, and then splintered in a thousand directions for web-based software. The conservative impulse of the usability movement caused a brief fascination with the plain vanilla HTML 1.0 UI. The advent of vector-animation engines (Flash, then Silverlight) and then Ajax and dynamic HTML (javascript + CSS) exploded the interaction surface into a thousand variations. Taking a cue from 3-D first-person immersion games, the iPhone (and iPad) imported the physics of our every day mechanical interfaces and settled on the metaphor of “reality” for the multi-touch screen interaction surface.

Of course, when we speak of physics, it’s from a very specific perspective. We’re looking at the how the physical world experienced by human beings on the third stone from the Sun. Here we don’t discover physics, but rather we produce a physics by way of a physics engine.

A physics engine is a computer program that simulates physics models, using variables such as mass, velocity, friction, and wind resistance. It can simulate and predict effects under different conditions that would approximate what happens in real life or in a fantasy world. Its main uses are in scientific simulation and in video games.

As a designer of interaction surfaces, I often hear the request for an “intuitive user interface.” Most businesses would like there to be a zero learning curve for their online products. In practice what this means is creating a pastiche of popular interface elements from other web sites. The economics of the “intuitive interface” means this practice is generally replicated with the result of a bland set of interaction models becoming the norm. And once the blessing of “best practice” is bestowed, interaction becomes a modular commodity to be snapped into place on a layout grid. Conformity to the best practice becomes the highest virtue.

Arbitrary interaction metaphors have to be learned. If they’ve been learned elsewhere, so much the better. To the extent that it exists, the user’s intuition is based on previous experiences with the arbitrary symbols of an interaction system. Intuition isn’t magical, it works from a foundation of experience.

With the advent of the iPhone, we’ve slowly been exposed to a new method of bringing intuition into play. The interaction system is simply aligned with the physics and mechanics of the real world. Apple’s human interface guidelines for the iPhone and iPad do exactly this. A simple example is Apple’s design for a personal calendar on the iPad. It looks like a physical personal calendar. The books, look and work like physical books. It’s as though non-euclidean geometry were the norm, and suddenly someone discovered euclidean geometry.

By using the physics and mechanics of the real world as a symbolic interaction framework, a user’s intuition can be put to use immediately. Deep experience with the arbitrary symbolic systems of human-computer interaction isn’t required to be successful. If a user can depend on her everyday experience with objects in the world as the context for interaction; and have an expectation about how the physics of direct manipulation through multi-touch will work, then you have the foundation for an intuitive user interface.

CD-ROM multi-media experiences, moving to immersion-oriented electronic games and virtual worlds like Second Life have started us down this path, but the emergence of the World Wide Web deferred the development of this model in the application space. Of course, there’s a sense in which this isn’t what we’ve come to know as web site design at all. Once you eliminate the keyboard, mouse and documents as the primary modes of interaction, and substitute direct manipulation via multi-touch things change rapidly. The base metaphor of real life spawns an unlimited variety of possible interaction metaphors. And unlike arbitrary interaction systems, diversity doesn’t damage the user’s intuitions about how things work. Creativity is returned to the design of interaction surfaces.

Tightly integrated software and hardware designs, initially from Apple, but now from Microsoft and Google as well, are laying out a new canvas for the Network. The primary development platforms on the software side are iPhone OS, Android, Webkit, Silverlight and Flash. We won’t compare these runtimes based on whether they’re ‘open’ or ‘closed’ – but rather based on the speed and flexibility of their physics engines. To what degree are these platforms able to map real life in real time to a symbolic interaction surface? To what extent do I have a sense of mass, friction, momentum, velocity and resistance when I touch them? Do I have the sense that the artifacts on the other side of the glass are blending and interacting with real time as it unfolds all around me? The weakest runtime in the bunch is Webkit (HTML5/H.264), and it’s also the one that ultimately may have the broadest reach. HTML5 was partially envisioned as a re-orientation of the web page from the document to the application. The question is whether it can adapt quickly enough to the new real-time, real world interaction surface. Can it compete at the level of physics, both literal and imaginary?

