05-830, User Interface Software, Spring, 2000
Lecture 5, February 7, 2000
Copyright © 2000 - Brad Myers
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Why tools?
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What kinds of tools are there?
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What each kind is good for.
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The quality of the interfaces will be higher. This is because:
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Designs can be rapidly prototyped and implemented, possibly even before the
application code is written.
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It is easier to incorporate changes discovered through user testing.
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There can be multiple user interfaces for the same application.
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More effort can be expended on the tool than may be practical on any single
user interface since the tool will be used with many different applications.
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Different applications are more likely to have consistent user interfaces
if they are created using the same user interface tool.
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A UI tool will make it easier for a variety of specialists to be involved
in designing the user interface.
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The user interface code will be easier and more economical to create and
maintain. This is because:
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Interface specifications can be represented, validated, and evaluated more
easily.
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There will be less code to write, because much is supplied by the tools.
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There will be better modularization due to the separation of the user interface
component from the application.
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The level of expertise of the interface designers and implementors might
be able to be lower, because the tools hide much of the complexities of the
underlying system.
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The reliability of the user interface will be higher, since the code for
the user interface is created automatically from a higher level specification.
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It will be easier to port an application to different hardware and software
environments since the device dependencies are isolated in the user interface
tool.
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help design the interface given a specification of the end users' tasks,
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help implement the interface given a specification of the design,
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help evaluate the interface after it is designed and propose improvements,
or at least provide information to allow the designer to evaluate the interface,
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create easy-to-use interfaces,
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allow the designer to rapidly investigate different designs,
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allow non-programmers to design and implement user interfaces,
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put features in the interface that allow the end user to customize the interface,
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provide portability across different machines and devices, and
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be easy to use themselves.
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automatically choose which user interface styles, input devices, widgets,
etc. should be used,
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provide sets of standard UI components
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guide the implementation
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help with screen layout and graphic design,
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validate user inputs,
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handle user errors,
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handle aborting and undoing of operations,
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provide appropriate feedback to show that inputs have been received,
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provide help and prompts,
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update the screen display when application data changes,
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notify the application when the user updates application data,
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deal with field scrolling and editing,
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help with the sequencing of operations, and
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insulate the application from all device dependencies and the underlying
software and hardware systems.
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Manages and controls multiple contexts by separating them into different
physical parts of the screen.
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Can be part of a program (Smalltalk), part of operating system (SunTools),
or a separate program (X)
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"Window System"
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Programming interface
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Provides output graphics operations to draw clipped to a window = Output
Model
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Channels input from mouse and keyboard to appropriate window = Input Model
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"Window Manager"
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User interface to windows themselves
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Decorations on windows
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Mouse and keyboard commands to control windows.
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Many systems combine WS+WM
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SunTools, Macintosh, Windows, NeXT
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Others allow different WM on same WS
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X, NeWS
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Allows diversity and user preference
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Different WS on same hardware
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SunTools, X, NeWS on Suns
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Graphics commands that the programs can use
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All usually go through window manager so clipped
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Usually can only draw what WS provides
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Older systems (SunTools, etc.) simple primitives
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Draw Rectangles, text
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"BitBlt" or "RasterOp":
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Move a rectangle of the screen (memory)
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+ Easier to implement
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Newer (Macintosh, X, etc.) more sophisticated
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Filled polygons, splines, colors, clipping
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Still, all 2-D objects
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+ Prettier images and easier for application
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Language invented by Adobe for sending pages to printers
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Is a complete, textual programming language
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Provides:
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arbitrary rotation and scaling (even fonts)
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Complete hardware independence (coordinates are floats)
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Used as an output model:
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NeWS, Display Postscript: NeXT, DEC, etc.
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3-D output model from Silicon Graphics, for other platforms
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Standard part of Windows NT
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Powerful rendering capabilities
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CORE (~1977), GKS (1985)
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PHIGS (1988) -- PEX (1991): PHIGS + 3-D for X
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Don't support "modern" graphical interfaces very well.
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Why? Wait for particular kind of input
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How input from user is handled.
