Graphical user interface (GUI)
The
graphical user interface (GUI /ɡuːiː/),
is a type of user interface that allows users to interact with electronic
devices through graphical icons and visual indicators such as secondary
notation, instead of text-based user interfaces, typed command labels or text
navigation. GUIs were introduced in reaction to the perceived steep learning
curve of command-line interfaces (CLIs),[1][2][3] which require commands to be
typed on a computer keyboard.
The
actions in a GUI are usually performed through direct manipulation of the
graphical elements. [4] Beyond computers, GUIs are used in many handheld mobile
devices such as MP3 players, portable media players, gaming devices,
smartphones and smaller household, office and industrial controls. The term GUI
tends not to be applied to other lower-display resolution types of interfaces,
such as video games (where head-up display (HUD) [5] is preferred), or not
including flat screens, like volumetric displays [6] because the term is
restricted to the scope of two-dimensional display screens able to describe
generic information, in the tradition of the computer science research at the X Designing the visual composition
and temporal behavior of a GUI is an important part of software application
programming in the area of human–computer interaction. Its goal is to enhance
the efficiency and ease of use for the underlying logical design of a stored
program, a design discipline named usability. Methods of user-centered design
are used to ensure that the visual language introduced in the design is
well-tailored to the tasks.
User interface and interaction
design:
The
visible graphical interface features of an application are sometimes referred
to as chrome or GUI (pronounced gooey).[7][8] Typically, users interact with
information by manipulating visual widgets that allow for interactions
appropriate to the kind of data they hold. The widgets of a well-designed
interface are selected to support the actions necessary to achieve the goals of
users. A model–view–controller allows a flexible structure in which the
interface is independent from and indirectly linked to application functions,
so the GUI can be customized easily. This allows users to select or design a
different skin at will, and eases the designer's work to change the interface
as user needs evolve. Good user interface design relates to users more, and to
system architecture less.
Large
widgets, such as windows, usually provide a frame or container for the main
presentation content such as a web page, email message or drawing. Smaller ones
usually act as a user-input tool.
A
GUI may be designed for the requirements of a vertical market as
application-specific graphical user interfaces. Examples include automated
teller machines (ATM), point of sale (POS) touchscreens at restaurants,[9]
self-service checkouts used in a retail store, airline self-ticketing and
check-in, information kiosks in a public space, like a train station or a
museum, and monitors or control screens in an embedded industrial application
which employ a real-time operating system (RTOS).
By
the 1980s, cell phones and handheld game systems also employed application
specific touchscreen GUIs. Newer automobiles use GUIs in their navigation
systems and multimedia centers, or navigation multimedia center combinations.erox
Palo Alto Research Center.
Componentes:
A
GUI uses a combination of technologies and devices to provide a platform that
users can interact with, for the tasks of gathering and producing information.
A
series of elements conforming a visual language have evolved to represent
information stored in computers. This makes it easier for people with few
computer skills to work with and use computer software. The most common
combination of such elements in GUIs is the windows, icons, menus, pointer
(WIMP) paradigm, especially in personal computers.
The
WIMP style of interaction uses a virtual input device to represent the position
of a pointing device, most often a mouse, and presents information organized in
windows and represented with icons. Available commands are compiled together in
menus, and actions are performed making gestures with the pointing device. A
window manager facilitates the interactions between windows, applications, and
the windowing system. The windowing system handles hardware devices such as
pointing devices, graphics hardware, and positioning of the pointer.
In
personal computers, all these elements are modeled through a desktop metaphor
to produce a simulation called a desktop environment in which the display
represents a desktop, on which documents and folders of documents can be
placed. Window managers and other software combine to simulate the desktop
environment with varying degrees of realism.
Historia de (GUI):
Ivan
Sutherland developed Sketchpad in 1963, widely held as the first graphical
computer-aided design program. It used a light pen to create and manipulate
objects in engineering drawings in realtime with coordinated graphics. In the
late 1960s, researchers at the Stanford Research Institute, led by Douglas
Engelbart, developed the On-Line System (NLS), which used text-based hyperlinks
manipulated with a then new device: the mouse. In the 1970s, Engelbart's ideas
were further refined and extended to graphics by researchers at Xerox PARC and
specifically Alan Kay, who went beyond text-based hyperlinks and used a GUI as
the main interface for the Xerox Alto computer, released in 1973. Most modern
general-purpose GUIs are derived from this system.
The
Xerox Star 8010 workstation introduced the first commercial GUI.
