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Properties or Attributes of Objects In User Interface Design

Objects also have properties or attributes. Properties are the unique characteristics ofan object. Properties help to describe an object and can be changed by users. Examples of properties are text styles (such as normal or italics), font sizes (such as 10 or 12points), or window background colors (such as black or blue).

Actions

In addition to objects, there are actions. People take actions on objects. They manipulate objects in specific ways (commands) or modify the properties of objects (propertyor attribute specification).

Commands are actions that manipulate objects. They may be performed in a varietyof ways, including direct manipulation or a command button. They are executed immediately when selected. Once executed, they cease to be relevant. Examples of commands include opening a document, printing a document, closing a window, and quitting an application.

Property/attribute specification actions establish or modify the attributes or properties of objects. When selected, they remain in effect until deselected. Examples include selecting cascaded windows to be displayed, a particular font style, or a particular color.

The following is a typical property/attribute specification sequence:

1. The user selects an object such as several words of text.

2. The user then selects an action to apply to that object, such as the action Bold.

3. The selected words are made bold and will remain bold until selected andchanged again.

A series of actions may be performed on a selected object. Performing a series of actions on an object also permits and encourages system learning through exploration.

Application versus Object or Data Orientation

Earlier graphical systems were usually application-oriented, a continuation of the philosophy that enveloped text-based systems. When a text-based system was developed, it was called an application. As graphical systems evolved, developers usually thought in terms of applications as well. When a real picture of the user began to emerge, it finally became evident that people think in terms of tasks, not applications.They choose objects and then act upon them.

An application-oriented approach takes an action:object approach, like the following:

Action> 1. The user opens an application such as word processing.

Object> 2. The user then selects a file or other object such as a memo.

An object-oriented object:action approach does the following:

Object> 1. The user chooses an object such as a memo.

Action> 2. The user then selects an application such as word processing.

The object:action approach permits people to focus more easily on their task and minimizes the visibility of the operating system and separate applications. Many experienced users may have difficulty switching from one approach to another because an old interaction behavior must be unlearned and a new one learned. New users should not experience these problems because it more accurately reflects a person’s thinking. In any one interface, it is critical that a consistent orientation be maintained, either an object:action or an action:object approach.

Atin Dasgupta is director and founder of Leveljam. Web Development Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

Characteristics of the Graphical User Interface

web development mumbai graphicsA graphical system possesses a set of defining concepts. Included are sophisticated visual presentation, pick-and-click interaction, a restricted set of interface options, visualization, object orientation, extensive use of a person’s recognition memory, and concurrent performance of functions.

Sophisticated Visual Presentation

Visual presentation is the visual aspect of the interface. It is what people see on the screen. The sophistication of a graphical system permits displaying lines, including drawings and icons. It also permits the displaying of a variety of character fonts, including different sizes and styles. The display of 16 million or more colours is possible on some screens. Graphics also permit animation and the presentation of photographs and motion video. The meaningful interface elements visually presented to the user in a graphical system include windows (primary, secondary, or dialogue boxes), menus (menu bar, pulldown, pop-up, cascading), icons to represent objects such as programs or files, assorted screen-based controls (text boxes, list boxes, combination boxes, settings, scroll bars, and buttons), a mouse or other pointing device, and the cursor. The objective is to reflect visually on the screen the real world of the user as realistically, meaningfully, simply, and clearly as possible.

Pick-and-Click Interaction

Elements of a graphical screen upon which some action is to be performed must firstbe identified. The motor activity required of a person to identify this element for a proposed action is commonly referred to as pick, and the signal to perform an action as click. The primary mechanism for performing this pick-and-click is most often the mouse and its buttons. The user moves the mouse pointer to the relevant element (pick) and the action is signaled (click). Pointing allows rapid selection and feedback. The eye, hand, and mind seem to work smoothly and efficiently together. The secondary mechanism for performing these selection actions is the keyboard. Most systems permit pick-and-click to be performed using the keyboard as well.

Restricted Set of Interface Options

The array of alternatives available to the user is what is presented on the screen or what may be retrieved through what is presented on the screen — nothing less, nothing more. This concept fostered the acronym WYSIWYG.

Visualization

Visualization is a cognitive process that enables people to understand information that is difficult to perceive, because it is either too voluminous or too abstract. It involves changing an entity’s representation to reveal gradually the structure and /or function of the underlying system or process. Presenting specialized graphic portrayals facilitates visualization. The best visualization method for an activity depends on what people are trying to learn from the data. The goal is not necessarily to reproduce a realistic graphical image, but to produce one that conveys the most relevant information. Effective visualizations can facilitate mental insights, increase productivity, and foster faster and more accurate use of data.

