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- Similarities between hardware and software full#
- Similarities between hardware and software software#
It is better to design for freedom of movement and, for example, put a logo (linked to the home page) on every page to provide context and navigation for users who have gone straight to that page. Sometimes you can force users through set paths and prevent people from linking to certain pages, but sites that do so feel harsh and dominating. Web designers need to accommodate and support user-controlled navigation. Users also control their own bookmark menu and can use it to create a customized interface to a site. Users can take paths that were never intended by the designer: for example, they can jump straight into the guts of a site from a search engine without ever going through the home page. On the Web, the user fundamentally controls his or her navigation through the pages. You can gray out menu options that are not applicable in the current state, and you can throw up a modal dialog box that takes over the computer until the user has answered the question. In traditional GUI design, the designer can control where the user can go when. It is recommended to separate meaning and presentation and to use style sheets to specify presentation, but doing so works better for informational content than for interactions.
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The basic principles of HTML can take the designer a long way toward the ideal, but not all the way there.
![similarities between hardware and software similarities between hardware and software](https://insights.sei.cmu.edu/media/images/04062020_figure1__1_traditionalapplicationde.max-730x733.png)
Similarities between hardware and software full#
The only way to make this happen is for designers to give up full control and let the presentation of their pages be determined by an interplay of page specifications and the preference settings and other characteristics of the client device.ĭesigning an abstract UI specification that is instantiated differently for each platform is much harder than it sounds. The more specialized or low-end the device, the stricter the requirements for Web content to morph into something suited for the platform. Indeed, looking different is a feature, not a bug, since an optimal user experience requires adjustments to the characteristics of each device. On the Web, we currently need to accommodate a factor of 100 in screen area between handhelds and workstations and a factor of 1,000 in bandwidth between modems and T-3 connections.Īny given Web design will look very different on this variety of devices: clearly, WYSIWYG is dead.
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In traditional design, the difference in screen area between a laptop and a high-end workstation is a factor of six. Users may be accessing the Web through traditional computers, but could easily be using a WebTV, a pen-based hand-held device, a Nokia cellphone, or even their car as an Internet device. On the Web, all these assumptions fall apart. You know what system you are designing for, you know what fonts it has installed, you know how large the screen typically will be, and you have the system vendor's styleguide to tell you the rules for combining the interaction widgets. In traditional GUI design, you control every pixel on the screen: as you lay out a dialog box, you can rest assured that it will look exactly the same on the user's screen.
Similarities between hardware and software software#
Of course there are also similarities between designing for the Web and traditional UI design: at the most basic level, both are interactive systems, and both are software designs as opposed to the design of physical objects. Mainly, the designer has to give up full control and share responsibility for the UI with users and their client hardware/software. Designing for the Web is different from designing traditional software user interfaces.