The Virtual as Analog: Selectors and the iPad

It turns out the virtual is analog. The analog is being atomized, the atoms mapped to bits, and then reassembled on the other side of the glass. It’s probably something like how we imagine teleportation will work. As computer interfaces advance, they are tending to look more like real life. We’ve always connected to the digital through a keyboard, or a cursor control, and set of commands in the form of text or menus. As the iPad continues the roll out of touch screens and multi-touch gestures— this model will radically change. While radical change in computer interface usually means having to learn a whole new set of random abstractions to trigger actions; this change is a radical simplification. The layer of abstraction is no longer random. The physical world is being abstracted into a symbolic layer, a control and interaction surface, to act on the software operating on the other side of the glass. The physics and culture of the natural world provide the context we need to understand how to interact with, and control, the software.

In the light of this new interaction environment, initiatives like Information Cards start to make a lot more sense. In analyzing the problem of internet identity, including the subtopics of authentication, authorization, roles and claims— it became clear that a metaphor was required. Something that would connect to a person’s everyday experience with identity in the real world. The idea of wallets (selectors) and cards seemed like a natural fit. The behaviors an individual would be expected to perform with a selector are analogous to those done every day with the wallet in your back pocket or purse.

The problem with information cards has been that the computing environment hasn’t allowed human-computer interaction at the level of real world analogy. Web site login screens are geared toward keyboards and text fields, not toward accepting cards from a wallet (selector). Now imagine using a selector on an iPad. It looks like a wallet. You can apply whatever surface style that complements your personal style. You’ve filled it with cards— both identity cards and action cards. When you surf to a web site or an application that requires authentication, your selector is activated and provides you with a small selection of cards that can be used for this context. You choose one, slide it out of the selector with your finger and drag it to the appropriate spot on the screen. In the new era of the iPad, that’s an interaction model that makes perfect sense.

In their interaction design guidelines, Apple addresses the issue of metaphors very directly:

When possible, model your application’s objects and actions on objects and actions in the real world. This technique especially helps novice users quickly grasp how your application works

Abstract control of applications is discouraged in favor of direct manipulation:

Direct manipulation means that people feel they are controlling something tangible, not abstract. The benefit of following the principle of direct manipulation is that users more readily understand the results of their actions when they can directly manipulate the objects involved.

Originally selectors were tied to a specific device, and this made them impractical when hopping between multiple devices. However a number of cloud-based selectors have recently emerged to solve this problem. As with all current internet identity solutions, there’s a lot of machinery at work under the covers. But from the user’s perspective, simply selecting a card and tossing it to the software application requesting authentication will radically reduce friction for both the user and the system.

Taking the metaphor a step further, it’s simple to imagine carrying my selector on an iPhone or iPad (or similar device) and using it to replace many of the cards I now carry in my wallet. The authentication event, rather than occurring within a particular device, would occur between devices. The phone becomes a key.

This new interaction environment heralds a radical change in the way we work and play with computers. Authentication, internet identity and information cards are just one example. We could have just as easily examined the human-computer interface of the financial services industry. Portfolio management and analysis, stock trading, and research will all need to be re-imagined in light of radical simplicity of this new world. The random, abstract and symbolic interfaces of computing will start to look quite antique by this time next year.

Meshing the Network: Let’s Go To The Hop

Everything seems to begin in the middle and then spiral out to a temporal beginning. Whenever I begin to think about wireless communication technology and the Network, I always end up contemplating the mystery of Hedy Lamarr. Lamarr and composer George Antheil did the conceptual work on frequency-hopping spread-spectrum wireless communications in 1941. They were awarded a patent for their work in 1942 (Lamarr under her married name at the time, Markey).

