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.

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