14. Hypertext as a practical method for balancing the Hierarchy and Histio-logy
of Knowledge
http://www.noologie.de/symbol14.htm
(URL)
Andreas Goppold, Postf. 2060, D-89010 Ulm, Germany
Tel. ++49 +731 921 6931, Fax: (Goppold:) +731
501-999
14.1. 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.
14.2. 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.
14.3. 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.
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.
14.3.2. 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.
14.4. Bottlenecks and limitations of present technology
14.4.1. 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.
14.4.2. 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.
14.4.3. 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.
14.5. 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.
14.6. 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.
14.7. 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.
14.8. 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).
14.9. 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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