The
Xerox PARC user interface consisted of graphical elements such as windows,
menus, radio buttons, and check boxes. The concept of icons was later
introduced by David Canfield Smith, who had written a thesis on the subject
under the guidance of Kay.[12][13][14] The PARC user interface employs a
pointing device along with a keyboard. These aspects can be emphasized by using
the alternative term and acronym for windows, icons, menus, pointing device (WIMP).
This effort culminated in the 1973 Xerox Alto, the first computer with a GUI,
though the system never reached commercial production.
The
first commercially available computer with a GUI was the 1979 PERQ workstation,
manufactured by Three Rivers Computer Corporation. In 1981, Xerox eventually
commercialized the Alto in the form of a new and enhanced system – the Xerox
8010 Information System – more commonly known as the Xerox Star.[15][16] These
early systems spurred many other GUI efforts, including the Apple Lisa (which
presented the concept of menu bar and window controls) in 1983, the Apple
Macintosh 128K in 1984, and the Atari ST with Digital Research's GEM, and
Commodore Amiga in 1985. Visi On was released in 1983 for the IBM PC compatible
computers, but was never popular due to its high hardware demands.[17]
Nevertheless, it was a crucial influence on the contemporary development of
Microsoft Windows.[18]
Apple,
Digital Research, IBM and Microsoft used many of Xerox's ideas to develop
products, and IBM's Common User Access specifications formed the basis of the
user interfaces used in Microsoft Windows, IBM OS/2 Presentation Manager, and
the Unix Motif toolkit and window manager. These ideas evolved to create the
interface found in current versions of Microsoft Windows, and in various
desktop environments for Unix-like operating systems, such as macOS and Linux.
Thus most current GUIs have largely common idioms.
Sistemas operativos que utiliza Graphical user interface (GUI):
- X-Window
- Windows
- Mac OS X
- Aqua
- Apple Macintosh
Glosario:
AJAX: Acrónimo de Asynchronous
JavaScript And XML (JavaScript asíncrono y XML), es una técnica de desarrollo
web para crear aplicaciones interactivas o RIA (Rich Internet Applications).
Estas aplicaciones se ejecutan en el cliente, es decir, en el navegador de los
usuarios mientras se mantiene la comunicación asíncrona con el servidor en
segundo plano. De esta forma es posible realizar cambios sobre las páginas sin
necesidad de recargarlas, mejorando la interactividad, velocidad y usabilidad
en las aplicaciones.
Arquitectura de la información: (AI) es la disciplina y arte encargada del estudio, análisis, organización, disposición y estructuración de la información en espacios de información, y de la selección y presentación de los datos en los sistemas de información interactivos y no interactivos.
Biblioteca de enlace dinámico: o más comúnmente DLL (sigla en inglés de dynamic-link library) es el término con el que se refiere a los archivos con código ejecutable que se cargan bajo demanda de un programa por parte del sistema operativo.
Ingeniería de software: es la aplicación de un enfoque sistemático, disciplinado y cuantificable al desarrollo, operación, y mantenimiento del software.
Interfaz: Dispositivo capaz de transformar las señales generadas por un aparato en señales comprensibles por otro.
Interfaz de usuario: Podemos comenzar diciendo que es el medio por el que una persona controla una aplicación de software o un dispositivo de hardware. Una buena interfaz de usuarioproporciona una experiencia “fácil de usar”, que permite a una persona interactuar con el software o hardware de una manera natural e intuitiva.
Interacción
persona-computadora: Todavía no hay una definición concreta para el conjunto de conceptos que forman el área de la interacción persona-computadora o interacción persona-ordenador (IPO). En términos generales, es la disciplina que estudia el intercambio de información mediante software entre las personas y las computadoras.
Interfaz de línea de comandos
(CLI): es un método que permite a los usuarios dar instrucciones a algún programa informático por medio de una línea de texto simple.
Ley
de Fitts: expresa que el tiempo para llegar a un objetivo (visual) es una función de la distancia a dicho objetivo y su tamaño. En otras palabras: El tiempo que se requiere para alcanzar a pulsar un objetivo depende de una relación logarítmica entre su superficie y la distancia a la que se encuentra.
Look
and feel: (con el significado de "aspecto y tacto") es una metáfora utilizada dentro del entorno de marketing para poder dar una imagen única a los productos, incluyendo áreas como el diseño exterior, trade dress, la caja en que se entrega al cliente, etc ...
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