Object Orientation

A graphical system consists of objects and actions. Objects are what people see on the screen. They are manipulated as a single unit. A well-designed system keeps users focused on objects, not on how to carry out actions. Objects can be composed of sub-objects. For example, an object may be a document. The document’s sub-objects may be a paragraph, sentence, word, and letter.

IBM’s System Application Architecture Common User Access Advanced Interface Design Reference (SAA CUA) (IBM, 1991) breaks objects into three meaningful classes: data, container, and device. Data objects present information. This information, either text or graphics, normally appears in the body of the screen. It is essentially the screen-based controls for information collection or presentation organized on the screen.

Container objects are objects that hold other objects. They are used to group two or more related objects for easy access and retrieval. There are three kinds of container objects: the workplace, folders, and work areas. The workplace is the desktop, the storage area for all objects. Folders are general-purpose containers for long-term storage of objects. Work areas are temporary storage folders used for storing multiple objects currently being worked on.

Device objects represent physical objects in the real world, such as printers or trashcans. These objects may contain others for acting upon. A file, for example, may be placed in a printer for printing of its contents.

Microsoft Windows specifies the characteristics of objects depending upon the relationships that exist between them. Objects can exist within the context of other objects, and one object may affect the way another object appears or behaves. These relationships are called collections, constraints, composites, and containers.

A collection is the simplest relationship — the objects sharing a common aspect. A collection might be the result of a query or a multiple selection of objects. Operations can be applied to a collection of objects.

A constraint is a stronger object relationship. Changing an object in a set affects some other object in the set. A document being organized into pages is an example of a constraint.

A composite exists when the relationship between objects becomes so significant that the aggregation itself can be identified as an object. Examples include a range of cells organized into a spreadsheet, or a collection of words organized into a paragraph.

A container is an object in which other objects exist. Examples include text in a document or documents in a folder. A container often influences the behaviour of its content. It may add or suppress certain properties or operations of objects placed within it, control access to its content, or control access to kinds of objects it will accept.

These relationships help define an object’s type. Similar traits and behaviours exist in objects of the same object type.

Another important object characteristic is persistence. Persistence is the maintenance of a state once it is established. An object’s state (for example, window size, cursor location, scroll position, and so on) should always be automatically preserved when the user changes it.

Atin Dasgupta is director and founder of Leveljam. Web Development Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

Disadvantages Of Graphical Systems in Computer User Interface Design

Web Design Agency MumbaiThe body of positive research, hypotheses, and comment concerning graphical systems is being challenged by some studies, findings, and opinions that indicate that graphical representation and interaction may not necessarily always be better. Indeed, in some cases, it may be poorer than pure textual or alphanumeric displays. Trying to force all system components into a graphical format may be doing a disservice to the user. Some also feel that, as graphical systems become increasingly sophisticated and continue to expand, interfaces become increasingly more complex, sometimes arcane, and even bizarre. Among the disadvantages put forth are the following:

Greater design complexity.

The elements and techniques available to the graphical screen designer far outnumber those that were at the disposal of the text-based screen designer. Controls and basic alternatives must be chosen from a pile of choices numbering in excess of 50. (Conversely, alternatives available to the text-based screen designer numbered about 15.) This design potential may not necessarily result in better design, unless the choices are thoughtfully selected and consistently and simply applied. Proper window types must also be chosen and colours selected from a seemingly unending rainbow of alternatives. With graphics, the skill of the designer is increasingly challenged. Poor design can undermine acceptance.

Learning still necessary.

The first time one encounters many graphical systems, what to do is not immediately obvious. The user may not know the meanings of many words and icons. It is often not possible to guess their meanings, especially the more arbitrary symbols. The user may also have to learn how to use a pointing device. A severe learning and remembering requirement is imposed on many users, and it takes a while to get up to speed. A text-based system could easily be structured to incorporate a set of clear instructions: (1) Do this, (2) now do this, and so on.

System providers estimate that becoming accustomed to a graphical interface should require about eight hours of training. Other experts say the learning time is closer to 20 or 30 hours.

Lack of experimentally-derived design guidelines.

The graphical interface is still burdened today by a lack of widely available experimentally-derived design guidelines. Early on, more developer interest existed in solving technical rather than usability issues, so few studies to aid in making design decisions were performed. Today studies being performed in usability laboratories are rarely published. This occurs because of several factors. First, builders of platforms and packages will not publish their study results because they want to maintain a competitive advantage. If they find a better way to do something, or present something, why tell the competition? Let them make the same mistake, or find the answer themselves.

