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| {{Definition|Metaphors help us to conceive and understand abstract concepts like time, usually by making reference to more concrete objects (e.g. TIME IS MONEY). [Saffer, 2005]}}
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| {{Definition|The use of one idea or object to represent another; making an implicit comparison between concepts to provide insight into those concepts.
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| Metaphor is used widely in graphical user interfaces to help set users’ expectations and make the behavior of computers clearer. The “desktop metaphor” is used to suggest that a computer screen is like a physical desk, with papers and folders to shuffle around and various desk accessories, such as calculators, printers, and notepads. A general physical world metaphor is what allows a beveled border to suggest a button and allows close parallel lines to suggest that something is draggable.
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| Metaphors are also useful techniques for designers to explore representations of concepts and the behavior of interface elements. Designers may also apply wild and unrelated metaphors as a useful brainstorming device. [Usability First, 2003]}}
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| A very well-known example is the Desktop Metaphor for user interfaces. (see [[Wikipedia:Desktop_metaphor]]).
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| == References ==
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| [Saffer, 2005] Dan Saffer, [http://www.odannyboy.com/blog/cmu/new_archives/the_role_of_metaphor_in_interaction_design.html ''The Role of Metaphor in Interaction Design''], Master's thesis, Carnegie Mellon University, Pittsburgh, USA, 2005.
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| [Usability First, 2003] [http://www.usabilityfirst.com ''Usability First'']. http://u1st.diamondbullet.com/glossary/main.cgi?function=display_term&term_id=195, viewed at: May 24th, 2003.
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| [[Category: Glossary]]
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