All computer systems need some form of user interface so that the computer and human being can communicate. The most widely used type of interface for today’s computer systems is a graphical user interface, or GUI (pronounced as gooey).
A graphical user interface uses visual elements that present information stored in a computer in an easy-to-understand manner. These elements make it easy for people to work with and use computer software. A GUI uses windows, icons, and menus to carry out commands, such as opening files, deleting files and moving files. GUI software is much easier to use than command line software since there is no need to type in and memorize individual commands.
The most common graphical elements are represented by WIMP: window, icon, menu, and pointer. A window is an area on the screen that displays information. The contents of the window are displayed independently from the rest of the screen. As you probably guessed, the Windows operating system derives its name from the use of windows. An icon is a small picture that represents objects, such as a program or file. You can manipulate the icon in different ways. For example, double-clicking the icon opens up the program or file. A menu provides a list of choices to users. Options are selected using a mouse or other pointing device. Menus show what is possible within the software in terms of commands and functions. A pointer is an onscreen symbol that represents movement of a device that the user controls to select windows, icons, and menus.
These four elements have dominated user interface design since they were first introduced in the mid-1980s. Most recently, mobile devices, such as smartphones and tablets, have starting using these elements in new ways due to constraints in space and available input devices. Touchscreen technology has introduced new interactions such as pinching and rotating, which are not supported by traditional input devices.
WIMP
- Windows
could be scrolled, stretched, overlapped, opened, closed, and moved around the screen using the mouse
Research and design issues fow Windows
- Window management
- enabling users to move fluidly between different windows (and monitors)
- How to switch attention between them to find information needed without getting distracted
- Design principles of spacing, grouping, and simplicity should be used

- Icons
represented applications, objects, commands, and tools that were opened when clicked on
Research and design issues fow Icons
- There is a wealth of resources now so do not have to draw or invent icons from scratch
- guidelines, style guides, icon builders, libraries
- Text labels can be used alongside icons to help identification for small icon sets
- For large icon sets (e.g., photo editing or word processing) use rollovers

- Menus
offering lists of options that could be scrolled through and selected
Research and design issues fow Menu
- What are best names/labels/phrases to use?
- Placement in list is critical
- Quit and save need to be far apart
- Many international guidelines exist emphasizing depth/breadth, structure and navigation
- g. ISO 9241

- Pointing device
a mouse controlling the cursor as a point of entry to the windows, menus, and icons on the screen
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