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Knowledge-Based Systems 14 (2001) 419±424

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What Semiotics can and cannot do for HCI


Peter Bùgh Andersen*
Department of Computer Science, Center for Human Machine Interaction, University of Aalborg, Fredrik Bajers Vej 7E, 9220 Aalborg, Denmark

Abstract
Semiotics is `the mathematics of the humanities' in the sense that it provides an abstract language covering a diversity of special sign-
usage (language, pictures, movies, theatre, etc.). In this capacity, Semiotics is helpful for bringing insights from older media to the task of
interface design, and for de®ning the special characteristics of the computer medium. However, Semiotics is not limited to interface design
but may also contribute to the proper design of program texts and yield predictions about the interaction between computer systems and their
context of use. q 2001 Elsevier Science B.V. All rights reserved.
Keywords: Computer-based signs; Aesthetics; Context of use

1. The mathematics of the humanities major reason why Semiotics has never caught on in the
HCI community.
In my experience, Semiotics can be useful for the HCI- I shall elaborate this basic position in the next sections:
®eld, but the purely analytic character of traditional Semio- Semiotics may be helpful in
tics has to be supplemented by a constructive one. In addi-
tion, the semiotic community has to acquire a solid 1. Making HCI more coherent.
understanding of the technical possibilities and limitations 2. Exploiting insights from older media.
of computer systems in order to become creative in this 3. De®ning the characteristic properties of the computer
domain. Being able to explain why there are problems medium.
with Apple's trashcan is simply not good enough. 4. Situating HCI-systems in a broader context.
Given these requirements, Semiotics may be helpful in
creating interactive systems that better convey their My motivation for emphasizing these four points is
intended messages. The reason is that Semiotics is an brie¯y: (1) HCI involves interaction between two very
abstraction of individual disciplines such as linguistics, art different entities, machines and humans [1]. They are placed
theory, drama theory and ®lm theory. Therefore it can serve on each side of a strong faculty border, which makes it
as a common language for transferring insights from one nearly impossible to describe their interaction within a
domain to another in a systematic way. This is useful in unique coherent framework. (2) Computers are new
designing computer interfaces, since computers are inher- media, and the aesthetics of new media normally evolves
ently multimedia where codes from these diverse ®elds meet out of older media by borrowing and restructuring older
and amalgamate in practice. techniques. (3) However, new media normally have their
Thus, it is in its capacity of `the mathematics of the own unique artistic effects, and it takes time to discover
humanities' Ð an abstract language where insights from what they are. (4) Like any other sign-system, the meanings
different disciplines can be represented and compared Ð created by means of computer systems interact with the
that Semiotics is most useful. Semiotics offers a set of other semiotic systems surrounding them.
general concepts and analytical procedures that can be
applied to many ®elds, but I do not think that Semiotics as
a discipline has much substantial and practical insight to 2. Making HCI more coherent
offer. Exaggerated claims to that effect have led to frustra-
Interface design has been dominated by computer scien-
tion in the past, and unfounded presumptions may be a
tists and psychologists. The problem is Ð to put it bluntly
Ð that Computer Science has no concepts for the human
mind, whereas Psychology lacks concepts for algorithms
* Tel.: 145-9635-8924. and data structures!
0950-7051/01/$ - see front matter q 2001 Elsevier Science B.V. All rights reserved.
PII: S 0950-705 1(01)00134-4
420 P.B. Andersen / Knowledge-Based Systems 14 (2001) 419±424

