Handbook of Human-Computer Interaction 1988
DOI: 10.1016/b978-0-444-70536-5.50011-7
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Direct Manipulation

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Cited by 22 publications
(11 citation statements)
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“…To eliminate potential learning effects due to the shape or meaning of graphical objects, icons used in the experiments (see Figure 1) were simple pictograms that were known to the participants and were uniquely identifiable (Paap & Roske-Hofstrand, 1988;Ziegler & Fahnrich, 1988).…”
Section: Methods and Proceduresmentioning
confidence: 99%
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“…To eliminate potential learning effects due to the shape or meaning of graphical objects, icons used in the experiments (see Figure 1) were simple pictograms that were known to the participants and were uniquely identifiable (Paap & Roske-Hofstrand, 1988;Ziegler & Fahnrich, 1988).…”
Section: Methods and Proceduresmentioning
confidence: 99%
“…The basic icons of human-computer dialogue, including graphical icons, has become more and more uniform and homomorphic regardless of the computer operating system. Human-computer communication using the method of pointing and confirming (clicking) was introduced into computer systems developed under the mode of direct manipulation (DM; Ziegler & Fahnrich, 1988). The dominant tool for the purpose of such communication is a computer mouse.…”
Section: Introductionmentioning
confidence: 99%
“…At the heart of the DM concept and design practice is the promotion of object-oriented, or graphic, and manual forms of interaction over and above more abstract and linguistic ones to reduce the mental load placed on the human cognitive system. The DM paradigm supports a number of favorable usability attributes, such as (a) ease of learning for novice users about the basic functionality and structure of interaction through imitation; (b) demonstration and experimentation; (c) high interaction efficiency attributable to the capability to define new functions and features; and (d) reduced error rates and decreased user anxiety because of reversibility of actions (Jones, 1989;Ziegler & Fahnrich, 1988). In addition, adoption of a model-world metaphor leads to user perception that the interface is the system and that a clear distinction between input and output expressions is collapsed (Dix et al, 1998;Ziegler & Fahnrich, 1988).…”
Section: Direct Manipulationmentioning
confidence: 99%
“…The DM paradigm supports a number of favorable usability attributes, such as (a) ease of learning for novice users about the basic functionality and structure of interaction through imitation; (b) demonstration and experimentation; (c) high interaction efficiency attributable to the capability to define new functions and features; and (d) reduced error rates and decreased user anxiety because of reversibility of actions (Jones, 1989;Ziegler & Fahnrich, 1988). In addition, adoption of a model-world metaphor leads to user perception that the interface is the system and that a clear distinction between input and output expressions is collapsed (Dix et al, 1998;Ziegler & Fahnrich, 1988). The aforementioned characteristics are ubiquitous today in a variety of systems ranging from video games, interactive graphics packages, and spreadsheet packages to computer-aided design systems, soft-or virtual-control systems, and certain office systems (Frohlich, 1993;Jones, 1989;Shneiderman, 1987).…”
Section: Direct Manipulationmentioning
confidence: 99%
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