Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site cdstar.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!mit-eddie!think!harvard!talcott!wjh12!cdstar!sanford From: sanford@cdstar.UUCP (Conrad Sanford) Newsgroups: net.cog-eng Subject: Re: Iconic interfaces for office systems based on video games Message-ID: <199@cdstar.UUCP> Date: Tue, 19-Nov-85 23:41:59 EST Article-I.D.: cdstar.199 Posted: Tue Nov 19 23:41:59 1985 Date-Received: Thu, 21-Nov-85 04:46:07 EST References: <549@calgary.UUCP> Distribution: net Organization: Cambridge Digital Systems - Cambridge, MA Lines: 36 Summary: A psychological comment on user interfaces > Abstract: Although users are enthusiastic about modern icon-based > interfaces using direct-manipulation principles (Shneiderman, 1983), we > argue that their full potential has not yet been realized. Specifically, > certain aspects of video-games are mergeable with conventional icon > systems (Malone, 1982), providing "players" with an exciting way of > getting their work done. While this interface model is an admirable motivational technology, I would like to point out one of the long-term considerations that seems relevant, if not imparitive. This being the type of emotional involvement implicitly engineering into the user interface. The video-game model raises a specific question that points to a more general one. Specifics first: Is it appropriate to increase a user's emotional involvement with a model that is filled with conflict? We should take it for granted that the psychological tool in making this form of interface a motivating one is the increased emotional involvement. What is striking is it's use of gods and devils, and the use of weapons and defenses. Previously purely intellectual tasks become tinted with some form of the potential for winning and very subtle personal identification with the characters of this model. The more general problem is thus: it seems likely that some eventual user interface will rely heavily on the user's emotional involvement, as well as his intellectual skills. I suspect that this will go beyond simple motivation, having an greater effect on his skill level. What factors should be implicit in *any* user interface model that would be of psychological and/or social benefit to the user? I welcome any responses to these comments. Please post.