2. Hypertext
as a practical method for balancing the Hierarchy and Histio-logy of Knowledge
Andreas
Goppold
URL:
http://www.noologie.de/
(URL)
2.1. Abstract
We
take our theoretical concepts from the companion paper: "Balanced - (Phi-)
Trees". The practical requirements for professional knowledge work can be
served by the available technology of
hypertext.
If implemented correctly, hypertext allows us to optimally balance the
complementary principles of
hierarchy
and
Histio-logy
(to
be distinguished from the medical term
Histology).
The presently available implementations like HTML (-editors / browsers) still
fall somewhat short of the requirements for such applications which is due to
the heavy commercial drive behind the industry, that is obviously more bent on
serving naive customers aimlessly
browsing
through commercial offerings and inducing them to buy things. Professional
knowledge work necessitates a kind of
hypertext-navigation
that was not on the mind of the marketing department of Netscape when they
coined the product name "Navigator". The paper will specifiy some of the
temporal requirements for efficient
hypertext-navigation
and will give some implementation examples. Time is the most essential (and
most consistently forgotten) factor of
hypertext-navigation.
The currently popular WIMP (Windows, Icon, Mouse, Pointing) GUI interfaces are
aimed at the naive user / browser customer base who are induced to buy new
computers with every new release of Windows-XYZ, because the systems overload
the performance of the old hardware. Since KO department budgets are often not
as richly fund-endowed as glitzy AI research laboratories, a solution that runs
well on vintage machines, is desired. Professional
hypertext-navigation
means
that an entirely different user interface model needs to be constructed for the
non-browsing,
high-power,
expert knowledge workers
,
whose most precious resource is their lifetime.
2.2. Practical
Background
The
value of computer systems will not be determined by how well they can be used
in the applications they were designed for, but how easily they can be fit to
cases that were never thought of.
(Alan
Kay, Scientific American/Spektrum, Okt. 1984)
The
present paper is presented on a practical background of work that the author
undertook between 1984 and 1994, the design and development of the
Leibniz
Programming system
,
abbreviated LPL. This work is described in Goppold (1994) and the further
developments of the LPL concept, the
Symbolator,
in Goppold (xxxx).
http://www.noologie.de/symbol05.htm#Heading40
(URL)
For
the present paper, the salient points are summed up thusly: Between 1984 and
1985, LPL was created as a hypertext-based programming environment, with a
programming language, LPL, that had integrated the hypertext principle into its
very design. While the first widely useable hypertext implementation for PC
type computers was available sometime later with Hypercard on the Apple
Macintosh, LPL remains (to the knowledge of the author) as the only attempt
ever undertaken to integrate the hypertext principle into the programming
system itself. Out of this effort arose a self-contained system with about
10,000 routines, in 100,000 lines of code, in about 6 Megabytes of source,
which would fill about 2000 pages of printed listing. The listing of the
function names only fills a book of 200 pages.
Since
the project was mostly carried through as a one-man effort, it aspires to the
record as (one of) the largest self-contained, stand-alone software systems
ever created in this way. Such a projekt, obviously, has no commercial chance
in the software world dominated by market forces like Microsoft, and the
project was mothballed sometime around 1994. But in retrospect, it became
apparent that this system represented a typical application of the above
quotation by Alan Kay: While it was originally developed as a programming
system, LPL turned out to be a protoype solution for a
technical
ars memoriae
.
(Yates 1966). To memorize, not only the names, but also the interface
parameters and the computational behavior of 10,000 routines, is a memory act
comparable, or even beyond, the mnemonic requirements of learning the Chinese
character set. Function libraries of this size can otherwise only be produced
and maintained by such huge organizations like Microsoft, and are vastly beyond
the capacity of a single person. Thus, the effort to create and maintain such
an immense algorithmic repository over 10 years, required extensive
exploitation of the "necessity as mother of invention" principle.
