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- Human Interface Notes
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- Note #3: Dueling Metaphors: the Desktop & HyperCard
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- Written by: Tom Erickson January 1990
- (Supersedes Human Interface Update #14)
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- Discussion of the differences between the metaphors of the
- Desktop and HyperCard.
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- Metaphors help users form a coherent model of an application's human
- interface. In an interface with a well-chosen metaphor like the Desktop,
- users find it easy to predict the results of an action or to figure out
- which action produces a desired result.
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- While a single, clear metaphor aids human-computer communication,
- mixing metaphors may cause significant problems. Even two metaphors
- which work well separately may interfere with one another when they are
- used within the same human interface.
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- The Desktop and HyperCard metaphors can interfere with one another.
- This document describes the conditions under which such interference can
- occur, and what can be done to avoid it.
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- In the Desktop metaphor users do things by pressing rounded-rectangle
- buttons, choosing menu commands, and double-clicking (opening) icons.
- Each type of control object has a distinct, carefully-defined appearance,
- as well as a different method of access. You can tell how to use a
- control object just by looking at it.
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- In HyperCard, buttons are the principle control objects, but in HyperCard,
- a button can look like anything--an icon, an item in a list, a push button,
- a menu item. Since a click is the only way of starting an action, the
- appearance of a button is less important than in the Desktop: the user knows
- that all HyperCard control objects respond to a single click.
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- When elements of the Desktop and HyperCard metaphors are combined,
- confusion may result. In an interface with a mixed metaphor, a user
- can no longer predict the result of clicking an item in a list or clicking
- on an icon. Does a click select the object, as in the Desktop metaphor,
- or does it launch an action, as in the HyperCard metaphor? Clicking on
- an icon to select it and having it launch an action because it's acting like
- a HyperCard button is--at the very best--disconcerting. Such unpredictability
- destroys the comfortable feel that is essential to a good human interface
- [Footnote: Also see Chapter 1 of Human Interface Guidelines: The Apple
- Desktop Interface (Addison-Wesley,1987)--in particular, the principles of
- Consistency and Perceived Stability. End Footnote] Users confronted with
- such unpredictability are likely to become lost, confused, and unhappy
- with your product.
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- Do not mix the Desktop and HyperCard metaphors. If you're writing a
- HyperCard stack, don't include icon-like buttons that must be double-clicked.
- If you're writing a Desktop application, don't include (to take a real example)
- a house icon that takes the user somewhere when it's clicked, like the
- Home Cardbutton in HyperCard. Desktop applications should not contain
- HyperCard-like interface elements.
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- The most important point is this: It should always be obvious whether
- the user is in a Desktop application or a HyperCard stack. And this means
- obvious at a glance; users should not have to read text or remember whether
- an application or a stack was launched. If the context is obvious,
- the user knows the result of a click--without having to think about it.
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