Second, the studies are often specific to a particular function or task. They may not be generally applicable. Third, it takes time and effort to publish something. The developer in today’s office seldom has the time. Finally, it is also difficult to develop studies evaluating design alternatives because of increased GUI complexity. Too many variables that must be controlled make meaningful cause and-effect relationships very difficult to uncover.

Consequently, there is too little understanding of how most design aspects relate to productivity and satisfaction.

Inconsistencies in technique and terminology.

Many differences in technique, terminology, and look and feel exist among various graphical system providers, and even among successive versions of the same system. These inconsistencies occur because of copyright and legal implications, product differentiation considerations, and our expanding knowledge of the interface. The result is that learning, and relearning, for both designers and users is much more difficult than it should be.

Working domain is the present.

While direct-manipulation systems provide context, they also require the user to work in the present. Hulteen (1988), in a takeoff on WYSIWYG, suggests “What you see is all you get.” Walker (1989) argued that language takes you out of the here and now and the visually present. Language, she continues, makes it easier to find things.

Not always familiar. Symbolic representations may not be as familiar as words ornumbers. People have been exposed to words and numbers for a long time. Research has found that numeric symbols elicit faster responses than graphic symbols in a visual search task. One developer had to modify a new system during testing by replacing iconic representations with a textual outline format. The users, lawyers, were unfamiliar with icons and demanded a more familiar format.

Human comprehension limitations.

Human limitations may also exist in terms of one’s ability to deal with the increased complexity of the graphical interface. The variety of visual displays can still challenge all but the most sophisticated users. The number of different icons that can be introduced is also restricted because of limitations in human comprehension. Studies continually find that the number of different symbols a person can differentiate and deal with is much more limited than text. Some researchers note that claims for the easy understanding of pictograms are exaggerated, and that recognizing icons requires much perceptual learning, abstracting ability, and intelligence.

The motor skills required may also challenge all but the most sophisticated users. Correctly double-clicking a mouse, for example, is difficult for some people.

Window manipulation requirements. Window handling and manipulation time are still excessive and repetitive. This wastes time and interrupts the decision making needed to perform tasks and jobs.

Production limitations.

The number of symbols that can be clearly produced using today’s technology is still limited. A body of recognizable symbols must be produced that are equally legible and equally recognizable using differing technologies. This is extremely difficult today.

Few tested icons exist.

Icons, like typefaces, must appear in different sizes, weights, and styles. As with text, an entire font of clearly recognizable symbols must be developed. It is not a question of simply developing an icon and enlarging or reducing it. Changing an icon’s size can differentially affect symbol line widths, open areas, and so forth, dramatically affecting its recognisability. Typeface design is literally the product of 300 years of experimentation and study. Icons must be researched, designed, tested, and then introduced into the marketplace. The consequences of poor or improper design will be confusion and lower productivity for users.

Inefficient for touch typists.

For an experienced touch typist, the keyboard is a very fast and powerful device. Moving a mouse or some other pointing mechanism may be slower.

Inefficient for expert users.

Inefficiencies develop when there are more objects and actions than can fit on the screen. Concatenation for a command language is impossible.

Not always the preferred style of interaction.

Not all users prefer a pure iconic interface. A study comparing commands illustrated by icons, icons with text, or text-only, found that users preferred alternatives with textual captions.

Not always fastest style of interaction.

Another study has found that graphic instructions on an automated bank teller machine were inferior to textual instructions.

Increased chances of clutter and confusion.

A graphical system does not guarantee elimination of clutter on a screen. Instead, the chance for clutter is increased, thereby increasing the possibility of confusion. How much screen clutter one can deal with is open to speculation. The possibility that clutter may exist is evidenced by the fact that many people, when working with a window, expand it to fill the entire display screen. This may be done to reduce visual screen clutter. Mori and Hayashi (1993) found that visible windows, not the focus of attention, degraded performance in the window being worked on.

The futz and fiddle factor.

With the proliferation of computer games, computer usage can be waste of time. Stromoski (1993) estimates that five hours a week in the office are spent playing and tinkering. Experts have said that the most used program in Microsoft Windows is Solitaire! Tinkering includes activities such as creating garish documents reflecting almost every object property (font size, style, colour, and so on) available.

Futzing and fiddling does have some benefits, however. It is a tool for learning how to use a mouse, for example, and it is a vehicle for exploring the system and becoming familiar with its capabilities. It is of value when done in moderation.

May consume more screen space.

Not all applications will consume less screen space. A listing of names and telephone numbers in a textual format will be more efficient to scan than a card file.

Hardware limitations.

Good design also requires hardware of adequate power, processing speed, screen resolution, and graphic capability. Insufficiencies in these areas can prevent a graphic system’s full potential from being realized.

