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FRIEND21 Project: Two-tiered Architecture for 21st-century Human Interfaces

Hajime Nonogaki and Hirotada Ueda


Hajime Nonogaki
Fujitsu Advanced Printing and Publishing Co., Ltd.
1-24 Kanda-Jinbocho Chiyoda-ku, Tokyo 101, Japan
Tel: +81-3-3295-5401
Fax: +81-3-3292-3440
E-mail: PDG01232@niftyserve.or.jp


Hirotada Ueda
Hitachi Denshi, Ltd.
32, Miyuki-cho, Kodaira-shi, Tokyo 187, Japan
Tel: +81-423-22-3111
E-mail: hiro-u@po.iijnet.or.jp

© ACM

Abstract

The FRIEND21 Project, which ended on March 31, 1994, is briefly described and its final results are presented. The FRIEND21 Project conducted research into human interfaces having two-tiered architecture consisting of "metaware" and "agency model." This approach attempts to deal with human-interface issues from the very top layer of a symbolic and cognitive environment constructed between the user and the machine to the bottom layer of machine functions organized into the agency model.

Keywords:

Symbolic environment, symbolic context, two-tiered HI architecture, metaware, agency model.

Introduction

The Future Personalized Information Environment Development (known as the "FRIEND21" Project and referred to below as "F21"), a Japanese government project aimed at conducting research into human interfaces for the 21st century, came to a close on March 31, 1994. With the aim of making it possible for everyone in the 21st century to use computers in their daily lives, F21 Project research focused on the development of basic software technologies that, five years after the completion of the project, would be commercially available. The Computer Human Interaction (CHI) community has already been introduced to the F21 Project in the CHI'91 report [1] and CHI'92 video [2]. Moreover, the results of the F21 Project have been collected in the form of HI software design guidelines in a book published in October 1994. Work on the English translation is now progressing rapidly and is scheduled to be completed in early 1995.

RESULTS: CONCEPTS

[c1]HI design

A symbolic environment, or in other words, the information environment, is created between computers and users. Human interface design is based on the idea that the information environment should be dynamically constructed according to the user's everyday changing activities.

[c2] Symbolic context---HI context

For the information environment, it is essential that computer functions be given a symbolic and modal expression on the monitor screen, and be provided in a combined context of space and time, and/or in a symbolic context.

[c3] Changing HI architecture

Each individual user formulates his/her own interpretations and understanding of specific contexts based on his/her own experiences. One issue that HI design must deal with is how to make the interfaces themselves change in response to different user interpretations, and by so doing, assist users using computers to execute their tasks appropriately.

[c4] HI configurations

HI design architecture takes on a two-tiered form that is derived from its symbolic nature. One is "metaware," which is cognitive architecture capable of building a symbolic human environment. The other is the "agency model," the HI's specific structural and mechanical software architecture. Based on the preceding concepts, the project get out to give a concrete form to metaware and the agency model, i.e., to the cognitive architecture and the mechanical architecture.

RESULTS: METAWARE

[m0] "Metaware" refers to interface design techniques that employ appropriate representations (i.e. metaphorical figures) to dynamically drive tasks using specific cognitive principles.

[m1] Depending on the user and the context, the relationship between representations and tasks is polysemous and/or synonymous, the system must therefore be able to create polysemy and/or synonymity appropriate to the context.

[m2] There must be agreement on the general syntactical manner in which diverse functions and information are to be arranged and sequenced, as well as on how they are to be displayed.

[m3] The third strategy for metaware is the use of context dependence.

1. Combining and presenting the most appropriate relationships between representations and tasks according to context is called "context-sensitive selection."

2. In contrast, appropriately positioning these figures spatially or in a time sequence is referred to as "context-dependent display."

[m4] The degree to which the displayed interface metaphor is effective for the user depends upon the understanding of the interface metaphor. The following three metaware methodologies are used as context-dependent selection techniques that will lead to a dynamic understanding of the metaphors on the part of users.

1. Presentation of similarity: High similarity must be provided to the task domain intended by the user.

2. Arrangement of polysemy: One symbol must ordinarily play different roles within multiple contexts. In other words, a symbol should facilitate the execution of a different task in a different environment.

3. Arrangement of synonymity: Metaphors appropriate to users' task goals should naturally be context-dependent. In other words, when given a task, the preparation of an environment in which appropriate (synonymous) metaphors can be selected in accordance with each context is equivalent to arranging synonymity.

RESULTS: AGENCY MODEL

[a0] The agency model executes the metaware and is a form of architecture that aims to achieve an integrated operational environment that will allow independent modules, referred to as "agents," to communicate with each other via one or more "studios."

[a1] The system consists of three types of agents: function agents, which achieve tasks, presentation agents, which express representations, and system agents, which provide an integrated environment in conjunction with the other two types of agents.

[a2] The presentation and function agents exist autonomously and can both be distributed independently. Expendability and other field upgrades are made possible by this distribution.

[a3] Each of the first two agents has its own native protocol, referred to as presentation and function protocols. Conversion of these protocols via studio(s) enables information exchanges.

[a4] System agents also include I/O managers, which directly handle the user interface, a dialog manager, which supports dialog between a user and the system, and the user information manager, which administers various kinds of information about a user.

[a5] The user information manager has a role to provide database profiles of comparatively long-term activities of a user. User's short-term characteristics i.e. operational histories, are administered by studio(s). These are used for the context dependent operations [3].

DISCUSSION

This national project was unique in its being a software project linking the information society, the trend toward internationalization, and different industries (i.e. the convergence of media industries). However, the project's final implementation was targeted almost solely at human interfaces, and as a result, internationalization became a dominant factor for the duration of the project.

Acknowledgments

We would first of all like to extend our appreciation to everyone who participated in this project. We would also like to thank the following people who contributed much of their time to summarize the results of the project in document form: T. C. Watanabe, M. Hirose (Fuji Xerox Co. Ltd.), M. Uyama (Fujitsu Laboratories Ltd.), N. Asahi (Mitsubishi Electric Corporation), and Y. Takashima (NEC Corp.).Special thanks are also extended to K. Tamura (Electrotechnical Laboratory ), M. Ishikawa (Kyushu Institute of Technology) and H. Miyauchi (IWANAMI SHOTEN PUBLISHERS), who provided the writers of the FRIEND21 book with invaluable suggestions, assistance and encouragement.

References

  1. [1] Nonogaki, H. Ueda, H.: FRIEND21 Project: A Construction of 21st Century Human Interface, ACM, CHI'91 Proceedings, pp. 407-414, 1991.
  2. [2] Ueda, H: FRIEND21 (Aiming for the Personalized Information Environment), ACM SIGGRAPH VIDEO REVIEW, ISSUE 79, CHI'92 Special Video Program, No.10, 1992.
  3. [3] Uyama, M.: A Blackboard-based Architecture for Filtering New Software Features, ACM COOCS'93 Proceedings, pp. 210-215, 1993.