Lamarr’s and Antheil’s frequency-hopping idea serves as a basis for modern spread-spectrum communication technology, such as COFDM used in Wi-Fi network connections and CDMA used in some cordless and wireless telephones. Similar patents had been granted to others earlier, such as in Germany in 1935 to Telefunken engineers Paul Kotowski and Kurt Dannehl who also received U.S. Patent 2,158,662 and U.S. Patent 2,211,132 in 1939 and 1940. Blackwell, Martin and Vernam’s Secrecy Communication System patent from 1920 (1598673) does seem to lay the communications groundwork for Kiesler and Antheil’s patent which employed the techniques in the autonomous control of torpedoes.

Hopping along the spectrum from Lamarr’s time to the present, it’s the iPad that continues to bring the computing environment into focus. Where mobile and wireless were considered secondary modes of use, we now understand them as primary modes. The laptop has moved from the category of portable to that of transportable. And while it will physically fit on your lap, it’s now clear that the laptop is better suited to a table or desk. It’s the iPad that fits comfortably into your lap and stands ready to use as soon as you pick it up. While the desktop computer is a wired machine, and the laptop can either be wired or wireless— the iPad is purely wireless. Purely mobile, purely wireless.

As this new device (the iPad as the definition of a general category) begins its diffusion into the wild, our focus will turn to the availability of the over-the-air Network. This is the natural habitat of the iPad; it lives in the places where there’s wireless network connectivity. In our homes we can set up a cozy nest for the iPad with lots of wireless signal. But once we step out of the door, we’re at the mercy of the fates. With iPad, as with the iPhone, we’re largely dependent on AT&T’s GSM network. And for other devices, it will be other carriers. While there’s a strong focus on ‘coverage’ by cellular network carriers by both users and the networks themselves— we haven’t given the supplementary wifi network the same scrutiny.

For wifi connectivity, we look to a patchwork of hotspots. We scan for signal, looking to see if there’s open network where we can get a connection. Maybe I can get it in that cafe up the street. I seem to remember that park around the corner had public wifi. And that hotel? The wifi there was as slow as molasses in January. Oh, and don’t even get me started about the wifi at that tech conference, everybody jumped on it— and it collapsed. Nobody even got a taste.

The iPad implies that a coherent wifi network will grow up in the places where people need it. A meshed Wifi environment looms in front of us as an opportunity. When Google sponsors free wifi on Virgin airlines flights, and AT&T sponsors free wifi at McDonald’s franchises, you see the beginnings of a huge advertising surface emerging around us.

As this mesh of wifi forms around the heavily trafficked pathways of our lives, we’ll want to take advantage of the hops spread across the spectrum— the ones that Hedy Lamarr imagined. We’ll want to hop seamlessly from wifi network to wifi network as we move from this store to that one. From this museum to that cafe. And we’ll expect the cellular network to fill in the gaps. Optimizing these hops for signal strength, cost of bandwidth and local discounts, offers and transaction capability will give the iPad, and iPhone, a home in the world.

Now, of course, we’d like that experience without commercial interruption. But there’s a ready business model that we already understand: on the channels that we pay a subscription fee, we won’t see commercials. On the channels where we don’t directly pay a fee, we’ll watch commercials– or trade data and gestures, for access. The key is the hand-off to the next local environment, the smooth hop to the next connection— meshing the networks together into a seamless experience. And where we used to see a difference between network providers and broadcasters, in a two-way broadcasting system— those differences begin to dissolve.

There’s an old New Yorker cartoon that shows a row of pizza joints jammed right next to each other on a block in Manhattan. As you look at them from left to right, you see the signs in their windows. The first one says: “Best Pizza in New York City!”; the second one blares: “Best Pizza in the USA!”; the third one proclaims: “Best Pizza in the World!”; the fourth one tops them all with: “Best Pizza in the Universe!”; and with the fifth pizza joint we see the proprietor standing out front smiling, and the sign in his window says: “Best Pizza on this Block.”

