Category Archives: Musings

How to Draw a World, for the visualization-impaired

I think I’ve mentioned before that I believe I have a non-verbal learning disability. Self-diagnosed, but I don’t need to be a trained child psychologist to know that I’m unusually clumsy, get easily disoriented and confused in unfamiliar surroundings (I have some great stories about getting lost! and by great I mean they range from kind of terrifying to super-embarrassing-but-we-laugh-about-it-now), have a very poor visual memory but a great auditory memory, and trouble with non-verbal social cues. I can’t tell you about what my motor skills development was like when I was young, but I was definitely verbally precocious, and my social skills used to be lot worse than they are now. I also can remember having a lot of trouble understanding what the point of some stories were, even when I could easily read all the words.

So here I am trying to make my way as an interaction designer, which requires a certain proficiency with visual communication. I wouldn’t say that I have trouble coming up with design ideas, but sometimes you really need to be able to sketch them out in order to communicate them to someone else, and that can be a problem. And a whole lot of people like to write books about how everyone can draw, you just have to develop the right ways of seeing and stop being critical of yourself, practice until you get better, etc, etc. But I have yet to see a single piece of advice on drawing or sketching that addressed what I think of as my major obstacles: remembering what I see, and visualizing what I’ve never seen. I’ve taken art classes and made plenty of competent if not beautiful sketches of a thing that I could look at; looking at what’s in front of me and getting that on paper is not my problem. My problem is standing at a whiteboard trying to draw the visual form of something that is in my head as words and feelings and abstractions. My problem is trying to remember which way the lines of perspective go for a building and not realizing I’m wrong until I’ve produced something not just ugly but unrecognizable.

So I’m trying to develop my own kind of “learn to draw” system that focuses on improving my visual memory and getting to the point where I can reliably visualize and then produce simple, common shapes and items to build up a sketch of the kinds of things I’ll need to be able to draw. In the past two years I’ve filled a lot of sketchbook pages with funny-looking cartoon hands, let me tell you.

For the visual memory exercises, what I do is look for a photograph on flickr or something with high-contrast shapes and areas that I could recognizably reproduce in sketch form. I spend time studying the photograph, trying to take note of basic shapes, proportions, angles, that sort of thing. Then I look away from it and sketch what I can see of the photograph in my memory. Or at least, I’m hoping to work up to that. Right now what I do is I look away from the computer screen, draw a few lines, try to remember another area of the photograph and give up and look back. But I always leave a little time in between looking away and starting to draw, so that I’m never simultaneously drawing and referencing the image. One recent attempt began with emo pony, and produced this:
sketch of a miniature horse staring out at water

I’m also reading various “how to draw” books, but the usefulness of the advice to my situation varies. I know how to draw circles and squares and triangles, yes. I know it is possible to put them all together to make more complicated shapes. I know how to carefully study a thing in front of me and separate the shortcuts and tricks of my visual processing system from what the thing literally looks like, in order to accurately draw what’s there instead of what I think I see. None of this really helps if I need to draw a cat real quick and I can’t remember what a cat looks like well enough to decompose it into smaller shapes that another person would then also recognize as a cat. What I want is to develop a simplified, cartoon visual of a cat that I can remember and reproduce reliably. That’s where a book like Ed Emberley’s Make a World comes in. All of Ed Emberley’s drawing books consist of step-by-step instructions for building little cartoon objects out of simple shapes. And it’s not like all those how to draw books where they show you how to sketch in a bunch of circles and curvy lines and whatever and then ink in a ton of details and erase all the pencil lines. You know, like this:

With Ed, you just keep adding simple shapes until they all make up the final shape. And so far, it’s been fun! I can definitely follow the directions to sketch cute little cartoon cars and horses and chairs and stuff. And mostly, if I concentrate, I don’t screw it up too badly. Here’s what a couple days of going through the book and choosing objects to draw has produced:
a series of simple cartoon drawings

The next step I think will be making this approach to drawing something that I can replicate without having the book open in front of me. Which could be interesting, what with the poor visual memory and all. I might add it to my daily photo drawing exercise. Perhaps after I return the book to the library I’ll go back to the drawings I’ve made, choose one object, study the shapes that it’s made of and then try to recreate it without looking.

