“postsymbolic communication”
19 posts under this tag.
Charles S. Peirce has been called by Britannica “the most original and the most versatile intellect that the Americas have so far produced.” Bertrand Russell considered him “one of the most original minds of the later nineteenth century, and the greatest American thinker ever,” and Karl Popper goes all out, seeing him as “one of the greatest philosophers of all times.”
I just met him a couple of weeks ago and I couldn’t be more impressed: the man’s a fricking genius, practically inventing semiotics and modern logic, making major contributions to the philosophy of science and epistemology. I would remember him forever just for his offhand naming of math as the “hypothetical or conditional science.” (the could science? the moot science?) and I have the sneaking suspicion that ours will be a lifelong acquaintance.
How not to be intrigued by a man who could explain reason in a sentence?
For reasoning consists in the observation that where certain relations subsist certain others are found, and it accordingly requires the exhibition of the relations reasoned within an icon.
OK, to fully get the above quote you should be familiar with Peirce’s brilliant and influential classification of signs into ”icons, which signify by virtue of resemblance [think painting], indices, which signify by virtue of a physical connection with the object [think weathervane or tally], and symbols, which signify by virtue of the existence of a rule governing their interpretation [think words].”SOURCE
Then there’s Peirce “discovery” of abductive reasoning, the third major class of logical reasoning and for which I’ve found no better (or shorter) intro than the logical reasoning pedia.
And to finish this Peirce appetizer you must check out Peter Skagestad’s Thinking With Machines article. He gives a summary of Peirce’s semiotic to make a most intriguing comparison with the thought of human intelligence augmentationists like Doug Engelbart ELZR. Fascinating stuff really.
People who seem to have had a new idea have often simply stopped having an old idea.
Edwin Land, inventor of Polaroid
If you are in a hurry, jump ahead to the 3-minute screencast to see what this is all about.
Not for the first time I’ve woken thinking that the invention of dirt-cheap, high quality multi-touch wallscreens would prove as epoch making as the printing press, a cure for cancer, or the web. Most people, of course, scoff. They can barely see the point of computer screens bigger than 15”. It is not my intention now to disabuse the heathen. Let’s just assume that we have such wondrous interfaces and see how far we can run with them in one particular direction.
Close your eyes and imagine that you somehow —digital contact lens, projectors, VR goggles, pixie dust— have access to a screen at least as big as a wall—a humongous HD screen that is not only a pleasure to look at but with which you can interact. Mouse and keyboard would suffice for our purposes here, but since we’re dreaming, feel free to indulge in Jeff-Han-style touch interaction.
Despite the mind-boggling immersive multimedia we can expect, text won’t go away. Not only will we still gulp it down, we’ll likely drown in it. Text has advantages all of its own and in a digital word there’s nothing cheaper or more malleable. Reading newspapers, books, magazines, blogs, emails, and tutorials will still be an everyday staple. It’ll just be by and far all digital now.
The question thus is how we’ll read all this text. How do you take advantage of a massive pixel landscape when your goal is reading? You could recreate books in all their physicality, down to the flashy turning of pages, the weight, the fixed dimensions, and the mahogany bookshelf. We would certainly be able to copy it all in breathtaking detail, but limiting ourselves to such molds wouldn’t only be wrong, it would be perverse. Let’s see if we can do better than that.
We will come to think of interface design as a kind of art form —perhaps the art form of the next century.
Steven Johnson, Interace Culture, p213
Dasher
“Hello, how are you?” being written in Dasher. (Hit escape to halt animation.)
A text-entry interface for the tetraplegic, it’s like nothing you’ve seen. Not only does using it have the same rush and exhilaration of playing SonicWP, it is also unbelievably efficient. And again, sheer fun.
It will take you some 5 minutes to get the hang of it (not out of difficulty, out of profound weirdness) but believe you me, you won’t regret it. Read the quick, 3-page explanation and try the Java version in-browser or download it. It’s free software and there are localized versions in many languages.
If such deep novelty, such striking unrealityELZR lies in something as mundane as text-entry, what wonders lie yon in the craft of interface design?
Scratch
Visual programming has been a perennial pipe dream of mine and just some three months ago the MIT Media Lab unveiled the best embodiment so far of my vague and unspecified dreams. It’s called Scratch and it’s meant to introduce children to computing by giving them easy, programmatic means to media manipulation.
The brilliant breakthrough has been to Lego-fy programming, making control blocks actually, well, blocks, and turning programming into block stacking. Yes, it’s messy and you have to fumble around for blocks but it’s visual, incredibly intuitive, and—get this—syntax error free (since blocks have shapes and will only fit in ways that make syntactic sense).
It was scary, you know, when I first knew about Scratch, just some days after it was launched, my evangelizing streak came back with a vengeance and I felt this strange calling to go and teach it somewhere, wherever. Here was finally an easy way to show “normal” people what programming was. Here it is.
Here some definitions—some funny, but all out of sadness. «Whimsical» to be (mostly) understood in the not so standard sense of “subject to our whims”—of course.
Reality: that which is not whimsical.
