As a student of UI design, I was always intrigued by the user interface used in You Don't Know Jack. If you're not familiar with the game, it's a demented in-your-face quiz show game. The first version was released circa 1995, and at the time, I don't think I had ever experienced anything quite like it on the PC. If you haven't played a version of You Don't Know Jack, do yourself a favor and download the demo to see what I'm talking about. Plus, it's fun.
Evidently the guys at Jellyvision think they're come up with a unique UI design, too. On Jellyvision's website, you can download a copy of The Jack Principles which describes the iCi-- the Interactive Conversation Interface:
Shared control also manifests itself in the way the program limits the options it gives you. A television program gives you no options at all. The Web and multimedia programs usually allow you to go anywhere at any time you want. An iCi program falls between these extremes. It will only allow you to do a relatively small number of things at any one time (like responding to a single question). What the program allows you to do at any moment is up to the designers of the program, not you. Reciprocally, as you can see from the example above, how you respond to the program will then influence what other things the character in the program asks you to do and possibly the order in which he asks you.If this reminds you of the well known "wizard" metaphor, it should. In both cases the user is being guided through a specific series of steps, some of which he or she can influence. This is also the central metaphor used in Microsoft's Inductive User Interface, something I think will figure heavily in Longhorn.So, you are not without influence over what you will experience, although you cannot completely decide what you will experience.
This models the dynamic of talking to a human being. In a conversation, you can’t unilaterally decide what gets discussed. The other person is not a machine. He can place his own limits on the conversation. He can steer the conversation in one direction, just as much as you can. The control of the conversation is shared.
For iCi, the sharing happens between the creative design team and the individual user. The design team arranges for all the possible experiences. The individual’s actions determine which experience actually transpires.
Posted by Jeff Atwood View blog reactions
« The Delusion of Reuse Some Plan(s) for Spam »
Hi, Jeff: FYI, the IUI link in the last paragraph is broken (brings up a "The system cannot find the file specified" page). Removing the "?e=7620" parameter seems to fix it. Thanks!
Phil Weber on September 19, 2004 12:05 PMThanks Phil.
I hate the way Google uses redirect URLs now. That's the second time I've had to "fix" them after I paste them in, and I've forgotten to remove that suffix both times..
Anyway, fixed now. IUI is good stuff, enjoy!
Jeff Atwood on September 19, 2004 04:50 PMCool! What a strange place to find lessons on UI design.
Chris Lundie on September 19, 2004 05:47 PMThis reminds me somewhat of the old Infocom text adventure games (there's still a coterie of devotees creating new text adventures games). There also, the implementers had pretty much decided how the course of the game would run, but you as the player could interact with some characters, pick up things, read things, etc. to make your way through the path.
Mike Brown on February 23, 2008 08:07 AM| Content (c) 2008 Jeff Atwood. Logo image used with permission of the author. (c) 1993 Steven C. McConnell. All Rights Reserved. |