Post-WIMP

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Post-WIMP refers to work on user interfaces, mostly graphical user interfaces, which attempt to go beyond the paradigm of windows, icons, menus and a pointing device, i.e. WIMP interfaces.

The reason WIMP interfaces have become so prevalent since their conception at Xerox PARC has been that they are very good at abstracting workspaces, documents, and their actions. Their analogous paradigm to documents as paper sheets or folders, makes WIMP interfaces easy to introduce to novice users. Furthermore their basic representations as rectangular regions on a 2D flat screen make them a good fit for system programmers. Generality makes them very suitable for multitasking work environments.

However WIMP interfaces are not optimal for working with complex tasks such as computer-aided design or even interactive games. WIMPs are usually quite pixel-hungry, so given limited screen real estate they can become distracting from the main task trying to be performed. Thus, custom interfaces can do a much better job of encapsulating workspaces, actions, and objects for specific complex tasks. Applications for which WIMP is not well suited include those requiring devices that provides continuous input signals, showing 3D models, or simply portraying an interaction for which there is not defined any standard widget.

Post-WIMP interfaces have made their way to the general public. Examples of these include the interface of the classic MP3 player iPod to a bank's automated teller machine screen.

Meanwhile, the average desktop computer still utilizes WIMP interfaces for their basic operation, and have started undergoing major operational improvements to surpass the hurdles inherent to the classic WIMP interface. These include the exploration of virtual 3D space, interactive techniques for window/icon sorting, focus, and embellishment.

The seminal paper for post-WIMP interfaces is "Non Command User Interfaces" by Jakob Nielsen 1993[1]. Updated proposals are discussed in "Post-WIMP user interfaces" by Andries van Dam. [2] Michel Beaudouin-Lafon subsequently proposed a framework called instrumental interaction, that defines a design space for Post-WIMP interaction techniques and a set of properties for comparing them. [3]

[edit] Examples

Widgetless graphical user interfaces, including computer games, virtual reality systems, and graphical user interfaces based on gestures, speech, see-through tools, zooming and physical controls.

[edit] References

  1. ^ Jakob Nielsen (April 1993). "Noncommand user interfaces". Communications of the ACM 36 (4): pp. 83–99. ACM Press. doi:10.1145/255950.153582. 
  2. ^ Andries van Dam (February 1997). "POST-WIMP User Interfaces". Communications of the ACM 40 (2): pp. 63–67. ACM Press. doi:10.1145/253671.253708. 
  3. ^ Michel Beaudouin-Lafon (November 2000). "Instrumental interaction: an interaction model for designing post-WIMP user interfaces". CHI '00: Proceedings of the SIGCHI conference on Human factors in computing systems: pp. 446-453, The Hague, The Netherlands: ACM Press. doi:10.1145/332040.332473.