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Most only support keyboard and mouse
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All systems use same model:
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Events generated and passed to applications
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Record (struct) containing type, (x,y) of mouse, time, etc.
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Asynchronously sent
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For key down/up, mouse button down/up, cursor enter/leave window, window
refresh.
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Problems:
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Application must be almost always willing to accept events.
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Race conditions, since asynchronous
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Not device independent
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No ^S (pause output), ^C (abort process)
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Window system often protected process
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So bad application won't kill whole machine
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(Isn't on Macintosh and regular MS Windows)
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Is on Unix, Windows NT
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How do applications communicate with window system?
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Kernal, OS calls
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Network protocol
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Send messages to the process
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X, NeWS
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+ Processes can display on remote machines.
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+ Different programming languages
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- Less efficient
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How the windows are arranged and decorated.
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Tiled vs. Overlapping
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Whether windows can be on top of each other
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Don't see tiled much any more:
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Cedar, MS Windows 1.
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Overlapping was first, current
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Smalltalk (1976)
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X
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Decorations:
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Window borders, titles
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Icons
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Screen background
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How the user can control the windows.
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Mouse and keyboard commands
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Menus, buttons, etc.
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Listener or Focus:
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Only one keyboard and mouse
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How decide which window (process) to give it to?
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"Click to type": Macintosh
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"Mouse position"
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Implications on user interface
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E.g., which menubar is for?
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which window to ``find'' in?
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A library of interaction techniques that can be called by application programs.
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An interaction technique is a graphical object which can be manipulated using
a physical input device to input a certain type of value.
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Toolkits contain procedures to do menus, scroll bars, buttons, dialog boxes.
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Used only by programmers, only procedural interface
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Examples:
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Macintosh Toolbox
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Windows Toolkit
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xtk for X (Motif and OpenLook)
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Interviews for C++ and X
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NeXTStep for NeXT
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tk part of tcl/tk
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Amulet
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Important
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Consistent Look and Feel
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Re-use of code
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Can be hard to use:
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Very large libraries
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Very large manuals
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No help with when and how to call what
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Two layers:
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Intrinsics:
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How the widgets are implemented
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Widget set:
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Particular "look and feel"
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Procedure-oriented:
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Library of procedures that can be called
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Macintosh Toolbox, SunTools library
+ Simple to implement
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Object-oriented
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Library defines standard classes
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Programmer can make sub-classes
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Need an OO language
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Xtk, Interviews, Garnet
+ Natural way to think about organization: widgets on screen "seem" like
objects
+ Easier to make customizations
- Requires special (single) programming language
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Collections of interaction techniques with a particular look-and-feel
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Can be copyrighted, patented
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Different look-and-feels on same intrinsics
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Athena, OpenLook and Motif on Xtk
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The same look-and-feel can be implemented on different
intrinsics:
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Motif on Xtk, Interviews, Amulet, tcl
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Interface to applications: usually "call-back procedures"
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Application supplied
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Widget calls
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Problems
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- can be hundreds or thousands,
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- hard to deal with Undo, etc.
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- modularization compromised
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Amulet uses command objects instead
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Also used by MacApp on Macintosh
Virtual Toolkits
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Thin layer above existing toolkits that hides the toolkit dependencies.
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Allows applications to be more easily ported to different toolkits
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As opposed to a toolkit that runs on different environments
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Problems:
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Toolkit-specific style features
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Drawing routines must also be provided
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Examples:
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XVT (eXtensible Virtual Toolkit), supports Motif, OpenLook, Windows, PM,
Macintosh, and character displays
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Galaxy (from Visix Corp). Re-implements the widgets
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Since toolkits are hard to use, need higher-level support.
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Prototyping tools
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Quickly see how UI is going to look and act
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Interface Builders
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Lay out widgets
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Create menus, dialog boxes
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User Interface Development Environments
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Comprehensive support for UI Software
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Tradeoffs:
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Range of interfaces vs. amount of help (if narrow, can provide more support)
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Ease of use vs. power
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Evidence that interactive tools 10 to 50 times faster than coding with toolkits
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