Pavel, you might find these findings related to your goals, at least to the
process involved in achieving them: "New Approach to Designing Visual
Notations" (http://www.sciencedaily.com/releases/2013/07/130718161429.htm)


On Sun, Jul 21, 2013 at 9:38 AM, Pavel Bažant <[email protected]> wrote:

>
>
> There are various ways to present the same structure.
>> Trees, for example, can be represented top-down, bottom-up,
>> left-to-right, dynamically (front to bottom), graphically, textually,
>> etc.   Each representation can also lead to different ways of editing
>> them.  So each application wants to represent them in a certain way.
>
> So you can have a toolbox of tree representations and editing modes, but
>> don't count on having a single one to serve all the applications.
>>
>
> Yes, I agree. But that's just what I had in mind with the pixmap editor
> example -- the editor provides a specialized pixamap drawing interface, but
> the idea was the general array editing capability provided by the OS shell
> to be applicable *uniformly* to any array-like structure in any
> application, i.e. to the pixmap, too. This way any generic array
> manipulation tools I may have created for myself have much broader
> usability. The whole environment (OS + applications) would be "structure
> centric", not "bytestream centric".
>
>>
>>
>> And this problem is compounded by the number of different data
>> structures.
>>
> A nD array and a tree cover 80 % of structures the user conceptually works
> with. Add DAGs and a few other types of graphs and you are at 90 %.
> Moreover, specialized views can often be ambiguous, whereas the generic
> ones wouldn't be ambiguous.
>
>>
>>
>> > 3) Get rid of established but unnatural ways of manipulating data.
>> > Most importantly, get rid of flat text and find neat graphical
>> > representations for the most common structures.
>>
>> Bouhahaha!
>>
>> I mean, graphical representations are nice.  To read them.  But when it
>> comes to editing, ie. to transfering information from the human brain to
>> the computer,  nothing beats in bandwidth the ten fingers and the
>> ~100-key keyboard.
>>
>> I am sorry, my wording was not exact. I meant to say find neat generic
> graphical *presentations* of structures and edit the structures directly,
> not their on-disk linear representations. I didn't say anything about input
> methods. There is no reason why one couldn't directly and very efficiently
> edit structures using a keyboard. Such systems actually exist, but I think
> they are underused in the programming community.
>
>
>> Unless you want to develop high resolution brain waves reading systems.
>>
>
> This would be nice, I could then prepare my answers in advance.
>
>
>> The point is that you can't think like that, in such general terms, for
>> all applications and for everybody.
>
>
> Yes, I use very general arguments, so there is greater risk of missing
> important details. At the same time, there is higher chance of finding new
> ways to simplify all this stuff. Software development is a disaster today
> and the various tools constantly emerging are actually just masking the
> real problems, making really effective solutions even less likely.
>
>
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