The next step after that of course is to be able to come up with my own simple cartoon versions of objects, just based on knowing a thing I want to draw. I’m not sure whether that is an achievable long-term goal or not. Feel free to reassure me on this point, but if you don’t know firsthand what it’s like to get lost on your way to a classroom that you successfully found the previous three weeks, you’ll have to forgive me for being skeptical.

If you do have an NVLD and want to tell me stories about how you managed to improve your visual memory and spatial reasoning skills, please do! Please.

Video games and art

A couple of weeks ago a friend of mine shared a link to this article about video games and art. It’s long, but worth a read, if it’s something you care about. Or even if it’s not; I’m more comfortable talking about art from a sociological than a philosophical perspective, and I’m not much invested in the question of whether or not video games qualify. But I am interested in media theory and the aforementioned sociological implications of things like art and video games – and this is one of the most thought-provoking pieces I’ve read in some time.

I thought a lot about the kinds of aesthetic experiences I look for from different kinds of media, and whether or not they’re “art.” Moriarty spends a fair amount of time kind of talking around his definition of art, until he finally pulls out the Schopenhauer. I honestly have no idea whether or not I agree with that definition, it’s so far from the way I approach my life and my cultural consumption that I just kind of squint and shrug. It does remind me of Buddhism though, which makes me wonder whether Moriarty would agree that Buddhist meditation is art. Is anything that gets you closer to giving up desire and imposing your will on the world a kind of art, or is there maybe some other unspoken component to the definition here?

But I’m actually a lot more interested in the definition of art implied by his definition of kitsch – since Moriarty is clear that kitsch is not sublime art, anything that kitsch is, art must not be. And as I agree completely with just about everything Moriarty says about kitsch (I would just add some comments about kitsch’s role in things like shared meaning-making and social signifiers – the lines between high and low art, and the very idea of high art as something that’s “good for you” are fraught with class implications), I find it a lot more productive than contemplating philosophy about the essential nature of human existence in the universe.

so, point by point:

1) “Kitsch depicts objects or themes that are highly charged with stock emotions.”

Fine art then, must be either not highly emotionally charged – and it seems unlikely that either Ebert or Moriarty would agree that dull art is good art – or its emotions must not be “stock” emotions. The feelings are complicated, and particular, rather than necessarily universal. Small digression re: “universal:” plenty of people declare that great literature touches on universal human concerns, but I’ve found just as many people use declarations like that to exclude literature written by people not like them as not “universal enough” for true greatness. It’s easy to call a work “universal” if it reflects back at you the world you see every day rather than presenting a view of the world you’ve never experienced. That doesn’t mean it will actually speak to the experiences of everyone who might read it. I want better words for what the “universal” sentiment is trying to express about great art.

At any rate, this first characteristic of kitsch suggests that art necessarily involves some level of emotional judgment on the part of the consumer. It should not be immediately obvious to the intended audience how they ought to feel about various objects and themes in the work.

2) “The objects or themes depicted by kitsch are instantly and effortlessly identifiable.”

There are no tricks, metaphors, or symbolism. “There’s never any doubt about what it is you’re looking at. It’s a leprechaun, and only a leprechaun. It’s Santa Claus, and only Santa Claus.” So, objects depicted in art may not always be what they seem – they might be used as stand-ins for some other object or idea that the artist wants to comment on. It takes careful study, and a certain level of familiarity with the range of ideas the artist is drawing on, to find other possible meanings for a piece of art.

3) “(and most important) Kitsch does not substantially enrich our associations relating to the depicted objects or themes.”

