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Decision/Creativity Systems [Thinkertoys]
Theodor H. Nelson
19 July 1970
It has been recognized from the dawn of computer display
that the grandest and most important use of the computer
display should be to aid decisions and creative thought. The
work of Ivan Sutherland (SKETCHPAD) and Douglas
Engelbart have really shown how we, may use the display to
visualize and effect out creative decisions swiftly and vividly.
For some reason, however, the most important aspect of
such systems has been neglected. We do not make important
decisions, we should not make delicate decisions, serially and
irreversibly. Rather, the power of the computer display (and
its computing and filing support) must be so crafted that we
may develop alternatives, spin out their complications and
interrelationships, and visualize these upon a screen.
No system could do this for us automatically. What design
and programming can create, however, is a facility that will
allow us to list, sketch, link and annotate the complexities we
seek to understand, then present “views” of the complexities
in many different forms. Studying these views, annotating
and refining, we can reach the final designs and decisions
with much more in mind than we could otherwise hold
together in the imagination.
Some of the facilities that such systems must have include
the following:
Annotations to anything, to any remove.
Alternatives of decision, design, writing, theory.
Unlinked or irregular pieces, hanging as the user wishes.
Multicoupling, or complex linkage, between
alternatives, annotations or whatever.
Historical filing of the user’s actions, including each
addition and modification, and possibly the viewing
actions that preceded them.
Frozen moments and versions, which the user may hold
as memorable for his thinking.
Evolutionary coupling, where the correspondences
between evolving versions are automatically
maintained, and their differences or relations easily
annotated.
In addition, designs for screen “views,” the motion,
appearance and disappearance of elements, require
considerable thought and imagination.
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Here’s how simple it is to create and edit text with the JOT system. Since your typewriter is now a JOT machine, not every key does what it
used to. [When Nelson wrote much “word processing” was through modified typewriters, wihtout graphic displays—eds.]
CREATING TEXT: just type it in.
You type: The quick brown fox jumps over the lazy dog.
It types: The quick brown fox jumps over the lazy dog.
REVIEWING A SENTENCE YOU JUST TYPED: the back-arrow takes you back, the space bar steps you through.
You type:
←
sp
sp
sp
sp
It types:
(bell)
The
quick
brown
fox
DELETIONS AND INSERTIONS: the RUBOUT key rejects words you don’t want. To insert, merely type.
You type:
←
sp
sp
RUBOUT
lithe
sp
sp
sp
sp
sp
sp
It types:
(bell)
The
quick
/brown/
lithe
fox
jumps
over
the
lazy
dog.
REARRANGING TEXT: first we make three Cuts in the text, signaled by free-standing exclamation points.
You type: sp
!
sp
!
sp
!
fox
It types:
The !
quick
!
lithe
!
fox
TO REARRRANGE IT, YOU TYPE: LINE FEED key. This exchanges the two pieces between the cuts.
CHECK THE RESULTS:
←
sp
sp
sp
sp
(bell)
The
lithe
quick
fox
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The object is not to burden
the user, or make him aware
of complexities in which he
has no interest. But almost everyone in intellectual and
decision pursuits has at some time an implicit need for some
of these facilities. If people knew they were possible, they
would demand them. It is time for their creation.
A full-fledged decision/creativity system, embracing both
text and graphics, is one of the ultimate design goals of
Project XANADU.
This user-level system is intended to aid in all forms of
writing and scholarship, as well as anywhere else that we
need to understand and manipulate complex
clusterings of text (i.e., thought). It will also
work with certain animated graphics.
The parallel Textface, as described here,
furnished the initial impetus for the
development of the Xanadu™ system (see p.
335). Xanadu was developed, indeed,
originally for the purpose of implementing
some of these functions, but the two split
apart. It turned out that the Parallel Textface
required an extremely unusual data structure
and program techniques; these then became
the Xanadu system. As developed in the final
Xanadu design, they turn out to handle some
very unusual kinds of screen
animation and file retrieval. But
this grew out of structuring a
system to handle the functions described here.
Thus the Parallel Textface basically requires a Xanadu
system.
It is hoped that this system can be sold complete
(including a minicomputer or microprocessor—no
connection to a large computer is required) for a few
thousand dollars by 1976 or 1977. (Since “business people”
are extremely skeptical as to whether anybody would want
such a thing, I would be interested in hearing expressions of
interest, if any.)
As shown here, the screen presents two panels of text;
more are allowed. Each contains a segment of a longer
document. (“Page” would be an improper term, since the
boundary of the text viewed may be changed instantly.)
The other odds and ends on the screen are
hidden keys to control elements which have
been made to fade (in this illustration), just to
lessen the distraction.
Panel boundaries and control graphics may
be made to appear by touching them with the
lightpen.
Roving Functions
The text moves on the screen! (Essential.) The lower right
hand corner of each text panel contains an inconspicuous
control diagram. The slight horizontal extension is a movable
control pip. The user, with his lightpen, may move the pip up
or down. “Up” causes the text to move smoothly upward
(forward in the material), at a rate proportional to how far
you push the pip; “down” causes it to move back. (Note that
we do not refer here to jerky line-by-line jumps, but to
smooth screen motion, which is essential in a high-
performance system. If the text does not move, you can’t tell
where it came from.)
