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History of the graphical user interface

History of the graphical user interface is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand History of the graphical user interface rather than just read about it. In short: The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm.

History of the graphical user interface — main illustration
History of the graphical user interface — illustration

Key takeaways

  • History of the graphical user interface belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect History of the graphical user interface to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of History of the graphical user interface from memory before moving on to harder problems.

Reference excerpt

The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm. There have been important technological achievements, and enhancements to the general interaction in small steps over prior systems. There have been a few significant breakthroughs in use, but the same organizational interface metaphors and interaction idioms are still in use. Desktop computers are often controlled by computer mice and/or keyboards while laptops often have a pointing stick or touchpad, and smartphones and tablet computers have a touchscreen. The influence of game computers and joystick operation has been omitted.

Early research and developments

Early dynamic information devices such as radar displays, where input devices were used for direct control of computer-created data, set the basis for later improvements of graphical interfaces. Some early cathode ray tube (CRT) screens used a light pen, rather than a mouse, as the pointing device. The concept of a multi-panel windowing system was introduced by the first real-time graphic display systems for computers: the SAGE Project and Ivan Sutherland's Sketchpad.

Augmentation of Human Intellect (NLS)

In the 1960s, Douglas Engelbart's Augmentation of Human Intellect project at the Augmentation Research Center at SRI International in Menlo Park, California developed the oN-Line System (NLS). This computer incorporated a mouse-driven cursor and multiple windows used to work on hypertext. Engelbart had been inspired, in part, by the memex desk-based information machine suggested by Vannevar Bush in 1945. Much of the early research was based on how young children learn. So, the design was based on the childlike characteristics of hand–eye coordination, rather than use of command languages, user-defined macro procedures, or automated transformation of data as later used by adult professionals. Engelbart publicly demonstrated this work at the Association for Computing Machinery / Institute of Electrical and Electronics Engineers (ACM/IEEE)—Computer Society's Fall Joint Computer Conference in San Francisco on December 9, 1968. It was so-called The Mother of All Demos.

The development of computers having multiple overlapping and resizable windows on a "desktop" is commonly, and incorrectly, attributed to Xerox PARC and its Alto. The Xerox Alto's windowing system was inspired by the DNLS (Display NLS)'s overlapping multi-windowing system, which was operational by early 1973 and used at several ARPA locations. In the DNLS, overlapping windows were referred to as "display areas" and could store multiple lines of strings. In 1971, the screen could only be split into two display areas, vertically or horizontally; by early 1973, the full overlapping windowing system was implemented, and was capable of displaying on an Imlac PDS-1. The Xerox Alto greatly improved upon this system by adding the capability to display bitmapped images, buttons, and other graphics in these windows, as opposed to the DNLS's overlapping display areas which could only display strings of text.

Xerox PARC

Engelbart's work directly led to the advances at Xerox PARC. Several people went from SRI to Xerox PARC in the early 1970s. In 1973, Xerox PARC developed the Alto personal computer. It had a bitmapped screen, and was the first computer to demonstrate the desktop metaphor and graphical user interface (GUI). Several thousand units were built and were heavily used at PARC, and at other XEROX offices, and at several universities for many years. The Alto greatly influenced the design of personal computers during the late 1970s and early 1980s, notably the Three Rivers PERQ, the Apple Lisa and Macintosh, and the first Sun workstations. The modern WIMP GUI was first developed at Xerox PARC by Alan Kay, Larry Tesler, Dan Ingalls, David Smith, Clarence Ellis and several other researchers. This was introduced in the Smalltalk programming environment. It used windows, icons, and menus (including the first fixed drop-down menu) to support commands such as opening files, deleting files, moving files, etc. In 1974, work began at PARC on Gypsy, the first bitmap What-You-See-Is-What-You-Get (WYSIWYG) cut and paste editor. In 1975, Xerox engineers demonstrated a graphical user interface "including icons and the first use of pop-up menus". In 1981 Xerox introduced a pioneering product, Star, a workstation incorporating many of PARC's innovations. Although not commercially successful, Star greatly influenced future developments, for example at Apple, Microsoft and Sun Microsystems.

Quantel Paintbox

Released by digital imaging company Quantel in 1981, the Paintbox was a color graphical workstation with support for mouse input, but more oriented for graphics tablets; this model also was notable as one of the first systems to implement pop-up menus.

Blit The Blit, a graphics terminal, was developed at Bell Labs in 1982.

Lisp machines, Symbolics Lisp machines originally developed at MIT and later commercialized by Symbolics and other manufacturers, were early high-end single user computer workstations with advanced graphical user interfaces, windowing, and mouse as an input device. First workstations from Symbolics came to market in 1981, with more advanced designs in the subsequent years.

Lisa, Macintosh, and Apple IIGS

… excerpt ends here. Continue reading the full article.

Illustrations

History of the graphical user interface illustration
History of the graphical user interface: The first prototype of a computer mouse, as designed by Bill English from Engelbart's sketches[1]
The first prototype of a computer mouse, as designed by Bill English from Engelbart's sketches[1]
History of the graphical user interface: Videoconferencing on NLS (1968)
Videoconferencing on NLS (1968)
History of the graphical user interface: A diagram of the DNLS's overlapping multi-window "display area" system from 1973[6]
A diagram of the DNLS's overlapping multi-window "display area" system from 1973[6]
History of the graphical user interface: The Xerox Alto (1973) had an early graphical user interface.
The Xerox Alto (1973) had an early graphical user interface.

Worked examples

Example 1 — a first encounter with History of the graphical user interface

Start with the simplest possible case. Write down what History of the graphical user interface claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to History of the graphical user interface before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about History of the graphical user interface ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of History of the graphical user interface

In research
History of the graphical user interface appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses History of the graphical user interface in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
History of the graphical user interface is common in secondary-school and first-year university syllabi. It links to neighbouring topics Graphical user interfaces, History of computing, History of human–computer interaction, so understanding it makes those chapters shorter.
In everyday life
Look for History of the graphical user interface outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study History of the graphical user interface in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what History of the graphical user interface means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain History of the graphical user interface out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is History of the graphical user interface in simple terms?

The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independen…

Why does History of the graphical user interface matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study History of the graphical user interface?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on History of the graphical user interface.

Tags

  • Graphical user interfaces
  • History of computing
  • History of human–computer interaction

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