This is the most important aspect for me, too. With most of the books I read (I spend a lot more time consuming novels than I do most visual art or movies, so this is my basic frame of reference for questions of artistic virtue), I know going into it what I’m going to get out of it. The pieces I expect line up in the ways I expect, with the outcomes I expect. Not in all details, that would be too boring to be enjoyable, but the outlines are familiar. It’s entertainment, to pass the time or to help me relax. But then sometimes I want something different from a book than to be comforted or made happy. So then I read something else – Nabokov, or Garcia Marquez, or Helen De Witt’s The Last Samurai (no connection to the movie. also, read it!). Or one of Ursula Le Guin’s “great” novels, like The Left Hand of Darkness or The Dispossessed.

When I read one of these books, I want several things. Primarily, I want to be changed. I want to come out of the reading experience seeing something differently, thinking about it differently, feeling about it differently. While I read, I want to be able to stop and feel the contours of my mind shifting. The other thing I want is a kind of richness, and layering of meaning, that means if I come back to the book later, that I will see it differently. The shifting happens all over again, because of the other changes that have happened to me since the last time I read it.

And I can’t really think of any video games that have given me those kinds of experiences. I am what you might call a “casual gamer,” but I live with the other kind and have certainly seen quite a few video games being played. I guess playing lots of first-person shooters might change me, but not in a way I’d particularly like. The closest I’ve ever come to this artistic experience from a game is don’t shoot the puppy. Playing it was a surprisingly intense emotional experience for me, that became almost meditative. The fact that don’t shoot the puppy is fundamentally about inaction does suggest a certain support for Moriarity’s argument, but it’s just one data point.

I did play Braid, one of the games frequently put forward as a candidate for art, and while playing it definitely stretched my brain, it stretched it the same way solving a difficult programming problem does, not the way, say, Borges does. Somehow I don’t think Moriarty’s definition is what Donald Knuth means by art.

TL;DR: Here’s a song about art

Intuition is experience, not magic

You don’t have to go very deep into interaction design to find a lot of people throwing around the word “intuitive.” A lot of people talk about the importance of intuitiveness as a design goal, and praise particular products for being intuitive. Search Boxes and Arrows for the word “intuitive” and all kinds of examples come up. What hardly anyone talks about is what they mean by “intuitive.” There’s a kind of general understanding of that as “easy to use/figure out,” someone can sit down and start to use the interface without any special training or guidance, and this is regarded as a good thing.

But at one point when I was pretty fed up with empty praise for “intuitive” interfaces without any real analysis of a design, and armed with Jeffrey Bardzell’s admonitions that meaning does not exist in things, but in people, I started thinking more about this whole “intuitive” business and becoming more dissatisfied with it. Because, of course, objects are not inherently “intuitive” all by themselves, sitting in a vacuum of objective analysis. Intuitiveness, like meaning, lies in people, not products. Because when you get down to it, all “intuitive” means is “familiar.” I don’t have to learn anything new with an interface when it relies entirely on things I’ve already learned. And sure, sometimes that’s a good thing. But sometimes it’s not. And of course when I was doing my blogger homework for this post I found that Jef Raskin said it all better than me 15 years ago, or else this post might have been quite a bit longer.

I do have some more thoughts on the term that Raskin doesn’t cover in that article, though. For one thing, the use of “intuitive” like it’s a property a designer can give a thing through their own skill and that it will have forever, masks the central importance of the user’s experience to the concept. And for a discipline that claims to be human-centered, that’s maybe not the best thing for a popular and important term to do. Which is not to say that everyone who’s used the term has forgotten that they’re tailoring a product to their users, or that using it is a sign you’re not being “human-centered” enough, or whatever. Anyone who is doing user research as part of a design process is presumably aware that they need to target a particular group of people with particular experience and abilities. But it can be easy to get careless and stop paying enough attention to those particulars when you say “I want this product to be intuitive” or “It’s not intuitive enough.”

But we all understand the concept of “familiar” to be rooted in a specific person’s experience. You can’t just say “this thing is familiar” and expect anyone to believe that the object in question has this inherent quality of familiarity. The implication is that the thing is familiar to you, and if that’s not what you meant, it immediately raises questions: familiar to whom? under what circumstances? These questions are always important to a user-centered design, and speaking in terms of familiarity rather than intuitiveness keeps the importance of the user explicit.

