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


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Chapter 4 Usability paradigms and principles 4.2.5 Window systems and the WIMP interface Page 148

4.2.5 Window systems and the WIMP interface


Chapter 4 Usability paradigms and principles 4.2.5 Window systems and the WIMP interface Page 148

More and more computer users are becoming familiar with interaction based on windows, icons, menus and pointers -- the WIMP interface. These interaction devices first appeared in the commercial marketplace in April, 1981, when Xerox Corporation introduced the 8010 Star Information System. But many of the interaction techniques underlying a windowing system were used in Engelbart's group in NLS and at Xerox PARC in the experimental precursor to Star, the Alto.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 150

In the early 1980s as the price of fast and high-quality graphics hardware was steadily decreasing, designers were beginning to see that their products were gaining popularity as their visual content increased. As long as the user--system dialog remained largely unidirectional -- from user command to system command line prompt -- computing was going to stay within the minority population of the hackers who revelled in the challenge of complexity. In a standard command line interface, the only way to get any feedback on the results of previous interaction is to know that you have to ask for it and to know how to ask for it. In terms of the interaction framework discussed in Chapter 3, not every articulated input expression from the user is accompanied by some output expression which reveals an underlying change in the internal state of the system. Rapid visual and audio feedback on a high-resolution display screen or through a high-quality sound system makes it possible to provide evaluative information for every executed user action.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 150

Rapid feedback is just one feature of the interaction technique known as direct manipulation. Ben Shneiderman [218, 219] is attributed with coining this phrase in 1982 to describe the appeal of graphics-based interactive systems such as Sketchpad and the Xerox Alto and Star. He highlights the following features of a direct manipulation interface:


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 150

incremental action at the interface with rapid feedback on all actions


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 150

The first real commercial success which demonstrated the inherent usability of direct manipulation interfaces for the general public was the Macintosh personal computer, introduced by Apple Computer, Inc. in 1984 after the relatively unsuccessful marketing attempt in the business community of the similar but more pricey Lisa computer. We discussed earlier how the desktop metaphor makes the computer domain of file management, usually described in terms of files and directories, easier to grasp by likening it to filing in the typical office environment, usually described in terms of documents and folders. The direct manipulation interface for the desktop metaphor requires that the documents and folders are made visible to the user as icons which represent the underlying files and directories. An operation such as moving a file from one directory to another is mirrored as an action on the visible document which is 'picked up and dragged' along the desktop from one folder to the next. In a command line interface to a filing system, it is normal that typographical errors in constructing the command line for a move operation would result in a syntactically incorrect command (for example, mistyping the file's name results in an error if you are fortunate enough not to spell accidentally another file in the process). It is impossible to formulate a syntactically incorrect move operation with the pick up and drag style of command. It is still possible for errors to occur at a deeper level, as the user might move a document to the wrong place, but it is relatively easy to detect and recover from those errors. While the document is dragged, continual visual feedback is provided, creating the illusion that the user is actually working in the world of the desktop and not just using the metaphor to help him understand.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 151

In a system built on the model-world metaphor, the interface is itself a world where the user can act, and which changes state in response to user actions. The world of interest is explicitly represented and there is no intermediary between user and world. Appropriate use of the model-world metaphor can create the sensation in the user of acting upon the objects of the task domain themselves. We call this aspect of directness direct engagement.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 151

In the model-world metaphor, the role of the interface is not so much one of mediating between the user and the underlying system. From the user's perspective, the interface is the system.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 151

Somewhat related to the visualization provided by direct manipulation is the WYSIWYG paradigm, which stands for 'What you see is what you get'. What you see on a display screen, for example when you are using a word processor, is not the actual document that you will be producing in the end. Rather, it is a representation or rendering of what that final document will look like. The implication with a WYSIWYG interface is that the difference between the representation and the final product is minimal, and the user is easily able to visualize the final product from the computer's representation. So, in the word-processing example, you would be able to see what the overall layout of your document would be from its image on screen, minimizing any guesswork on your part to format the final printed copy.


Chapter 4 Usability paradigms and principles 4.2.7 Direct manipulation Page 152

With WYSIWYG interfaces, it is the simplicity and immediacy of the mapping between representation and final product that matters. In terms of the interaction framework, the observation of an output expression is made simple so that assessment of goal achievement is straightforward. But WYSIWYG is not a panacea for usability. What you see is all you get! In the case of a word processor, it is difficult to achieve more sophisticated page design if you must always see the results of the layout on screen. For example, suppose you want to include a picture in a document you are writing. You design the picture and then place it in the current draft of your document, positioning it at the top of the page on which it is first referenced. As you make changes to the paper, the position of the picture will change. If you still want it to appear at the top of a page, you will no doubt have to make adjustments to the document. It would be easier if you only had to include the picture once, with a directive that it should be positioned at the top of the printed page, whether or not it appears that way on screen. You might sacrifice the WYSIWYG principle in order to make it easier to incorporate such floatable objects in your documents.


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