2.3. Time
factors and the computer industry
At
ISKO 1998, Kim Veltman (1998) gave a vision of a technologically supported
facility for managing the surging data floods, and hopefully to stay abreast of
them. He presented a fairly optimistic view, and the proposed solution will for
sure be very cost intensive, and thus will tend to be limited (at least
initially) to the "fortunate 500" of this world. The present global problem
situation is aggravated by non-linear side effects of the complexity explosion,
as evidenced by the year-2000 problem. Due to such side effects, there is a
good chance that main civilatory foundations could be crumbling faster than our
technological ability to compensate can keep up. Humanity is in a race for time
to solve its fundamental problems.
We
will now focus the attention on time factors and the computer industry. Further
material in: Goppold (1996b), (1997a), (1999e), (1999f). The current generation
of user interfaces (GUI) is predominantly oriented towards the visual and
spatial section of the human cognitive spectrum. Time factors are rarely dealt
with explicitly in present human-computer interaction research. A notable
exception is Tognazzini (1993), where he explicitly links the factor of time to
"magic", and he details the working methods of stage magicians as
"manipulations of time" (p. 359). It is instructive to note an apparent
theoretical neglect of time factors by computer science (Halang 1992). If we
observe industrial systems development in the last 15 years, we get the
impression that negative time factors are a prime marketing strategy of the PC
industry: all new systems seem to be purposefully designed to be so slow to be
practically useless when they are not run on the latest and most powerful
hardware on the market. A closer examination of industry system design policy
yields the enormous attraction of visual GUI design and comparative neglect of
time factors. One typical effect of the present GUI mouse access is, that it
slows the user down by about a factor of ten, compared to the very rapid
keyboard input of hotkeys (or command line sequences). Of course to be that
fast, the user has to have memorized all the command key sequences, and must be
a touch-typist. This was typically the secret of "wizard" unix programmers who
knew all the shortcuts of their command line interfaces down to "every nook of
granny". With the complexity of today's menu interfaces, it is impossible to
learn them all (especially when every vendor uses different hotkeys for
equivalent functions, or, as Microsoft does, creates a new assignment with
every new release). Thus the financial attraction of the mass market of
"non-computer nerd" users that was opened with the Macintosh has turned into a
retarding standard that was rigidly adhered to, even where the design
limitations of this 1984 machine were since long broken by present hardware
power (Common 1993). We can view this as an outdated Kuhnian (1962) paradigm,
whose stability is not determined by what is technically possible, or
rationally advisable, but by social standards of the "least common denominator"
and "no experiments, please" flavor. The huge mass market causes a tremendous
inertia, and no industrial player wants to play the guinea pig trying out any
new ideas and approaches, especially not the largest one, who seems to have
opted for the technically most inferior solution. Thus, there has been little
progress beyond the basic design decisions of the Macintosh. (Businessweek
(www), (Landauer (1995), Norman (1998)).
Time
optimization factors were of prime importance in the earlier mini computer
generation. Again in Kuhnian sense, there was a complete reversal of paradigms
between mini computers, early microcomputers, and the present generation of
Macintosh-Style PCs. In the older paradigm of minis, design constraints were
imposed by the coupling of a fast hard disk with relatively small computer
power (PDP type), which forced the systems designers to painstakingly optimize
systems performance around that combination, resulting in such unrepeated feats
of temporal efficiency as APL, and MUMPS. These were undoubtedly the most
powerful programming languages ever invented by man, and just in terms of pure
efficiency, present systems are a big step backwards. But these systems were
also cryptic and unforgiving, hard to train, and hard to maintain, and so there
were good reasons for the paradigm switch. And, of course, it generates more
business volume, when millions of users are catered, than a few thousand.
The
most serious problem that is created by the present GUI dominated software, is
the loss of program scripting facilities. All pre-GUI Unix systems were
designed to be scripted through i/o revectoring. This appears to be more
difficult with the GUI event loop, or with the current OO programming style.
The loss of scripting facilities systematically disadvantages the power user
community.
2.3.1. WIMP
RSI
A
most insidious problem of present GUI's can be called the
WIMP
RSI
.
