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		<updated>2026-05-14T13:05:34Z</updated>
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		<id>http://wiki.cas.mcmaster.ca/index.php/User:Skip</id>
		<title>User:Skip</title>
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				<updated>2009-11-22T23:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Human Computer Interaction =&lt;br /&gt;
&lt;br /&gt;
=='''This is the projects main page for cs4hc3 and se4f03''' -- ''HCI / CHI'' Courses.==&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    During the middle of term the class will be divided into about 12 (n) groups, each of whom will negotiate amongst&lt;br /&gt;
    themselves a topic of concentration from the list below with at least three ranked by selected priority.&lt;br /&gt;
    At an early designated lecture, each group will be linked to a topic of their choice in a first-come/first-served&lt;br /&gt;
    basis -- only one group per project.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Group members should all have their associated member email addresses and use these to generate a wiki in one of the&lt;br /&gt;
    groups member names.  Note that ALL changes made to a wiki are logged by IP address of the machine, as well as time&lt;br /&gt;
    and date.  By law Derek Lipiec MUST always be running an audit trail system which essentially operates as a key logger&lt;br /&gt;
    in that if any vandalism is done electronically, he can determine who is logged on, from where as well as what was typed.&lt;br /&gt;
    This is a warning that anyone modifying a group's wiki who is NOT a member of that group will be caught and risk a zero&lt;br /&gt;
    grade for this assignment exists.  Therefore &amp;quot;play safe&amp;quot; and do not fool around.  (wfsp)&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Just after several weeks of class duration, a created wiki from each group will be completed&lt;br /&gt;
    and marked.  As soon as scheduled, these dates will be posted in the ELM calendar for this course.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Part of this mark will be composed of 12 other rankings (by three groups of four members each as listed below)&lt;br /&gt;
    from &amp;lt;b&amp;gt;each&amp;lt;/b&amp;gt; of the other group members, &amp;lt;b&amp;gt;done individually&amp;lt;/b&amp;gt;, who will rank and provide one sentence&lt;br /&gt;
    of what is best and one sentence of what is worst about the subject wiki under consideration.  This is done&lt;br /&gt;
    through sending Dr.Poehlman an email with the three marks and single sentences for like and dislike reasons.&lt;br /&gt;
    The ranking for each wiki will be compiled by the instructor and posted anonymously for class consideration&lt;br /&gt;
    and discussion near the end of term.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Topics:===&lt;br /&gt;
Reference -- adapted from ACM (Association for Computing Machinery -- but people can join, too!) http://wiki.acm.org/cs2001/index.php?title=HUMAN-COMPUTER_INTERACTION&lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Motivation:''' Why the study of how people interact with technology is vital for the development of most usable and acceptable systems. (Specified for Group 10 -- wfsp/15nov09@14:30) &amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Contexts for HCI:''' mobile devices, consumer devices, business applications, web, business applications, collaboration systems, games, etc. (Taken by Group 8 -- wfsp/05nov09@14:00)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Process for user-centered development:''' early focus on users, empirical testing, iterative design. (Specified for Group 11 -- wfsp/15nov09@14:30) &amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Different measures for evaluation:''' utility, efficiency, learnability, user satisfaction. (Taken by Group 5 -- wfsp/10nov09@13:00)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Models that inform human-computer interaction (HCI) design:''' attention, perception and recognition, movement, and cognition.&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Social issues influencing HCI design and use:''' culture, communication, and organizations. (Taken by Group 3 -- wfsp/13nov09@15:30) &amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''Accommodating human diversity:''' including universal design and accessibility and designing for multiple cultural and linguistic contexts. (Taken by Group 9 -- wfsp/12nov09@13:30)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; The most '''common''' interface '''design mistakes'''. (Taken by Group 1 -- wfsp/04nov09@17:00)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; '''User interface standards'''. (Taken by Group 6 -- wfsp/05nov09@19:30)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; The '''five interaction styles''' as espoused by [[B.Scheidermann]]. (Taken by Group 7 -- wfsp/04nov09@17:30)&amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; The '''Object-Action''' (or visa-versa) '''model''' and its applications. [[The Object-Action (or_visa-versa) model and its applications]](Specified for Group 2 -- wfsp/15nov09@14:30) &amp;lt;/Li&amp;gt;&lt;br /&gt;
  &amp;lt;Li&amp;gt; The '''direct manipulation method''' and its importance to CHI. [[Direct Manipulation]] (Taken by Group 4 -- wfsp/06nov09@09:30) &amp;lt;/Li&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;&lt;br /&gt;
  Marking Duties for Each Group:&lt;br /&gt;
&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;table  border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;&lt;br /&gt;
