Intelligent Conversations: The New User Interface?

Recently there have been some interesting articles about how the graphic user interface we’ve had on our screens for many years is gradually being replaced by a new user interface – the conversation.  

Earlier this month, Matt Gilligan wrote on his Medium blog

Forget “there’s an app for that” — what’s next is “there’s a chat for that.”

And just a few days ago, WIRED magazine had an article titled “The Future of UI Design? Old-School Text Messages”.

Some of this is a result of the fact that people are more often using the web on their smart phones and tablets than on laptops and desktop computers.  With bigger screens, the older devices have more room for a nice graphic interface than smartphones – even the newest smart phones that always seem to be bigger than the previous generation.

And many people communicate much of the day through conversations that are composed of text messages.  There’s a good listing of some of the more innovative text apps in “Futures of text”.

The idea of a conversational interface is also a reflection of the use of various personal assistants that you talk to, like Siri.  These, of course, have depended on developments in artificial technology, in particular the recognition and processing of natural (human) spoken language.  Much research is being conducted to make these better and less the target of satire – like this one from the Big Bang Theory TV series.

There’s another branch of artificial intelligence research that should be resurrected from its relative oblivion to help out – expert systems.  An expert system attempts to automate the kind of conversation – especially a dynamic, intelligent sequence of questions and answers – that would occur between a human expert and another person.  (You can learn more at Wikipedia and GovLab.)

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In the late 1980s and early 1990s, expert systems were the most hyped part of the artificial intelligence community.  

As I’ve blogged before, I was one of those involved with expert systems during that period.  Then that interest in expert systems rapidly diminished with the rise of the web and in the face of various technological obstacles, like the hard work of acquiring expert knowledge.   More recently, with “big data” being collected all around us, the big focus in the artificial intelligence community has been on machine learning – having AI systems figure out what that data means.

But expert systems work didn’t disappear altogether.  Applications have been developed for medicine, finance, education and mechanical repairs, among other subjects.

It’s now worth raising the profile of this technology much higher if the conversation becomes the dominant user interface.  The reason is simple: these conversations haven’t been very smart.  Most of the apps are good at getting basic information as if you typed it into a web browser.  Beyond that?  Not so much.

There are even very funny videos of the way these work or rather don’t work well.  Take a look at “If Siri was your mom”, prepared for Mother’s Day this year with the woman who was the original voice of Siri as Mom.  

In its simplest form, expert systems may be represented as a smart decision tree based on the knowledge and research of experts.

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It’s pretty easy to see how this approach could be used to make sure that the conversation – by text or voice – is useful for a person.

There is, of course, much more sophistication available in expert systems than is represented in this picture.  For example, some can handle probabilities and other forms of ambiguity.  Others can be quite elaborate and can include external data, in addition to the answers from a person – for example, his/her temperature or speed of typing or talking.

The original developers of Siri have taken what they’ve learned from that work and are building their next product.  Called “Viv: The Global Brain”, it’s still pretty much in stealth mode so it’s hard to figure out how much expert system intelligence is built into it.  But a story about them on WIRED last year showed an infographic which implies that an expert system has a role in the package.  See the lower left on the second slide.

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Personally I like the shift to a conversational interface with technology since it becomes available in so many different places and ways.  But I’ll really look forward to it when those conversations become smarter.  I’ll let you know as I see new developments.

© 2015 Norman Jacknis

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Games As The New Model For Business Software?

For most of the last couple of decades, business software has been pretty much the same – a series of forms that essentially automated the company procedure manuals, which preceded the days of computers.   Yes, with Windows and the Mac, those forms became prettier, but they’re usually still some kind of form.  And, aside from down lists of things like the list of countries or states, there isn’t much intelligence behind those forms.

It’s time to change that approach and learn from enormously popular digital games.  Learn what exactly?

For too many people, games are all about vicarious shoot-em-up scenes or, at best, fantasy adventures.   Business software designers could have some fun applying those techniques – imagine a “killer sales” app :-). But there’s a deeper level of interaction with technology that game designers have discovered.  

Game software does three things well.   First it motivates people to continue to play the game.  Second, it’s conversational, offering frequent bite-sized interactions with users.  Third, it adjusts to the user’s behavior, indeed learns from what the user does – while the user is also learning.

Compare that to typical business software.  The motivation to use it is mostly external – your paycheck or your desire to get something from an unfeeling bureaucracy.  The form is big and long, like a lecture or sermon, not a conversation.  And the course of the interaction varies little from person to person; there’s little learning on either side of the interaction.

Is it any wonder that game players feel so much more engaged than users of business software?

But the three aspects of good game software can easily be adapted to the business world and anyone undertaking a major development of business software today should learn from those techniques.

Three additional observations about this:

  • Motivation is not just about how many points you can rack up compared to others.  The best game designers provide support for the range of human motivations in order to help the many different kinds of players.  So, for some, the motivation is very much about winning the competition.  For others, social approval in the form of likes and other recognition is more important.  For others, getting it 100% right is the goal.  
  • More generally, it’s important to realize that there is a sophisticated use of this tool and also a simplistic use.  Indeed, not every game that’s sold is a good example of the value of gamification.
  • The funny thing is that many of the people I meet who have some control over the development of software in their organizations are avid game players.  Yet they ignore the lessons of their personal life when planning what will happen in the business.  Does that make sense?

© 2013 Norman Jacknis

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Gotham Innovation Greenhouse: 2nd Meeting On New Ideas

Last Tuesday, June 19, the collaborators of the Gotham Innovation Greenhouse met at the WHITE BOX gallery on Broome Street in NYC.

These were the innovative proposals that were presented and discussed:

Dorothy Nash presented a project to retrieve and extend translation software developed for Haitian Creole after the quake in 2010, and develop the tools further to provide services for Brooklyn’s Haitian Diaspora community and their relatives in-country.

Dana Karwas presented BLDG BLOK (http://www.bldgblok.com/), an app to socialize and identify the history of the world around a person.  As a modern cartographic tool, it aggregates unique data sets to tell the story of a particular place. The maps explore the confluence of architecture, landscape, literature, news, cultural and social history, film/tv, and future visions for the cityscape. She and her co-founder hope that the connections that are sparked will inspire new thinking and ideas that could change the world.

Andres Fortino presented CREDS, an idea for a central repository of educational and other credentials that a person needs during the vetting process for a job.

David Turnbull presented his idea for an East River Think-Place, a blended-reality public construction with an initial emphasis on soccer as a tool of engagement.

There was also discussion about next ideas and expanding the current group of GIG collaborators. 

If you have an interest in participating, either in New York or virtually, please contact me at njacknis@cisco.com.

More information about GIG can be found at http://www.gothaminnovationgreenhouse/wordpress.

© 2012 Norman Jacknis

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