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Graphical user interface

From Wikipedia, the free encyclopedia

"GUI" redirects here. For other uses, seeGUI (disambiguation).
A graphical user interface (GUI) showing various elements: radio buttons, checkboxes, and other elements. The image shown uses theKDEdesktop environment.

Agraphical user interface, orGUI[a], is a form ofuser interface that allowsusers tointeract with electronic devices throughgraphicalicons and visual indicators such assecondary notation. In many applications, GUIs are used instead oftext-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steeplearning curve ofcommand-line interfaces (CLIs),[4][5][6] which require commands to be typed on acomputer keyboard.

The actions in a GUI are usually performed throughdirect manipulation of the graphical elements.[7][8][9] Beyond computers, GUIs are used in many handheldmobile devices such asMP3 players, portable media players, gaming devices,smartphones and smaller household, office andindustrial controls. The termGUI tends not to be applied to other lower-display resolutiontypes of interfaces, such asvideo games (wherehead-up displays (HUDs)[10] are preferred), or not including flat screens likevolumetric displays[11] because the term is restricted to the scope of2D display screens able to describe generic information, in the tradition of thecomputer science research at theXerox Palo Alto Research Center.

GUI and interaction design

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The GUI is presented (displayed) on the computer screen. It is the result of processed user input and usually the main interface for human-machine interaction. Thetouch UIs popular on small mobile devices are an overlay of the visual output to the visual input.

Designing the visual composition and temporal behavior of a GUI is an important part ofsoftware application programming in the area ofhuman–computer interaction. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a storedprogram, a design discipline namedusability. Methods of user-centered design are used to ensure that the visual language introduced in the design is well-tailored to the tasks.

The visible graphical interface features of an application are sometimes referred to aschrome orGUI.[12][13][14] Typically, users interact with information by manipulating visualwidgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users. Amodel–view–controller allows flexible structures in which the interface is independent of and indirectly linked to application functions, so the GUI can be customized easily. This allows users to select or design a differentskin ortheme at will, and eases the designer's work to change the interface as user needs evolve. Good GUI design relates to users more, and to system architecture less.Large widgets, such aswindows, usually provide a frame or container for the main presentation content such as a web page, email message, or drawing. Smaller ones usually act as a user-input tool.

A GUI may be designed for the requirements of avertical market as application-specific GUIs. Examples includeautomated teller machines (ATM),point of sale (POS) touchscreens at restaurants,[15]self-service checkouts used in a retail store, airline self-ticket and check-in, information kiosks in a public space, like a train station or a museum, and monitors or control screens in an embedded industrial application which employ areal-time operating system (RTOS).

Cell phones and handheld game systems also employ application specific touchscreen GUIs. Newer automobiles use GUIs in their navigation systems and multimedia centers, or navigation multimedia center combinations.

Examples

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Components

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Layers of a GUI based on awindowing system
Main article:List of graphical user interface elements
Further information:WIMP (computing),Window manager, andDesktop environment

A GUI uses a combination of technologies and devices to provide a platform that users can interact with, for the tasks of gathering and producing information.

A series of elements conforming avisual language have evolved to represent information stored in computers. This makes it easier for people with few computer skills to work with and use computer software. The most common combination of such elements in GUIs is thewindows, icons, text fields, canvases, menus, pointer (WIMP) paradigm, especially inpersonal computers.[16]

The WIMP style of interaction uses a virtualinput device to represent the position of apointing device's interface, most often amouse, and presentsinformation organized in windows and represented withicons. Available commands are compiled together in menus, and actions are performed making gestures with the pointing device. Awindow manager facilitates the interactions between windows,applications, and thewindowing system. The windowing system handles hardware devices such as pointing devices, graphics hardware, and positioning of the pointer.

Inpersonal computers, all these elements are modeled through adesktop metaphor to produce a simulation called adesktop environment in which the display represents a desktop, on which documents and folders of documents can be placed. Window managers and other software combine to simulate the desktop environment with varying degrees of realism.

Entries may appear in a list to make space for text and details, or in a grid for compactness and larger icons with little space underneath for text. Variations in between exist, such as a list with multiple columns of items and a grid of items with rows of text extending sideways from the icon.[17]

Multi-row and multi-column layouts commonly found on the web are "shelf" and "waterfall". The former is found onimage search engines, where images appear with a fixed height but variable length, and is typically implemented with the CSS property and parameterdisplay: inline-block;. A waterfall layout found onImgur andTweetDeck with fixed width but variable height per item is usually implemented by specifyingcolumn-width:.

