This document discusses user interface design and direct manipulation interfaces. It covers windowing systems and how they use a window manager and window system. Widgets are introduced as basic building blocks that provide consistency across applications and reduce user learning time.
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User Interface Design: (Lecture 7)
This document discusses user interface design and direct manipulation interfaces. It covers windowing systems and how they use a window manager and window system. Widgets are introduced as basic building blocks that provide consistency across applications and reduce user learning time.
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User Interface Design
(Lecture 7)
Dr. R. Mall Direct Manipulation Interface
Present information to the user
as visual models or objects. Actions are performed on the visual representations of the objects, e.g. pull an icon representing a file into an icon representing a trash box, for deleting the file. Direct manipulation interfaces are sometimes called as iconic interfaces. Direct Manipulation (Iconic) Interface
Important advantages of iconic
interfaces: icons can be recognized by users very easily, icons are language-independent. However, experienced users consider direct manipulation interfaces too slow. Direct Manipulation (Iconic) Interface
It is difficult to form complex commands
using a direct manipulation interface. For example, if one has to drag a file icon into a trash box icon for deleting a file: to delete all files in a directory one has to perform this operation again and again very easily done in a command language- interface by issuing a command delete *.* Windowing Systems
Most modern GUIs are developed using
some windowing system. A windowing system can generate displays through a set of windows. Since a window is a basic entity in such a graphical user interface: we need to first discuss what exactly a window is. Window
A window is a rectangular area on the screen.
A window is a is a virtual screen: it provides an interface to the user for carrying out independent activities, one window can be used for editing a program and another for drawing pictures, etc. A window can be divided into two parts: client part, non-client part. Window
The client area makes up the whole of
the window, except for the borders and scroll bars. The client area is available to the programmer. Non-client area: under the control of window manager. Window management system (WMS)
A graphical interface might consist
of a large number of windows, necessary to have some systematic way to manage the windows. Window Management System (WMS) Window management system (WMS)
GUIs are developed using a window
management system (WMS): A window management system is primarily a resource manager. keeps track of screen area resource allocates it to the different windows which are using the screen. Window management system (WMS)
From a broader perspective, a WMS can be
considered as a user interface management system (UIMS) --- not only does resource management, also provides the basic behavior to windows provides several utility routines to the application programmer for user interface development. Window management system (WMS)
A WMS simplifies the task of a GUI
designer to a great extent: provides the basic behavior to the various windows such as move, resize, iconify, etc. provides routines to manipulate windows such as: creating, destroying, changing attributes of the windows, and drawing text, lines, etc. Window management system (WMS)
A WMS consists of two part:
a window manager a window system.
Window Manager Application Program
WMS Window System Window Manager and Window System
User interacts with window manager to do
various window-related operations such as: window repositioning, window resizing, iconification, etc. Window manager also controls the screen’s real estate policy. Window manager
The window manager is built on the top of
the window system: makes use of the basic services provided by the window system. The window manager determines how the windows look and behave. several kinds of window managers can be based on the same window system. Window manager
Window manager can be considered
as a special program: makes use of the services (function calls) of the window system. Application programs invoke the window system for user interface-related functions. Window System
Provides a large number of
routines for the programmer It is very cumbersome to use these large set of routines: most WMS provide a higher-level abstraction called widgets. Window Management System
A widget is the short form for a window
object. Widgets are the building blocks in interface design. We know that an object is essentially a collection of: related data with several operations defined on these data. Widgets
The data of an window object are:
the geometric attributes (such as size, location etc.) other attributes such as its background and foreground color, etc. The operations defined on these data include, resize, move, draw, etc. Advantages of Widgets
One of the most important reasons to
use widgets as building blocks: provide consistency. Consistent user interfaces improve the user's productivity and lead to higher performance with fewer errors. Advantages of Widgets
Widgets make users familiar with standard
ways of using an interface --- users can easily extend their knowledge of interface of one application to another the learning time for users is reduced to a great extent. Next lecture we will identify standard widgets used to design GUIs. Summary
User interface is an important
component of any software product. We first discussed some important concepts associated with user interface design. We discussed some desirable properties of a good user interface. Summary
There are 3 main types of interfaces:
command language interface menu-based interface iconic interface Each type of interface has its own advantages and disadvantages: most modern interfaces use a combination of all the three types. Summary
We finally discussed concepts
associated with a window management system (WMS): consists of a window manager and a window system. we discussed the use of widgets as the basic building blocks in GUI design.