Skip to content



Module 4
Designing for Use


















Metaphor:
The Hippogryph (horse + lion + eagle)


* * Designing a system by constructing it from functioning parts.

We'll make the innards of the black box more visible:

Gray box = black box1 + black box2 + . . . + black boxn

(Put together carefully!)

* User interface--the part you see on the screen.


Development of the User Interface

(1) ENIAC was programmed by being rewired

(2) Programming by setting switches on the front panel

(3) Punched cards for input: batch mode was very inefficient.

(4) Time-sharing computer: everyone has the illusion of being the sole user.

No screen, no mouse, and unpleasant editing:

p 125:450
i 220
d 245:350
stotal$sum$340:#

(5) Video terminals in the 1970s made life much easier for the user.



Guidelines for Good Systems

  • A system should be transparent

  • A system should be forgiving

  • A system should be visually oriented


    Anatomy of a Stack
* A HyperCard stack is another microworld, designed to model a stack of index cards.

* Visually and functionally, a stack is a collection of cards.

Each card may contain:

- Fields, where information may be stored

- Buttons, which control the actions of the stack

- Graphic images, to make the stack look better and be easier to use.




* Each object in a stack, including the stack itself, can have a program, called a script, associated with it.

Cards and Backgrounds

* Each card has a background, but many cards may share the same background.

* Cards act as transparent overlays on their backgrounds, both visually and functionally.

Fields

* Fields are the basic containers for information in HyperCard.

* Fields commonly live on backgrounds, but they can be associated with cards as well.

* A background field is shared by all cards using that background. It acts like a template for storage.

* Fields are generally passive.


Buttons

* Buttons are active, in that clicking on one usually causes something to happen.

Example: The arrows you have seen that take you to other cards


* Buttons usually live on cards.

Common Exception: The "go to next card" and "go to previous card" buttons, shown above, usually live on backgrounds. (Why?)

HyperCard's User Levels

(1) Browsing: you can only click on buttons.
(2) Typing: browsing + you can type into fields.
(3) Painting: typing + you can change the graphics.
(4) Authoring: painting + you can edit and move
fields and buttons.

(5) Scripting: authoring + you can change the
scripts of objects.

* You set the user level on the card before the Home stack's icon card (use the back arrow key):


Menus

* The added powers of the authoring level are reflected in the menus:



The left menu is what you see at the browsing level, the right is what you see at the authoring level.



You also have access to the Tools menu:



This can be "torn off" the menu bar and moved around.

The browse tool is used to click buttons and
fields as a browsing or typing user would.

The button tool is used to manipulate buttons
while authoring.

The field tool is used to inspect and modify fields.

The rest are painting tools.


Making a New Stack

* Select New Stack... from the File menu





The new stack will contain one card and one background.

* You can then add cards to the new stack by selecting New Card from the Edit menu.

* The Edit menu can be used to cut, copy, and paste cards, buttons, and fields.

* The Objects menu is used to get information about a stack and its components, and to make new buttons, fields, and backgrounds.






* Selecting New button from the Objects menu also brings up a dialog box.




Using this box, you can set the properties of the button.
You can move or resize a button by dragging in its interior or dragging one of its corners, respectively.

* Selecting New field brings up an informative dialog box.




Using this box, you can set the properties of the field.

You can move or resize a field by dragging in its interior or dragging one of its corners, respectively.

* Selecting New Background from the Objects menu places a new background and a new card in front of the current card, without changing the background of any existing card.

Example: This is what happens when you select New Background, followed by New Card.



Linking Cards

* To make a button move to another card

(1) Select the button, using the button tool

(2) Double-click on the button, or select "Button info..." from the Objects menu to get the button dialog box.

(3) Click on the "Link to..." button in the dialog box.

(4) A new box will appear



(5) Navigate through the stack (using the Go menu) until you come to the card where the button is to send the user.

(6) Click the "This Card" button in the new box, and ‹presto!‹your button knows what to do when the user clicks it.

Painting

You can paint on cards or backgrounds using the painting tools on the Tools menu. (The Options and the Paint menus have some features you might wish to explore, too.)

- The pencil draws a thin line.

- The paintbrush acts much like the pencil.

- The line tool draws straight lines.

- The spraypaint tool "spatters" the currently selected pattern.

- The paint can is used to fill areas with the currently selected pattern.

- The eraser erases everything under it as long as the mouse button is held down.

- The rectangle and rounded rectangle draw rectangles of the indicated type. 

- The oval acts almost exactly like the rectangle tool, except that it draws ovals.

-
The regular polygon draws symmetric polygons with either three, four, five, six or eight sides. It can also draw circles.

- The irregular polygon acts almost like a number of line tools strung together.

- To use the curve tool, begin drawing by clicking on the screen and holding the mouse to draw a curve. When you release the mouse, the curve is completed.

- The text tool allows you to paint text on the screen by typing.

- When using the selection rectangle, clicking and dragging the mouse creates a rectangular region on the screen. You can then drag, cut, or copy the picture within the rectangle.

- The lasso also selects an object, but includes as little of the exterior as possible.

Visual Order of Objects

* HyperCard has rules to determine what shows when combining functional objects:

(1) Fields visually overlap buttons.

(2) Buttons overlap graphics.

(3) Cards overlap backgrounds (and all background objects).



* Even if a card's graphics obscure a background button completely, the button is still "active."