Thoughts on Pale Fire

I keep thinking this blog ought to be about something, because most of the good blogs I read have a particular focus, but I haven’t had the spare energy to try and devote myself to developing content about a specific topic. I mean, interaction design is the obvious one, and the one my blog header claims, but I feel like my thoughts and experiences on that topic would need a lot of work to be really *bloggable*, and most of the times I try I end up with a 3/4 finished draft that never makes it out of my draft folder. So it’s just been a blog about things I do and think, which is of course never confined to a neat topic. I suppose I’m writing for myself more than for an audience, anyway. I want to work as a designer, not as a blogger, so probably that’s ok. The blog is just not the point.

So that’s my justification for writing a post about a book that has nothing to do with computers or design or user experience or whatever, on this blog. This post won’t really make any sense to anyone who hasn’t read Nabokov’s Pale Fire, or at least knows something about it, so probably y’all can just skip this unless you got here by googling Pale Fire, in which case I doubt my rantings and musings will really be enlightening. I just have Thoughts and I feel the need to have those Thoughts Recorded somewhere, and what else is a blog good for. Plus, spoilers. Normally I don’t care about spoiler warnings for things like 50-year-old novels, but Pale Fire really is mainly a big puzzle/joke, and much of the fun in reading is in working out the layers of the puzzles. If you think one day you might want to read it, and I do highly recommend it, though probably not as one’s first introduction to Nabokov (which, really, read something by Nabokov. The man is brilliant, his writing is gorgeous and sad and complex and disturbing and often very, very funny), you should probably just go read it.

Continue reading

I think I’m giving myself a headache

One week until I need to have my capstone deliverables finished enough to prove that I can have it all truly finished by April 27th, and I’ve been busy capstoning away. More or less. Before I would work on a blog post about my capstone in order to feel like I was being productive without having to face “real” capstone work, now whenever I get too anxious to work on the paper itself I work on the presentation or the poster. I’m having the most trouble with the poster.

I feel like I keep coming back to my lack of mental imaging ability. Especially because I want to create a series of sketches for my poster and presentation, but I have trouble producing sketches that I wouldn’t be embarrassed to show people. It’s not a style thing, mainly. I’m down with a sort of loose, sketchy style, it’s straight-up errors in the drawings that make them difficult to understand. Like I’ll try to sketch a stick figure walking, and not know which way the arms or legs are supposed to bend, because I can’t picture it clearly enough in my mind to figure it out. Once I’ve actually drawn something I can look at it and realize that it’s wrong, but I have to have something to look at in the first place. So every usable sketch is preceded by 2 or 3 malformed stick figures with screwed up joints. I worry about proportion, too, but I recognize that as more of a style thing and have an easier time ignoring the little voice telling me to measure and check that the head is 1/8 the total height of the figure and the torso is 3/8.

My classmates like to link to people writing encouraging articles and directions on how to sketch and how anyone can sketch, but none of them seem to address my difficulty. I have no trouble at all looking at something and reproducing a simplified version of it. I get that. I’ve been reading advice on how to do that for years. The problem is that for all but the simplest and most familiar objects, I’m hopelessly lost without a reference image. Sitting on the bus brainstorming, or drawing on a whiteboard, I can’t go to google and find a handy reference image, I just have to scribble something. And then realize it’s incomprehensible because I couldn’t figure out beforehand what it was supposed to look like.

All those encouraging articles start to feel a lot more discouraging when not a single one of them addresses the fundamental problem I have with drawing. I suspect it’s because no one writing them has any problem with mental imagery, and it doesn’t even occur to them that someone could be incapable of forming mental pictures to the extent that they have trouble producing basic recognizable images on paper. Which is fair, I suppose; my auditory imagination is quite vivid, and before I started looking into these sorts of perceptual issues it might not have occurred to me that there are people who can’t hear things in their heads. But it doesn’t make the advice any more helpful. I suppose I should start looking specifically for advice on developing mental visualization ability, and hope my brain is still plastic enough that I can improve the skill meaningfully. If only I’d started practicing when I was 4 or something.