Competing in this new environment won’t mean spanning the globe with network coverage, rather it’s the microcaster with the best bundle of services, offers, and connectivity in real time, in the spot where you’re standing right now, who will win the day.

iPad and the new Puritanism

The framing of the debate in advance of the availability of the iPad device has centered around control of the words “freedom, choice and health.” The reactionary forces claim the iPad will be detrimental to all three. Within minutes of the conclusion of Steve Jobs’s presentation, the swiftboating of the iPad was under way. Our freedoms are being curtailed; our choices limited and the health of the ecosystem is threatened. The iPad is a deviation from the one true path.

Another vector of dissatisfaction involves the paternity of the iPad. One look at its features and cognitive dissonance sets in among its detractors. Surely a tablet computer is the child of the laptop– what happened to all the ports, the keyboard; where’s the operating system? This Jobs fellow has disfigured the child, removing ports to satisfy some twisted personal vision— and, no doubt, because he hates our freedoms.

But the iPad is the child of the iPhone, not the laptop. There never was a physical keyboard, the ports are the same and so is the operating system. You can’t remove a port that was never there. The child resembles its parent in every way. Although, one must admit, it’s quite unusual for the child to be larger than the parent. Brian Dear, who has criticisms of his own, may have captured the seed of the idea in an interaction between Steve Jobs and Alan Kay:

…Steve announced the iPhone for the first time to the public. After the event, Alan recalled Steve walking up to him to show him the new iPhone in person. He asked Alan, “So, did we build something worth criticizing?” Alan recalls telling him sure, but if you could just make the screen 5″ by 8″, you would take over the world. Steve’s eyes apparently lit up.

The iPad is definitely worth criticizing. And what can you say about a product when both people who love it, and those who hate it, admit they must buy it? Its significance is big enough that simply withholding attention and comment will have little effect on the course of events. You’ll have to pick the device up and touch the glass.

In advance of holding one in my hands, there are two areas I’d like to explore where it looks like the iPad will open doors and make new connections possible.

While we attribute much of the success of the human species to our brains, we owe an equal amount to the dexterity and power of our hands. While the power of thought enables us to apply levels of abstraction to the world; it’s the fine motor control over our hands that allows us to bring these ideas into the world. Apple made a significant design decision when they chose the hand over the stylus, the scrollwheel, the trackball and the physical keyboard. Our fingertip touching the glass makes a direct connection to the virtual controls. This is both a technical and an emotional interaction point. The pleasure derived from the multi-touch interface with real-time responsiveness will quickly make it the most desirable and the most used.

The larger multi-touch interaction surface of the iPad will open the door to a whole range of personal computing gestures. It’s likely that electronic gaming will lead the way, and this is where users will try out thousands of new gestures — some will rise to the top and become defacto standards. Here the opposable thumb, the power grip and the precision grip will expand their repertoire to include the pinch, the spread, the swipe, the twist and others. And the accelerometer expands this interaction model into three dimensions.

And while Apple isn’t the only company whose worked extensively on these new interaction models, they get first mover advantage for introducing the tablet computer in 2007 and calling it a telephone. Creating a product in the lab is one thing, but putting a product on the street and getting uptake is another entirely. We’re seeing the new digital network joined to the original digital network.

Another kind of interaction that the iPad will change is the technology-mediated consultation. In these scenarios, typically the client gives the professional a bunch of personal data. That data is entered into a laptop or a desktop, numbers are crunched, reports formatted and then presented to the client in a meeting. The technology introduces large breaks into the human interaction. Melanie Rodier in her post for Wall Street & Technology asked whether the iPad has a place in the capital markets:

“I see the laptop as not a good collaborative tool,” he explains. A laptop computer acts as a barrier between the adviser and client, since it is only one person (presumably the adviser) who will handle the keyboard, hit the return key and flip the computer round to face the client.