There is therefore a need for a theory in which both sound, movies, literature and theatre. Some of the older
domains can ®nd a place. insights are still valid in the new medium, others must be
The core of Semiotics is the sign that integrates a physical restructured, and still others turn out to be invalid.
(the signi®er) and a psychic side (the signi®ed). Therefore, I shall take movies as an example [8]. Movies are similar
Semiotics can talk about representations (the algorithms and to computer interfaces in that they exploit both the spatial
data structures as signi®ers) as well as about the user's (mise en scene) and temporal (montage, editing) dimensions
interpretation of these representations (user interpretations of the screen ([9,10]). The ®lmmaking tradition has devel-
and domain concepts as the signi®ed). But it does so with a oped very sophisticated techniques for montage Ð the
particular focus, namely the sign. Thus, only those parts of temporal succession of shots Ð involving rhythm, lighting,
the computational processes that in¯uence interpretation, use of colors, the nature of change from one shot to another
and only those parts of the interpretation that are in¯uenced (the 1808 rule), and patterns of shot types (point of view,
by the computation, can be analyzed by semiotic methods. match on action, etc.). We would like to learn from some of
Because of its inherent bridge between physical, psychic these editing techniques in order to avoid becoming `lost in
and social phenomena, we will expect many topics from hyperspace' in hypertexts. Filmmaking concepts, such as
traditional textbooks in interface design to ®nd their place the scene and the sequence, translate easily into computer
in semiotic theory. Here are just a few, taken from a couple interfaces, but the basic ®lm concept, the shot, does not. A
of in¯uential books [2,3]: shot is a continuous sequence of celluloid, but computer
interfaces are not made of celluloid but of sequences of
² The important difference between the system model and pixel changes. Therefore we need to abstract the notion of
the user's model simply signi®es two interpretations of shots so that we can ®nd the closest analog in interfaces and
the same sign-complex produced by two groups that thereby become able to transfer concepts hinging on the shot
access different parts of it (designer and user). The system in a systematic fashion. A possible abstraction is the smal-
image is the collection of signs interpreted by the user. lest sign whose signi®er is continuous. In hypertexts this
The direct manipulation style can be de®ned by the domi- corresponds to a node (a page in WWW), and, having
nation of iconic signs based on similarity. The technical realized this, we can substitute `hypertext nodes' for
notion of a view (e.g. in database design) corresponds `shot' in ®lm theory and see if useful guidelines result.
neatly to the pragmatic notion of perspective, the way But semiotic research needs not to be con®ned to the user
organizational or geographical position determines the interface. The fact is that all parts of the computer system
selection and structuring of interpretation. The fact that are made up of signs that are interpreted by stakeholders. In
users normally interpret systems differently than particular, the program code is a sign that is created and
designers do is predicted from the fact that interpretation interpreted by (teams of) programmers. Therefore, Semio-
of signs always happens inside a larger semiotic system. tics has an interest in programming methodology too [4,11±
If two semiotic systems are different, the interpretation of 13]. Although it probably has little to say about traditional
the same sign will differ too [4, Part 3]. computer science issues, such as complexity, correctness,
² Semiotics sometimes enforces a reinterpretation of tech- reliability and ef®ciency, I think it has important contribu-
nical issues. From a semiotic perspective, many tions to make with respect to organizing the program text so
processes, which Computer Science sees as data storage as to make it understandable.
and retrieval are really communicative processes. For
example, a database is not merely storage of information
but also a channel of communication [5,6]. This means 4. De®ning the characteristic properties of the computer
that it must conform to the normal principles of commu- medium
nication by providing a context for interpretation. For
example, a patient database in a hospital [7] ought to However, computer interfaces are not movies. The basic
indicate the sender of the information (knowing who is point of view here is that computer systems add interaction
the doctor in charge is important for interpretation). It as a new sign-feature. We do not move the mouse and click
should also indicate an email or phone connection that its buttons for the sake of moving and clicking itself, but
will enable doctors or nurses to engage more easily in the because moving and clicking mean something special in the
kinds of negotiation which is so frequent in communica- program we are using. They are signi®ers that can mean I
tion. am drawing, copying, pasting, sorting, saving, etc.
In opposition to passive signs, such as pictures and
movies, interaction also exploits the ability of one interface
object to in¯uence another and it uses the movement of the
3. Exploiting insights from older media user's hand to create meaning. Thus, we should not see the
interface as consisting of passive objects, such as icons and
Interface design should be informed by the knowledge animations, onto which action is added. Rather, we should
and skills collected within older media, such as pictures, see all interface objects as consisting of four features that
P.B. Andersen / Knowledge-Based Systems 14 (2001) 419±424 421

