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Graphical User Interfaces

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Title: Graphical User Interfaces


1
Graphical User Interfaces
  • Lecture 6A
  • MSIT 159 User Interface Design Development

2
Graphical User Interfaces
  • Abbreviated GUI (pronounced GOO-ee).
  • A program interface that takes advantage of the
    computer's graphics capabilities to make the
    program easier to use.
  • Well-designed graphical user interfaces can free
    the user from learning complex command languages.
  • On the other hand, many users find that they work
    more effectively with a command-driven interface,
    especially if they already know the command
    language

3
Examples of GUIs
  • Microsoft Windows
  • Apple Macintosh
  • X Window System
  • Gnome
  • KDE

4
Basic Components of GUIs
  • pointer A symbol that appears on the display
    screen and that you move to select objects and
    commands.
  • pointing device A device, such as a mouse or
    trackball, that enables you to select objects on
    the display screen.
  • icons Small pictures that represent commands,
    files, or windows.
  • desktop The area on the display screen where
    icons are grouped is often referred to as the
    desktop because the icons are intended to
    represent real objects on a real desktop.
  • windows the screen is divided into different
    areas, each division is a window.
  • menus Most graphical user interfaces let you
    execute commands by selecting a choice from a
    menus.

5
GUI Trivia
  • The first graphical user interface was designed
    by Xerox Corporation's Palo Alto Research Center
    in the 1970s, but it was not until the 1980s and
    the emergence of the Apple Macintosh that
    graphical user interfaces became popular.
  • One reason for their slow acceptance was the fact
    that they require considerable CPU power and a
    high-quality monitor, which until recently were
    prohibitively expensive.

6
GUI Trivia
  • In addition to their visual components, graphical
    user interfaces also make it easier to move data
    from one application to another. A true GUI
    includes standard formats for representing text
    and graphics. Because the formats are
    well-defined, different programs that run under a
    common GUI can share data. This makes it
    possible, for example, to copy a graph created by
    a spreadsheet program into a document created by
    a word processor.
  • Many DOS programs include some features of GUIs,
    such as menus, but are not graphics based. Such
    interfaces are sometimes called graphical
    character-based user interfaces to distinguish
    them from true GUIs.

7
Pointer
  • In graphical user interfaces, a pointer is a
    small arrow or other symbol on the display screen
    that moves as you move the mouse. You can select
    commands and options by positioning the tip of
    the arrow over the desired choice and clicking a
    mouse button. Many text processing programs use
    an I-beam pointer. Pointers are often referred to
    as mouse pointers.

8
Pointing Device
  • A device with which you can control the movement
    of the pointer to select items on a display
    screen. Examples of pointing devices include
    mice, trackballs, joysticks, touchpads, and light
    pens.

9
Icon
  • A small picture that represents an object or
    program. Icons are very useful in applications
    that use windows, because with the click of a
    mouse button you can shrink an entire window into
    a small icon. (This is sometimes called
    minimizing.) To redisplay the window, you merely
    move the pointer to the icon and click (or double
    click) a mouse button. (This is sometimes called
    restoring or maximizing). Icons are a principal
    feature of graphical user interfaces.

10
Desktop.
  • In graphical user interfaces, a desktop is the
    metaphor used to portray file systems. Such a
    desktop consists of pictures, called icons, that
    show cabinets, files, folders, and various types
    of documents (that is, letters, reports,
    pictures). You can arrange the icons on the
    electronic desktop just as you can arrange real
    objects on a real desktop -- moving them around,
    putting one on top of another, reshuffling them,
    and throwing them away.

11
Window
  • An enclosed, rectangular area on a display
    screen. Most modern operating systems and
    applications have graphical user interfaces
    (GUIs) that let you divide your display into
    several windows. Within each window, you can run
    a different program or display different data.
  • Windows are particularly valuable in multitasking
    environments , which allow you to execute several
    programs at once. By dividing your display into
    windows, you can see the output from all the
    programs at the same time. To enter input into a
    program, you simply click on the desired window
    to make it the foreground process.

12
Window
  • GUIs, such as the one supported by the Apple
    Macintosh or Windows, enable you to set the
    dimensions and position of each window by moving
    the mouse and clicking appropriate buttons.
    Windows can be arranged so that they do not
    overlap (tiled windows) or so they do overlap
    (overlaid windows). Overlaid windows (also called
    cascading windows) resemble a stack of pieces of
    paper lying on top of one another only the
    topmost window is displayed in full. You can move
    a window to the top of the stack by positioning
    the pointer in the portion of the window that is
    visible and clicking the mouse buttons. This is
    known as popping. You can expand a window to fill
    the entire screen by selecting the window's zoom
    box.