Atin Dasgupta is director and founder of Leveljam. Web Design Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

Why Graphical Systems Were Adopted By The World & Their Advantages

Graphical systems burst upon the office with great promise. The simplified interface they presented was thought to reduce the memory requirements imposed on the user, make more effective use of one’s information-processing capabilities, and dramatically reduce system learning requirements. Experience indicates that for many people they have done all these things.

Advantages

The success of graphical systems has been attributed to a host of factors. The following have been commonly referenced in literature and endorsed by their advocates as advantages of these systems:

Symbols recognized faster than text. Research has found that symbols can be recognized faster and more accurately than text, and that the graphical attributes of icons, such as shape and colour, are very useful for quickly classifying objects, elements, or text by some common property. An example of a good classification scheme that speeds up recognition is the icons developed for indicating the kind of message being presented to the user of the system. The text of an informational message is preceded by an “i” in a circle, a warning message by an exclamation point, and a critical message by another unique symbol. These icons allow speedy recognition of the type of message being presented.

Faster learning. Research has also found that graphical, pictorial representation aids learning, and symbols can also be easily learned.

Faster use and problem solving. Visual or spatial representation of information has been found to be easier to retain and manipulate, and leads to faster and more successful problem solving. Symbols have also been found to be effective in conveying simple instructions.

Easier remembering. Because of greater simplicity, it is easier for casual users to retain operational concepts.

More natural. Graphic representations of objects are thought to be more natural and closer to innate human capabilities. In human beings, actions and visual skills emerged before languages. It has also been suggested that symbolic displays are more natural and advantageous because the human mind has a powerful image memory.

Exploits visual / spatial cues. Spatial relationships are usually found to be understood more quickly than verbal representations. Visual thinking is believed to be better than logical thinking.

Fosters more concrete thinking. Displayed objects are directly in the high-level task domain, or directly usable in their presented form. There is no need mentally to decompose tasks into multiple commands with complex syntactic form. The need for abstract thinking is therefore minimized.

Provides context. Displayed objects are visible, providing a picture of the current context.

Fewer errors. More concrete thinking affords fewer opportunities for errors. Reversibility of actions reduces error rates because it is always possible to undo the last step. Error messages are less frequently needed.

Increased feeling of control. The user initiates actions and feels in control. This increases user confidence and hastens system mastery.

Immediate feedback. The results of actions furthering user goals can be seen immediately. Learning is quickened. If the response is not in the desired direction, the direction can be changed quickly.

Predictable system responses. Predictable system responses also speed learning.

Easily reversible actions. The user has more control. This ability to reverse unwanted actions also increases user confidence and hastens system mastery.

Less anxiety concerning use. Hesitant or new users feel less anxiety when using the system because it is so easily comprehended, is easy to control, and has predictable responses and reversible actions.

More attractive. Direct-manipulation systems are more entertaining, clever, and appealing. This is especially important for the cautious or sceptical user.

May consume less space. Icons may take up less space than the equivalent in words. More information can often be packed in a given area of the screen. This, however, is not always the case.

Replaces national languages. Language-based systems are seldom universally applicable. Language translations frequently cause problems in a text-based system. Icons possess much more universality than text and are much more easily comprehended worldwide.

Easily augmented with text displays. Where graphical design limitations exist, direct-manipulation systems can easily be augmented with text displays. The reverse is not true.

Low typing requirements. Pointing and selection controls, such as the mouse or trackball, eliminate the need for typing skills.

Smooth transition from command language system. Moving from a command language to a direct-manipulation system has been found to be easy. The reverse is not true.

Atin Dasgupta is director and founder of Leveljam. Web Design Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

The Concept of Direct Manipulation & Indirect Manipulation

web design company mumbai direct manipulation expertsThe term used to describe graphical systems with this style of interaction was first used by Shneiderman (1982). He called them “direct manipulation” systems, suggesting that they possess the following characteristics:

The system is portrayed as an extension of the real world. It is assumed that a person is already familiar with the objects and actions in his or her environment of interest. The system simply replicates them and portrays them on a different medium, the screen. A person has the power to access and modify these objects, including windows. A person is allowed to work in a familiar environment and in a familiar way, focusing on the data, not the application and tools. The physical organization of the system, which most often is unfamiliar, is hidden from view and is not a distraction.

Objects and actions are continuously visible. Like one’s desktop, objects are continuously visible. Reminders of actions to be performed are also obvious, where labelled buttons replace complex syntax and command names. Cursor action and motion occurs in physically obvious and intuitively natural ways. Nelson (1980) described this concept as virtual reality, a representation of reality that can be manipulated. Hatfield (1981) is credited with calling it WYSIWYG (what you see is what you get). Rutkowski (1982) described it as transparency, where one’s intellect is applied to the task, not the tool. Hutchins, Hollan, and Norman (1986) considered it direct involvement with the world of objects rather than communicating with an intermediary.

