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Outline

Microelectronics and the Personal Computer

1977, Scientific American

Abstract

At the outset, we decided to admit that the design of a truly useful dynamic medium for everyday use was a hard but extremely worthwhile problem which would require both many years and several complete interim hardware/software systems to be designed, built, and tested. Approach: 1. Conceptualize a "Holy Grail" version of what the eventual Dynabook should be like in the future, This image will provide a rallying point and goal which will remind us of what we are trying to do while the sometimes grubby spadework of producing intermediate systems is in progress. An extrapolation (and compression) of the FLEX hIachine[4]. 2. Do the research in human factors, psychology of perception, physics, and language design which is prerequisite to any serious attempt at an interim system. Very few displays have been designed using any knowledge of the human visual system nor have many artificial languages been developed on non-Indo European models. An overview of what the Dynabook should be like, including display needs and principles for language design, are found inC4]. 3. Design an interim version of the Dynabook, and build a considerable number of them. We felt that this step and the next one are the critical ones in our research. We had to get to the kids and adults as quickly as possible so as not to be led astray by our own assumptions and hopes. 4. Make the medium of communication as simple and powerful as possible. It should be qualitatively sirnpler and qualitatively more powerful than (say) LOGO. It should be qualitatively more expressive than the best state-of-the-art "grown-up" programming language for serious system design. It should be as "neutral" as possible to all conceivable simulations. 5. Explore the usefulness of such a system with a large number of short range projects involving many users, ages 4 to 60, from vurying backgrounds, and with different needs and goals. This phase would involve developing all manner of simulated media, both old and new; finding ways to teach the ideas in the system; do user studies, experiment with peer-group teaching (e.g. 13 year olds teaching 12 year olds), and so on. Some of the projects we have undertaken arc explored in [6,7,8].

References (20)

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