Part1 – Introduction.
The approach I used in unit 5 was a generic design which is flexible in nature with a basic layout planned so it can be easily molded, or modified to fulfill a variety of needs or applications. The wireframe associated with the design is shown without a supporting structure. The associated structure will be dictated by its application and placement. Part 2. WIMP.
WIMP is an established approach that has become commonplace in its usage with and basic functionality on kiosks. The term WIMP stands for windows, icons, menus and pointers which are the primary objects used in the presentation of data to the customer or client and the means to communicate with the system. The term was coined by Merzouga Wilberts in 1980 that was part of the working group at Xerox Parc that ultimately developed the Graphical User Interface under the guidance of Allen Kay (Charlotte). Although still used, the term “WIMP” is slowly being overtaken by newer approaches and standards. As stated by Allen Kay, "We've taken the WIMP interface as far as it can go," he added, referring to the Windows-icon-mouse-pull-down menu” (Laurie, 1995). The first and most possibly the largest single item that the user sees is the monitor. Not only is it the most visible item we see whether the kiosk unit is handheld or free standing, it is the device that we depend on most for our visual interaction with the kiosk. From it we receive a variety of information, ranging from instructions on use to displaying how we are interfacing with it. Through the use of various icons, symbols, menus and written choices it provides us with the information or service that we seek.
At the same time through the use of many of the same types of items it allows us to make choices, provide information that is needed and conduct a variety of activities that otherwise would involve perhaps waiting in line for someone to assist us and still need to take additional actions to reach the conclusion we seek. In some ways the kiosk that we depend on most is our computer at home, a laptop, tablet, smart phone of other similar device.
These items are used for a broad spectrum of activities which range from finding information, shopping, paying bills or making appointments to researching information and other almost limitless activities, or as the expression goes ad infinitum.
With the possible exception of text the most visible items we are exposed to on the monitor is normally an icon or a series of icons. The icon is a functional device represented by a symbol on the screen that helps to simplify our usage of processes or devices and improve the speed at which we are able to accomplish certain tasks. With a single keystroke we are able to respond to a question or series of directions ranging from answering a question to following a complex set of instructions.
The icon can provide a simple means to complete a reasonably complex task by completing a simple action. Through the use of either a mouse or most likely a trackball installed in the kiosk we are able to move the cursor to the selection of our choice and select it with a keystroke. By using icons we can be routed through a series of complex actions to the activity that we seek. Also by using icons we are able to take the steps needed to accomplish a task. It can be very broad in range. From banking, ordering needed items; making appointments, to a broad variety of tasks we are able to complete almost limitless activities. The use of icons can simplify our lives as long as we learn how to properly understand them and how they function. These can be applied in many ways, from selecting almost any key from the keyboard if it is programmed that way or by moving an arrow or some other symbol over the icon and selecting it with a keystroke or clicking a key on the mouse. Along as we know how to...
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