13
Window
  • In addition to moving windows, changing their
    size, popping and zooming them, you can also
    replace an entire window with an icon (this is
    sometimes called minimizing). An icon is a small
    picture that represents the program running in
    the window. By converting a window into an icon,
    you can free up space on the display screen
    without erasing the window entirely. It is always
    possible to reconvert the icon into a window
    whenever you want.

14
Menu
  • A list of commands or options from which you can
    choose. Most applications now have a menu-driven
    component. You can choose an item from the menu
    by highlighting it and then pressing the Enter or
    Return key, or by simply pointing to the item
    with a mouse and clicking one of the mouse
    buttons.
  • The antithesis of a menu-driven program is a
    command-driven system, in which you must
    explicitly enter the command you want rather than
    choose from a list of possible commands.
    Menu-driven systems are simpler and easier to
    learn but are generally not as flexible as
    command-driven systems, which lend themselves
    more naturally to interaction with programs.

15
Types of Menus
  • pop-up menu A menu that appears temporarily
    when you click the mouse button on a selection.
    Once you make a selection from a pop-up menu, the
    menu usually disappears.
  • cascading menu A submenu that opens when you
    select a choice from another menu.
  • pull-down menu A special type of pop-up menu
    that appears directly beneath the command you
    selected.
  • moving-bar menu A menu in which options are
    highlighted by a bar that you can move from one
    item to another. Most menus are moving-bar menus.
  • menu bar A menu arranged horizontally. Each
    menu option is generally associated with another
    pull-down menu that appears when you make a
    selection.
  • tear-off menu A pop-up menu that you can move
    around the screen like a window.

16
Douglas Engelbart
  • In the late 1940s, Douglas Engelbart was
    stationed in the Philippines when he read
    Vannevar Bush's "As We May Think" in a Red Cross
    library. He became an early believer in Bush's
    idea of a machine that would aid human cognition.
    Later, he worked at Ames aeronautical lab, and
    developed the idea that would form the basis of
    today's computer interfaces.
  • "Augmentation not automation" was the slogan, the
    goal being the enhancement of human abilities
    through computer technology.

17
Douglas Engelbart
  • In the early 1960s, Engelbart began the
    Augmentation Research Centre (ARC), a development
    environment at the Stanford Research Institute.
    Here, he and his colleagues (William K. English
    and John F. Rulifson) created the On-Line System
    (NLS), the world's first implementation of what
    was to be called hypertext. Yet this was only a
    small part of what ARC was about. As he states in
    "Working Together," Engelbart was particularity
    concerned with "asynchronous collaboration among
    teams distributed geographically" (245). This
    endeavour is part of the study of Computer
    Supported Co-operative Work (CSCW) software
    which supports this goal is often called
    groupware.

18
The key tools that NLS provided were
  • outline editors for idea development
  • hypertext linking
  • tele-conferencing
  • word processing
  • e-mail
  • user configurability and programmability

19
The development of these required the creation
of
  • the mouse pointing device for on-screen selection
  • a one-hand chording device for keyboard entry
  • a full windowing software environment
  • on-line help systems
  • the concept of consistency in user interfaces

20
Douglas Engelbart
  • Itemizing these accomplishments using today's
    terminology emphasizes their detachment from one
    another. However, NLS was an integrated
    environment for natural idea processing. The
    emphasis was on a visual environment--a
    revolutionary idea at a time when most people
    (even programmers) had no direct contact with a
    computer. Input was by punched cards and output
    by paper tape.

21
Douglas Engelbart
  • Engelbart's work directly influenced the research
    at Xerox's PARC, which in turn was the
    inspiration for Apple Computers. Ted Nelson cites
    him as a major influence. In 1991, Engelbart and
    his colleagues were given the ACM Software System
    Award for their work on NLS.
  • Recently, Engelbart has been working at Stanford
    University, where he is director of the Bootstrap
    Project. As explained in "On Bootstrapping," the
    focus of this work is to bring together computer
    vendors, developers, and end-users to work in
    commonality on the technology that today's
    rapidly changing world requires.

22
Douglas Engelbart
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