On the other hand, with an iPad, you can reach over and touch the screen, instead of having to navigate with a button or a mouse.  “With the iPad, an adviser could navigate better, sweep pages across, look at a client’s financial plan and statements, and work more collaboratively side by side. It’s a subtle difference. The touch-screen means you can sit on the same side of the table, work as a partner,” Dannemiller adds.

This kind of change isn’t necessarily in the algorithms used to crunch the data, but rather in the human interaction— the human transaction between the parties. The bond between the consultant and client is strengthened, as is the connection between the client and her data. The tablet format changes the sheer physicality of the interaction. The affordances, or action possibilities, of the consultation are no longer dominated or broken by the technical mediation. The devices recede to allow the people to connect.

The new Puritans have sprung up to save us all from this new impure device. Somehow I’m reminded of the early reaction to Elvis Presley, or when Dylan went electric. The iPad has abandoned the folk movement, it’s sold out, it’s left the one true path of protest music. The iPad smiles and looks askance. “Well, I just think of myself as a song and dance man. You know…”

The Puritans have coalesced around the mantra of “open.” For the Web, HTML5 is the sacred book— although it is unfinished, and there are still many sects within the fold. A specification isn’t a platform, so HTML5 must extend its control through the major denominations: Webkit, Gecko, Trident, KHTML and Presto. When we say, for instance, that HTML5 supports the H.264 video codec, what we’re really saying is that a runtime plugin for that media type must ship with all orthodox HTML layout engines. On this point of scripture, the Gecko sect has reservations. Runtimes outside the Holy stack are strictly the devil’s work.

But purity is just a myth. Dylan’s electric music had elements of the folk song; and his folk songs had elements of rock and roll. At bottom the “closed” iPhone OS was built up from the open source Darwin operating system. And Darwin had its roots in Berkeley Unix. If you want to build an “open” iPhone OS, you can take the same raw materials and knock yourself out.

The real question is what does it take to break through? To create a new kind of computing experience, not in the labs, but in people’s homes, in the cafes, schools and businesses. The answer isn’t in feature sets, ports or adhering to technical religious dogma. When you pick the device up, does it make you want to dance? I know that the puritans have forbidden dance. They’ve given us stern warnings about what will happen if we dance with this new partner. But when you put your fingers on the glass, do you feel a tingling in your toes?

Surfing The Waves of Technology

The company vilified by some as being too closed to be successful in the long run has— in the long run, defined and distributed the dominant model for human-computer interaction. The reality is that all products that brandish the so-called open systems label are operating within the parameters set by Apple.

And while it’s certainly true that Apple didn’t create any of these interaction modes out of whole cloth, they codified them, shipped and sold the products that have turned them into defacto standards.

A de facto standard is a custom, convention, product, or system that has achieved a dominant position by public acceptance or market forces (such as early entrance to the market). De facto is a Latin phrase meaning “concerning the fact” or “in practice”.

In the beautiful silence emanating from Apple prior to the January 27, 2010 announcements a curious thing has happened. The full attention of the technical intelligensia has been focused on what’s missing from our personal and social computing experience. The announcements will be an interesting test of the ‘wisdom of the crowds.’ Theoretically, the predictions and analysis of the thousands of individuals writing about what will be announced could be distilled into either exactly the device Apple intends to release, or a blueprint for an even better device. My bet is that we will be surprised.

Of course, we can point to Xerox Parc, or Doug Engelbart, and say none of these things are new. But moving ideas from the lab to the street is a matter of knowing which dots to connect. In an interview, Jobs talks about recognizing the valuable waves of technology:

“Things happen fairly slowly, you know. They do. These waves of technology, you can see them way before they happen, and you just have to choose wisely which ones you’re going to surf. If you choose unwisely, then you can waste a lot of energy, but if you choose wisely it actually unfolds fairly slowly. It takes years.”