One problem in direct manipulation, however, is that there is no direct analogy on the desk for all necessary windowing operations. A piece of paper on one’s desk maintains a constant size, never shrinking or growing. Windows can do both. Solving this problem required embedding a control panel, a familiar concept to most people, in a window’s border. This control panel is manipulated, not the window itself.

Actions are rapid and incremental with visible display of results. Because tactile feedback is not yet possible (as would occur with one’s hand when one touches something), the results of actions are immediately displayed visually on the screen in their new and current form. Auditory feedback may also be provided. The impact of a previous action is quickly seen, and the evolution of tasks is continuous and effortless.

Incremental actions are easily reversible. Finally, actions, if discovered to be incorrect or not desired, can be easily undone.

Earlier Direct Manipulation Systems

Using the aforementioned definition, the concept of direct manipulation actually preceded the first graphical system. The earliest full-screen text editors possessed similar characteristics. Screens of text resembling a piece of paper on one’s desk could be created (extension of real world) and then reviewed in their entirety (continuous visibility).Editing or restructuring could be easily accomplished (through rapid incremental actions) and the results immediately seen. Actions could be reversed when necessary. It took the advent of graphical systems to crystallize the direct manipulation concept, however.

Indirect Manipulation

  • In practice, direct manipulation of all screen objects and actions may not be feasible because of the following:
  • The operation may be difficult to conceptualize in the graphical system.
  • The graphics capability of the system may be limited.
  • The amount of space available for placing manipulation controls in the window border may be limited.
  • It may be difficult for people to learn and remember all of the necessary operations and actions.

When this occurs, indirect manipulation is provided. Indirect manipulation substitutes words and text, such as pull-down or pop-up menus, for symbols, and substitutes typing for pointing. Most window systems are a combination of both direct and indirect manipulation. A menu may be accessed by pointing at a menu icon and then selecting it (direct manipulation). The menu itself, however, is a textual list of operations (indirect manipulation). When an operation is selected from the list, by pointing or typing, the system executes it as a command.

Which style of interaction — direct manipulation, indirect manipulation, or a combination of both — is best, under what conditions and for whom, remains a question for which the answer still eludes us.

Atin Dasgupta is director and founder of Leveljam. Web Design Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

What is a User Interface

what is a user interface web design company mumbaiA user interface, as recently described, is a collection of techniques and mechanisms to interact with something. In a graphical interface, the primary interaction mechanism is a pointing device of some kind. This device is the electronic equivalent to the human hand. What the user interacts with is a collection of elements referred to as objects. They can be seen, heard, touched, or otherwise perceived. Objects are always visible to the user and are used to perform tasks. They are interacted with as entities independent of all other objects. People perform operations, called actions, on objects. The operations include accessing and modifying objects by pointing, selecting, and manipulating. All objects have standard resulting behaviors.

The Popularity of Graphics

Graphics revolutionized design and the user interface. A graphical screen bore scant resemblance to its earlier text-based colleagues. Whereas the older text-based screen possessed a one-dimensional, text-oriented, form-like quality, graphic screens assumed a three-dimensional look. Information floated in windows, small rectangular boxes that seemed to rise above the background plane. Windows could also float above other windows. Controls appeared to rise above the screen and move when activated. Lines appeared to be etched into the screen. Information could appear and disappear as needed, and in some cases text could be replaced by graphical images called icons. These icons could represent objects or actions.

Screen navigation and commands are executed through menu bars and pull-down menus. Menus “pop up” on the screen. In the screen body, selection fields such as radio buttons, check boxes, list boxes, and palettes co-existed with the reliable old text entry field. More sophisticated text entry fields with attached or drop-down menus of alternative options also became available. Screen objects and actions are typically selected through use of pointing mechanisms, such as the mouse or joystick, instead of the traditional keyboard.

Increased computer power and the vast improvement in the display enable a system to react to the user’s actions quickly, dynamically, and meaningfully. This new interface was characterized as representing one’s “desktop” with scattered notes, papers, and objects such as files, trays, and trash cans arrayed around the screen. It is sometimes referred to as the WIMP interface: windows, icons, menus, and pointing device.

Graphic presentation of information utilizes a person’s information-processing capabilities much more effectively than other presentation methods. Properly used, it reduces the requirement for perceptual and mental information recoding and re-organization, and also reduces the memory loads. It permits faster information transfer between computers and people by permitting more visual comparisons of amounts, trends, or relationships; more compact representation of information; and simplificationof the perception of structure. Graphics also can add appeal or charm to the interface and permit greater customization to create a unique corporate or organization style.

