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*************************************************************
*                                                           *
*            TASK-CENTERED USER INTERFACE DESIGN            *
*                 A Practical Introduction                  *
*                                                           *
*             by Clayton Lewis and John Rieman              *
*                                                           *
*           Copyright 1993, 1994: Please see the            *
*       "shareware notice" at the front of the book.        *
*                                                           *
*************************************************************


* * * * * * * * * * * * * * *                            v.1
*
* Appendix L
*
* What Can You Borrow?  A Quick Introduction to Copyrights
* and Related Legal Stuff, as of 1994
*
* 


If you read computer magazines or the business press, you 
know that many of the big software companies have recently 
been embroiled in legal battles with each other over claims 
of copyright violation.  That fact reflects the current state 
of the copyright law: it's very confused.  Copyright law was 
developed primarily to protect printed matter, and courts are 
still struggling to decide how to apply that law to the 
computer software, especially user interfaces.

Because the law is unclear and rapidly changing, we can't 
give you firm advice on exactly what you can borrow from 
other interfaces.  But we can give you some background that 
will help illuminate the issues the courts are struggling 
with.  And, although we aren't patent or copyright attorneys, 
we can define what we perceive as fairly clear boundary 
markers: things you certainly can borrow and things you 
certainly cannot.  Our practical, procedural advice is that 
you should build your interface with those boundary markers 
in mind, then work with your company legal staff to check out 
the gray areas.


---------------
L.1  Background
---------------

We'll start with the background.  In the United States there 
are four main legal techniques for protecting "intellectual 
property," which is what the law calls novel ideas that 
people invent or create.  The four techniques are trade 
secrets, trademarks, patents, and copyrights.  All are 
intended to encourage creativity and commerce by giving 
people some kind of ownership in the fruits of their 
intellectual labor and by making their creations available to 
the public.

TRADE SECRETS are simply things that a company doesn't reveal 
about its product.  Most software code is protected this way.  
The source code -- the human-readable Fortran or C or Pascal 
-- doesn't come with the package when you buy a program for 
your personal computer, so you can't copy parts of it and use 
them to build a different program.  Various laws allow the 
company to prohibit employees and former employees from 
passing secrets on to other companies.  Obviously, trade 
secrets don't protect the parts of the interface that users 
can see, but the underlying implementation is usually secret.

TRADEMARKS don't protect software itself.  Instead, they 
protect the graphics or words that a company uses to identify 
its products, so other companies can't confuse customers by 
using similar identifiers for their products.  It takes time 
and effort to acquire rights to a new trademark, and 
protection can be lost if the public starts to think of the 
trademark as a generic term.  This happened to both "aspirin" 
and "nylon," for example.  To prevent this, major companies 
will aggressively encourage you to identify ownership of 
their trademarks if you use them in your documentation.  This 
is the reason for notices of the form "BigGraph is a 
trademark of BigCompany, Inc." that you often see in computer 
publications.  Trademarks sometimes appear as a part of an 
interface, such as the stylized apple in the Macintosh menu 
bar, which is a trademark of Apple Computer.

PATENTS give inventors exclusive rights to machines or 
processes they've invented, for a period of 17 years.  
Patents are relatively difficult and expensive to obtain, and 
before 1981 the patentability of software was uncertain.  
Today software patents are fairly common, including some 
covering interface features.  For example, features of a 
program called "Zoomracks" were patented, and that patent had 
to be licensed by Apple Computer when it produced HyperCard.  
Patents protect an inventor's ideas from more than copying: 
they also protect the ideas from being used by someone who 
reinvents them.  This means you can infringe a patent without 
ever having seen the inventor's work!  Some of the 
requirements for a patent are that the idea be substantially 
innovative and original, that the inventor disclose the idea 
in sufficient detail that other people can apply it when the 
patent protection expires, and that the exact boundaries of 
the new idea -- the "claims" of the patent -- be spelled out.         

COPYRIGHTS are currently the most important form of 
intellectual property protection that you'll deal with as an 
interface designer.  Copyrights were originally developed to 
prevent unauthorized copying of printed text, graphics, and 
audio-visual recordings.  Their protection has been extended 
to computer software, in part because the physical process of 
copying software is similar to copying text or recordings, 
and in part because the availability of patents for software 
was uncertain.  A copyright is easy to acquire.  As soon as 
you create something, you (or your employer) own copyright to 
it.  If you publish what you've created, then you should 
register it with the US Copyright Office and put a notice on 
copies that you distribute: "Copyright 1995 by Joe 
Programmer."  Failure to do those things doesn't completely 
destroy your rights, however.  A copyright gives protection 
for the life of the author plus 50 years, or for 75 years if 
it's owned by a company.


--------------------------------
L.2  What's Covered by Copyright
--------------------------------

You should assume that all commercial software is protected 
by copyright, unless it comes with a specific statement 
giving you rights to copy it.  But exactly what protection 
does that copyright provide?    

