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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Identification and Origin of User Interfaces</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Jiří Hradil University of Economics, Prague Department of Information and Knowledge Engineering W.</institution>
          <addr-line>Churchill Sq. 4, 130 67 Prague</addr-line>
          ,
          <country country="CZ">Czech Republic</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>1885</volume>
      <fpage>223</fpage>
      <lpage>227</lpage>
      <abstract>
        <p>This paper identifies typical patterns of user interfaces in software applications and try to conclude their origin based on association with phenomena of the surrounding world. First, four basic phenomena are chosen (Time, Gravity, Space and Similarity) and then related user interfaces are assigned under them. Each user interface is described, explained and put into the right usability context. Author believes that when we identify and understand these connections between phenomena and user interfaces, and follow the concept of inspiration from the outside world, we will be able to create more usable software which will serve people better. The user interface patterns research is just a part of author's broader research in software ergonomics field.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Software ergonomics is a domain of research which
looks at software from the user’s point of view. Its main
goal is to harmonize the communication between a man
and machine. People play a dominant role in software, and
software design considers people from its very first design.</p>
      <p>Software ergonomics covers all the parts in software
which are related or dedicated to human being. Author’s
PhD dissertation (currently in progress) splits the
ergonomics into four parts: Speed, Psychology of Colors,
Psychology of Shapes, and External and Environmental
Influences.</p>
      <p>This article is related to the Psychology of Shapes part.
Identification and origin of user interfaces and their
archetypes is also related to Psychology, Physics or
Sociology. All the interfaces described should be
considered as “soft systems”. Even the interfaces are just a
reflection of the outside world and they are interpreted and
used from human being perspective, their interpretation
could be still subjective. Nevertheless, author tries to
identify, categorize and describe these interfaces and link
them with phenomena of the outside world to help to be
used in the right context.</p>
      <p>
        Current scientific research and publications look at
software ergonomics vicariously or indirectly. For example,
fragments of Psychology of Colors are mentioned in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
and [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Human factors and Psychology of Shapes is partly
described in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Design patters related to software are
mentioned in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. There are also general guidelines
for software developers [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However, neither all
the described interfaces nor single components miss a
connection to their origin and association with the outside
world. This way, it’s hard to predict their behavior.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Phenomena</title>
      <p>Based on observation of the surrounding world, four
generally known phenomena have been chosen as a basis
for user interface identification and classification.
2.1</p>
      <sec id="sec-2-1">
        <title>Time</title>
        <p>
          Time represents change, growth and perpetual moving,
expresses a dependency of human being on surrounding
environment, reflects interaction and links an action with
a reaction. While perceiving time, we can refer basic time
frames – past, present and future. On the mental timeline
(how we perceive time in surrounding space), past is
understood on the left and the future on the right [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>User interfaces take time into account with horizontal
layouts, unfolding information from left-to-right, and with
determining components priority (on the right is the newest
and so more important).</p>
        <p>The following user interfaces have been categorized
under Time phenomenon:
2.1.1</p>
      </sec>
      <sec id="sec-2-2">
        <title>2-Column Horizontal Layout</title>
        <p>The screen is split into 2 parts which are positioned next
to each other. The left side displays older/less important
data and the right side newest/more important data, or both
sides show equally important data. This could be used for
a comparison or for displaying duplicates.
2.1.2</p>
      </sec>
      <sec id="sec-2-3">
        <title>3-Column Horizontal Layout</title>
        <p>This interface is an extension of 2-column Horizontal
Layout and adds another layer of detail or granularity.
