Early in the story of Neal Stephenson's 1995 novel
The Diamond Age, a wealthy client is mildly peeved to learn that an interactive
educational project that he has commissioned must be delivered partly in the
form of a service, rather than a completely self-contained device. Regretfully,
the project leader explains the problem: "After all of our technology, the
pseudo-intelligence algorithms, the vast exception matrices, the portent and
content monitors, and everything else, we still can't come close to generating a
human voice that sounds as good as what a real, live ractor can give us."
On the bright side, that engineer continues, "At
any given time there are tens of millions of professional ractors in their
stages all over the world, in every time zone, ready to take on this kind of
work at a moment's notice." Stephenson envisions a vast pool of talent, ready to
read a script that's generated on a moment's notice by what we would call today
a Web service, with the interactive actor -- the "ractor" -- needing little or
no actual knowledge of the subject matter. All that's needed is the ability to
read, and speak, and create a verbal illusion of being involved and interested
in the resulting conversation. Even the face of the speaker is synthesized, if
needed to support a video link, to follow the spoken words while being tailored
in appearance to the customer's personal preferences.
This isn't a huge leap of techno-fantasy beyond
some of the things that we do today. When you call a toll-free telephone number,
you really don't know what time zone is at the other end of the conversation.
You don't know whether the person who helps you is really an expert in that
area, or is merely well-supported by a keyword-searchable database of frequently
asked questions and standard procedures. A telephone call center in India is
staffed by people who don't merely speak excellent English -- they've even been
trained in the differences, for example, between Canadian and U.S. dialects and
accents.
Combining text, video and speech into presence
awareness is now only a mildly challenging piece of the problem. You may or may
not consider this an advance, but you can now be approached by a helpful
salesperson while shopping online. Adaptive learning algorithms guide live
representatives in timing their approach. Electronic gaming increasingly
involves interacting with communities of other players you've never met.
Two things have to happen, though, before reality
can close the remaining shortfalls from Stephenson's vision. The first is that
script-based customer interaction has to become much better than the
one-size-fits-all compromise that we tolerate today. It's always an exercise in
patience to use any kind of telephone-based technical support, for example,
knowing that it's going to take either a lot of time or a delicately tailored
exhibit of annoyance to get the voice at the other end to skip the baby talk and
start actually solving the problem.
It seems as if the current state of the art in
writing tech-support scripts has a No. 1 goal of making sure that the customer
isn't confused. I'd urge people who build such services to change that: to make
the No. 1 priority a clear understanding of what the customer already knows, and
what the customer believes. This would mean putting the state of the customer's
mind ahead of the state of the product or the problem, but any good salesman
already knows the importance of doing that.
The second thing that has to happen is a massive
transfer of knowledge from the minds of people into the databases and decision
trees of customer relationship management systems. Remember "expert systems"?
They turned out, back in the AI '80s, to be enormously difficult to build and
maintain -- but perhaps their time has finally come.