Atin Dasgupta is director and founder of Leveljam. Web Design Company Mumbai Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

Characteristics of Graphical and Web User Interfaces

web interface design company mumbaiThe Web interface differs from a GUI interface

The graphical user interface differed significantly from its text-based forefather. The Web interface differs from a GUI interface in significant ways also. In this article and the following articles, the following characteristics of GUI and Web interfaces are reviewed:

  • Interaction styles.
  • The concept of direct manipulation.
  • The characteristics of graphical interfaces.
  • The characteristics of Web interfaces.
  • Web page versus Web application design.
  • The general principles of user interface design.

Interaction Styles

An interaction style is simply the method, or methods, by which the user and a computer system communicate with one another. Today the designer has a choice of several interaction styles in graphical system or Web page and application design. They are as follows:

  • Command line
  • Menu selection
  • Form fill-in
  • Direct manipulation
  • Anthropomorphic

The choice of interaction styles to be considered may be limited based upon the type of system being developed and the characteristics of the input and output devices tobe used for the interface. A brief description of each interaction style follows.

Command Line

The command-line interface is the oldest and original user interaction style. It requires the user to press a function key or type a command into a designated entry area on ascreen. The commands may be single characters, abbreviations, words, or multiplewords and codes. The command-line style is powerful, offering immediate access to system functions. It is also flexible and able to incorporate options or parameters to vary its behavior. One problem with command lines is that they must be rememberedand they test one’s power of recall. No clues about what commands are available existon the screen. Another problem is that command lines can be cryptic and obscure with complex syntax. They are also very prone to, and intolerant of, typing errors that can lead to user frustration.

Menu Selection

A menu is a set of options or choices from which a user must choose. On screens, the user selects a choice with a pointing device or keystroke. Typically, some kind of visual feedback is then provided to indicate the option selected. Menu selections can also beprovided by voice as exemplified by the “Press 1 to…” encountered after telephone calls to a business or organization. A newer version of telephone voice menus now appearing asks the caller to speak a request (or command), which, hopefully, the voice recognition system will understand. (Is this an auditory command line?) Screen menus are advantageous because they utilize a person’s much stronger powers of recognition, not recall. However, menu choice labels must be meaningful and understandable for the menu to be truly effective. Otherwise, speed of use will be degraded and errors increase. Menus can break a complex interaction into small steps, which structure and aid the decision-making process. This is especially helpful for infrequent users who are unfamiliar with the system. On the other hand, many small steps may slow the knowledgeable user.

Form Fill-in

The form fill-in style is very useful for collecting information. Today’s typical form structured screen contains a series of controls or fields into which the user either types information or selects an option, or options, from a listing of choices. (Technically, a listing of choices presented to users is also a menu.) In old text-based systems, however, screen forms were composed entirely of fields into which the user had to typeinformation. Screen fill-in forms are derived from their antecedents, paper forms. An advantage of a form is its familiarity. If it is designed well, a form will aid the user in understanding its purpose and allow fast and easy entry of information. Conversely, a poorly designed screen form can be inefficient and aggravating to complete.

Atin Dasgupta is director and founder of Leveljam. Web Design Mumbai Company Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

A Brief History of Computer Screen Design

computer screen design leveljam

IBM Introduces the 3270 Cathode Ray Tube Text-Based Terminal

A brief history of Computer Screen Design will be of great interest to web designers from Mumbai as well as as those from other cities and countries. While developers have been designing screens since a cathode ray tube display was first attached to a computer, more widespread interest in the application of good design principles to screens did not begin to emerge until the early 1970s, when IBM introduced its 3270 cathode ray tube text-based terminal. The 3270 was used in myriad ways in the office, and company-specific guidelines for good screen design occasionally began to surface (e.g., Galitz and DiMatteo, 1974).

Typically, however, design at this time period had little to guide it because it was driven by hardware and telephone line transmission issues. A1970’s screen usually consisted of many fields with very cryptic and often unintelligible captions. It was visually cluttered and often possessed a command field that challenged the user to remember what had to be keyed into it. Ambiguous messages often required referral to a manual to interpret.

Effectively using this kind of screen required a great deal of practice and patience. Most early screens were monochromatic, typically presenting green text on black backgrounds. At the turn of the decade, guidelines for text-based screen design were finally made widely available (Galitz, 1980, 1981) and many screens began to take on a much less cluttered look through concepts such as grouping and alignment of elements, as shown in Figure 1.2.

