Abstract
As argued in a companion paper, Basden and Hibberd (1996), there is a need for a more “proximal” form of user interface than is currently offered by traditional WIMP styles of interface. This is necessary for knowledge representation tools used in ill structured domains, in the use of which new knowledge is generated by the very act of representation. The tool should ideally then become so “proximal” that the user's flow of creative thinking is not interrupted. In this paper we examine traditional principles that guide the design of user interfaces and find them suited to user activity that is a series of separable, goal-directed events but not to activity that is a continuous, holistic process. While some of the principles are applicable, others must be replaced or augmented and most must be made more specific. We describe a set of principles that we found important to guide the design of a knowledge representation tool, some of which do not seem to have been brought together before in the way described here, and discuss what forms their implementation might take.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.