The principles of
direct manipulation in a dbms environment are given as follows:
- Continous, visual
representation of the object of interest.
- Physical mechanisms, instead of complex language syntax, to position
a cursor and manipulate the object.
- Rapid, incremental operations immediately display the effect of the
action
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Video games provide and exciting, well engineered and certainly successful
illustration of direct manipulation. The users know the precise point
or object which is to be manipulated and they see an immediate response
to their directives. The strong attraction of these games contrasts
markedly with the anxiety and resistance many users experience toward
office automation equipment.
Continous, visual
representation of the object of interest:
Some representation of the object the user is currently viewing or manipulating
should always be visible on the display device. The user should also
be able to see immediately the effect of any operations or modifications
on the object of interest. The chosen representation should be natural
and lead to unambiguous interpretation by the population of intended
users. The use of a graphic icon may be clear to a designer but may
lead to a greater confusion.
A graphic representation may be an analogy which leads the user to make
incorrect assumptions about permissible operations on the object. Within
a dbms, the objects to be represented include records, data item values
which make up a record and relationships between records. The system
could display a data structure graphically showing data files as boxes
or file drawers and relationships as arcs between boxes. Different arcs
could represent relationships with different characteristics.
The user could move over the structure to select the file and relationships
of interest. Within a file, the system could graphically portray thumbing
through the entries or records in a file by displaying overlapping boxes
or file folders with the search keys written across the top of each
folder. The user would be able to move back and forth through the file,
deleting records, and opening up a record for closer examination and
possible update or tagging records for further collective action on
the tagged set or the untagged set. Before moving through the file,
the user could specify which key or keys to search on, which data items
to display on the top of each folder and which records to include in
the scan.
Physical Actions
instead of complex language syntax:
When users must write a command statement in some language to direct
the actions of a system, they must first learn the command structure,
semantics and syntax of the language. They must learn how to put the
command sequences together to perform a particular task. They must also
write the commands correctly or risk getting a syntax error. The amount
of initial learning required before using the system is a significant
barrier to acceptance and use.
Furthermore the syntax of languages tends to be somewhat arbitrary,
as in selecting the keys of letters to invoke particular actions. While
some designers try to choose command letters for the mnemonic value,
inconsistencies across systems are inevitable and annoying. Syntactic
knowledge is acquired through rote memorization, making it easily forgotten
unless frequently used. The solution is to utilize physically obvious
and naturally intuitive mechanisms for positioning and labeled buttons
for actions.
Rapid, Incremental
operations immediately visible:
After performing an operation, users ought to be able to see the effects
immediately on the screen. They should not have to wait for the system
to redisplay or repaint the whole screen. They certainly should not
have to explicitly request a display or print to see and verify the
effect of the operation. Errors are immediately apparent. Inserting
characters in a data value should be possible without retyping the whole
value. The existing characters would be shifted over as the new characters
were ordered.
Deleting characters from a string, the system would shift the remaining
characters to fill in the space. After deleting a line, the system would
move the subsequent lines up. Operations should be easily reversible.
Typing mistakes can be easily corrected by backspacing and retyping
or deleting an extraneous character. An UNDO command key could return
the system to the state prior to the previous command. Easy reversibility,
using natural inverse operations or UNDO, is essential to reducing user
anxiety about making mistakes or destroying some data.
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