User memory was supported by providing clear and meaningful field captions and by listing commands on the screen, and enabling them to be applied through function keys. Messages also became clearer. These screens were not entirely clutter-free, however. Instructions and reminders to the user had to be inscribed on the screen in the form of prompts or completion aids such as the codes PR and SC.

Not all1980’s screens looked like this, however. In the 1980s, 1970s-type screens were still being designed, and some reside in old systems today. The advent of graphics yielded another milestone in the evolution of screen design. While some basic design principles did not change, such as groupings and alignment, borders were made available to visually enhance groupings, and buttons and menus for implementing commands replaced function keys. Multiple properties of elements were also provided, including different font sizes and styles, line thickness, and colours. The entry field was supplemented by many other kinds of controls, including list boxes, drop-down combination boxes, spin boxes, and so forth.

These new controls were much more effective in supporting a person’s memory, now simply allowing for selection from a list instead of requiring a remembered key entry. Completion aids disappeared from screens, replaced by new listing controls. Screens could also be simplified, the much more powerful computers being able to quickly present a new screen. In the 1990’s our knowledge concerning what makes effective screen design continued to expand. Coupled with ever-improving technology, the result was even greater improvements in the user-computer screen interface as the new century dawned.

Atin Dasgupta is director and founder of Leveljam. Web Design Mumbai Company Leveljam is an internet services agency from Mumbai, India focussed on providing cutting edge design and business solutions to the services & manufacturing sector with innovative approaches and advanced methodologies. Our Services include Web Design & Branding, Logo Design, Flash Animation, Application Development, Website Development, E-commerce Development, Content Management Solutions, Mobile Applications Development, Search Engine Optimization, Internet Marketing Solutions, Social Media Visibility & Management, Technical Support and Customer Service. For more information please visit our website www.leveljam.com

The History of how the World Wide Web Blossomed

web design company mumbai world wide webThe seeds of the Internet were planted in the early 1960′s. J. C. R. Licklider of MIT proposed a global network of computers in 1962 and moved to the Defense Advanced Projects Research Agency (DARPA) to lead the development work. In 1969 the Internet, then known as Advanced Research Projects Agency Network (ARPANET), was brought online, which connected the computers at four major universities. Over the next few years, additional universities and research institutions were added to the network. One major goal of the Internet was to provide a communications network that would still function if some of the sites were destroyed by a nuclear attack.

Then in 1974 Bolt, Beranek, and Newman released Telenet, the first commercial version of ARPANET, and the public was exposed to how computers could be used in daily life. The early Internet was not user-friendly, being used only by computer experts, engineers, scientists, and librarians. The Internet continued to develop, mature, and expand throughout the 1970s. Through the late 1970s and into the 1980s, the common language of all Internet computers, TCP/IP, was created.

The Internet as it is known today came into existence, and in 1982 the term Internet was formally coined. During the mid- 1980′s the increasing availability of PCs and super-minicomputers allowed many companies to also attach to the Internet. In 1990 ARPANET was decommissioned, leaving only the vast network of networks called the Internet. In 1991 Gopher, the first really friendly interface, was developed at the University of Minnesota.

Although it was designed to ease campus communications, it was freely distributed on the Internet. In 1989 another significant event took place when Tim Berners-Lee and others at the European Laboratory for Particle Physics (CERN) proposed a new protocol for distributing information. This protocol was based upon hypertext, a system of embedding links in text to go to other text. The language created in conjunction with the protocol was the HyperText Markup Language (HTML). In 1991 it was released on the Internet.

HTML presented a limited set of objects and interaction styles, and in many ways was a step backward for interface design, especially when compared to the growth of interactive computing over the previous four decades. However, it was never intended to be as flexible as the GUI interface, and users were expected to be more technical and more interested in function than form.

The hypertext concept was first presented in 1945 by Vannevar Bush, and the term itself was coined in 1965. The first hypertext system released to the user community was the University of Vermont’s PROMIS in 1976. Apple’s HyperCard helped bring the idea to a wider audience in 1988. Berners-Lee’s work is credited with hatching the World Wide Web (WWW) in 1991. By definition, the World Wide Web is a global information space in which people can read and write using computers connected to the Internet. The term is often used as a synonym for the Internet, but this is incorrect. The Web is a service that operates over the Internet, just as e-mail operates over the Internet (Wikipedia.org, 2006).

In 1992 Delphi was the first to provide commercial online Internet access to subscribers. The first popular graphics-based hypertext browser was Mosaic, created by the National Center for Supercomputing Applications (NCSA) at the University of Illinois in 1993. Mosaic was one of the ingredients contributing to the initial overwhelming success of the Web, and it provided the basis for browsers to follow, including Netscape and Microsoft’s Internet Explorer. (NCSA halted development of Mosaic in 1997.)