Technology: that which makes Reality whimsical.
Technologist: that who believes Reality can and should be whimsical.
Hacker: a Technology maker.
Body: that which is whimsical and its manifold possibilities.
Health: the body’s actual whimsicality.
Culture: the exploration of Body.
Art: Culture making.
Artist: a Culture maker.
Knowledge: Of Reality—of what else?
Science: Knowledge making.
Scientist: a Knowledge maker.
Good: the creation or exploration of Body.
Evil: the destruction of Body.
Virtual Reality: whimsical Reality; Technology’s ultimate success.
Religion: the belief that Reality is self-servingly whimsical.
Some inspirations and context:
Sunny Bains’s Mixed Feelings is a cool article in last month’s Wired about synthetic synesthesias: using technology to give us new senses by using old ones’ bandwidth. Stuff like using the tongue to see, or, below, using touch to locate.
For six weird weeks in the fall of 2004, Udo Wächter had an unerring sense of direction. Every morning after he got out of the shower, Wächter, a sysadmin at the University of Osnabrück in Germany, put on a wide beige belt lined with 13 vibrating pads — the same weight-and-gear modules that make a cell phone judder. On the outside of the belt were a power supply and a sensor that detected Earth’s magnetic field. Whichever buzzer was pointing north would go off. Constantly.
The brain, it turns out, is dramatically more flexible than anyone previously thought, as if we had unused sensory ports just waiting for the right plug-ins. Now it’s time to build them.
“It was slightly strange at first,” Wächter says, “though on the bike, it was great.” He started to become more aware of the peregrinations he had to make while trying to reach a destination. “I finally understood just how much roads actually wind,” he says. He learned to deal with the stares he got in the library, his belt humming like a distant chain saw. Deep into the experiment, Wächter says, ”I suddenly realized that my perception had shifted. I had some kind of internal map of the city in my head. I could always find my way home. Eventually, I felt I couldn’t get lost, even in a completely new place1.”
Some intriguing stories here about the brain that will delight anyone who has read Jeff Hawkin’s mind-bendingly good On IntelligenceAM. Another example:
 More than 50 years ago, Austrian researcher Ivo Kohler gave people goggles that severely distorted their vision: The lenses turned the world upside down. After several weeks, subjects adjusted — their vision was still tweaked, but their brains were processing the images so they’d appear normal. In fact, when people took the glasses off at the end of the trial, everything seemed to move and distort in the opposite way.
Of course any true Jeff fan would nod knowingly and immediately quote back with:
Patterns are all the brain knows about. Brains are pattern machines. It’s not incorrect to express the brain’s functions in terms of hearing or vision, but at the most fundamental level, patterns are the name of the game. No matter how different the activities of various cortical areas may seem from each other, the same basic cortical algorithm is at work. The cortex doesn’t care if the patterns originated in vision, hearing, or another sense. It doesn’t care if its inputs are from a single sensory organ or from four. Nor would it care if you happened to perceive the world with sonar, radar, or magnetic fields, or if you had tentacles rather than hands, or even if you lived in a world of four dimensions rather than three.
Jeff Hawkins, On IntelligenceAM, p2
Being a fan of the concept since my soundscape post, however, I was surprised the article doesn’t mention the inspiration for my post and the most widespread example yet of a synthetic synesthesia: the beeping proximity sensor in many vehicles—space as sound. My brain has become so used to it that at times glancing back seems like a distraction.
Turns out you can easily break DRM-ed LIT ebooks while as far as I know your PDF ones—if tightly DRM-ed, and these days they all are—are lost for good—leaving you as a sucker who can’t even copy paste and interesting quote; heck, a sucker who can’t even lend the ebook to a friend (hurrah for technology!).
Interesting how piracy can actually be a good thing for business: yesterday I bought a digital version of Peter Watson’s 800-paged IdeasAM (to go with my paper version) only because it was available as a LIT. I then immediately broke the DRM (Microsoft Reader is a joke) and had the—again, 800-paged book—as an HTML mine to edit and tweak. This is just the encouragement I needed to start reading the book—just imagine, I can now tweak the format just like I want it (and as you may have noticed I am a format freak—I like my italics in a slightly more remarkable tone, my parenthetical text slightly subdued, my quotes highlighted), I can turn footnotes into sidenotes, I can 1-click-Answers.com every word, I can copy-paste to Evernote and Devonthink (these days I just can’t conceive of reading a book without highlighting, now it’s getting intolerable not being able to immediately save select quotes in a digital form1), I can upload to my webserver and have it always some seconds away, I can read it in my berry, I can print it, I can find-as-I-type, I can link, annotate, or rewrite, I can…
Jaron Lanier’s answer to the 2007 Edge question, What are you optimistic about?, is, predictably enough, post-symbolic communication. But the more I hear about it, the more I’m overwhelmed by the grandeur and sheer magic of the vision. As beautiful a dream as I’ve ever seen.

