Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site calgary.UUCP Path: utzoo!utcsri!ubc-vision!alberta!calgary!greenberg From: greenberg@calgary.UUCP (Saul Greenberg) Newsgroups: net.cog-eng Subject: Iconic interfaces for office systems based on video games Message-ID: <549@calgary.UUCP> Date: Tue, 12-Nov-85 12:21:18 EST Article-I.D.: calgary.549 Posted: Tue Nov 12 12:21:18 1985 Date-Received: Wed, 13-Nov-85 18:56:42 EST Distribution: net Organization: University of Calgary, Calgary, Alberta Lines: 54 Iconic interfaces for office systems based on video-games Saul Greenberg and Roy Masrani Man-Machine Systems Laboratory University of Calgary, Canada 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. We have developed the WAP system (Work And Play) at our lab to test our ideas. Icons are used as in standard systems, however icon manipulation has an exciting video-game flavour providing an action-packed session. For example, the passive trash-can is discarded and replaced with a sophisticated lazer weapon icon. The "player" may aim the weapon at a file and attempt to destroy it. Of course the file will take evasive action, using other files as camouflage if necessary. To add an element of risk, shooting the wrong file destroys it too. After considerable experimentation, we found that a statistically significant (p = .0001) number of subjects had poor aiming skills, resulting in the loss of many years' work and corporate displeasure (Ed. note: luckily we were able to salvage this abstract). To compensate, a "God" Icon (introduced to the current WAP generation) is able to re-incarnate dead files or to create new ones. In keeping with the gaming spirit, a robust natural language interface uses "praying" scripts (Schank & Abelson, 1977) to give users an opportunity to convince God to restore their files. Proper user interface techniques, of course, dictate that the God icon has a complete representation of the user and may decide to shoot a lightning bolt at him/her (which re-initializes the disc). We are now experimenting with a Devil icon as a counter-measure. AI techniques will make mouse selections more challenging. Using complex knowledge-bases, Icons will evade their selection. When "caught", icons will be pierced by an arrow and squirm in agony. Of course, appropriate sound effects are provided. We have been experimenting with the system for the past 11 months. We found that productivity has improved dramatically, as measured by login hours. Unfortunately, funding is running low and we are searching for sponsors. References: Malone, T. (1983) "Heuristics for designing enjoyable user interfaces: lessons from computer games" Proceedings of human factors in computer systems (SIGCHI), Gaithersburg, Maryland Schank, R. & Abelson, R. (1977) "Scripts, plans, goals and understanding" Lawrence Erlbaum Associates, Inc., Hillsdale, New Jersey Shneiderman, B. (1983) "Direct manipulation: A step beyond programming languages" IEEE Computer, 16(8)