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DERIVATIVE MOTION: when links run sequentially,
connecting one-after-the-other on both sides, the contents of
the second panel are pulled along directly: the smooth
motion in one panel is matched in the other. This may be
called derivative motion, between independent text (being
handled directly with the lightpen) and dependent text
(being pulled along). The relationship may be reversed
immediately, however, simply by moving the lightpen to the
control pip of the other panel, whose contents then become
the independent text.
Irregularities in the links will cause the independent text
to move at varying speeds or jump, according to an average
of the links’ connectivity.
If no links are shown, the dependent text just stops..
Collateral links between materials in the two panels are
displayed as movable lines between the panels. (Text omitted
in this diagram; panel boundary has been made to appear.)
Some links may not have both their endpoints displayed at
once. In this case we show the incomplete link as a broken
arrow, pointing in the direction of the link’s completion.
The broken arrow serves not merely as a visual pointer,
but as a jump-marker leading to the linked material. By
zapping the broken arrow with the lightpen, the user
summons the linked material—as shown by the completion
of the link to the other panel. (Since there has been a jump in
the second panel, we see that in this case the other link has
been broken.)
When such links lead to different places, both of these
destinations may nevertheless be seen at once. This is done
by pointing at both broken links in succession; the system
then allows both links to be completed, breaking the second
panel between the two destinations (as shown by dotted line
across panel).
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*Oddly, this has the same logical structure as time-travel
in science-fiction.
There are basically three alternative premises of time-
travel: 1) that the past cannot be changed, all events
having preceded the backstep; 2) that the past can be
changed; and 3) that while time-travelers may be deluded
into thinking (2), that (1) is really the case—leading to
various appointment-in-Samarra plots.
Only possibility (2) is of interest here, but there are
various alternative logics of mutability and time-line
stepping. One of the best I have seen is in The Man Who
Folded Himself by David Gerrold (Popular Library, 1973):
logic expounded pp. 64–8. I am bemused by the parallel
between Gerrold’s time-controls and these, worked out
independently.
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Fail-Safe and Historical Features
In systems for naive users, it is essential to safeguard
the user from his own mistakes. Thus in text systems,
commands given in error must be reversible. For
instance, Carmody’s system requires confirmation of
deletions.
Another highly desirable feature would allow the
user to view previous versions, to see them collaterally
with the corresponding parts of current versions, and
even go back to the way particular things were and
resume work from the previous version.
In the Parallel Textface this is all comprised in the same
extremely simple facility. (Extremely simple from the user’s
point of view, that is. Inside it is, of course, hairy.)
In an egregious touch of narcissistic humor, we use the
very trademark on the screen as a control device (expanded
from the “X” shown in the first panel).
Actually the X in “Xanadu™,” as it appears on the screen, is
an hourglass, with a softly falling trickle of animated dots in
the lower half, and Sands of Time seen as heaps above and
below. These have a control, as well as a representative,
function.
TO UNDO SOMETHING, YOU MERELY
STEP “BACKWARD IN TIME” by dagging the
upper part of the hourglass with the lightpen.
One poke, one editing operation undone.
Two pokes, two operations.
You may then continue to view and make
changes as if the last two operations had
never taken place. This effectively creates an
alternative time-line.* However, if you decide
that a previously undone edit operation
should be kept after all, you may step
forward—stepping onto the previous time-line—by using
the lower half of the hourglass.
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We see this clarified in a master time diagram or Revision
Tree which may be summoned to the screen, never mind
how. In this example we see that three versions are still
“current,” various other starts and variations having been
abandoned. (The shaggy fronds correspond to short-lived
variations, resulting from operations which were then
reversed. In other words, “excised” time-lines, to use Gerrold’s
term—see footnote.)
The user—let’s say he is a thoughtful writer—may define
various Versions or Drafts, here marked on the Revision Tree.
He may, indeed, define collateral linkages between
different versions defined at various Times in the Tree . . .
. . . and see them displayed collaterally; and revise them
further.
Materials may be copied between versions. (Note that in
the copying operation of the Parallel Textface, you actually
see the moved text moved bodily as a block.)
Getting Around
The user may have a number of standby layouts, with
different numbers of panels, and jump among them by stabs
of the lightpen.
Importantly, the panels of each can be full, each having
whatever the contents were when you last left it.
The File Web™ is a map indicating what (labeled) files are
present in the system, and which are collaterated..
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The File Star™ is a quick index into the contents of a file. It
expands as long as you hold the lightpen to the dot in the
center, with various levels of headings appearing as it
expands. Naturally, you may jump to what you point at.
Editing
Rather than giving the user anything complicated to learn,
the system is completely visual. All edit controls are
comprised in this diagram, the Edit Rose™. Viz.:
Separate portions of the Edit Rose invoke various edit
operations. (You must also point with the lightpen to the
necessary points in the text: once for Insert, twice for Delete,
three or four times for Rearrange, three times for Copy.)
Generality
The system may be used for comments on things,
for organizing by multiple outlines or tables of contents;
and as a Thinkertoy, organizing complex alternatives. (The
labels say: “Conflicting versions,” “New account of conflicts,”
“Exposition of how different accounts deal with objections,”
“Improved, synthesizing account.”)
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In other words, in this approach we annotate and label
discrepancies, and verbally comment on differences in
separate files or documents.
In ways this may seem somewhat obtuse. Yet above all
it is
orderly, and the complex of collateral files has a clarity that
could be all-too-easily lost in systems which were
programmed more specifically to each problem.
The fundamental strength of collateration, seen here, is of
course that any
new structure collateral to another may be
used as a table of contents or an outline, taking the user
instantly to parts which are of interest in some new context.
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