must work in concert to produce meanings: the individual into the of®ces, and millions of clerical workers without
sign possesses permanent and transient features like a prior knowledge of computers were required to use them.
movie does, but it also harnesses action and handling They experienced dif®culties and failures, because, at that
features [4, Part 2]. time, programmers built the user interface on the same
Although drama and ®lm have accumulated a lot of concepts, which they themselves had used to construct the
insight on the art of producing interpretable sequences of system. Thus, technical concepts were exported into the
actions, we cannot transfer it wholesale to computers of®ces, and they were not welcome there.
because computers are neither theatres nor movies. We In order to get of®ce automation going, the strategy of
have to realize that computer-based signs have their own `hiding the intestines' was developed. The aim of interface
characteristics that are different from texts, pictures or design was to invent metaphors that users could understand,
movies, and therefore the old concepts must be restructured. but which had not much to do with the internal workings of
Let us take the shot as an example again. A major differ- the system. Underlying this strategy was an organizational
ence between shots and hypertext nodes is that the ®lm- division of labor: users use systems, software houses make
maker knows exactly which shots follow which shots, them, and technicians repair them.
whereas in hypertexts several nodes can follow a particular This division of labor had 3 problems:
node. This means that nodes must be more self-contained
and combinable than shots must. Film theory does not tell us ² Metaphors break down and create confusion.
how to accomplish this, but Linguistics might help out. The ² Technicians became a scarce resource as the number of
smallest independent unit in language is the word, and, like computers grew.
nodes, words must be able to combine with many other ² Users cannot help trying to understand anyway.
words and still be able to produce meaning.
The division of labor must therefore be revised. Modern
users to some degree have to be their own support staff, and
5. Situating HCI-systems in a broader context
systems should not prevent them from performing this func-
tion. However, the decade-old distinction between the
Under this heading, I subsume two aspects that are often
`friendly' user interface and the mysterious intestines is
neglected by HCI textbooks but are predicted to be impor-
still a major obstacle. We seem to weave ourselves into a
tant by Semiotics: (1) Humans are compulsive interpreters
web of meanings we can neither change nor understand and
and (2) Humans are compulsive talkers!
which we therefore tend to fear (cf. the Y2K hysteria).
(1) We cannot help making sense of the signs we perceive
What can be done to make users more self-supporting? If
(try to avoid reading the subtitles in movies!). This means
we look at language, a medium that had to develop and
that users do not only interpret the interface they are
reproduce itself over many thousands of years without a
supposed to use but also make guesses as to what goes on
technical repair department, we see that self-reliance is
`behind' the interface, cf. [14,15]. From this point of view,
indeed possible with extremely complex systems. One
the strict separation of a user-friendly interface from the
reason for this is that language can be modi®ed through
ugly technical processes behind the stage is not user-
use and, since language is its own meta-language, problems
friendly at all [16]! It only hinders users in trying to under-
and inadequacies can be discussed and solved by the
stand what `really goes on' (which they will do anyway) and
language users themselves: we do not have to send for a
when the friendly interface eventually breaks down, it
linguistic repair-man each time misunderstandings occur
leaves them in a helpless position. This motivates a semiotic
[20]. Therefore, computer system designers ought to take
interest in end-user programming [17] and tailorability
inspiration from the system type language exempli®es. I
[18].
suggest that three formal properties be worth looking into
(2) Humans communicate during work. They describe
[21]:
their own and other's tasks to their colleagues [4,18]; in
fact, communication is what makes organizations hang
1. Recursive processes that use their own output as input. A
together [19]. If the behavior of computer systems cannot
turn in a conversation uses the previous turn as its point
be talked about, the new technology hinders this vital
of departure, adds new information, and is itself used by
communication. Therefore, interfaces should not only be
the next turn.
interpretable, they should also be verbalizable: rely on the
2. Self-reference. We can talk about the world and the
user's work language as a starting point for designing the
language in the same language, smoothly shifting from
system.
the topic of a conversation to the conversation itself and
In the following, I shall elaborate on these two points.
back again. In the computer domain, smooth transitions
5.1. Compulsive interpreters between the domain of the system and the system itself
are described in e.g. Refs. [18,22].
HCI as a systematic discipline was born in the early eigh- 3. Self-similarity. It has been argued that syntax and seman-
ties when computers traveled from the computer department tics are essentially self-similar. The noun-phrase is
422 P.B. Andersen / Knowledge-Based Systems 14 (2001) 419±424

For this reason, computer systems must be verbalizable.