Post-WIMP interface

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Main article:Post-WIMP

Smaller app mobile devices such aspersonal digital assistants (PDAs) andsmartphones typically use the WIMP elements with different unifying metaphors, due to constraints in space and available input devices. Applications for which WIMP is not well suited may use newerinteraction techniques, collectively termedpost-WIMP UIs.[18]

As of 2011, some touchscreen-based operating systems such as Apple'siOS (iPhone) andAndroid use the class of GUIs named post-WIMP. These support styles of interaction using more than one finger in contact with a display, which allows actions such as pinching and rotating, which are unsupported by one pointer and mouse.[19]

Interaction

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Human interface devices, for the efficient interaction with a GUI include acomputer keyboard, especially used together withkeyboard shortcuts,pointing devices for thecursor (or ratherpointer) control:mouse,pointing stick,touchpad,trackball,joystick,virtual keyboards, andhead-up displays (translucent information devices at the eye level).

There are also actions performed by programs that affect the GUI. For example, there are components likeinotify orD-Bus to facilitate communication between computer programs.

History

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Main article:History of the graphical user interface

Early efforts

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Ivan Sutherland developedSketchpad in 1963, widely held as the first graphicalcomputer-aided design program. It used alight pen to create and manipulate objects in engineering drawings in realtime with coordinated graphics. In the late 1960s, researchers at theStanford Research Institute, led byDouglas Engelbart, developed theOn-Line System (NLS), which used text-basedhyperlinks manipulated with a then-new device: themouse. (A 1968 demonstration of NLS became known as "The Mother of All Demos".) In the 1970s, Engelbart's ideas were further refined and extended to graphics by researchers atXerox PARC and specificallyAlan Kay, who went beyond text-based hyperlinks and used a GUI as the main interface for theSmalltalk programming language, which ran on theXerox Altocomputer, released in 1973. Most modern general-purpose GUIs are derived from this system.

The Xerox PARC GUI consisted of graphical elements such aswindows,menus,radio buttons, andcheck boxes. The concept oficons was later introduced byDavid Canfield Smith, who had written a thesis on the subject under the guidance of Kay.[20][21][22] The PARC GUI employs apointing device along with a keyboard. These aspects can be emphasized by using the alternative term and acronym forwindows, icons, menus,pointing device (WIMP). This effort culminated in the 1973Xerox Alto, the first computer with a GUI, though the system never reached commercial production.

The first commercially available computer with a GUI was the 1979PERQ workstation, manufactured by Three Rivers Computer Corporation. Its design was heavily influenced by the work at Xerox PARC. In 1981, Xerox eventually commercialized the ideas from the Alto in the form of a new and enhanced system – the Xerox 8010 Information System – more commonly known as theXerox Star.[23][24] These early systems spurred many other GUI efforts, includingLisp machines bySymbolics and other manufacturers, theApple Lisa (which presented the concept ofmenu bar andwindow controls) in 1983, theAppleMacintosh 128K in 1984, and theAtari ST withDigital Research'sGEM, and CommodoreAmiga in 1985.Visi On was released in 1983 for theIBM PC compatible computers, but was never popular due to its high hardware demands.[25] Nevertheless, it was a crucial influence on the contemporary development ofMicrosoft Windows.[26]

Apple, Digital Research, IBM and Microsoft used many of Xerox's ideas to develop products, and IBM'sCommon User Access specifications formed the basis of the GUIs used in Microsoft Windows, IBMOS/2Presentation Manager, and the UnixMotif toolkit andwindow manager. These ideas evolved to create the interface found in current versions of Microsoft Windows, and in variousdesktop environments forUnix-likeoperating systems, such as macOS andLinux. Thus most current GUIs have largely common idioms.

An Apple Lisa (1983) demonstrating the Lisa Office System (LisaOS), which featured Apple Computer's first commercially available GUI

Popularization

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HP LX System Manager running on aHP 200LX

The early 1980s saw growing interest in GUIs. TheApple Lisa was released in 1983, but was expensive and commercially unsuccessful. Individual applications for many platforms presented their own GUI variants.[27] Despite the GUI's advantages, many reviewers questioned the value of the entire concept,[28] citing hardware limits and problems in finding compatible software.

