Good point.  I remember seeing the movie "Disclosure" and asking myself why
anybody would want to design an OS that required walking and grabbing
things?  I might as well just keep it physically if a virtual object has a
physical size.  The same goes for speech-recognition OSes.  Why talk when a
click achieves the same objective faster?


Matthew Small
Web Developer
American City Business Journals
704-973-1045
[EMAIL PROTECTED]
 

-----Original Message-----
From: Jim Davis [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, January 05, 2005 3:43 PM
To: CF-Community
Subject: RE: Longhorn Avalon 3D engine demo

> On Wed, 05 Jan 2005 11:04:39 -0500, Jerry Johnson
> <[EMAIL PROTECTED]> wrote:
> 
> > Imagine a 3d desktop that includes different rooms of storage. One room
> is long-term storage, where older files are archived as zip files if not
> used in a while. There are catalog draws full of table of contents from
> all my external CDs and DVDs. There is a map drawer, a TV, a stereo. A
> safe with a combo lock. photo albums. And, of course, little roomba bots
> cleaning up after me.

Yes!  And they'll call it "MS Bob".  ;^)

(Sorry - couldn't resist.)

But seriously, one of the most common mistakes of UI design is overusing the
"physical metaphor".  The idea is sound - translate knowledge of one
interface (a chest of drawers, the rooms of a house, a rolodex, whatever) to
another.

The problem is that in nearly every case you end up with an interface that
is hindered by the metaphor more than helped.  In other words the metaphor
is taken too far and hurts the experience.

For example "Bob" was an early attempt at this - and it was neat and really
ahead of its time - but it was harder to use.  It used a "house" metaphor:
you went to the playroom to play games, the office to do bills and such and
so forth.  However to get to another room to do something you were hindered
by the physical metaphor of the house: you had to go through the hallway to
get to another room.

In any modern 2D interface you can change tasks much, much more quickly.

The same goes for a lot of simpler interfaces as well.  The "Rolodex"
metaphor seems great for contact management, but begins to fall down when
you get into things not supported by the physical metaphor (virtual groups,
information that won't fit on a "card", etc).

I can't think of a really successful physical metaphor.  It seems like they
all limit what you can easily do on a computer by enforcing physical rules.

Of course the issue here is that easy 3D in the OS will breed bad physical
metaphors like files.  The "CD rack", the "Bookshelf", the "Library", the
"checkbook" and so forth.  I predict we're going to see a HUGE surge of
these things after the release of Longhorn.  MacOS X is having similar, but
small scale, issues with this now.

Jim Davis







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