It is the nervous stress factor involved in the point-and-click orgies of
current WIMP mazes, caused by the featuritis that is the current rage of the SW
industry which forces them to increase the depth and complexity of menus with
every new release, and always relocating menu positions to completely different
places in the tree. One will never find provisions for users of the old
software versions to get back the old menu layout schemes, to which they were
used and trained. This is a stress factor imposed on the expert users of a
totally different type of RSI, than that for heavy clerical keyboard users.
A
touch typist will memorize the position of the keys, and can hit them blindly,
with no visual feedback. This is not only faster than WIMPing but causes much
less memory and attention load. This possibility is destroyed with the WIMP
GUI. There is a constantly recurring need to take the eyes and the attention
off the parts of the screen where the work information resides (we may call
this the
work
focus area
),
and then search for the
control
areas
,
fiddling and fingering around on the table until one has finally found the
mouse, and then engaging in a pinball-wizard like game trying to fine-position
the cursor on those minute control areas euphemistically labeled scroll bars,
activation buttons, and what-not. This necessity to constantly shift visual
attention and visual focus is the most problematic aspect of the WIMP UIT. This
permanent attention interrupt turns WIMP buttons into fiendish hurdles in a
brutal nerve-consuming race. WIMPing around interrupts the flow of
concentration about as much as if one were forced to take an ice-cold shower
everytime one wants to use the scroll bar. But it is more dangerous than that:
There is real injury caused, to those nervous centers that are needed for the
vital concentration to the work, and it negatively affects the nervous energy
for creative thinking and reasoning, the most important potential of the expert
information worker. It is therefore extremely hard to account for in clinical
tests. Nervous damage shows very indirectly through such symptoms as cumulative
exhaustion (computerese: burn out), and by its psycho-social after-effects.
2.3.2. Time
factors in database design: The Balanced B-Tree method
The
balanced-B-tree database method was developed on the early mini computer
systems that posed the design constraints of very small fast RAM size (32-128 K
Bytes on PDP-type machines) with a 100 times slower Winchester Hard disk, and
MUMPS is the result of probably the most efficient B-tree system that was ever
designed. The crucial design consideration was that within the extremely
stringent RAM constraints, the B-tree index had to be maintained to minimize
search access to the disk, which would slow down system performance by a factor
of 100.
2.4. Bottlenecks
and limitations of present technology
2.4.1. Internet
Bandwith bottlenecks
The
balanced (Phi-) Tree Principle of hypertext needs to take a different, but as
stringent set of time constraints into account. We notice that the vast amounts
of data accessible on the WWW are squeezed through several bottlenecks before
they reach the user. The WWW bandwith available at a typical German university
hovers around the level of a third-world country like Nigeria: about 300
bytes/sec. While this is bound to improve in time, it will always be about a
factor 100 slower than at a typical US ivy-league university. (Community
colleges in the US are probably worse off than in Germany). Therefore, the
implementations that are workable for the top-end US clientele, are just not
feasible in Germany, and for that matter, in 99% of the rest of the world, like
Russia, South America, and Africa.
2.4.2. User
Interface technology bottlenecks
Even
if data transmission bandwith improves significantly, there are more
bottlenecks: while the power of computer technology has on the whole improved
by factors of thousand in the last 30 years, one factor has remained about the
same in that period: the CRT display area. Because of aspect ratio problems, a
typical 17" monitor can display maybe two 80*25 char windows concurrently, and
it is still not even able to display one full DIN A4 page as it appears on the
printer, also because of the aspect ratio. And with user input, the situation
has even become worse in the last 30 years, as was pointed out above, since the
WIMP mouse access is about a factor 10 slower than touch typist keyboard input.
Since software cannot be operated through the keyboard any more, even the most
expert touch typist power user is slowed down to the snail's pace of the
mouse-clicking idiot.
Then,
there is the bottleneck of the basic human reading speed of about 50 char/sec,
which will be the hardest to overcome, unless we find entirely new
symbolization methods that make a radical departure from the previous 5000-year
epoch dominated by the three R's : readin', 'ritin', 'rithmetic.
The
disparity between computer processing power and user interaction power is
rising rapidly, to an extent that these bottlenecks will pare down the
performance of the whole system more and more.
