> At recent user interface conferences, several speakers have lamented that the human interface is stuck. We seem to have settled on the WIMP (windows, icons, menus, pointer) model, and there is very little real innovation in interface design anymore. Alternately, you can say that UX design stabilized on a known good pattern. This reminds me of how some people will refer to stable software projects that only receive…
I completely agree. The design of a hammer hasn't changed much in centuries because it's already designed well for its purpose. Same thing with sharks, I don't hear biologists say "there hasn't been much innovation in sharks for millions of years."
The Anti-Mac User Interface (1996)
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Re: The Anti-Mac User Interface (1996)
#92> At recent user interface conferences, several speakers have lamented that the human interface is stuck. We seem to have settled on the WIMP (windows, icons, menus, pointer) model, and there is very little real innovation in interface design anymore. Alternately, you can say that UX design stabilized on a known good pattern. This reminds me of how some people will refer to stable software projects that only receive…
I completely agree. The design of a hammer hasn't changed much in centuries because it's already designed well for its purpose. Same thing with sharks, I don't hear biologists say "there hasn't been much innovation in sharks for millions of years."
Re: The Anti-Mac User Interface (1996)
#93I was always intrigued by the Starfire project mentioned here. The concept video from Sun is definitely peak 90s, but some of the things inside have finally come true 20 years later. https://www.youtube.com/watch?v=w9OKcKisUrY
Re: The Anti-Mac User Interface (1996)
#94Earlier quoted context omitted.
I completely agree. The design of a hammer hasn't changed much in centuries because it's already designed well for its purpose. Same thing with sharks, I don't hear biologists say "there hasn't been much innovation in sharks for millions of years."
The hammer analogy has its limitations here. When the task is simple (hitting a nail), a simple and good design lasts. When the task(s) is/are complicated, depend on context, are tied to human understanding, knowledge or training in using machines, then design could benefit from both refinements as well as radical and creative thinking. I also don’t think that just because we have a good design, even for a hammer, we…
Re: The Anti-Mac User Interface (1996)
#95https://en.wikipedia.org/wiki/Archy
Archy clearly hails from the eighties when it was still imaginable to change users' workflow with desktop computers—that users would type a command while holding a special key (also apparently the author wasn't a touch typist).
The commands feature, isolated, was later adapted by Jef's son Aza Raskin, first as Enso (if I'm not mistaken), and then as a Firefox extension Ubiquity.
Re: The Anti-Mac User Interface (1996)
#96Earlier quoted context omitted.
I consider myself one of those people who would comment about the design of hammer being stuck and more people should, that is how we innovate. The real world is always changing and evolving with time, so are technologies be it for computers - UI that allowed for the desktop GUI paradigm in the 90's to today where Alexa, Siri can help us do lot of those tasks just by commanding over voice. We need to certainly move o…
What is new proposal for a hammer, may I ask?
Re: The Anti-Mac User Interface (1996)
#97My favourite part of this article (disclosure: I've made almost this exact comment before elsewhere): > The see-and-point principle states that users interact with the computer by pointing at the objects they can see on the screen. It's as if we have thrown away a million years of evolution, lost our facility with expressive language, and been reduced to pointing at objects in the immediate environment. Mouse buttons…
Re: The Anti-Mac User Interface (1996)
#98I think that using a bookcase that can be spatially ordered (in 2 dimensions) would be a really interesting concept for an operating system. Applications and files alike, filed on the same bookshelf. A very easy metaphor that makes it easy to explain how computers work, but also locate files that you use often (perhaps by size, shape, colour and location) without using the part of your brain that processes language.…
Re: The Anti-Mac User Interface (1996)
#99> At recent user interface conferences, several speakers have lamented that the human interface is stuck. We seem to have settled on the WIMP (windows, icons, menus, pointer) model, and there is very little real innovation in interface design anymore. Alternately, you can say that UX design stabilized on a known good pattern. This reminds me of how some people will refer to stable software projects that only receive…
Does anyone know any interesting attempts of alternative models to WIMP? Everytime I think about it WIMP just makes more sense to me (productivity wise), it's really hard to think outside the box for this one..
If you look at a lot of interfaces that are built for a specialized power user (e.g. cashiers), they avoid pointers and have keys for everything. Also, AutoCAD, the last I used it, looked to be centered around command-line primacy.
Re: The Anti-Mac User Interface (1996)
#100> At recent user interface conferences, several speakers have lamented that the human interface is stuck. We seem to have settled on the WIMP (windows, icons, menus, pointer) model, and there is very little real innovation in interface design anymore. Alternately, you can say that UX design stabilized on a known good pattern. This reminds me of how some people will refer to stable software projects that only receive…
Does anyone know any interesting attempts of alternative models to WIMP? Everytime I think about it WIMP just makes more sense to me (productivity wise), it's really hard to think outside the box for this one..
I imagine the next revolution in UI will be because our computers change form and present in a completely different way, for example a virtual assistant that lives in the cloud and talks to you via AR visualisations and plain old speech.
Revolutions are not usually a reworking of the dominant mode but a displacement to another medium - e.g. iphone replacing computers for many people.