In 1984, Apple introduced the Macintosh via aa television commercial duringSuper Bowl XVIII,[29] withallusions toGeorge Orwell's novelNineteen Eighty-Four. The goal of the commercial was to make people think about computers, identifying the user-friendly interface as a personal computer which departed from prior business-oriented systems,[30] and becoming a signature representation of Apple products.[31]

The 1985Atari ST shipped with theGEM GUI fromDigital Research, which was also published forMS-DOS.TheAmiga 1000 was released the same year, though not widely available until 1986, with theWorkbench graphical desktop. This interface ran as a separate task, meaning it was very responsive and, unlike other GUIs of the time, it didn't freeze up when a program was busy.

Windows 95, accompanied by an extensive marketing campaign,[32] was a major success in the marketplace at launch and shortly became the most popular desktop operating system.[33]

In 2007, with theiPhone[34] and later in 2010 with the introduction of theiPad,[35] Apple popularized the post-WIMP style of interaction formulti-touch screens, and those devices were considered to be milestones in the development ofmobile devices.[36][37]

The GUIs familiar to most people as of the mid-late 2010s areWindows,macOS, and theX Window System interfaces for desktop and laptop computers, andAndroid, Apple'siOS,Symbian,BlackBerry OS,Windows Phone/Windows 10 Mobile,Tizen,WebOS, andFirefox OS for handheld (smartphone) devices.[38][39]

Comparison to other interfaces

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People said it's more of a right-brain machine and all that—I think there is some truth to that. I think there is something to dealing in a graphical interface and a more kinetic interface—you're reallymoving information around, you're seeing it move as though it had substance. And you don't see that on a PC. The PC is very much of a conceptual machine; you move information around the way you move formulas, elements on either side of an equation. I think there's a difference.

— Andrew Fluegelman on the Macintosh, 1985[40]

Command-line interfaces

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A modern Command-Line Interface (CLI)

Since the commands available in command line interfaces can be many, complex operations can be performed using a short sequence of words and symbols. Custom functions may be used to facilitate access to frequent actions. Command-line interfaces are morelightweight, as they only recall information necessary for a task; for example, no preview thumbnails or graphical rendering of web pages. This allows greater efficiency and productivity once many commands are learned.[4] But reaching this level takes some time because the command words may not be easily discoverable ormnemonic. Also, using the command line can become slow and error-prone when users must enter long commands comprising many parameters or several different filenames at once. However,windows, icons, menus, pointer (WIMP) interfaces present users with manywidgets that represent and can trigger some of the system's available commands.

GUIs can be made quite hard when dialogs are buried deep in a system or moved about to different places during redesigns. Also, icons and dialog boxes are usually harder for users to script.

WIMPs extensively usemodes, as the meaning of all keys and clicks on specific positions on the screen are redefined all the time. Command-line interfaces use modes only in limited forms, such as for current directory andenvironment variables.

Most modernoperating systems provide both a GUI and some level of a CLI, although the GUIs usually receive more attention.

GUI wrappers

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GUI wrappers find a way around thecommand-line interface versions (CLI) of (typically)Linux andUnix-like software applications and theirtext-based UIs or typed command labels. While command-line or text-based applications allow users to run a program non-interactively, GUI wrappers atop them avoid the steeplearning curve of the command-line, which requires commands to be typed on thekeyboard. By starting a GUI wrapper,users can intuitivelyinteract with, start, stop, and change its working parameters, through graphicalicons and visual indicators of adesktop environment, for example. Applications may also provide both interfaces, and when they do the GUI is usually a WIMP wrapper around the command-line version. This is especially common with applications designed forUnix-like operating systems. The latter used to be implemented first because it allowed the developers to focus exclusively on their product's functionality without bothering about interface details such as designing icons and placing buttons. Designing programs this way also allows users to run the program in ashell script.

Three-dimensional graphical user interface

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This section is about uniquely software 3D UIs. For both software and hardware 3D input/output devices, see3D UIs.

Many environments and games use the methods of3D graphics to project 3D GUI objects onto the screen. The use of 3D graphics has become increasingly common in mainstream operating systems (ex.Windows Aero, andAqua (macOS)) to create attractive interfaces, termed eye candy (which includes, for example, the use ofdrop shadows underneath windows and thecursor), or for functional purposes only possible using three dimensions. For example, user switching is represented by rotating a cube with faces representing each user's workspace, and window management is represented via aRolodex-style flipping mechanism inWindows Vista (seeWindows Flip 3D). In both cases, the operating system transforms windows on-the-fly while continuing to update the content of those windows.