One extravagant idea is that the nature of communication itself might transform in the future as much as it did when language appeared. This is not easy to imagine, but here’s one approach to thinking about it: I’ve been fascinated by the potential for “Post-symbolic Communication” for many years. This new style of interpersonal connection could become possible once large numbers of people become virtuosos at improvising what goes on in Virtual Reality.
We are virtuosos at spoken language. Adults speak with what seems like no effort at all, even though everyday chats might be the most complicated phenomena ever observed. I see no reason why new virtuosities in communication could not appear in the future, though it’s hard to specify a timeframe.
Suppose you’re enjoying an advanced future implementation of Virtual Reality and you can cause spontaneously designed things to appear and act and
interact with the ease of sentences pouring forth during an ordinary conversation today.
Why bother? It’s a reasonable hunch. Words have done so much for people—so alternatives to them with overlapping but distinct functions ought to lead to new ways of thinking and connecting.
An alternative to abstraction might arise—the possibility of expression through a fluid and capable concreteness. Instead of the word “house” you could conjure up a particular house. How do you even know it’s a house without using the word? Instead of falling back on whatever the word “house” means, you might toss around a virtual bucket that turns out to be very large on the inside- and contains a multitude of house prototypes. In one sense this “fuzzy” collection is more precise than the word, in another, less so. It is different.
If all this sounds a little too fantastic or obscure, here’s another approach to the same idea using more familiar reference points. Imagine a means of expression that is a cross between the three great new art forms of the 20th century: jazz improvisation, computer programming, and cinema. Suppose you could improvise anything that could be seen in a movie with the speed and facility of a jazz improviser. What would that mean for the sense of connection between you and someone you love?
The most valuable optimisms are Infinite Games, and imagining that new innovations as profound as language will come about in the future of human interaction is an example of one.
Second LifeWP, a 3d online community, recently hosted a live concert by Suzanne VegaWP and of course someone had to make her and her guitar’s avatars. Robbie Dingo did. And he made a video of the making (of the guitar avatar). Breathtaking. Go straight to the Quickitime video or see it embedded as a flash in Second Life’s website.
2 days ago I had a major breakthrough in Domburi’s interface. I had been racking my brain for several days for a simple, elegant way to provide all the new functionality I had dreamt for it, but the standards I’d set made the task daunting:
Simple and easy to understand
Building (or at least not interfering) upon earlier knowledge
We’ve been using (web) GUIs for decades now, patterns have emerged. To waste them a silly thing would be. Right-click contextual menu, buttons, selection methods, drag & drop, and general link behavior (from one-click-activation to middle clicking on a link to open it in a new tab) are useful patterns we learn early and should be respected.
Consistency
I wanted to have the same interface for thumbnails and full-size images, just like Imagery works now (with almost the same toolbar for both cases).
Minimally intrusive (as in hidden)
I’m obsessive with claiming the precious few screen real state I’m able to and profoundly detest what Edward Tufte once called “administrative debris.” The goal is to see at a glance as many images (and nothing more!) as it is usefully possible.
Even onhover interfaces must be extremely discreet, not only for conceptual clarity, but because rendering times can make for a jarring experience.
Visual
On the other hand, even if keyboard shortcuts and other tricks & gimmicks are more efficient, I believe it’s crucial for users to be able to get a visual overview of their options.
Modeless
Modes WP can be useful and uncannily efficient—I love Vim—but they take a huge cognitive load to understand and use, and many, many hours of practice for them to become second-nature. They’re prone to frustrating mode errorsWP too.
Textual
Text is always a good thing, text and icons can sometimes be an improvement, but icons alone I usually find confusing and useful only for the most trivial of cases. The big problem with text of course is all the space it demands.
I dabbled for a while with tool palettes like those of Adobe Photoshop but in the end sweared off modes of any kind, even graphic ones.
I tried expanding the weird text-toolbar I currently use in Imagery but it proved too constraining.
Jensen Haris’s Office User Interface Blog sent me reeling into the possibilities of ribbons and contextual tabs (GUI innovations in upcoming Office 2007), but though interesting and definitely appropriate sometimes, they can be brutal overkill for such a simple application as Domburi.
In the end, it was clear to me that what was needed was a contextual menu of some sort and a way to activate it graphically (since I wasn’t willing to break the right-click, and other keyboard/mouse combos reeked of inelegance).
I finally found my solution in a little known interface innovation from Flickr (who introduced it only recently in a May 16, 2006 redesign).
They call it a “person menu” but it’s not the menu itself what interests me, it’s the way it’s activated: you hover over someone’s (otherwise undefiled!) buddy image and this obvious sidebutton appears; you click on it and your options to manipulate the image are presented.
This is a natural evolution of the pulldown button ( ), of course, but it allows for a revolutionary array of possibilities. I’ve been playing with the idea for 2 days now and am ready to nominate the onhover sidebutton as one of this decade’s contributions to our shared GUI alphabet: a visual, yet non intrusive, way to activate a context-menu. I’m using it everywhere in Domburi now (the idiom is evolving some impressive refinements!) and it has simplified things further than I thought possible. In the prophetic words of Jeff Han: “the interface just disappears.”
Exciting times!
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