      &amp;lt;u&amp;gt;Group   Mark1   Mark2   Mark3&amp;lt;/u&amp;gt;&lt;br /&gt;
    &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      1   Group 2  Group 3  Group 4&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      2   Group 3  Group 4  Group 5&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      3   Group 4  Group 5  Group 6&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      4   Group 5  Group 6  Group 7&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      5   Group 6  Group 7  Group 8&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      6   Group 7  Group 8  Group 9&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      7   Group 8  Group 9  Group 10&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      8   Group 9  Group 10 Group 11&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      9   Group 10 Group 11 Group 01&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      10  Group 11 Group 01 Group 02&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&lt;br /&gt;
      11  Group 01 Group 02 Group 03&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=='''This is the VRML assignment main page for cs4hc3 and se4f03''' &amp;lt;br&amp;gt; -- ''HCI / CHI'' Courses.==&lt;br /&gt;
NOTE:  This is NOT required for the 2009-2010 version of this course.&lt;br /&gt;
===Some Important References:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    The Custom Courseware for this course has an Appendix section for VRML beginners so this is a good place to begin studying if you are not familiar with the Virtual Reality Modelling Language.  We will be using this to create 3-D interfaces for 3-D worlds, just to get some practice in thinking in more than two dimensions.  Although VRML has been around for more than a decade, it is still found as the 3-D layer in MPEG4, has been updated and in a standard in the W3C world known as X3D, which is just VRML with &amp;lt;elements&amp;gt; instead of reserved keywords.  If you know VRML, you know X3D.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    To begin our study of the Virtual Reality Modeling Language (VRML), we need to get setup to view the VRML code (which is in pure ASCII, as is Javascript, etc.)  To create VRML, use any ASCII editor that you like best.  I use Crimson Editor which has a built-in context sensitive markup that understands VRML, so it is easy to distinguish comments from verbs and nouns, etc.&lt;br /&gt;
Go to http://sourceforge.net/projects/emeraldeditor/files/ where Emerald Editor (the newest version of the Crimson editor) can be downloaded freely.  To interpret VRML code (nested in HTML code) you need a plug-in.  The best that I have found is called Cortona from Parallel Graphics at http://www.cortona3d.com/cortona/ .  It works best with Apple Safari Browser version 4 from http://www.apple.com/safari/download/ .  All of this information is at the end of the course web site section on VRML at http://www.cas.mcmaster.ca/~se4d03/demo.html#VRML headed with the title &amp;quot;Recommended Client Applications&amp;quot;.  By the way, Parallel Graphics has an editor called VRMLPad that is not free but can be downloaded as a trial version, which may help the beginner as it provides a thumbnail sketch at the margin right when it recognizes any VRML code shape primitives -- interesting thing to see work.&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    As far as web references go, the best place to start is on the course web site: &amp;lt;br&amp;gt; --&lt;br /&gt;
    http://www.cas.mcmaster.ca/~se4d03/demo.html#VRML &lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ol&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
      Once here you can take the tutorial, done by a senior thesis student Polo Cerone several year's ago.&lt;br /&gt;
      It can be taken on-line or downloaded and worked through locally -- either is equivalent.&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&lt;br /&gt;
      Once the tutorial is taken, there are many example VRML code snippets that can be viewed with whatever browser plug-in that you have installed.  Pay particular attention to the graduated examples that show how one specifically goes about creating an interface in VRML that controls objects in the main scene graph.  This is located back near the beginning of the VRML section titled &amp;quot;Graduated VRML2 Interface Examples&amp;quot;.&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-22T02:14:55Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Direct Manipulation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object and then presses the delete key. This action sends the object to the recycling bin and can be disposed at a later time. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks done on the computer are related to tasks in the real world. This direct approach makes the operations done on the computer easier to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to produce interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-22T02:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Direct Manipulation ==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object and then presses the delete key. This action sends the object to the recycling bin and can be disposed at a later time. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks done on the computer are related to tasks in the real world. This direct approach makes the operations done on the computer easier to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to produce interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/User:Group4</id>
