|
Ethical
Issues of the Desktop Metaphor
Robert
K. Moniot
Department of Computer and Information Sciences
Fordham University
New York,
NY
Prior
to about 1980, almost all computers belonged to organizations, not
individuals, and were operated by trained professionals. Then the
personal computer (PC) made its debut. The first PCs required extensive
learning on the part of the users. In an effort to make the machines
more accessible to unsophisticated users, PC vendors developed a
graphical user interface (GUI) based on an analogy to an office
desktop. This ``desktop metaphor,'' as it was called, was the guiding
principle behind the very successful Apple Macintosh and, soon after,
the Microsoft Windows operating systems. It is characterized by
certain key elements: windows representing sheets of paper on which
to work, icons representing documents, folders, or applications,
and menus providing choices of actions or documents. The desktop
metaphor GUI has become almost universal as the interface between
humans and computers.
By
means of the desktop metaphor, PC vendors greatly reduced the steepness
of the learning curve for their products and made computer technology
available to a much larger class of users than before. This development
has clearly had many benefits. It increases productivity in many
office tasks and places users in direct control of the computer,
instead of making them use older, less efficient technology or else
rely on intermediary technical staff.
However,
the desktop metaphor also introduces a number of thorny problems,
raising ethical issues concerning the manner in which this development
has taken and is taking place. The drawbacks of the desktop metaphor
were recognized early on: it tends to limit the functionality of
the software to that of the physical analog; the implementation
can never be completely faithful to the metaphor and so will sometimes
behave in unexpected ways; and whereas the interface is easy to
learn, it is not optimal for many tasks and impedes maximum utilization
of the capabilities of the computer system [Gentner and Nielsen
1996, Halasz and Moran 1981, Johnson et al 1985].
Users
are being put in control of a system they do not really understand,
but the desktop metaphor tends to give them the impression that
they do understand it. Thus users are often unaware of the risks
they are exposed to when they rely on these systems for important
tasks. For instance, The desktop metaphor suggests that computer
documents have the same permanence as physical documents. Hard disks
are so reliable that this is almost true, and so, to economize,
most PC systems are sold without a practical device for doing routine
backups. Users do not realize, until too late, that the hard disk
can crash at any time, making the user's files unrecoverable. If
they were more informed about the risks they would be more willing
to pay for (and use) a backup device.
Similarly,
when the system fails in some way not foreseen by the designers,
users may be unable to fix it since they lack a real knowledge of
its inner workings. Customer support for helping users solve such
problems is notoriously inadequate. This problem is becoming increasingly
common as the complexity of systems increases, causing conflicts
or unanticipated interactions between different system components.
Looking
beyond these practical issues, more fundamental concerns can be
identified. A metaphor is useful because it makes an analogy between
an unfamiliar new situation and a familiar old one. It thus provides
a bridge that facilitates the learning of the new system. But the
desktop metaphor is of no help to someone who doesn't have a desktop
[Brock 1996]. Young people in particular have the time and willingness
to learn an interface based on a new, more efficient paradigm. But
it is very difficult for an alternative interface paradigm to get
a foothold, because of the immense inertia of the existing installed
software base built around the desktop metaphor.
An
ethical analysis of this situation must of course consider the many
benefits resulting from the wider diffusion of computing technology
throughout society. The desktop metaphor approach has been quite
effective in enabling this very positive development. It is hard
to see a practical alternative to the problem of making a highly
complex technological system accessible to untrained individuals.
The ``blinking twelve'' syndrome typical of VCRs shows that when
faced with a non-intuitive user interface, users will often fail
to learn how to use a complex system effectively rather than devote
the time necessary to read and master the instructions.
Nonetheless,
the creators of complex systems should be considered responsible
for the adverse consequences of their design decisions, even if
some of these consequences were not directly foreseen. Different
kinds of responsibility can be distinguished: here we are dealing
with causal responsibility, since the system designers are responsible
for creating the conditions that enabled these consequences to occur.
Causal responsibility does not necessarily imply blame, but it does
suggest at least some degree of liability [Johnson 1994, Ladd, in
Dunlop and Kling 1991].
Ultimately,
perhaps the solution will be provided by more powerful software
incorporating artificial intelligence, allowing an interface between
human and computer that is both natural and efficient. Until the
technology reaches this stage, computer vendors must recognize the
limitations of the desktop metaphor and seek ways to move beyond
it, even if this requires devoting more resources to user education
and support.
REFERENCES
Brock
J. F., "Whose Metaphor?" interactions 3:4, pp. 24-29 (Jul. 1996).
Dunlop
C. and R. Kling, eds., Computerization and Controversy: Value Conflicts
and Social Choices, Academic Press (1991).
Gentner
D. and J. Nielsen, "The Anti-Mac Interface," Commun. ACM 39:8, pp.
70-82 (Aug. 1996).
Halasz
F. and T. P. Moran, "Analogy Considered Harmful," Proc. ACM Conf.
on Human Factors in Computer Systems (March 15-17, 1982), pp. 383-386.
Johnson
J. A., D. C. Smith, F. E. Ludolph and C. H. Irby, "The Desktop Metaphor
as an Approach to User Interface Design," Proc. 1985 ACM Ann. Conf.
on the Range of Computing, pp. 548-549 (1985).
Johnson
D. G., Computer Ethics, 2nd ed., Prentice-Hall (1994).
Back
to Accepted Papers
Back to Top
|