The GUI is usually WIMP-based, although occasionally other metaphors surface, such as those used inMicrosoft Bob, 3dwm, File System Navigator,File System Visualizer, 3D Mailbox,[41][42] andGopherVR.Zooming (ZUI) is a related technology that promises to deliver the representation benefits of 3D environments without their usability drawbacks of orientation problems and hidden objects. In 2006,Hillcrest Labs introduced the first ZUI for television.[43] Other innovations include the menus on thePlayStation 2; the menus on theXbox; Sun'sProject Looking Glass;Metisse, which was similar to Project Looking Glass;[44]BumpTop, where users can manipulate documents and windows with realistic movement and physics as if they were physical documents;Croquet OS, which is built for collaboration;[45] andcompositing window managers such asEnlightenment andCompiz.Augmented reality andvirtual reality also make use of 3D GUI elements.[46]

In science fiction

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3D GUIs have appeared inscience fiction literature andfilms, even before certain technologies were feasible or in common use.[47]

See also

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Notes

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  1. ^/ˈɡi/,[1][2]GOO-ee;/ˈj/,JEE-YOO-AI[3]

References

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  1. ^Wells, John (2009).Longman Pronunciation Dictionary (3rd ed.). Pearson Longman.ISBN 978-1-4058-8118-0.
  2. ^"How to pronounce GUI in English".Cambridge Dictionary. Retrieved2020-04-03.
  3. ^"GUI".Merriam-Webster.com Dictionary. Merriam-Webster. Retrieved2024-12-07.
  4. ^ab"Command line vs. GUI".Computer Hope. Retrieved2020-04-03.
  5. ^"The GUI versus the Command Line: Which is better? (Part 1)". Microsoft.com Operations.Microsoft Learn. 2007-03-12. Retrieved2024-01-30.
  6. ^"The GUI versus the Command Line: Which is better? (Part 2)". Microsoft.com Operations.Microsoft Learn. 2007-03-26. Retrieved2024-01-30.
  7. ^"Graphical user interface".ScienceDaily. Retrieved2019-05-09.
  8. ^Levy, Steven. "Graphical User Interface (GUI)". Britannica.com. Retrieved 2019-06-12.
  9. ^"GUI".PC Magazine Encyclopedia. pcmag.com. Retrieved2019-06-12.
  10. ^Greg Wilson (2006)."Off with Their HUDs!: Rethinking the Heads-Up Display in Console Game Design".Gamasutra. Archived fromthe original on January 19, 2010. RetrievedFebruary 14, 2006.
  11. ^"GUI definition".Linux Information Project. October 1, 2004. Retrieved12 November 2008.
  12. ^"chrome".www.catb.org. Retrieved2020-04-03.
  13. ^Nielsen, Jakob (January 29, 2012)."Browser and GUI Chrome".Nngroup. Archived fromthe original on August 25, 2012. RetrievedMay 20, 2012.
  14. ^Martinez, Wendy L. (2011-02-23)."Graphical user interfaces: Graphical user interfaces".Wiley Interdisciplinary Reviews: Computational Statistics.3 (2):119–133.doi:10.1002/wics.150.S2CID 60467930.
  15. ^Bisson, Giselle."The ViewTouch restaurant system".
  16. ^"What is a graphical user interface (GUI)?".IONOS Digitalguide. 14 September 2020. Retrieved2022-02-25.
  17. ^Babich, Nick (30 May 2020)."Mobile UX Design: List View and Grid View".Medium. Retrieved4 September 2021.
  18. ^Van Dam, A. (2000)."Beyond WIMP".IEEE Computer Graphics and Applications.20:50–51.doi:10.1109/38.814559.
  19. ^"Reality-Based Interaction: A Framework for Post-WIMP Interfaces".
  20. ^Lieberman, Henry."A Creative Programming Environment, Remixed", MIT Media Lab, Cambridge.
  21. ^Salha, Nader."Aesthetics and Art in the Early Development of Human-Computer Interfaces"Archived 2020-08-07 at theWayback Machine, October 2012.
  22. ^Smith, David (1975)."Pygmalion: A Creative Programming Environment".
  23. ^The first GUIs