Displaying is in the form of 3 columns horizontally
positioned next to each other. The left side could display
Past, the middle one Present, and the right side Future. The
interface could also follow granularity principle where
coarse-grained data is on the left, data in normal resolution
in the middle and fine-grained data on the right.</p>
        <p>This interface is a special variant of the 2-Column
Horizontal Layout. Application menu is positioned on the
left. Therefore, the menu is the main control interface and
could be used earlier than the middle (working) part of the
application. For example, one needs to choose a file which
he would like to work with.</p>
        <p>The application menu in this interface is just an
additional (second class) component. Due to mental
timeline perception, the right part of the screen is
recognized later than the left one. Hence menu contains
control elements which are used less frequently compared
to Menu on the Left interface. For example, one works with
a photography and they decide to apply a filter on the
photography.</p>
        <p>Perception of gravity as a law of nature and its influence
on human being reflects user interfaces in top-to-bottom
design. More important is on the top and less important on
the bottom. We can understand gravity as a vertical
timeline. Designing future is very difficult, maybe
impossible here. In the vertical space, we can express
future on the top but user interfaces are positioned just
ahead of us which connotes present, not future. Therefore,
it’s reasonable to reduce time-frames under this
phenomenon only to past and present.</p>
        <p>The following user-interface type has been identified
under Gravity phenomenon:
2.2.1</p>
      </sec>
      <sec id="sec-2-4">
        <title>List</title>
        <p>This user interface is represented by a vertical list of
items, typically sorted by their priority. The most important
or newest item is on the top and less important or oldest is
on the bottom. One item represents one encapsulated
information or entity (a task, email, document etc.). In case
of many items it’s advisable to split the list by a blank
space or horizontal line into smaller groups (3-5 items in
groups, for example).</p>
        <p>Space phenomenon is derived from perception of the
world by human being. Assume that one perceives space
around him, realizes the boundaries (and so the size of the
space), recognizes objects inside it and knows his position.
Then we can say that space perception is dependent on the
size of the space and, objects perception is related to the
distance of each object from the others. Objects placed
close to each other are recognized as a group and we think
about them as the whole. If there are some groups and the
object doesn’t belong to any of them, it’s independent and
has an exclusivity. It differs from the others, grouped
objects. This object has probably other, special attributes
and so it is more important.</p>
        <p>Space perception establishes relations among distance,
size and importance in user interfaces. In general, when we
strive for simpler interfaces we could have as few elements
as possible. Each element occupies a part of user’s field of
vision, demands an attention and increases a possibility of
interactions among elements, or between an element and
user.</p>
        <p>These user interfaces have been categorized under Space
phenomena:
2.3.1</p>
      </sec>
      <sec id="sec-2-5">
        <title>Workbench</title>
        <p>Workbench is a composite interface derived from
phenomena Space and Similarity (see Similarity below).
A typical representation of the interface is a maximized
window where the middle part is dominant and used as the
main working area. Displaying is not split into more parts
and the focus is in the middle of the window. The middle is
the safest area because it has the biggest distance from
borders (objects in the middle can’t be lost because they
can’t fall off the borders). The similarity with a real
workbench is obvious but the interface has been classified
under Space phenomena because its attributes are more
about distance and size.</p>
        <p>Importance can be expressed by size. Bigger objects
grab more attention because they occupy larger area of the
user ‘s field of vision which is limited. We can express
superiority with larger cover of the field of vision. This
interface can be combined with Workbench interface to
highlight control elements which are used more often than
the others.</p>
        <p>
          By increasing elements visibility, cognitive load and
knowledge activation are both increased [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Therefore,
bigger control elements are becoming more important.
        </p>
        <p>
          Importance can be also expressed by colors. White and
lighter objects seem to be bigger than they really are and
dark-colored objects are smaller [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. This way, if there are
more objects with the same size, colors can highlight their
importance. Colors perception is also a subject of social,
religious or geographical context [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
2.3.3
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>Group</title>
        <p>A group of items contains elements with similar or
unique features. Elements can be grouped by their
attributes, importance or frequency of use. A group
encapsulates its members from the others. The importance
is redeemed by space around the group which can’t be used
otherwise.</p>
        <p>
          A group can be also split into subgroups. For example,
in the List user interface we can optically shrink the number
of elements by adding a space after every fifth element.
The space makes the list lighter and the look will be
simpler. One can recall and repeat about seven items from
memory at once [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Hence the individual group size
shouldn’t exceed this limit.
