Human Computer Interaction (CS408) VU
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Lecture 15. Interaction Paradigms
As the aim of this lecture is to introduce you the study of Human Computer
Interaction, so that after studying this you will be able to:
• Describe WIMP interfaces in detail
• Discuss different interaction paradigms
We have briefly discussed about the WIMP interfaces in last lecture. Today we will
discuss WIMP interfaces in detail.
The WIMP Interfaces
In our last lecture we have already discussed the four key features of the WIMP
interface that give it its name – windows, icons, pointers and menus – and today we
will discuss these in greater detail. There are also many additional interaction objects
and techniques commonly used in WIMP interfaces, some designed for specific
purposes and others more general. Our discussion will cover the toolbars, menus,
buttons, palettes and dialog boxes.
Together, these elements of the WIMP interfaces are called widgets, and they
comprise the toolkit for interaction between user and system.
Windows are areas of the screen that behave as if they were independent terminals in
their own right. A window can usually contain text or graphics, and can be moved or
resized. More than one window can be on a screen at once, allowing separate tasks to
be visible at the same time. Users can direct their attention to the different windows as
they switch from one thread of work to another.
If one window overlaps the other, the back window is partially obscured, and then
refreshed when exposed again. Overlapping windows can cause problems by
obscuring vital information, so windows may also be tiled, when they adjoin but do
not overlap each other. Alternatively, windows may be placed in a cascading fashion,
where each new window is placed slightly to the left and below the previous window.
In some systems this layout policy is fixed,