In order to connect dots, you need to be in a position to do so. Sometimes we tend to overlook the core skill set that Apple has amassed. Here’s Jobs talking about what Apple does:

“Well, Apple has a core set of talents, and those talents are: We do, I think, very good hardware design; we do very good industrial design; and we write very good system and application software. And we’re really good at packaging that all together into a product. We’re the only people left in the computer industry that do that. And we’re really the only people in the consumer-electronics industry that go deep in software in consumer products. So those talents can be used to make personal computers, and they can also be used to make things like iPods. And we’re doing both, and we’ll find out what the future holds.”

So, while we live in an era of “organizing without organizations,” can we expect distributed organizations harnessing the crowd to produce, sell and ship products at the same level as Apple? Crowds have a difficult time indicating what should be left out— and this is a key to superior industrial design. Here’s Job’s on Apple’s design process:

“Look at the design of a lot of consumer products—they’re really complicated surfaces. We tried make something much more holistic and simple. When you first start off trying to solve a problem, the first solutions you come up with are very complex, and most people stop there. But if you keep going, and live with the problem and peel more layers of the onion off, you can oftentimes arrive at some very elegant and simple solutions. Most people just don’t put in the time or energy to get there. We believe that customers are smart, and want objects which are well thought through.”

In 2007, Apple changed its name from Apple Computer to Apple. In some sense, this signaled the end of the era of the personal computer. The computer has begun its migration and blending into other devices— some existing, others yet to be invented. Here’s Jobs on where the revolution is going:

“I know, it’s not fair. But I think the question is a very simple one, which is how much of the really revolutionary things people are going to do in the next five years are done on the PCs or how much of it is really focused on the post-PC devices. And there’s a real temptation to focus it on the post-PC devices because it’s a clean slate and because they’re more focused devices and because, you know, they don’t have the legacy of these zillions of apps that have to run in zillions of markets.”

While there have been tablet computers for quite a long time, they were primarily designed as an evolution of the personal computer. In thinking about Apple’s announcement, the previous frame of reference is wrong— just as it is for those who believe the iPhone is a telephone. In looking at what’s missing from our social computing environment, we think we know the set of dots that need to be connected. But if we sit with the problem long enough, a whole new set of dots will come into focus. Here’s Jobs on vision and design:

“There’s a phrase in Buddhism,”Beginner’s mind.” It’s wonderful to have a beginner’s mind.”

PLATO: The Seed Of The Social Computing Fabric

Plato, the philosopher, captured the sense of the Socratic Dialogue as a process of exploration and teaching. Dialogue becomes the medium through which philosophical thinking is distributed. The computer system called PLATO created a social computing fabric through which educational experiences were allowed to unfold.

The preliminary discussions about what would eventually become the PLATO system began in the shadow of the cold war and the 1957 launch of sputnik. The first PLATO system was launched in 1960 and operated on the Illiac 1 computer at the University of Illinois. Eventually the PLATO system would evolve through four architectures. The system that enabled what we would recognize as social computing was launched as the 60s rambled to a close:

In 1972 a new system named PLATO IV was ready for operation. The PLATO IV terminal was a major innovation. It included Bitzer’s orange plasma display invention which incorporated both memory and bitmapped graphics into one display. This plasma display included fast vector line drawing capability and ran at 1260 baud, rendering 60 lines or 180 characters per second. The display was a 512×512 bitmap, with both character and vector plotting done by hardwired logic. Users could provide their own characters to support rudimentary bitmap graphics. Compressed air powered a piston-driven microfiche image selector that permitted colored images to be projected on the back of the screen under program control. The PLATO IV display also included a 16-by-16 grid infrared touch panel allowing students to answer questions by touching anywhere on the screen.

It was also possible to connect the terminal to peripheral devices. One such peripheral was the Gooch Synthetic Woodwind (named after inventor Sherwin Gooch), a synthesizer that offered 4 voice music synthesis to provide sound in PLATO courseware. This was later supplanted on the PLATO V terminal by the Gooch Cybernetic Synthesizer, which had 16 voices that could be programmed individually or combined to make more complex sounds. This allowed for what today is known as multimedia experiences.

