Alan Kay (VPRI Co-founder) – The Dynabook/Past, Present and the Future part 2 (VPRI 930) (Nov 2015)
Chapters
Abstract
Revolutionizing Human-Computer Interaction: The Legacy of PARC’s Innovations and Adele Goldberg’s Vision with Added Supplemental Information
In the early 1970s, Xerox’s Palo Alto Research Center (PARC) and Adele Goldberg’s pioneering work laid the foundation for modern computing, ushering in a new era of human-computer interaction. This article delves into the revolutionary concepts and technological advancements at PARC, particularly focusing on the development of the Alto computer, the Smalltalk programming language, and innovative user interface designs inspired by unconventional sources like tennis. Goldberg’s reflections on these developments provide crucial insights into the principles that drove these innovations, emphasizing simplicity, user engagement, and the joyful discovery of technology.
Innovative Thinking and Contextual Shifts
Adele Goldberg’s emphasis on shifting contexts and exploring new approaches was central to the breakthroughs at PARC. Influenced by Jerome Bruner’s ideas on representation and enactive learning, Goldberg and her team aimed to create intuitive user interfaces. Their mantra, “simple things should be simple, and complex things should be possible,” captures the essence of their approach, striving to cater to both beginners and advanced users. This holistic approach extended beyond user interface design, encompassing a broader perspective on learning and engagement.
Teaching Children Programming with Smalltalk: Adele Goldberg’s Groundbreaking Work
Adele Goldberg’s dedication to teaching programming to young children played a significant role in her work at PARC. She introduced Smalltalk, a language designed for children that allowed them to create and manipulate objects through class definitions. The language’s flexibility and ease of modification made it an ideal tool for education, as children could easily modify existing classes and add new messages.
Goldberg’s approach to teaching programming to young children involved providing them with a simple class called “Box.” Children could create instances of the Box class, manipulate them, and combine multiple instances to create complex programs. This method proved effective, allowing children to learn programming concepts and create their own applications. Goldberg’s collaboration with Radia Perlman resulted in the development of a programming environment for very young children, using large buttons and simplified commands, enabling even young children to write procedures and explore basic programming concepts.
The Inner Game of Tennis: A Metaphor for User Interface Design
Goldberg found inspiration in Tim Galway’s “The Inner Game of Tennis,” which advocated for a focus on the process rather than over-analysis. This philosophy resonated deeply with the principles of user interface design at PARC, highlighting the parallels between learning a sport and engaging with technology. Tim Galway’s method of emphasizing engagement and avoiding unnecessary complexities aligned perfectly with the goal of creating user interfaces that bypass the initial learning curve and allow users to engage in the actual experience, fostering joy and involvement in the process.
Parallels Between Tennis and User Interface Design
Drawing direct parallels between Galway’s tennis teaching method and user interface design, Goldberg’s team at PARC aimed to eliminate initial complexities, allowing users to immediately engage in meaningful activities with technology, akin to the joy of playing tennis. The focus was on minimizing the learning curve and enabling users to quickly grasp the core functionality and value of a product or service.
Eliminating Unnecessary Complexity in User Interfaces
Goldberg stressed the importance of reducing unnecessary complexity in user interfaces, as exemplified by Tim Galway’s minimalist approach to tennis instruction. The goal was to bypass the initial learning curve and allow users to engage in the actual experience, fostering joy and involvement in the process.
The Alto: A Paradigm Shift in Computing
The development of the Alto at PARC marked a significant milestone in computing. Designed to bridge the gap between concrete and symbolic operations, the Alto’s graphical user interface (GUI) with icons and windows revolutionized the way users interacted with computers, moving away from complex command-line interfaces. This innovation laid the groundwork for future developments in personal computing, making technology more accessible and user-friendly.
The Alto’s Capabilities
Goldberg challenges the notion that the Alto was slow, showcasing its impressive graphics capabilities. The Alto could generate 120 square inches of graphics with 300 instructions of microcode, demonstrating its efficiency. Chris Jeffers’ musical composition, “The Happy Hacker,” showcases the Alto’s musical capabilities. Marian Goldeen’s painting program, inspired by Purcell’s work, allows children to create and manipulate shapes on the screen. The program demonstrates the power of Smalltalk, with a concise codebase and intuitive user interface.
Smalltalk: Innovations and Applications
The Smalltalk programming language, another brainchild of PARC, was designed with simplicity and intuitiveness in mind, particularly for children. Its dynamic code modification, generic print method, and object-oriented structure made it an ideal tool for education. Notable projects like Marian Goldeen’s painting program and Steve Putz’s circuit diagram system highlighted Smalltalk’s versatility and accessibility.
Music and Graphics Programs
Marian Goldeen’s painting program allows children to create and manipulate shapes on the screen, showcasing the capabilities of Smalltalk for creating graphical user interfaces and applications. Steve Putz develops a sophisticated system for drawing circuit diagrams, complete with menus, pop-up windows, and component selection. The system demonstrates the potential of Smalltalk for creating complex applications, even by novice programmers.
The Music Editing System
Rachel, a young musician, demonstrates the music editing system, which allows her to compose and edit music using a keyboard and mouse. The system captures her performance and provides tools for editing notes and timbres. Marian Hammett creates a painting program similar to MacDraw, allowing her to draw, color, and manipulate shapes on the screen. The program showcases the capabilities of Smalltalk for creating graphical user interfaces and applications.
The Alto’s Lasting Impact
The Alto computer’s GUI, with its focus on windows, icons, and mouse interactions, and the Smalltalk programming language’s object-oriented paradigm were revolutionary. These innovations made computing more user-friendly and laid the groundwork for future developments in personal computing.
Shazam Animation System
The Shazam animation system, developed at PARC, introduced novel concepts like cell-based animation, real-time effects, and layering. These advancements made animation more accessible and fostered creative exploration in the field.
Reflecting on the Future of Personal Computing
In her reflections, Goldberg revisited the Dynabook vision, emphasizing simplicity and core functionalities. She acknowledged the transformative impact of networks on personal computing and shared her excitement for the future possibilities of computer graphics, as exemplified by Lucasfilm’s special effects sequences.
Conclusion
The innovations at PARC, spearheaded by visionaries like Adele Goldberg, have indelibly shaped the landscape of personal computing. From the Alto’s groundbreaking GUI to the intuitive Smalltalk language, these developments not only made technology more accessible but also opened up new avenues for creative expression and education. As we look to the future, the principles of simplicity, user engagement, and joyful discovery continue to guide the evolution of human-computer interaction.
Notes by: OracleOfEntropy