		<title>User:Group4</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/User:Group4"/>
				<updated>2009-11-22T02:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;User:Group4 moved to Direct Manipulation: more appropriate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Direct Manipulation]]&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-22T02:13:13Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;User:Group4 moved to Direct Manipulation: more appropriate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object and then presses the delete key. This action sends the object to the recycling bin and can be disposed at a later time. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks done on the computer are related to tasks in the real world. This direct approach makes the operations done on the computer easier to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to produce interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:53:59Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Importance to CHI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object and then presses the delete key. This action sends the object to the recycling bin and can be disposed at a later time. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks done on the computer are related to tasks in the real world. This direct approach makes the operations done on the computer easier to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to produce interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:52:16Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object and then presses the delete key. This action sends the object to the recycling bin and can be disposed at a later time. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks done on the computer are related to tasks in the real world. This direct approach makes the operations done on the computer easier to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered to be one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop''' metaphor.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:32:59Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:32:27Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, McMaster University Courseware, Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:31:27Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Dr.Poehlman. Software Engineering 4DO3/6D03 Computer Science 4HC3, Fall 2009, Courseware:Lecture Notes.&lt;br /&gt;
* Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing&lt;br /&gt;
* Shneiderman, Ben (1982): The Future of Interactive Systems and the Emergence of Direct Manipulation. In Behaviour and Information Technology, 1 (3) pp. 237-256&lt;br /&gt;
* Shneiderman, Ben (1983): Direct manipulation: A step beyond programming languages. In IEEE Computer, 16 (8) pp. 57-69&lt;br /&gt;
* Sutherland, Ivan E. (1963): Sketchpad: A man-machine graphical communication system. In: Proceedings of the AFIPS Spring Joint Computer Conference 1963. pp. 329-346.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:24:22Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It was first introduced as a concept in the 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces] allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable [http://en.wikipedia.org/wiki/Graphical_user_interface user interfaces]. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:18:29Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. [http://en.wikipedia.org/wiki/Drag-and-drop Drag and drop] operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, [http://en.wikipedia.org/wiki/Drag-and-drop drag and drop] capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:17:21Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through [http://en.wikipedia.org/wiki/Computer_software software] and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:13:46Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing [http://en.wikipedia.org/wiki/Source_code source code]. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labeled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its [http://en.wikipedia.org/wiki/Fault_%28technology%29 fault]s. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive [http://en.wikipedia.org/wiki/Software_design software design].&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif</id>
		<title>File:DirectMan.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif"/>
				<updated>2009-11-21T23:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direct Manipulation animation. &lt;br /&gt;
&lt;br /&gt;
* '''Trash can metaphor''' Dropping an object onto the trash can could mean (from the user viewpoint) &amp;quot;delete the object that has been dragged and dropped into the trash can.&amp;quot; Here, the drag and drop does not move an object from one point to another; instead, it performs an action.&lt;br /&gt;
* The trash can is initially empty. Once the user drags an object to it, the trash can is full. Notice how the feedback is immediate.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif</id>
		<title>File:DirectMan.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif"/>
				<updated>2009-11-21T23:05:36Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direct Manipulation animation. &lt;br /&gt;
The trash can is initially empty. Once the user drags an object to it, the trash can is full. Notice how the reaction is immediate.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T23:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. [[Image:DirectMan.gif|thumb|Trash can metaphor (click for animation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif</id>