Copyrights protect the "form" of an idea's expression, but 
not the idea itself.  For example, we, the authors, hold the 
copyright to this book.  If you want to copy the chapter 
describing task-centered design, you need our permission 
(which we give, with restrictions, in the shareware notice).  
But if you want to use the task-centered design process, our 
copyright doesn't stop you.  In fact, you could write your 
own description of task-centered design and publish it, even 
copyright it.  You could do those things because the 
copyright on this book only protects the way we've described 
the process: the words, the graphics, the overall structure 
of the presentation.  Unlike a patent, it doesn't give us any 
rights to the idea.

The distinction between what's the "idea" and what's the 
"expression" is one of the important questions that hasn't 
been clearly answered for copyright protection of interfaces.  
The copyright statute provides very little guidance, so the 
courts have to decide each individual case by analogy to 
previous court decisions, most of which don't deal with 
software.  One principle the courts rely on is that 
functional parts of the design qualify as ideas, not as 
expressions.  So, for example, selecting from a menu is 
functional.  That's an idea.  Maybe it could be patented, but 
it can't be copyrighted.  On the other hand, the graphical 
details and perhaps the order of items in the menu could be 
copyrighted -- unless they were specifically designed to 
improve the menu's usability (that makes them ideas), or 
unless they are the only way of making this menu work (that 
makes the idea "merge" with the expression).  You can see 
that this is a slippery issue.

There's a second important question about which the law is 
still unclear.  If we go back to the printed-text foundations 
of copyright, we find that our copyright on this book 
prevents other authors from copying an entire section, or 
translating part of the book into another language, or 
outlining it, or producing a very close paraphrase.  But it's 
obvious that the copyright doesn't stop anyone from using the 
same individual words and phrases we've used in some 
completely different order.  If you want to publish a 
sentence with "task" or "design" or "it's obvious that" in 
it, you can.  Individual words, common phrases, and even 
longer, anonymous texts that everyone knows (such as, "Why 
does the chicken cross the road..."), are in the public 
domain.  Similar principles apply to interface copyrights, 
but it isn't yet clear what's a word-sized or phrase-sized 
chunk of an interface, or what's in the public domain, or 
what's a translation or a paraphrase.  The courts have made 
some rulings, but the answer will change as technology and 
the law evolve.

Both of these issues -- ideas versus expressions, and public 
domain elements -- are critical to the "look and feel" 
lawsuits that have seen so much coverage in the recent press.  
Is the desktop metaphor a functional idea, or is it one 
expression of an idea?  And even if it is an idea, is it in 
the public domain?  Some courts have recently taken the 
approach of breaking down an interface into its component 
elements and analyzing those separately for copyright 
violation, which may spell the death of the overall "look and 
feel" protection.  But the issue is still undecided.


-------------------------------
L.3  Practical Boundary Markers
-------------------------------

With that as background, here are some of the boundary 
markers we promised.  They define the current state of 
interface law as we see it, from a practitioner's point of 
view, not from an attorney's.  They should help you decide 
what can or can't be copied as you design an interface. 


1. Things you certainly can copy (unless the rights have been 
sold).

  - Anything produced by your company.

  - Things you've written earlier for your current company.

  - Things recommended in the style guide for the system 
you're developing under.

  - Things supplied as examples/prototypes in a commercial 
toolkit, programming language, or user-interface management 
system (often these require you to give notice, such as 
"parts of this interface are copyrighted by WallyWindows 
UIMS").


2. Things you can probably copy -- but watch the news and 
check with your attorney.

  - "Common" ideas, such as windows as the boundaries of 
concurrent work sessions, menus for selecting commands, an 
arrow-shaped pointer controlled by a mouse, graphical icons 
to represent software objects.  The problem here is making 
sure it's a common ("public domain") idea, not one developed 
by some company and stolen by a few others.

  - Sequences or arrangements of menu items, commands, 
screens, etc., IF the original program clearly orders the 
sequence to improve usability (i.e., if it's alphabetical, or 
most-common-item first), or IF there is only one or a very 
few other ways that it could be arranged (i.e., if there are 
only two items in a menu, then there are only two ways they 
can be arranged).

  - Icons ideas, commands, menu items, or other words that 
are obvious choices for the function they represent, so 
usability might be reduced if other words or graphics were 
used.  An example might be the word "print" to stand for 
printing, or a computer-mouse icon to select mouse options 
(but don't copy the mouse graphic itself -- draw your own).
 

3. Things you can probably not copy -- again, watch the news 
and check with your attorney. 

  - Sequences or arrangements of menu items, commands, 
screens, etc., if you're only copying the sequence order 
because it will make it easier for users of someone else's 
existing program to use your new program.

  - Icons, commands, menu items, or other words that are not 
an obvious choice to describe their function, even if they 
would make your program more usable for users of the original 
program.  An example might be a database print command 
labelled "DataDump," or a mouse-options icon showing a cute 
little mouse with a checklist. 


4. Things you can certainly not copy (unless you get 
permission).

  - Things you've written earlier for a different company.

  - An entire interface from another company's program, even 
if you implement it with all new code.

  - An entire detailed screen from another company's program.