2.4.3. WWW-Browser
bottlenecks
Further
material in: Goppold (1996a), (1996b), (1997a), (1998)
http://www.noologie.de/diskur04.htm
(URL)Typical
browsers like the Netscape and Micrsoft products impose the typical GUI
bottlenecks as listed above, and their parametrizing and scripting options are
as rudimentary or non-existant as in the rest of the industry standard
software. For professional users, there are even more egregious "it's not a
bug, it's a feature" design faults:
Compared
to a text editing system like Microsoft WinWord, there is no keyboard cursor
control facility, and therefore no visual display of the exact area to where a
hypertext jump is being made. Also, it is not possible to position a cursor by
keyboard to the next hyper jump area. This can only be done by positioning the
the mouse there and click it.
While
the scroll-up-down / page-up-down facility of the keyboard is very fast and
easy to use, the mouse activate scroll bars are extremely slow and cumbersome
to use. This makes reading large WWW texts almost impossible, since one has to
permanently switch between the mouse and keyboard
.
This again has led to the completely nonsensical design rule that WWW pages
should not contain more text than fits on one window, which completely cancels
out the WWW for a serious knowledge work. With WWW-Frames this situation
becomes even worse.
There
is no folding / outline facility as there is in Microsoft WinWord, even though
the HTML headline format would allow this easily. Because of this, one needs
special WWW pages which contain only the headlines to allow pre-selection of
material. This adds clutter, inflexibity in design, unnecessary data transfers,
and loss of overview. The result is the proverbial "lost-in-hyperspace"
syndrome, or as Robert Cailliau of CERN expresses it: "World Wide Spaghetti
bowl", and
Ted
Nelson: "the balcanisation" of the WWW.
Typical
browsers make it extremely inconvenient to save and organize selected WWW
information in private local repositories, which is obviously not in the
interest of a supplyer-driven information industry that would like to cater to
a completely passive and naive consumer audience. Such features will there not
likely to be found in any of the "all for free" offers of the big players.
The
result is that the WWW and current browser technology obliterates almost all
the potential that hypertext would offer for professional knowledge work. Of
course there are more professional hypertext systems available, like Maurer
(WWW), but their cost and infrastructure requirement factors impose other
constraints.
2.5. Neuronal
Resonance: the lost secret of the craft traditions
We
come back to the magic in connection with Tognazzini's article. His article is
an indication of a time efficiency that cannot be re-gained by a predominantly
visual / spatial oriented framework, once one has given up control of the time
factor. But for the "Augmentation of Human Intellect" (Engelbart (www)), the
time factor seems to be crucial. Unfortunately, the "magic effect" is also hard
to verify and rationalize by academic standards. This may be a reason why
Engelbart has spent a lifetime churning out ideas of which the largest portion
still remains to be recognized, let alone be put into wide usage. In the
literature, there is a body of work around "
Flow"
(Csikszentmihalyi (1990), Karn (1997: 64)).
Flow
is a somewhat loose term for a hard-to-define intellect-augmentation effect
that can occur, when expert work is able to proceed in uninterrupted sequences
of cumulative efficiency. In this, the time factor is critical, since there is
a connection to the human attention span and capacity of the short term memory
(Pöppel 1978-1995). (The best known of these phenomena is the 'flicker
fusion effect' utilized in movie projection). Maximum time lag of about 100
msec in user-machine interaction cycles seems imperative. Of course, these
augmentation effects are attained mainly when a high level of user training and
expertise is already present. The research result of ten years experience with
the LPL system comes to a conclusion that corroborates with Csikszentmihalyi.
In view of present neurological knowledge, this effect can be called
neuronal
resonance
.