		<title>File:DirectMan.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/File:DirectMan.gif"/>
				<updated>2009-11-21T22:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;Direct Manipulation simulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Direct Manipulation simulation&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:37:17Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by [http://en.wikipedia.org/wiki/Ben_Schneiderman Ben Shneiderman]. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:33:32Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex [http://en.wikipedia.org/wiki/Syntax syntax] and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in [http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction human computer interaction] (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of [http://en.wikipedia.org/wiki/Syntax syntax]&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex [http://en.wikipedia.org/wiki/Syntax syntax]. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;br /&gt;
* http://www.interaction-design.org/encyclopedia/interaction_styles.html&lt;br /&gt;
* SE 4D03 Course Lecture Notes&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:25:22Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor ([http://en.wikipedia.org/wiki/Windows Microsoft Windows]) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:12:27Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''May be hard to program''' because some tasks may be easy to do in the real world but difficult to mimic through software and/or computer operations. For example playing a complex game where strategy is a prime factor, like chess, is somewhat easier to do in real life than to computer program how a player will make their next chess piece move.&lt;br /&gt;
&lt;br /&gt;
* '''May require graphics displays &amp;amp; pointing device(s)''', for example if the computer does not have a mouse that is separate from the computer. Drag and drop operations done on the computer may be more difficult to do without a separate mouse.&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:12:04Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:11:46Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages&amp;quot;, IEEE Computer 16(8) (August 1983), 57-69.&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct Manipulation for Comprehensible, Predictable, and Controllable User Interfaces&amp;quot; Proceedings of IUI97, 1997 International Conference on Intelligent User Interfaces, Orlando, FL, January 6-9, 1997, 33-39. &lt;br /&gt;
* Mahajan, R., Shneiderman, B. (May 1996), &amp;quot;Visual &amp;amp; textual consistency checking tools for graphical user interfaces&amp;quot;,IEEE Transactions on Software Engineering 23, 11 (November 1997), 722-735.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:11:31Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* '''Visually presents task concepts''', for example if the user wanted to discard or delete a file, then he/she simply selects the object a presses the delete key. This action sends the object to the recycling bin to later be removed from the computer's memory. This task concept of discarding unwanted material to the recycling bin is visually analogous to how humans throw away trash in a trash can.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy learning for a first time user'''. Direct manipulation has an easy learning curve, since tasks in the real world are related to tasks done on the computer. This direct approach makes the operations done on the computer easy to understand for a new user.&lt;br /&gt;
&lt;br /&gt;
* '''Allows easy retention''' since tasks done through direct manipulation are similar to real world tasks. Therefore, it is easy to retain operations learned on the computer. For example, the copy and paste operation done on the computer can easily be retained because it is similar to the action of photocopying a document in the physical world.&lt;br /&gt;
&lt;br /&gt;
* '''Allows errors to be avoided''' since direct manipulation does not involve writing or changing source code. This minimizes the chance of the user making errors in performing computer related tasks.&lt;br /&gt;
&lt;br /&gt;
*''' Encourages exploration''' because of easy navigation through graphical icons and other visual representation techniques. As a result, this makes it easy for the user to explore through the computer applications.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages,&amp;quot; IEEE Computer 16(8) (August 1983), 57-69.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* Importance to CHI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Direct manipulation depends on visual representation of the objects and actions of interest. In other words, physical actions or pointing instead of complex syntax. Operations whose effect on the object of interest is immediately visible. When users can specify what they want with clear and conceivable actions selected from a visual display, then they can more frequently succeed in finishing their task, whilst maintaining a sense of control. Also, this way users can feel directly responsible for their actions and acquire a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Currently, with user interfaces allowing zooming, drag and drop capabilities, etc., users are exposed to more engaging and more capable user interfaces. Direct Manipulation is leading designers to interfaces that are more understandable, predictable and manageable.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages,&amp;quot; IEEE Computer 16(8) (August 1983), 57-69.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T22:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