Computer systems are themselves sign systems, so the
requirement really says that the signs of the system must
be such that they can easily enter into the surrounding
communication. Semantically this means that the basic
meaning distinctions of the system should not be at cross-
purposes with that of the professional language. For exam-
ple, if the basic dimension for classifying tasks is their loca-
tion, then a system classifying them according to temporal
sequence represents a major break with the existing
language [4]. Either the users will ignore the system signs
and invent their own, or they will have to change their own
language. This does not mean that the existing language
should be copied, only that one should take into account
the possible changes of communication in the organization.
Fig. 1. Multimedia system for a shop selling third world commodities. If it will change, is the change a desired one?
The notion of communicability can be used as a practical
guideline for interface design: the relations between
structurally similar to the sentence of which it is a part, elements in a screen image must be describable in a few
and the structure of clauses is similar to their subordinate simple sentences. If you have to write a whole novel to
sentence. Likewise, the lexical meaning of a word (de®- capture the meaning of a screen, something is wrong.
niendum) can be explained by the lexical meanings of a
string of words (de®niens). 5.3. An example

It is no coincidence that WWW, the largest, most I conclude with a small example taken from a student's
dynamic and most distributed computer system in existence, exercise. It illustrates how to enhance communicability by
is both recursive (new pages are produced by means of the projecting features from verbal communication onto
current page) and self-referential (the META tag) [23]. computer systems, it shows that the theory can generate
concrete ideas for design, and it illustrates the need for a
5.2. Compulsive talkers medium-independent semiotic framework.
The example is a multimedia system designed for a shop
As mentioned above, work organizations cannot exist selling clothes, musical instruments, pottery and jewelry
without communication. How else would we be able to from third world countries (Fig. 1).
distribute, monitor, and report work, to solve problems of The system contains four main parts:
coordination and methods, and to teach newcomers the
required skills [4]? In some professions, such as maritime 1. an animated globe;
maneuvering and navigation, self-description is mandatory: 2. a set of buttons;
the man at the machine telegraph or wheel must describe his 3. a page containing text and pictures about the country and
operations loudly so that his colleagues can maintain an its products; and
updated knowledge of the current situation. As mentioned 4. a music track playing music from the selected country.
above, verbal communication is self-referential: not only
work, but also communication itself, can be regulated by The parts are to be interpreted in the following way:
communication. An example is a captain telling the forget- At the location indicated in the globe (1), there is a coun-
ful helmsman to remember telling the others when he turns try with the name indicated by the depressed button (2) that
the wheel [24]. is described by the text and pictures to the right (3) and that
Although there are other modalities of communication cultivate the music played by the loudspeaker (4).
than verbal language, verbal language is still the backbone Since the verbal interpretation is easy to formulate, it
of organizations, a modality to which one resorts when other does stand up to the criterion of verbalization. However,
methods fail. improvements can be suggested by including other features
Computer systems are new media for organizational than stark syntactic structure. For example, language
communication, but they too must obey the law of commu- provides facilities for controlling the information structure
nicability. Otherwise the communicative circuit that keeps of the sentence: theme/rheme, old/new information, and
the organization going will suffer: what will happen to the background/focus. Old information is unstressed, the
ship if the helmsman is presented with a computerized theme normally introduces the sentence, and background
helmstand, full of engineering jargon that he cannot even information is presented in adnominal constructions, such
pronounce, let alone understand? as adjectives and clauses.
P.B. Andersen / Knowledge-Based Systems 14 (2001) 419±424 423

In the following paraphrase, Zimbabwe is the theme, media while still focusing on the characteristic properties
located in Africa and playing a certain kind of music is of the computer medium. Semiotics is also helpful for posi-
background information, and has 9610.000 inhabitants tioning design of computer systems in a broader theoretical
and ¼ is the new information. and philosophical context.
Finally, I have tried to show that Semiotics, if properly
² Zimbabwe (2), located in Africa (1) and playing a certain developed, can also be useful in practical, down-to-earth
kind of music (4), has 9610.000 inhabitants and ¼(3) design.

In order to translate this information structure into the


two-dimensional multimedium, we could suggest the
following changes: References

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