In the essay "Plans and Situated Actions" by Lucy Suchman, the notions of human-machine interaction are discussed at length. Most importantly, it discusses the way designers and programmers alike attempt to integrate human-machine interaction into philosophical discourse, and into the actual technology itself.
Throughout the course of the essay, Suchman uses the analogy os the European navigator, and the Trukese navigator to explain her position on plans and situated action when it relates to behaviour, and more specifically, computer behaviour and interaction with humans, as well as the fact that plans and situated actions are often confused. The essay is derived into chapters, and in each successive chapter, she explains a different part of either human-machine history, or the ways humans interact with machines and perceive them. For example, in chapter two "Interactive Artifacts" she discusses the ways children interact with machines, and prescribe human qualities to them, such as aliveness, and not aliveness. This qualities prescribed are based upon reaction, or autonomous motion that have a likeness to humans, and yet these children know that those machines are not human.
It is important to note that throughout the essay, there is a distinct emphasis on natural and common language that humans use, but machines do not. It is one of the more important emphasis of human-machine interactions, that causes disabilities for such an interaction to exist. Once an individual realizes that the machine can understand basic sentence structure, it tends to impose the notion that the machine can understand more complex and nuanced human linguistics, which is not the case. Furthermore, in the next chapter, he goes on to discuss user interface, and how to create a more human-machine interactive experience by making the experience self-explanatory. The machine is meant to have a purpose, and she goes on to discuss the ELIZA software, that uses basic questions for therapeutic purposes. While the responses to the user's input may seem odd, the user does not question it due to the fact that the program is playing the part of a therapist. Basic notions that the software does not have do not seem odd to ask, because the individual attempts to fill in the oddness, rather than questioning it.
The end of the chapter discusses the reasoning as to why human-machine interaction cannot maintain persistent and complex dialogue. It is simply due to the fact that misunderstanding or failure to comprehend the conversation at hand is a simple commodity in linguistics. The conversation will not die or break down because of a misunderstanding, because the misunderstanding is often quickly rectified with an anecdotal response. In the case of computers, the machine will most certainly break down due to being unable to keep it with the conversation, as such language nuances had not been programmed in.
In short, the essay discusses why human-machine interaction is far more situation than it is planned. While a plan is a map that can certainly give a good idea of what is supposed to occur, but it takes far more than just a simple map to understand what is going on. It takes a more physical component that machines simply do not have at the time of the essay, and thus cannot interact effectively with the human body. Human conversation and interactions are far more circumstantial and situational than they are planned out maps, such as is human intelligence itself.
Mark Weiser's essay "The Computer for the 21st Century" is far shorter in length and simply discusses the ubiquitous computer, and the disappearance of the computer into the background of human perception. It envisions the computer as something that will simply fade into the background, hopefully in the next twenty years following the essay's publication, and help limit the internet addiction in the area of information overload.
It discusses how current computers are in your face, and how one can spend most of their time at the computer without any form of human interaction, while the desired ubiquitous computer would be tablets and such, easily transportable as if it were a customizable book. However, ubiquitous computers do exist, but in commodities such as light switches and house hold appliances, rather than the personal computer itself. The desire is to have computers that seamlessly fit into human life, rather than humans having to fit in for computers.