Interface metaphor in the context of History of the graphical user interface


Interface metaphor in the context of History of the graphical user interface

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⭐ Core Definition: Interface metaphor

In user interface design, an interface metaphor is a set of user interface visuals, actions and procedures that exploit specific knowledge that users already have of other domains. The purpose of the interface metaphor is to give the user instantaneous knowledge about how to interact with the user interface. They are designed to be similar to physical entities but also have their own properties (e.g., desktop metaphor and web portals). They can be based on an activity, an object (skeuomorph), or a combination of both and work with users' familiar knowledge to help them understand 'the unfamiliar', and placed in the terms so the user may better understand.

An example of an interface metaphor is the file and folder analogy for the file system of an operating system. Another example is the tree view representation of a file system, as in a file manager.

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👉 Interface metaphor in the context of History of the graphical user interface

The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm.

There have been important technological achievements, and enhancements to the general interaction in small steps over previous systems. There have been a few significant breakthroughs in terms of use, but the same organizational metaphors and interaction idioms are still in use. Desktop computers are often controlled by computer mice and/or keyboards while laptops often have a pointing stick or touchpad, and smartphones and tablet computers have a touchscreen. The influence of game computers and joystick operation has been omitted.

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Interface metaphor in the context of Copy and paste

Cut, copy, and paste are essential commands of modern human–computer interaction and user interface design. They offer an interprocess communication technique for transferring data through a computer's user interface. The cut command removes the selected data from its original position, and the copy command creates a duplicate; in both cases the selected data is kept in temporary storage called the clipboard. Clipboard data is later inserted wherever a paste command is issued. The data remains available to any application supporting the feature, thus allowing easy data transfer between applications.

The command names are a (skeuomorphic) interface metaphor based on the physical procedure used in manuscript print editing to create a page layout, like with paper.The commands were pioneered into computing by Xerox PARC in 1974, popularized by Apple Computer in the 1983 Lisa workstation and the 1984 Macintosh computer, and in a few home computer applications such as the 1984 word processor Cut & Paste.

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Interface metaphor in the context of Desktop metaphor

In computing, the desktop metaphor is an interface metaphor which is a set of unifying concepts used by graphical user interfaces to help users interact more easily with the computer. The desktop metaphor treats the computer monitor as if it is the top of the user's desk, upon which objects such as documents and folders of documents can be placed. A document can be opened into a window, which represents a paper copy of the document placed on the desktop. Small applications, called desk accessories are also available, such as a desk calculator or notepad, etc.

The desktop metaphor itself has been extended and stretched with various implementations of desktop environments, since access to features and usability of the computer are usually more important than maintaining the 'purity' of the metaphor. Hence one can find trash cans on the desktop, as well as disks and network volumes (which can be thought of as filing cabinets—not something normally found on a desktop). Other features such as menu bars or taskbars have no direct counterpart on a real-world desktop, though this may vary by environment and the function provided; for instance, a familiar wall calendar can sometimes be displayed or otherwise accessed via a taskbar or menu bar belonging to the desktop.

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