Alan Kay (VPRI Co-founder) – International Multimedia Forum 30th Anniversary (Dec 2019)


Chapters

00:00:01 Evolution of Digital Media and Personal Computing: From Jacquard Looms to Dynamic Objects
00:14:32 Oral Modes of Thought in the Digital Age
00:22:53 Computing as a Medium: From Comic Books to Shared Rooms
00:28:13 Six Ways to Wisely Use Tools and Agencies
00:31:34 Rethinking the Wheel: Achieving True Innovation in Computing and Media

Abstract

Reimagining Computing and Media: From Historical Foundations to Future Innovations

The Evolution of Media and Computing: A Historical Perspective

The rich history of computing and media, with roots in the Jacquard loom’s punched card system, reveals the potential of discrete descriptions to push beyond human abilities. Charles Babbage and Ada Lovelace’s contributions underscored this evolution, moving from replicating existing media to creating novel patterns and possibilities.

The Dawn of Personal Computers and the Web

The advent of personal computers heralded an era where various media forms could be digitally mimicked. However, Alan Kay laments the missed opportunities in this domain, especially in the field of the World Wide Web and web browsers, where the potential for innovation was not fully realized.

Web Limitations: A Critical Analysis

The current state of the web, according to Kay, fails to leverage the full capabilities of computers. He points out that platforms like Wikipedia, despite their prominence, lack critical features such as symmetric authoring and consumption, thereby limiting active user engagement.

Sketchpad: Groundbreaking in Interactive Graphics

Ivan Sutherland’s Sketchpad, developed in 1962, revolutionized the concept of interactive computer graphics. This system, introducing dynamic objects and the principle of WYSIWYG (What You See Is What You Get), laid the groundwork for personal computing, yet its potential remains underutilized in mainstream computing.

Xerox PARC Innovations and the Active Essay

At Xerox PARC in the 1970s, a new wave of personal computing emerged, with a focus on inclusive designs that catered to children. Kay highlights an active essay by 13-year-old Marion Goldeen as a prime example of this innovation, which facilitated interactive learning and literacy enhancement.

Challenges in Application Interconnectivity

Kay points out a critical flaw in app-based computing: the lack of seamless interactivity and data sharing among different applications. He uses the Xerox PARC system as an example, where the integration of animation and painting tools allowed for dynamic updates, showcasing the potential for more interconnected computing experiences.

HyperCard: A Road Not Taken

HyperCard, a user interface developed by Bill Atkinson and Dan Winkler, represented a significant leap in personal computing. Despite its innovative WYSIWYG interface and end-user programmability, Apple’s failure to recognize its potential led to the adoption of HTML, a technology Kay views as inferior.

Towards a Dynamic Future in Computing

In conclusion, Kay emphasizes the necessity for a more dynamic and interconnected approach in personal computing. He encourages critical evaluation of the web’s current state and envisions a future where computers can fully harness their potential for creativity and learning.

The Unseen Realities and Their Consequences

Humans exist in a world of unseen realities, from the mysteries of the universe to the intricacies of diverse cultures. The “invisible world” includes the field of technology, especially the internet, which remains largely unexplored and misunderstood.

The Complexity of Interconnected Systems

Our understanding of the world has evolved dramatically, revealing complex systems that challenge conventional wisdom. From the germ theory of disease to insights into brain function, these interconnected systems have far-reaching implications.

The Environmental Impact of Invisibility

Our inability to perceive and understand these interconnected systems affects the planet. Our short-sighted actions, driven by a survivalist mentality, overlook the long-term environmental consequences, echoing Einstein’s call for a paradigm shift in our thinking.

The Predictive Power of Climate Models

Climate models, even those from the 1970s, accurately forecasted global warming, showcasing the computer’s prowess in handling complex knowledge and simulations. These models serve as early warnings, allowing us to glimpse into potential future scenarios.

Human Limitations and Media Influence

Our cognitive limitations and natural inclination towards oral communication shape our interaction with the world. The development of writing propelled civilization forward, but modern media, like television and mobile devices, are reverting us to oral modes of thought. McLuhan’s theory that the medium influences our thinking is exemplified in this shift.

The Role of Comic Book Printing

The Middle Ages’ woodcuts, akin to modern comic books, demonstrate the enduring popularity of visual storytelling. This form of media, requiring minimal learning, thrives in commercial societies where familiarity is often exploited for marketing purposes.

Doug Engelbart’s Vision of Computing

Engelbart, a pioneer of personal computing, exemplified the concept of collaborative and interactive computing in the 1960s. His group’s use of a system that allowed remote collaboration and meeting participation set the stage for modern groupware, yet this vision remains only partially realized today.

The Need for Augmented Human Intellect

Engelbart’s group recognized the need to extend beyond mere tools, exploring how they can enhance human intellect. This approach underlines the importance of not just relying on tools, but also understanding their deeper implications.

The Future of Augmentation Systems in Education

The combination of powerful augmentation systems and profound education is key to unlocking human potential. As these systems grow more sophisticated, education must shift focus towards philosophical understanding, ensuring that humans can use these tools wisely and effectively.

Redefining Computer Interaction

Kay urges a rethinking of computer interaction, emphasizing the integration of tools, agencies, and other elements. He criticizes the commercial computing sector for focusing solely on tools, neglecting the broader aspects of interaction.

How to Use Tools Wisely

– Tools and processes can improve what one is doing, affecting the inner world rather than the outside world.

– Agents can help individuals perform tasks, but they should facilitate the individual’s learning rather than doing the task for them.

– Teams of agents can be used to facilitate both inner growth and affect the outside world.

Augmentation System Collaboration

– Powerful agencies can be dangerous if not used wisely.

– Deep education is necessary to help humans gain wisdom to exceed the power of their agencies.

– This allows individuals to use more powerful methods and languages wisely, both individually and in groups.

Reinventing Technology to Reach Qualitative Improvements

– Progress graphs are meaningless without establishing a threshold; if the threshold for literacy is not met, ups and downs in reading scores are irrelevant.

– “Better” and “perfect” can hinder innovation; incremental improvements may not lead to meaningful progress, and perfection can be elusive.

– Aim for “special areas” just above what is needed to provide a foothold in qualitative improvement, rather than settling for substandard processes.

Learning Curves and Training Wheels

– Learning curves must be carefully designed to avoid getting stuck in substandard processes and to surpass thresholds.

– Training wheels on bikes prevent children from learning how to balance, hindering their progress; balance bikes are a better option for developing riding skills.

– Many people use computers with “training wheels” on, limiting their potential for true innovation.

The Full Glass Metaphor

– A goldfish in a full glass can explore the entire space, while a goldfish in a half-glass is confined and unaware of what lies above.

– When working with computing and media, strive for the full glass; don’t limit possibilities by settling for the half-glass.

This comprehensive exploration of the evolution and future of computing and media sheds light on the complex interplay between technology, human cognition, and the unseen realities of our world. It calls for a holistic understanding and critical evaluation of our current technologies, urging us toward a future where innovation is not just about creating better tools, but about redefining our interaction with the world around us.


Notes by: datagram