The Netscape Navigator browser, first released in 1994, was the product of some of those who left the University of Illinois’ NCSA project to work for a newly founded company called Mosaic Communications. (Mosaic was later renamed Netscape Communications.) The potential for Web browsing software such as Mosaic had become obvious, and a need was waiting to be fulfilled. Netscape Navigator was the most successful browser, with its market share percentage in the 80s, until Microsoft declared war and entered the market with its Internet Explorer, also based upon Mosaic, in 1995. Opera, a browser for computers with small resources and not based upon Mosaic, also was released. That year also saw the coming of AOL, CompuServe, Prodigy, Yahoo, and Lycos.

The Internet’s shift to a commercial entity was now complete. The National Science Foundation (NSF), which had been sponsoring the Internet, also ended its support that year. In 1994 The World Wide Web Consortium (W3C) was formed to promote and develop standards for the Web.

Throughout 1995 and 1996 the Internet Explorer–Netscape Navigator skirmishing continued. Microsoft’s most significant advancement was Internet Explorer 3.0, implementing features from Navigator 3 and other significant enhancements. In 1998, because of severe competition from Microsoft, Netscape decided to make its Web browser package available to everyone. Mozilla then entered the arena. In 2003 Apple released version 1.0 of Safari, a Web browser for the Macintosh. In 2003 Microsoft also stopped further development of a version of Internet Explorer for the Macintosh. In 2004 Mozilla Firefox was introduced, a browser that would become Internet Explorer’s biggest competitor. Today the Web is the world’s superhighway.

Atin Dasgupta is director and founder of Leveljam. Web Design Mumbai Company Leveljam delivers strategic digital business solutions for businesses small and big alike. Each project that we take on starts with careful listening and understanding of your requirements. We ask, we analyze, we discover the right solution for your company’s needs. This is followed by strategy and planning. We take a planned approach to executing every project as we believe each client and project is unique. Contact us here.

How The Computer’s Graphical User Interface Was Introduced

the first mouse everThroughout the computer’s history designers have been developing, with varying degrees of success, other human-computer interaction methods that utilize more general, widespread, and easier-to-learn capabilities: voice and handwriting. Systems that recognize human speech and handwriting now exist, although they still lack the universalityand richness of typed input.

In the 1970s, another dialog alternative surfaced. Research at Xerox’s Palo Alto Research Center provided an alternative to the typewriter — an interface that uses a form of human gesturing, the most basic of all human communication methods.

The Xerox systems Altus and STAR introduced the mouse and pointing and selecting as the primary human-computer communication method. The user simply pointed at thescreen, using the mouse as an intermediary. These systems also introduced the graphical user interface as we know it today. Ivan Sutherland from the Massachusetts Institute of Technology (MIT) is given credit for first introducing graphics with his Sketchpad program in 1963. Lines, circles, and points could be drawn on a screen using a light pen. Xerox worked on developing handheld pointing devices in the 1960′s and patented a mouse with wheels in 1970. In 1974 Xerox patented today’s mouse, after a researcher was suddenly inspired to turn a trackball upside down.

Xerox was never able to market STAR successfully, but Apple quickly picked up the concept and the Macintosh, released in 1984, was the first successful mass-market system. A new concept was born that revolutionized the human-computer interface. This new interface style quickly advanced as other products entered the marketplace. In 1985 Microsoft released Windows 1.0 and Commodore introduced the Amiga 100. In 1987 Apple introduced Macintosh II, the first color Macintosh, and the X Window system became widely available.

IBM’s contribution was the release of their System Application Architecture (including Common User Access) and Presentation Manager, intended as a graphics operating system replacement for DOS. Other developmental milestones include NeXT’s 1988 release of NeXT Step, the first to simulate a three-dimensional screen. Then, in 1989, several UNIX-based GUIs were released, including Open Look by AT & T and Sun Microsystems, and Motif for the Open Software Foundation by DEC and Hewlett-Packard. Open Look possessed an innovative appearance to avoid legal challenges. Finally, through the 1990s and 2000s, a succession of products and upgrades from Microsoft and Apple have appeared.

Atin Dasgupta is director and founder of Leveljam. Web Design Mumbai Company Leveljam delivers strategic digital business solutions for businesses small and big alike. Each project that we take on starts with careful listening and understanding of your requirements. We ask, we analyze, we discover the right solution for your company’s needs. This is followed by strategy and planning. We take a planned approach to executing every project as we believe each client and project is unique. Contact us here.

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