User Interface Design and Ergonomics - National Open University of ...
User Interface Design and Ergonomics - National Open University of ...
User Interface Design and Ergonomics - National Open University of ...
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UNIT 3 INPUT AND OUTPUT MODELS<br />
Table <strong>of</strong> Contents<br />
1.0 Introduction<br />
2.0 Objectives<br />
3.0 Main Content<br />
3.1 Input Model<br />
3.2 Output Model<br />
4.0 Conclusion<br />
5.0 Summary<br />
6.0 Tutor Marked Assignment<br />
7.0 Further Reading <strong>and</strong> Other Resources<br />
1.0 INTRODUCTION<br />
This unit looks at mechanics <strong>of</strong> implementing user interfaces, by looking at<br />
Input <strong>and</strong> Output model in detail. Different kinds <strong>of</strong> both input <strong>and</strong> output events will<br />
also be examined in greater detail.<br />
2.0 OBJECTIVES<br />
By the end this unit, you should be able to:<br />
Explain the Input model<br />
Explain the Output model<br />
3.0 MAIN CONTENT<br />
3.1 INPUT MODEL<br />
Virtually all GUI toolkits use event h<strong>and</strong>ling for input. Why? Recall, when you first<br />
learned to program, you probably wrote user interfaces that printed a prompt <strong>and</strong> then<br />
waited for the user to enter a response. After the user gave their answer, you produced<br />
another prompt <strong>and</strong> waited for another response. Comm<strong>and</strong>-line interfaces (e.g. the Unix<br />
shell) <strong>and</strong> menu-driven interfaces (e.g., Pine) have interfaces that behave this way. In this<br />
user interface style, the system has complete control over the dialogue – the order in<br />
which inputs <strong>and</strong> outputs will occur.<br />
Interactive graphical user interfaces can not be written this way – at least, not if they care<br />
about giving the user control <strong>and</strong> freedom. One <strong>of</strong> the biggest advantages <strong>of</strong> GUIs is that<br />
a user can click anywhere on the window, invoking any comm<strong>and</strong> that’s available at the<br />
moment, interacting with any view that’s visible. In a GUI, the balance <strong>of</strong> power in the<br />
dialogue swings strongly over to the user’s side.<br />
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