HCS: Interfaces and Interactions
Week 5

Aims:

Theory section: Interface issues

The Macintosh interface can be described as a graphical user interface (GUI). The term graphical user interface is used when referring to graphics, bitmapped displays, VDU screens, scanning, plotting and so on. The following ideas and issues are associated with graphical user interfaces:

Icons

When an interface is described as iconic the emphasis is placed on the design and interpretation of icons. Some of the issues involved in the design of icons are: perception, representation (the use of symbols, depictions of referents, metaphors and so on), the functions of representations (such as identifying, indicating and classifying), discrimination between icons within groups and interactions involving icons. The figure below shows eight states of the Macintosh's Wastebasket icon:

Eight Different Icons of Wastebaskets (Trashcans)


Direct manipulation

Direct manipulation
was mentioned in previous weeks. It is a form of dialogue style in which the user's intentions and goals can be expressed in terms of interface representations (directly manipulated) rather than through an intermediary language. It's been said of direction manipulation that, "the interface becomes transparent and no longer exists for the user. The (represented) world becomes, cognitively, directly present." The following terms and explanations may make the notion of "directness" clearer:

It is easier to talk of direction manipulation interactions than direct manipulation interfaces. This is because directness is an effect experienced by users rather than a property of an interface. Nevertheless, interfaces can be designed to increase the likelihood that users will experience the effect of direct manipulation. A design that permitted document icons to be dragged to a wastebasket icon would offer strong support for direct manipulation, but dialogues in which iconic buttons were clicked to turn options on and off would probably be less direct (and comparable with making menu selections).

Metaphors
Here is an example of some extremely mixed metaphors:
I'm in a cleft stick because my flow-charting is rusty. I'll try to hammer out the problems but they bristle with difficulties and I think I've bitten off more than I can chew.

The term metaphor comes from the Greek word Phorein which means ferrying. A metaphor conveys meaning with a direct comparison. For example, the phrase cloaked in mystery is used to indicate concealment by making a direct comparison with a cloak's ability to conceal.

The Star's (see week 2 notes) desktop metaphor was adopted to provide a familiar conceptual model of the interface - so that users could conceive of their actions as comparable with using a desk. The designers of the Star hoped the desktop metaphor would "make the electronic 'world' seem more familiar, less alien, and require less training". The Macintosh desktop contains items found in offices (such as, wastebaskets, folders and documents) and in some respects these items can be used in ways that parallel their use in offices (such as, putting documents in folders or in the wastebasket).

Other examples of metaphors employed in interface design are: control panel displays, paintboxes or palettes, the Rehearsal World's theatre metaphor and the Alternate Reality Kit's physical world metaphor.

WYSIWYG

The term WYSIWYG (pronounced "whizzy wig") relates the screen display (what you see) to printed output (what you get). The term is usually applied to text editors in which the screen display represents a sheet of paper. The designers of the Star wrote that, "The first powerful WYSIWYG editor was Bravo, an experimental editor developed ... at the Xerox Palo Alto Research Center". The significance of WYSIWYG is that it enables users to manipulate concrete representations and to avoid the mental computations involved in bridging the distance between the display and final output. An alternative to a WYSIWYG text editor would be one in which texts contain embedded commands to format printed output and in which the screen display shows the commands rather than the effects of the commands.



Other ideas mentioned in the week 5 seminar:

Practical section: Final part of introduction to Macintosh and HyperCard


At this stage of the unit you should have built, or be completing, your own stack. You should also be able to:
You should also learn to: At the end of the session

Coursework Details (supplement to half-unit guide)

You are expected to hand in a report describing a system you have built using HyperCard.

Report

The maximum length of a report is 10 A4 sides, though 5 A4 sides will be acceptable. An A4 side can be regarded as 500 to 700 words, or up to 4000 characters. The report should concentrate on the following: Further details concerning the content of the reports will be provided in weeks 6 and 7.

System

You choose the system and the degree of difficulty of the implementation. The report should not include details of the programming, but it should describe the interface in detail.

Ideas for systems can be obtained from the library (e.g. a book like: "101 Quick Programs for the ZX Spectrum"). Suitable ideas might be: Your system should allow the user to choose and change. You are warned not to take advantage of the openness of this assignment for two reasons:

~~Don Clark's Website

~~Index without frames