Recently PLATO was thrust into my attention again through Jon Udell’s conversation with Brian Dear about the upcoming 50th Anniversary of the system via ITconversations:

Jon Udell / Brian Dear on PLATO
Plato Turns 50

Brian Dear is working on a book on PLATO and is involved in PLATO HISTORY, remembering the future, the celebration of this innovative system at the Computer History Museum in Mountain View. Dear began using the system in 1979. In an excerpt from a conversation on the WELL, Dear describes how PLATO planted the seed of social computing:

PLATO was the first computer system, network really, that scaled with lots of people.  It was bigger than ARPANET at least for a while, with many capabilities at a level of usage that we wouldn’t see until the 1990s.  A PLATO user didn’t use a computer, they “belonged” to the system.  It was a community.  For me, I was drawn immediately to this sense that a computer wasn’t for number-crunching or lonely things like word processing, spreadsheets, or video games, the way Apples, Commodores, etc were being used, but it was a “place” where you could meet, interact, stay in touch, get answers to questions, and share and make discoveries.

While PLATO is not well known, even among the current set of social technologists, there are some interesting threads and connections to the current story of our networked real-time computing environment. When we think of the roots of modern computing, we look to Xerox Parc and Doug Englebart’s Augmentation Research Center, but as personal computing expands into social computing, PLATO deserves a place in that pantheon. From the undependable Wikipedia entry we see the connections forming:

Early in 1972, researchers from Xerox PARC were given a tour of the PLATO system at the University of Illinois. At this time they were shown parts of the system such as the Show Display application generator for pictures on PLATO (later translated into a graphics-draw program on the Xerox Star workstation), and the Charset Editor for “painting” new characters (later translated into a “Doodle” program at PARC), and the Term Talk and Monitor Mode communications program. Many of the new technologies they saw were adopted and improved upon when these researchers returned to Palo Alto, California. They subsequently transferred improved versions of this technology to Apple Inc..

The direct link from Plato to the present future of computing runs through a young man from Chicago who began attending the University of Illinois in 1973. Abandoning the punch cards that were the staple of computer science at the time, he was drawn like a moth to the glowing orange gas-plasma screens in CERL (the Computer-based Education Research Laboratory).

Ray Ozzie, now Microsoft’s Chief Software Architect, threw himself into the world of Plato. In fact, Plato Notes, was a strong influence on Lotus Notes. Ozzie has understood software from the beginning as operating in a networked social computing environment. But more than that, it gave Ozzie insight into the potential for human contact through this new medium:

One incident in particular introduced Ozzie to the magic that comes when people connect via computer. He had taken a part-time assignment helping a professor finish writing some courseware. The prof lived on the other side of town, so Ozzie collaborated with him remotely. Ozzie came to know and like his boss, save for one annoyance. “He was the worst typist ever,” Ozzie says. “He was very eloquent on email, but on Term Talk it was just dit-dit-dit, sometimes an error, but agonizingly slow.” At the end of the project, the man threw a party at his house, and Ozzie discovered the reason for the typing problem: The professor was a quadriplegic and had been entering text by holding a stick in his teeth and poking it at the keyboard. Ozzie was floored. “I remember really questioning my own attitudes,” Ozzie says. “I had been communicating with him mind to mind.

During the day, the Plato system was dedicated to the task of educating students, but after 10pm the programmers and users were allowed to play on the system.

The Plato system is still alive and has been transplanted to the World Wide Web. You can find it at:

www.cyber1.org

For those of you in the Bay Area, the 50th Anniversary of Plato will be celebrated at the Computer History Museum in Mountain View on June 2nd and 3rd, 2010. Dr. Donald Bitzer, the founder of Plato, and Ray Ozzie will be in attendance. I’ll definitely be there to help remember the future of computing.

Pencil Sketch #3

Pencil Sketch – 20100120

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