Linked by Thom Holwerda on Sun 28th Oct 2007 16:55 UTC
Graphics, User Interfaces This is the second article in a series on common usability and graphical user interface related terms [part I]. On the internet, and especially in forum discussions like we all have here on OSNews, it is almost certain that in any given discussion, someone will most likely bring up usability and GUI related terms - things like spatial memory, widgets, consistency, Fitts' Law, and more. The aim of this series is to explain these terms, learn something about their origins, and finally rate their importance in the field of usability and (graphical) user interface design. In part II today, we focus on the pictogramme, popularly known as the icon.
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RE: Ergonomics...
by Thom_Holwerda on Sun 28th Oct 2007 19:49 UTC in reply to "Ergonomics..."
Thom_Holwerda
Member since:
2005-06-29

Anything which distracts from the actual task is a toy at best or plain simply annoying.


This sentence has a few problems. For instance, many find the wobbly windows in Compiz annoying and a toy - but to me, they contribute to a feeling that I sorely miss in GUIs: making objects behave like physical objects. I love how a window in Compiz wobbles when I move it, it gives me additional feedback, just as if I was manipulating a real world object.

I have been thinking a lot the past years about how to make user interfaces more physical. If I'm manipulating multiple objects on a screen, I want those objects to interfere with one another, as if they are real-world objects.

As an example, imagine you have a wallpaper with leaves on it. Moving a window over those leaves could ruffle those leaves - that would give the window a physical dimension. Of course having leaves flying around your desktop wallpaper is a bit over the top, but you get the idea.

Edited 2007-10-28 19:50 UTC

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