In the meantime, aside from the sketches themselves, I’ll be printing out pieces of paper full-size with the parts of my poster content and arranging them on a table to try and help figure out layout, because I can’t get any sort of sense of a 36″ x 48″ poster while I’m looking at my 14″ laptop screen.

Perhaps, if I start having some success, I’ll blog about the visualization practice, in the hopes that it can help other people like me, who have trouble with sketching for reasons entirely left out of typical “you can sketch!” pep talks.

Robots as caregivers

Tapus, Mataric & Scassellati, “Grand challenges of socially assistive robots”
Sparrow & Sparrow, “In the Hands of Machines”

This is another set of robotics articles that had me mainly thinking about artificial intelligence, with talk about things like giving robots personalities, empathy, and the ability to adapt to complex long-term changes. The point of designing a socially assistive robot for patient care, of course, is for what it can do that human can’t. In place like the US with a proportionally old population, there is a shortage of high-quality long-term caregivers, mainly because such work is difficult and demanding, as Sparrow and Sparrow point out. One caregiver may only adequately care for a small number of patients, and the work is often both emotionally and physically stressful. Robots don’t feel emotional or physical stress like humans do, they can (assuming no accidental malfunction…) function for long periods of time and on demand rather than needing time to rest and care for themselves, they could stay in a person’s home and offer more independence, etc.

But I find myself wondering, again, if we make a robot that can adequately fulfill the criteria that Tapus, Mataric and Scassellati set out, will it still have all the advantages over humans that we see in robots now? There is an idea in the AI field of many problems being “AI-complete,” meaning basically that in order to do one piece of what we think of as intelligent behavior, such as natural language processing, an AI must have all the other general intelligence capabilities as humans. The belief is that understanding language the way humans do requires thinking the way humans do, on a deep level. I suspect that emotional and social understanding are similar. In order to actually interpret and respond to human emotion in a successful way, without upsetting or alienating people, a robot needs to think and “feel” in ways similar to humans. And if we create a robot with a simulation of a complex inner emotional life, will it end up having emotional needs similar to humans? Will a robot like that feel something like stress, and need time to relax or have fun in order to be effective emotionally responsive caregivers? And that’s completely leaving aside the questions of self-awareness and personhood and whether or not human-like AI will be given human-like moral status.

Obviously I don’t have the answers, I can’t know what will happen when or if we create artificial intelligence with human-like capabilities. What I am quite certain of is that there will be consequences none of us can foresee, and that I do not count on them to solve for good the problems their creation will be meant to solve.

I’m afraid I’m with Sparrow and Sparrow in thinking that what will be much more immediately beneficial for caregiving is to focus on devices that do much simpler tasks, that are relatively easy for robots and that humans can’t add a lot of value to. I’d want to augment existing human capabilities without trying to replace them, and to complement human strengths rather than creating something that needs to duplicate them in order to function well. I’m not sure robotics is the best way to achieve those goals.

Sparrow and Sparrow also bring up numerous ethical implications of robot elder care (that I think also generalize to robot caregiving in other contexts), which I think are very interesting and important, but if I tried to write about any of them I don’t think I’d be able to stop myself. I wonder if the robotics field has much awareness of Value-Sensitive Design.

Still here, mainly

To be honest I’ve been much better at starting than finishing things lately. I’ve been having some existential angst about graduating and leaving school for the first time in my life. I know I want to graduate and not be in school anymore, I believe it will be good for me. But it’s also scary. I’ve been doing school for as long as I can remember. I know I’m good at school, that I can deal with the things I need to in order to succeed, while there are more than a few not-school life skills that I’m not very confident about.

Like, oh, applying for jobs. There’s something kind of disheartening about being ignored for so many jobs when I have literally never been rejected from any academic program I’ve applied for (except when I applied for two different summer research programs at Grinnell and only got into my first choice, the one that fit better with my long-term goals and that I was more qualified for anyway – then I turned down the other REUs that had accepted me…). I am just obviously so much better at convincing academics that I’m awesome that it can be discouraging to get so little interest from the non-academic world.