  24. ^Xerox Star user interface demonstration, 1982
  25. ^"VisiCorp Visi On".The Visi On product was not intended for the home user. It was designed and priced for high-end corporate workstations. The hardware it required was quite a bit for 1983. It required a minimum of 512k of ram and a hard drive (5 megs of space).
  26. ^A Windows Retrospective, PC Magazine Jan 2009. Ziff Davis. January 2009.
  27. ^"Magic Desk I for Commodore 64".
  28. ^Sandberg-Diment, Erik (1984-12-25)."Value of Windowing is Questioned".The New York Times.
  29. ^Friedman, Ted (October 1997)."Apple's 1984: The Introduction of the Macintosh in the Cultural History of Personal Computers". Archived fromthe original on October 5, 1999.
  30. ^Friedman, Ted (2005)."Chapter 5: 1984".Electric Dreams: Computers in American Culture.New York University Press.ISBN 978-0-8147-2740-9. RetrievedOctober 6, 2011.
  31. ^Grote, Patrick (October 29, 2006)."Review ofPirates of Silicon Valley Movie". DotJournal.com. Archived fromthe original on November 7, 2006. RetrievedJanuary 24, 2014.
  32. ^Washington Post (August 24, 1995)."With Windows 95's Debut, Microsoft Scales Heights of Hype".Washington Post. RetrievedNovember 8, 2013.
  33. ^"Computers | Timeline of Computer History | Computer History Museum".www.computerhistory.org. Retrieved2017-04-02.
  34. ^Mather, John.iMania,Ryerson Review of Journalism, (February 19, 2007) Retrieved February 19, 2007
  35. ^"the iPad could finally spark demand for the hitherto unsuccessful tablet PC" --Eaton, NickThe iPad/tablet PC market defined?Archived 2011-02-01 at theWayback Machine,Seattle Post-Intelligencer, 2010
  36. ^Bright, PeterBallmer (and Microsoft) still doesn't get the iPad,Ars Technica, 2010
  37. ^"The iPad's victory in defining the tablet: What it means".InfoWorld. 2011-07-05.
  38. ^Hanson, Cody W. (2011-03-17)."Chapter 2: Mobile Devices in 2011".Library Technology Reports.47 (2):11–23.ISSN 0024-2586.
  39. ^"What is a Graphical User Interface? Definition and FAQs | OmniSci".omnisci.com. Retrieved2022-01-26.
  40. ^Erokan, Dennis (May 1985)."Andrew Fluegelman - PC-Talk and Beyond".MicroTimes. pp. 19–26. Retrieved2025-03-12.
  41. ^"3D Mailbox – 3-Dimensional Email Software. Bring e-mail to life! Email just got cool and fun".3dmailbox.com. Archived from the original on 2019-07-21. Retrieved2022-07-14.
  42. ^"3D Mailbox".Download.com. 14 February 2017. Retrieved2022-07-14.
  43. ^Macworld.com November 11, 2006. Dan Moren.CES Unveiled@NY ‘07: Point and click coming to set-top boxes?Archived 2011-11-08 at theWayback Machine
  44. ^"Metisse – New Looking Glass Alternative". 29 June 2004. Retrieved2 July 2020.
  45. ^Smith, David A.; Kay, Alan; Raab, Andreas; Reed, David P."Croquet – A Collaboration System Architecture"(PDF).croquetconsortium.org. Archived fromthe original(PDF) on 2007-09-27. Retrieved2022-09-17.The efforts at Xerox PARC under the leadership of Alan Kay that drove the development of [...] powerful bit-mapped display based user interfaces was key. In some ways, all we are doing here is extending this model to 3D and adding a new robust object collaboration model.
  46. ^Purwar, Sourabh (2019-03-04)."Designing User Experience for Virtual Reality (VR) applications".Medium. Retrieved2022-05-06.
  47. ^Dayton, Tom."Object-Oriented GUIs are the Future".OpenMCT Blog. Archived fromthe original on 10 August 2014. Retrieved23 August 2012.

External links

[edit]
Look upgraphical user interface in Wiktionary, the free dictionary.
Wikimedia Commons has media related toGraphical user interfaces.
Natural-language user interfaces
Graphical user interfaces
Touch user interfaces
3D user interfaces
Other user interfaces
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