WIMP

DeskTop Metaphor for UI: "windows, icons, menus, pointer" GUI

post-WIMP ("windows, icons, menus, pointer") comprises work on user interfaces, mostly graphical user interfaces, which attempt to go beyond the paradigm... WIMP interfaces are not optimal for working with complex tasks such as computer-aided design, working on large amounts of data simultaneously, or interactive games. WIMPs are usually pixel-hungry, so given limited screen real estate they can distract attention from the task at hand. Thus, custom interfaces can better encapsulate workspaces, actions, and objects for specific complex tasks. Applications for which WIMP is not well suited include those requiring continuous input signals, showing 3D models, or simply portraying an interaction for which there is no defined standard widget.... The seminal paper for post-WIMP interfaces is "Non Command User Interfaces" by Jakob Nielsen 1993[2], followed by "The Anti-Mac Interface"[1]. Updated proposals are discussed in "Post-WIMP user interfaces" by Andries van Dam [3]. Michel Beaudouin-Lafon subsequently proposed a framework called instrumental interaction, that defines a design space for Post-WIMP interaction techniques and a set of properties for comparing them.[4] Examples of Post-WIMP interaction include 3D interaction[5] and reality-based interaction[6]. https://en.m.wikipedia.org/wiki/Post-WIMP


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