Goppold (1999d). The action of the human neuronal system is strongly
influenced by temporal structures, the
neuronal
resonances
,
and any interaction with a technical device has to take these resonances into
account. In pre-industrial times, when all machinery was human-powered, the
optimization of these interdependencies was the secret knowledge of all the
craft traditions of humanity, and only with the rise of the machine age, has
this fallen into oblivion. All craft tools, but especially the weapons, were
masterpieces of setting up neuronal resonances. (
Bernard
(1985), Breidbach (1993-1997), Brock (1994), Bücher (1924), Goppold
(1999d), (1999e)). This was a "kind of knowledge" that the craft traditions
maintained as tacit or latent knowledge, i.e. something that was transmitted
non-verbally, through many long, and arduous years of apprenticeship, without
any formal instructions as to what it was that they learned. Those people who
did not get the "knack" were simply weeded out of the system. Since crafts were
rather low on the scale of social prestige occupations, and the academic
learning was of rather bookish, and sedentary (chair potato) type, this "kind
of knowledge" was rareely acknowledged in the academic system. Thus, when the
academic engineering sciences began to absorb the craft knowledge in the age of
bookprinting, these factors vanished from view, and are therefore nowadays
almost lost in the academic pantheon of knowledge.
2.6. The
Hierarchy and Histio-logy of Hypertext
The
potential of hypertext can only be utilized when advances are made in the
neuronal resonance potential of the new technology to offset its disadvantages.
Many of the problems listed above can be corrected with better user interface
design and better provisions for power users. The basic limitations of the
display technology are harder to overcome, since display technology has more
stringent industrial production constraints that cannot be overcome with the
same type of technology as the silicon miniaturization that has gone on
continuously in the last 30 years. An example for these difficulties are the
LCD screen production bottlenecks. Therefore, better ways have to be found to
amplify on the temporal domain. It is, for example, possible to visually scan
pages at a rate of about 2000 char/sec with the same techniques as speed
reading, if the information design is such that the eye can select out
important markers. But as everyone will understand, the present WIMP / browser
bottlenecks don't allow such information system designs.
Hypertext
of the WWW flavor is mainly a technology of
histio-logy,
(or
association,
which is a better known name). The aspect of hierarchy is less well served by
this technology, and there is a much better solution in the Microsoft WinWord
outline editing facility. But again, this is only a matter of incorporating
this aspect into a structured editing facility which can deliver HTML-WWW
structured material or another, more suitable format, when a new standard is
found.
2.7. Time
and the Ecology of Pragmatic Knowledge
Temporal
aspects are vital for any kind of pragmatic application of knowledge. Let us
call
Pragmatic
Knowledge
(abbrev. PK) (
Handlungswissen)
that kind of knowledge which is necessary in any given situation to fulfil a
task. Dahlberg (1993: 214): "Information is Knowledge in Action". Since
real-life tasks are always constrained by time limitations, PK is time bound.
Any PK fact not found in time (for a problem to be solved), might as well not
exist in the universe of knowledge. PK has these aspects:
1)
the kind and conditions of the task to be accomplished:
task
knowledge
.
2)
the means by which it is to be accomplished:
instrument
knowledge
.
3)
the possible, expectable and unexpectable
consequences
of action.
Action
is only possible in the present moment. It consists of manipulation /
transformation of material objects and / or mental constructs under application
of PK and under consideration of possible consequences.
Freedom
of action
is dependent on the relative availability of PK. Acquisition of PK itself
engenders a cost factor, which must be balanced against the cost of failure of
action due to insufficient PK.
2.8. Desiderata
Information
technology must make full use of hitherto unused human facilities for
overcoming the fundamental 50-char/sec "sonic barrier" of human data
processing. Present technologies are still backward-oriented to the 5000-year
history of alphanumeric processing, and need to incorporate radically new
knowledge processing designs and representations. The knowledge systems of
humanity themselves must be radically re-designed to make use of such hitherto
unimagined facilities. An example for such new facilities is given by Lennon
(1994, 1995).
2.9. The
LPL hypertext converter
In
its present implementation, the LPL system provides a conversion facility from
WinWord type structured texts to HTML which has a great freedom for
automatically generating hypertext links. This offers a flexible and relatively
low-cost
alternative
instead of full fledged HTML database systems like Hyperwave, while at the same
time offering a more suitable data maintenance scheme than HTML, which is, at
best, a backwards standard that impedes further progress.
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