Anyway I did make this little joke which has been successfully entertaining for Grinnell students and alumni who have been paying attention to recent college news and are aware of the mixed feelings about the college’s latest president and general administrative direction.

I want to do more things with JQuery, but I’ve never been very good at just following tutorials (“here’s how to make this pointless thing you don’t care about! good luck trying to make anything else.”) and what I want to do is make my own sort of project. I am also not good at all with coming up with projects for the sake of using a tool – what I am good at and what I want to do is to learn the tools that will help me accomplish my existing goals. Unfortunately, “lots of job openings want people to have experience with it” is not a goal that inspires lots of uses for JQuery. But I’ve been given a couple of suggestions for additions to my portfolio site that wouldn’t just be tacky “look what I can do” additions (I like my minimalism, dammit) so I perhaps I will get some more of that finished.

It’s spring break right now and I’m in Seattle, which I was hoping would be a nice invigorating change. It’s been nice, for sure, but as far as that whole graduating and getting a job thing goes it’s been more distracting than anything else.

Still, I’m listening to energetic music and going through job postings and trying to soothe my anxiety.

I’m making progress, I think

Writing cover letters is sort of a weird experience for me. On the one hand, I am deeply uncomfortable with bragging about myself the way they require, and also more than a little neurotic. I spend more time and energy than I ought to worrying that some tiny mistake that I have missed in my painstaking revisions will spell doom for my entire application.

On the other hand, most of what I write about in a cover letter is how eager I am to be doing design work. And that is so absolutely true. That almost makes it worse. I keep wanting to write “design is the most exciting thing I’ve ever done in my life” and it sounds so cheesy I can hardly stand it, but dammit, it’s true. There have been a lot of things I’m interested in and like doing, and lots of things I am pretty good at. For most of my life that is been sort of a problem, because I could never sort which moderately enjoyable interest I should try to pursue as some kind of career field. But I love to do design work so much. Almost from the first moment I started to really “get” what I was doing in this program, I knew that it was what I wanted to do, period.

And probably there are different kinds of design fields I could be in and still enjoy my work (as an undergrad, I realized that the thing I loved doing most in any of psychology work, besides just knowing things about how people work, was designing experiments. And experimental design really is a design problem the way we talk about it in this program, particularly psychology experiments), but in my grad school admissions essays I wrote a lot of stuff about how computing technology is reshaping the world, and how important it is to understand the effects of rapidly-changing technology and to incorporate the importance of human lives and human values in developing new technology, and you know, I believe all that, too. Interaction design is the place for me in the world.

What I sometimes have trouble believing is just how lucky I am to have found a career path that gives me the opportunity to do something I love so deeply, that is important in the world and to which I can bring my own values and sense of ethics, and on top of that, is a hot and growing business that will likely pay me well.

Grad school hasn’t all been a bed of roses, obviously. My first semester here I spent a lot of time confused, and scared, and exhausted, and just really, really emotional. And last semester I spent a lot of time exhausted and frustrated and unhappy with many day-to-day problems. But through it all I have been so sustained by my deep excitement in what I’ve been learning and the work I’ve been doing. It’s such an incredible privilege.

And since I can’t write a 500-word cover letter and expect anyone to read it or do anything but roll their eyes and delete my application, I have to find some way to distill all that excitement without sounding totally hokey and false. Maybe I just have to hope people will follow the link to my portfolio and read my blog.

In which I take cake metaphors too far

I read the Keepon and Shadowplay articles first, and then I read the article about Robovie. And I found, while reading that third article, that I kept thinking about a quote from one of my classmates, talking about his experience interning at the interaction design consulting firm Adaptive Path. Many companies have big plans for all the kinds of things they want their software to do, but not the time or resources to successfully do them for the first version they release. The metaphor they use at Adaptive Path is that of making a cake: the company wants to make a whole cake, but they can’t the first time around. So what most companies do is they make cake batter and give it to the users and say “we’ll bake it for you later.” But what they should be doing is trying to make cupcakes – identifying a smaller-scale version of that final goal that also offers a complete and useful experience. That metaphor really struck me as a great way to explain what a lot of companies get wrong in early versions of software, and I think it is applicable to these robots, too.