* Shneiderman, Ben. &amp;quot;Direct manipulation: a step beyond programming languages,&amp;quot; IEEE Computer 16(8) (August 1983), 57-69.&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T21:57:51Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T21:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T21:53:19Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Direct manipulation''' is considered one of the most significant achievements in human computer interaction (HCI) theory and design. It emerged as a concept in 1980's by Ben Shneiderman. &lt;br /&gt;
&lt;br /&gt;
Shneiderman published a paper in 1983 titled &amp;quot;Direct Manipulation: A step beyond programming languages&amp;quot; in which he noted the appeal of manipulating graphically represented objects instead of formulating complex linguistic commands.&lt;br /&gt;
&lt;br /&gt;
He characterized this style of interaction by three properties:&lt;br /&gt;
&lt;br /&gt;
* Continuous representation of object of interest.&lt;br /&gt;
* Physical actions or labelled buttons pressed instead of the use of syntax&lt;br /&gt;
* Rapid incremental reversal of actions with an immediate impact on object of interest.&lt;br /&gt;
&lt;br /&gt;
The paper began with two examples of office applications: word processing and spreadsheet.  The ability to display the final form on the screen, move a cursor by arrow keys, see the results of an action immediately and to easily reverse commands. Novices would also enjoy using direct manipulation software because they can rapidly master the system with time.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned a few other examples, of which, the most promising example was what is now known as the '''desktop metaphor'''.&lt;br /&gt;
&lt;br /&gt;
He also proposed that testing should be done before introducing direct manipulation systems to ensure proper behaviour of the system, specially if uncommon metaphors are being used.&lt;br /&gt;
&lt;br /&gt;
Shneiderman mentioned in his paper that direct manipulation isn't without its faults. He said that using spatial or graphical representation doesn't necessary improve performance. He identified the following four problems with direct manipulation:&lt;br /&gt;
&lt;br /&gt;
* Cluttered presentation, can lead to greater confusion&lt;br /&gt;
* Users had to learn the meaning of components of the graphic representation. &lt;br /&gt;
* Graphical representation may be misleading. &lt;br /&gt;
* Representation might take excessive screen space.&lt;br /&gt;
&lt;br /&gt;
This witnessed a hugely beneficial impact on personal computing and plays a major role in modern interactive software design.&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T20:50:31Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;/* The Direct Manipulation Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
&lt;br /&gt;
Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
&lt;br /&gt;
Direct manipulation involves three interconnected techniques:&lt;br /&gt;
&lt;br /&gt;
* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Importance to CHI====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Group4</name></author>	</entry>

	<entry>
		<id>http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation</id>
		<title>Direct Manipulation</title>
		<link rel="alternate" type="text/html" href="http://wiki.cas.mcmaster.ca/index.php/Direct_Manipulation"/>
				<updated>2009-11-21T20:43:14Z</updated>
		
		<summary type="html">&lt;p&gt;Group4:&amp;#32;New page: ==The Direct Manipulation Method==  Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manip...&lt;/p&gt;
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&lt;div&gt;==The Direct Manipulation Method==&lt;br /&gt;
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Direct manipulation is the visual representation of the world of actions. For example, the desktop metaphor (Microsoft Windows) which the user can manipulate. Direct manipulation is one of the primary interaction styles which has been used by designers and programmers for their systems. Direct manipulation allows novice users access to powerful instructions without the trouble of learning how to use a complex syntax and/or extensive lists of commands. &lt;br /&gt;
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Direct manipulation involves three interconnected techniques:&lt;br /&gt;
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* Provide a physically direct way of moving a cursor or manipulating the objects of interest.&lt;br /&gt;
* Present a concrete visual representation of the objects of interest and immediately change the view to reflect operations.&lt;br /&gt;
* Avoid using a command language and depend on operations applied to the cognitive model which is shown on the display.&lt;br /&gt;
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__TOC__&lt;br /&gt;
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===History===&lt;br /&gt;
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===Advantages===&lt;br /&gt;
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===Disadvantages===&lt;br /&gt;
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===Importance to CHI===&lt;br /&gt;
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===References===&lt;br /&gt;
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		<author><name>Group4</name></author>	</entry>

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