  - Source code or object code from another company's 
program, even if you translate it into a different language.

  - Trademarks from other companies. If you need to use 
someone else's trademark, such as "Unixª" in documentation, 
be sure you credit the owner: "Unix is a trademark of Unix 
Systems Laboratories, Inc."

  - Patented features.  Unfortunately, there's no easy way to 
discover what's patented.

  - Exact bitmaps of icons, words, or fonts.

  - Graphic details that define an interface's aesthetic 
look.


-------------
L.4  Strategy
-------------

As we noted earlier, the development process we recommend is 
to keep these boundary markers in mind, develop your 
interface, and then talk over your decisions briefly with 
your company's legal staff.  If there's a central feature of 
the interface you're worried about, such as picking up an 
entire interface metaphor, you may want to get legal advice a 
little earlier.

If you're an individual developer or a small start-up 
company, the same strategy should work, with a couple of 
modifications.  First, attorneys are expensive.  You should 
have one, but make sure you have a client-attorney 
relationship in which the attorney provides guidance and you 
do the legwork of checking out other programs, negotiating 
for license agreements, etc.  Second, when you're making 
decisions such as whether to incorporate your business, how 
much of a contingency fund to maintain, and how much to 
charge for your product, you should consider the possibility 
that your system might unknowingly violate a patent or a 
copyright.       


------------------------------------
L.5  Some Philosophical Observations
------------------------------------

The current state of the law makes the design of good 
interfaces unnecessarily difficult.  This is largely because 
of recent court cases that extend copyright protection to 
functional interfaces.  Historically, the court cases and the 
statutory law that defined copyright were developed largely 
for the protection of published text and entertainment 
(novels, music, films) that are typically used ONCE by each 
user.  This law is fundamentally inappropriate for protecting 
functional interfaces, although perhaps not for computer 
games, for several specific reasons:

1. Copyright is explicitly prohibited from protecting ideas.  
But new ideas -- functionality -- is exactly what the law 
should be protecting and encouraging.  Such ideas are the 
express domain of patent protection.

2. The effect of current copyright law is to give companies a 
monopoly on functionality that was created, not by them, but 
by the users of their products.  It is users' efforts in 
learning a random arrangement of controls that makes the 
arrangement valuable when it is later incorporated into 
another program.  Once again, patent succeeds where copyright 
fails: a patent can only protect useful novelty created by 
the inventor, not random elements that other people's 
acceptance might someday render useful.

3. The burden of determining which parts of a copyrighted 
interface are protected is placed entirely on the designer of 
a new program.  This, too, differs notably from patent, where 
the inventor's claims list identifies specific issues of 
concern.

4. The copyright protection period of 75 years for a 
corporate author is unreasonably long.  In the fast-changing 
world of software, it effectively gives the creator an 
absolute monopoly, as compared to the limited monopoly that 
both patents and copyrights are intended to confer.     

On the balance, then, patent appears to be more appropriate 
than copyright for the protection of functional interfaces.  
This is not surprising, since patent law was developed to 
support the innovation and distribution of functional ideas.  
However, patents also have their problems, including 
difficulty and expense of acquisition, difficulty of 
discovery, and a 17-year protection period that may be too 
long for the pace of software development.  These issues 
would benefit from thoughtful legislative attention, since 
their continuing evolution in the courts is discouraging 
software development.  We urge designers to investigate the 
issues on their own and to support efforts for rational 
legislation.
         

============================================================
Credits and Pointers
------------------------------------------------------------

The Communications of the ACM is a good journal to watch for 
recent news and practitioner-oriented discussions of 
intellectual property issues related to interfaces.  Three 
recent articles of interest are by Paul Heckel, supporting 
patents for software; the League of Programming Freedom, 
arguing against patent restrictions on software; and Pamela 
Samuelson, reviewing recent copyright decisions:

  - Heckel, Paul. "Debunking the Software Patent Myths."  
Commun. ACM 35:6, (June 1992), pp. 121-140.

  - The League for Programming Freedom.  "Against software 
patents." Commun. ACM 35:1, (Jan. 1992), pp. 17-22, 121.  

  - Samuelson, Pamela.  "Updating the copyright look and feel 
lawsuits." Commun. ACM 35:9, (Sept. 1992), pp. 25-31.
   
An in-depth discussion of copyright issues, concluding that 
copyright can evolve into an effective protection for 
computer software, is presented in:

  - Clapes, A.L.  "Software, Copyright, and Competition."  
Quorum Books, New York, 1989.

For a layman's overview of general copyright and trademark 
law (not as applied to software), see:

  - Andorka, Frank H.  "A Practical Guide to Copyrights and 
Trademarks."  Pharos Books, New York, 1989.

For those interested in a lawyer's point of view, one place 
to look is the Software Law Journal.  An article summarizing 
the issues we discuss, current as of the end of 1992, is:
	
  - Gollhofer, R.A.  "Copyright protection of computer 
software: what is it and how did we get it."  Software Law 
Journal 5 (Dec. 1992), pp. 695-713.

[end credits and pointers]------------------------------