Linked by Thom Holwerda on Tue 13th Nov 2007 16:32 UTC
Graphics, User Interfaces The past few weeks, as you surely have noticed, I have written a few articles on various usability terms [part I | part II | part III | part IV | part V]. I explain what they mean, their origins, as well as their implications for graphical user interface design. Even though the series is far from over, I would like to offer a bit more insight into why I am diving into these subjects.
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When there will be more?
by iovar on Tue 13th Nov 2007 21:51 UTC
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Are we talking about GUI's or window management?
Or maybe both?

The example with the tree seems like a reverse border
snap, i.e. instead of sticking the moving window on
the closest one, push everything back to make space.

That would be something relatively easy to do on
current WM's, but I'm not sure how usefull it would

Or maybe you mean interactivity in the application
level? As in, when you move your file manager next to
a media player, the file manager becomes a file
browser for the media player application?

In any case, I'm not a big fan of implicit actions,
even if they look more natural.
I mean, dropping a book on my desk might make some
papers fly around, even drop them off the desk, but
why would I want this behavior emulated on my

At this point, I think that posting more information
about Grow, will not only satisfy our curiosity, but
it might also help you create something that will
actually be used, instead of a long document that
comes out of the blue and few will ever bother with.

Edited 2007-11-13 21:52

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