HUMAN-COMPUTER INTERACTION SECOND EDITION
Dix, Finlay, Abowd and Beale


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Chapter 3 The interaction 3.5.6 The WIMP interface Page 120

Currently most common environments for interactive computing are examples of the WIMP interface style, also often called simply windowing systems. WIMP stands for windows, icons, menus and pointers (sometimes windows, icons, mice and pull-down menus), and is the default interface style for the majority of interactive computer systems in use today, especially in the PC and desktop workstation arena. Examples of WIMP interfaces include Microsoft Windows for IBM PC compatibles, MacOS for Apple Macintosh compatibles and various X Windows-based systems for UNIX.


Chapter 3 The interaction 3.5.6 The WIMP interface Page 120

The UNIX windowing environments are interesting as the contents of many of the windows are often themselves simply command line or character-based programs (see Figure 3.12). In fact, this mixing of interface styles in the same system is quite common, especially where older legacy systems are used at the same time as more modern applications. It can be a problem if users attempt to use commands and methods suitable for one environment in another. On the Apple Macintosh, HyperCard uses a point-and-click style. However, HyperCard stack buttons look very like Macintosh folders. If you double click on them, as you would to open a folder, your two mouse clicks are treated as separate actions. The first click opens the stack (as you wanted), but the second is then interpreted in the context of the newly opened stack, behaving in an apparently arbitrary fashion! This is an example of the importance of consistency in the interface, an issue we will return to in the next chapter.


Chapter 3 The interaction 3.5.7 Point-and-click interfaces Page 121

3.5.7 Point-and-click interfaces


Chapter 3 The interaction 3.5.7 Point-and-click interfaces Page 121

This point-and-click interface style is obviously closely related to the WIMP style. It clearly overlaps in the use of buttons, but may also include other WIMP elements. However, the philosophy is simpler and more closely tied to ideas of hypertext. In addition, the point-and-click style is not tied to mouse-based interfaces, and is also extensively used in touchscreen information systems. In this case, it is often combined with a menu-driven interface.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

3.5.8 Three-dimensional interfaces


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

There is an increasing use of three-dimensional effects in user interfaces. The most obvious example is virtual reality, but virtual reality is only part of a range of 3D techniques available to the interface designer.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

The simplest technique is where ordinary WIMP elements, buttons, scroll bars, etc., are given a 3D appearance using shading, giving the appearance of being sculpted out of stone. By unstated convention, such interfaces have a light source at their top right. Where used judiciously, the raised areas are easily identifiable and can be used to highlight active areas (Figure 3.13). Unfortunately, some interfaces make indiscriminate use of sculptural effects, on every text area, border and menu, so all sense of differentiation is lost.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

A more complex technique uses interfaces with 3D workspaces. The objects displayed in such systems are usually flat, but are displayed in perspective when at an angle to the viewer and shrink when they are 'further away'. Figure 3.14 shows one such system, Web-book [38]. Notice how size, light and occlusion provide a sense of distance. Notice also that as objects get further away they take up less screen space. Three-dimensional workspaces give you extra space, but in a more natural way than iconizing windows.


Chapter 3 The interaction 3.5.8 Three-dimensional interfaces Page 122

These mechanisms overlap with other interaction styles, especially the use of sculptured elements in WIMP interfaces. However, there is a distinct interaction style for 3D interfaces in that they invite us to use our tacit abilities for the real world, and translate them into the electronic world. Novice users must learn that an oval area with a word or picture in it is a button to be pressed, but a 3D button says 'push me'. Further, more complete 3D environments invite one to move within the virtual environment, rather than watch as a spectator.


Chapter 3 The interaction 3.6 Elements of the WIMP interface Page 123

3.6 Elements of the WIMP interface


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