2.4
        </p>
      </sec>
      <sec id="sec-2-7">
        <title>Similarity</title>
        <p>Similarity phenomenon means an association of user
interface and its components with objects and their
attributes from the real world. The advantage is an existing
mental association followed by identification of the
component with a pattern from the outside world and
prediction of its function without a need of learning. The
association decreases entropy. The similarity is only an
approximation based on conformity of attributes and
expressions of the original object (shape, color, behavior)
with the component. In most cases, these attributes can be
captured by eyesight or hearing.</p>
        <p>The principle of the phenomenon can be described as
follows:
1.
2.
3.</p>
        <p>A user has a pre-existing association from the
outside world based on previous knowledge.</p>
        <p>The user sees a component in user interface for the
first time (he hasn’t known it yet).</p>
        <p>The user likens the new component with an object
from outside world which is known already. A
new association is created.
4. From now on, the component is recognized
automatically.</p>
        <p>Following this principle, this user interface has been
categorized under Similarity phenomenon:
2.4.1</p>
      </sec>
      <sec id="sec-2-8">
        <title>Tiles</title>
        <p>Tiles user interface puts components into a grid. The
name evokes similarity with tiles on a pavement. The grid
acts orderly if there is the same spacing among components
in horizontal or vertical direction.</p>
        <p>Relationships among phenomena Time, Gravity, Space
and Similarity can be visualized as Figure 9. As it is
evident, phenomena co-exist as well as their patterns in the
real world. Gravity relates to Time and Space, and
Similarity occurs in Space. Phenomena interact with each
other. Therefore, when mapping user interfaces to
phenomena, it’s possible to categorize one interface to
more phenomena at once. Then, the interface is a
composite type.</p>
        <p>In summary, four basic phenomena with nine user
interface types have been identified and described.</p>
        <p>The purpose of this article is to show a connection
between software and real world through user interfaces
which are inspired by world's phenomena. People know
described phenomena very well and understand their basic
connections. If we apply this pre-learned experience to
software user interfaces, we can shorten adaptation time on
new software. Software control will be simpler and in the
end, software would serve better.</p>
        <p>The list of phenomena and user interfaces shouldn't be
considered as final. It's just an introduction and inspiration
designed to be extended. Level of their abstraction can be
adjusted anytime based on current needs and research.</p>
        <p>However, when software creators learn how to create
and improve user interfaces according to patterns of the
real world, interfaces will be designed better because the
borders have been already defined and are generally
known.</p>
        <p>As a continuing research goal, described phenomena
needs to be tested in a real, production environment.
A search for other phenomena will continue. When found,
more existing interfaces will be categorized under
phenomena. As a final goal, this research will help to build
ergonomic software which will be user-friendly, straight to
use and allows people to achieve their goals through natural
user interfaces.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>About the author</title>
      <p>The author is a professional programmer and
webapplication developer since 1998. In 2004, he founded
a software company Kyberie in the Czech Republic which
had been developing a software platform for insurance
brokers for 8 years. In 2012, he sold the company including
the technology platform and co-founded another company
Wikilane in the United States which offers an invoicing
software platform Invoice Home. Currently, the system has
more than 900,000 active users and it’s offered in about
150 countries around the world. The author also teaches
Web Technologies and Web Application Development at
the University of Economics, Prague and his is involved in
software ergonomics and financial systems.</p>
      <p>The author is currently in 3rd year of Applied
Informatics PhD program at the University of Economics,
Prague. In past, he graduated from the same university in
Applied Informatics Bachelor’s program and Master’s
program Cognitive Informatics, with Philosophy as
a second specialization.</p>
      <p>Author's PhD dissertation title is Software Ergonomics
and Long-Term Sustainability Trends of User Interfaces
and it is going to be completed till the end of 2017.</p>
      <p>Author’s supervisor in his PhD program is Vilém
Sklenák, the chief of the Department of Information and
Knowledge Engineering at the Faculty of Informatics and
Statistics of University of Economics, Prague.</p>
    </sec>
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