Keepon and the shadow play robot seem like cupcakes to me – the designers knew they could not create an entire human-like robot that would successfully interact socially in all the ways humans can, and in the case of Keepon, in fact they explicitly did not want a robot with that much complexity, for therapeutic purposes. So in both articles, the authors identified particular small pieces of interaction – for Keepon, it was eye contact, joint attention, simple emotional expression and later rhythmic motion, for the other it was imitative shadow play. And then they each built robots that could do just enough to successfully elicit those experiences with interaction partners. They created cupcakes.

But Robovie seemed much more complex for much less compelling reasons. The authors talk about how the robot’s behaviors were intended to shape specific kinds of responses from children and provide them with a framework for interpreting the context of its actions, but not why chose to give it such a wide range of behaviors or why, beyond a few cursory examples, the particular behaviors they programmed were chosen. My impression was sort of that they wanted the robot to be able to do lots of stuff because they thought the way to simulate human interaction was to make a robot that can do as many human-like things as possible. Knowing all the ingredients for a whole cake, they put together cake batter even though they didn’t have the capability to bake it.

And I think that shows in how the children interacted with the robots. True, many children liked Robovie and continued to interact with it over a period of several weeks, but even unbaked cake batter is tasty in small amounts. Other children got bored with the repetitive actions of the robot, and didn’t play with it once the novelty value wore off. Keepon, on the other hand, has the capability to do far less than Robovie, but captured children’s attention for far longer periods of time. True, they were younger children, and the ones in the longer study had social deficits that may have made Keepon’s simple interactions more compelling than for the average neurotypical child. But I’m a lot older than all those children, and I’m barely interested in Robovie, whereas I don’t even get bored with watching Keepon’s youtube videos multiple times since 2007. Sure, I lick the spoon when I’m making a cake, but I never just stop once I have the batter. What I really want is that fully baked cake experience, even if its just a cupcake.

And now for your enjoyment, Keepon: the best little dancing robot.

I wanted to cite a lot of SF novels while writing this

(this is a response to Chapter 2 of The Design of Future Things by Donald Norman)

Don Norman clearly believes, like many others including myself, that the future of robots is closely tied to the future of artificial intelligence. I double-majored in computer science and psychology as an undergrad, which is the sort of thing that most naturally leads either to Human-Computer Interaction, or to Artificial Intelligence. I’m also sort of a geek and have been reading and watching science fiction for most of my life. So I’ve thought about artificial intelligence a lot.

What I really wonder about with AI is, just how much like humans will it be? Currently the reason we use computers is because they are very good at doing some things humans are not so good at. And the only model we have for human-style intelligence is, well, humans. If we build a computer that is good at human-style things, will it end up having human weaknesses, too? So many of those weaknesses that computers are intended to correct, are side effects of the mechanisms that allow us as humans to do the things humans are good at doing. Will a computer that has intrinsic motivations like humans, and the ability to reason from incomplete information like humans, end up being just as biased in their reasoning as humans? Will they end up being argumentative and uncooperative, demanding payment and benefits and certain standards of treatment, instead of tireless and uncomplaining workers? If we deliberately try to design Ais so that these things don’t happen, will that end up handicapping their ability to perform the human-like tasks we want?

I’ve never met a sentient being that isn’t a human, so it’s hard for me to imagine what sort of intelligence could do the things humans do without presenting many of the same kinds of difficulties that working with real humans has. There are some people who confidently assume that we are capable of creating AIs that will be much smarter and less fallible than we are, and that such a future is inevitable. I don’t know. I believe that some kind of human-like AI is possible, and maybe even inevitable, given enough time to work on the creation. But I don’t really know how those intelligences will be different from us. It matters a whole lot to what those future human-robot interactions will be like, though.