CHI 2000 • 1-6 APRIL 2000 Invited Sessions Sufficiently Advanced Technology: Using Magic to Control the World Kim Binsted Interaction Lab, Sony C S L 3-14-13 H i g a s h i - G o t a n d a Shinagawa-ku, T o k y o , Japan +81 3 5448 4380 [email protected] w w w . csl. sony. co.j p/person/ki m b / ABSTRACT MAGIC Like magic, technology gives us power over the world. Human-computer interaction (HCI) research is concerned with how we wield that power. Here I look at how storytellers imagine magic, and try to apply some of these ideas to technology. Mythology suggests that there are some 'magical' abilities that people find desirable. We would like to be able to change our appearance, drastically but not permanently. We would like to be able to fly. We want to see the future, communicate over distances and read minds. Keywords Technology has already given us some of these abilities, within limits - flight and long-distance communication, for example - and the others are on their way (see Figure 1). We ate interested in making the use of this technology more effective and appealing. The characteristics of magic tools, places and creatures suggest some ways to achieve this end. Figure 1. HyperMask [2] is a tool which allows the user to wear someone else's face. Magic, myth, mobile computing, augmented reality, character design. INTRODUCTION Arthur C. Clarke's third law ("Any sufficiently advanced technology is indistinguishable from magic") is usually irdcrpreted to mean that, to the average non-magician user, advanced technology is usable but not comprehensible. However, there is more to magic than incomprehensibility. Magic is about having power over the world around us, and the typical forms of imagined magic reflect the powers we would wish to have. Magic, as described in folklore and fantas% is rarely raw power. It is encoded into spells, hardwired into tools, and granted by familiars. Also, it is rarely general purpose. Typical magical applications include farsensing, shapeshifting, teleportation, prediction, and mind-reading. Not surprisingly, technology too has some of these characteristics: we use specialized software and hardware, rhaps mediated by a helpful agent, to communicate ideas, nsport objects, and predict future events. In this talk, I will argue that effective and appealing technology will increasingly come to resemble imagined magic, and discuss some ways in which we might wield this magic. POWERS THE MUNDANE DESKTOP A desktop is a great place to do office work, and it makes a fine interface metaphor for office applications. However, many uses of technology are not so mundane. Moreover, the computer isn't necessarily kept on a physical desktop anymore - computing devices are portable, interconnected, and ubiquitous. Desktops, metaphorical or otherwise, do not fit this reality. © ~Hc Copyright F u T ~ ss on this m a t e r i a l the author(s). Hc,~c is h e l d b y MAGIC TOOLS Magic tools are rarely general purpose. Their function is sometimes directly related to their form (e.g. never-empty bags of gold), sometimes an exaggeration or augmentation of their apparent function (e.g. seven league boots), and 205 Invited Sessions CHI 2 0 0 0 sometimes only whimsically or metaphorically related to their form (e.g. broomsticks for tlying). They are usually handheld, although they can also be worn (e.g. cloak invisibility). They might have some form of security to prevent them being used by someone other than their rightful owner. The magic wand is the classic magic tool. It is a simple handheld pointer, a cousin to the mouse. Most augmented/virtual reality environments, such as that described in [4], have some variation on this device. ~AGIC PLACES Magic places are characterized by the way they defy the r,ormal rules of space and time. They can be bigger on the inside than on the outside (e.g. Aladdin's lamp), move through space (e.g. Baba Yaga's house), or have distorted time (e.g. the land of the Sidhe). Some magical locations are more like familiars, in that they have personalities and are faithful to their owners (again, Baba Yaga's house is a good example). FAMILIARS Familiars are characters that help the magician wield his or her powers. Sometimes they just provide information; other times they themselves are sent to do the task in question. They are not usually human. Most importantly, they are strongly attached to a single magician, not shared with others. They have strong personalities, often sharing character traits with the magician, sometimes exaggerated [3]. Magicians can sometimes see through the eyes of their familiar, blurting the line between a familiar and a shapeshifted magician.. I~IPLICATIONS I~'ITERACTION FOR HUMAN COMPUTER d~ Devices should be small, preferably handheld or wearable. They should be simple and have a specific 206 • • 1-6 APRIL 2 0 0 0 functions, related to their forms either directly or whimsically. Assistant agents should be expressive minions with strong personalities, preferably non-human. They should be able to provide information and/or do simple tasks. Their masters should be able to use them as avatars. • Virtual and augmented environments need not use time and space realistically. There might be a distinction between host and guest, with the enviromnent biased towards the host. CONCLUSION Here I have briefly listed some characteristics of magic tools, places and creatures, and suggested that technological interfaces should share some of these characteristics. In the talk I hope to expand on these ideas considerably. ACKNOWLEDGMENTS 1 would like to thank everyone at CSL for their ongoing support. REFERENCES 1. Arthur C. Clarke. "Profiles of the future: into the limits of the possible." An inquiry 2. Kim Binsted, Shigeo Mofishima, Frank Nielsen and Claudio Pinhanez. "HyperMask: Virtual Reactive Faces for Storytelling". Emerging Technologies: The Millenium Motel. SIGGRAPH 1999. 3. Kim Binsted. "Character design for soccer commentary." pp 23-35, Proceedings of the RoboCup workshop, 1998. 4. Jun Rekimoto, "The World through the Computer: Computer Augmented Interaction with Real World Environments" in Designing Communication and Collaboration Support Systems, Yutaka Matsushita (ed.), Gordon and Breach Science Publishers, 1999. C'P~I.I 2 ~ O
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