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A more formal model of this abstraction can be easily
achieved by following an object-oriented (OO) approach:
All information is contained in numerous interrelated
information items (or objects) of different information
forms (or classes). Each information form can be formally
specified by a class definition and each information item
can be considered as an instance of a class following this
class definition. The attributes section of a class definition
defines a template for the possible content, relations and
metadata of the individual information items and the
methods section of the class definition specifies all possible
ways of interacting with the item or manipulating it.
This object-oriented model comes in handy when
considering Jones and Teevan’s observation that although
“a person’s interactions with an information item vary
greatly depending upon its form” “there are many essential
similarities in the way people interact with information
items, regardless of their form.” By using the OO
mechanism of inheritance it is possible to model such
essential similarities between different information forms in
a common base class. If properly applied this leads to a
class hierarchy of information forms which integrates very
different types of information while preserving a maximum
degree of consistency in attributes and methods. At first
glance this might only appear interesting for programmers.
However, such a consistent class hierarchy can also have a
strong impact on usability and UI design when following
the approach of “Object-oriented User Interfaces”.
Application-Oriented
User Interfaces
Object-Oriented User
Interfaces
Application consists of an
icon, primary window,
and secondary windows
Product consists of a
collection of cooperating
objects and views of objects
Icons represent running
applications
Icons represent objects that
may be directly
manipulated
Users must start
application before
working with objects
Users open objects into
views
Provide users with
function needed to
perform a task
Provide users with supplies
needed to perform a task
Rigid structure-by
function
Flexible structure-by object
Users must follow the
application structure
User may perform in their
own way or innovate
Many applications
required – one per task
Few objects – more reuse of
the same object in many
tasks
Table 1. Application-oriented UI vs. OOUI (taken from [27]).
Object-oriented user interfaces (OOUIs) were introduced to
the PC GUI in connection with IBM’s OS/2 operating
system in the early 1990s. At that time OS/2’s object-
oriented approach was perceived as the direct competitor to
the application-orientation in the GUI of Microsoft
Windows and was regarded as more “intuitive” and
“natural” by many HCI researchers [27]. However, due to
the rapidly growing popularity of the Windows operating
system and the advent of the hyperlink-driven World Wide
Web, OOUIs have never gained much attention and
momentum in UI design or PIM since then.
Figure 1. Domain model and data sources of a ZOIL-based UI.
One of the key concepts of OOUIs is to deploy functiona-
lity as a collection of cooperating objects and views of
objects which are directly integrated as new components
into a common visual workplace. Instead of creating
monolithic applications running in isolated windows with a
specialized interaction model, rigid workflows and non-
interoperable data formats, new functionality is seamlessly
integrated into the existing desktop environment. This
preserves a high degree of consistency and interoperability
on the UI (see table 1 from Theo Mandel [27]). Unlike in
monolithic applications, tasks in OOUIs are then carried out
in the desktop environment by direct manipulations in a
very flexible “model world” interface instead of indirect
interactions in specific applications with rigidly structured
“conversational interfaces” and dialogs [18]. Therefore
OOUIs appear especially suitable for such complex and
unstructured “knowledge work” [10] like PIM where
workflows and tasks are highly user-specific and cannot be
easily automated or supported by conventional dialogs.
Only fragments of the original OOUI principles have found
their way into today’s desktop metaphor and applications,
e.g. the object-action sequence of context/pop-up menus or
the “pick, drag and drop” interaction with icons. ZOIL
takes up OOUI concepts in their original sense to provide
the user with a flexible though consistent direct
manipulation interface for PIM.
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