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Apple Human Interface Guidelines. Second Beta Draft PDF

104 Pages·1986·4.386 MB·English
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Human Interface Guidelines Second Beta Draft date: 22July 1986 writer: John Huber AppleTechnicalPublications, Mailstop 22-K Hereis yourcopy ofthe second betadraftofHuman.Inteiface Guidelines, which will be lasersetanddistributed through APDA (AppleProgrammers and Developers Association). This is really yourlastchance tomake substantial changes or suggestions. I know, I told you that before-butthe bookhas been enlarged andreorganized since then. Afterthe final draftis circulated, only the mostessentialchanges will be considered. Ifyou don'thave time toreview the entiredocument, atleastlook at theparts dealingwith yourown area of interestorexpertise. Review Meeting Areview meeting will be held in the Dallas ConferenceRoom, foUrth floor ofthe Four-Phase Buildingfrom 3to 5pm on ~!18. Mark yourcalendar now, then either bring this draft (with yourwritten comments~to the meeting-or sendit to me at mailstop 22-K. \ AV.qtLSf Thanks! J ,I Apple Human Interface Guidelines [second] betaDraft Part No. 030-nnnn 22 July 1986 Writer: John Huber AppleTechnical Publications [Thetextonthis pagewas supplied by Apple'sLegal Departmentfor the reverse ofthe title page.] © Apple Computer, Inc. 1986 All rights reserved. Notice: The Apple Human Interlace is proprietary to Apple Computerand is protected by both literary and audio-visual copyrights and patents. Unauthorized use orcopying ofthe interlaceis not permitted and is aviolationofApple'sintellectual propertyrights. 1 Apple Human Interface Guidelines Table of Contents ii Foreword 1 Chapter 1: Design Philosophy 1 TheRoots ofApple's Desktop Interface 2 The Spiritofthe Interface 2 WYSI\VYG 2 Human Control 2 Dialog 3 EaseofLearning 3 Consistency 4 Perceived Stability 4 See-and-Pointversus Remember-and-Type 5 Immediate Feedback 5 Forgiveness 6 A View ofthe User 6 Human Tasks 6 Active Users 7 Symbolic Representations 7 Recognition versus Recall 7 Learning 8 Metaphors from Non-ComputerWorlds 8 AModelfor Programming 8 Event Loops 9 Modelessness 10 Keeping the UserInformed 10 Visual Integrity 10 User Initiation 10 Reversible Actions 11 Plain Language 11 The Screen 11 Graphic Communication 11 Visual Consistency 12 Simplicity 12 Clarity 13 Some Graphic Rules ofThumb 14 Keeping the Promiseto DisabledPeople 14 Vision Disabilities 14 PhysicalDisabilities 14 HearingDisabilities 15 OtherDisabilities 15 Manuals Human Inteiface Guidelines 16 Chapter 2: Human Interaction: Pointing, Selecting, and Editing 17 ThePointingDevice 18 WhatAbout the Cursor? (a Digression) 18 Mouse Actions 19 Double Clicking 20 Insertion Points and Pointers 21 The Keyboard 21 CharacterKeys 22 ModifierKeys 23 Typeaheadand Auto-Repeat 23 InternationalKeyboards 23 Arrow Keys 24 Appropriate Uses for Arrow Keys 24 Moving the Insertion Point 25 ModifierKeys With Arrow Keys 26 Making aSelectionWith Arrow Keys 27 Extending orShrinking a Selection 27 Undoing aSelection 27 Selecting 28 Types ofObjects 31 Selection in General 31 Selection by Clicking 31 Range Selection 31 Extending aSelection 31 Making aDiscontinuous Selection 33 Selection by DataType 33 Selections in Text 35 Selections in Graphics 35 Selections in Arrays and Tables 38 EditingText 38 Inserting Text 39 Backspacing 39 ReplacingText 39 Intelligent Cut and Paste 40 Editing Fields 42 Chapter 3: Screen Elements 42 The Desktop 43 Menus 45 TheMenu Bar 46 Choosing aMenu Command 46 Appearance ofMenu Commands 46 Grouping Commands in Menus 47 Special Visual Features 49 Reserved Apple Key Combinations 22 July 1986 ii HumanInterface Guidelines 50 StandardMenus 51 TheApple Menu ( 52 TheFileMenu 53 New 53 Open 54 Close 55 Save 56 Save As 56 Revert to Saved 56 Page Setup 57 Print 57 Quit 57 TheEditMenu 58 The Clipboard 59 Undo 60 Cut 60 Copy 60 Paste 61 Clear 61 SelectAll 61 Show Clipboard 61 Font-Related Menus 61 FontMenu 62 FontSizeMenu 63 StyleMenu 63 Icons 64 Palettes 66 Windows 66 DocumentWindows 66 Opening and ClosingWindows 67 MultipleWindows 68 The ActiveWindow 69 Moving aWindow 69 Changing the Size ofaWindow 69 Window Zooming 72 Scroll Bars 73 Scrolling with the Scroll Arrows 73 Scrolling byWindowful 73 Scrolling by Dragging the Scroll Box 74 Automatic Scrolling 74 Splitting aWindow 76 Panels 77 Controls, Dialogs, and Alerts 77 Controls 78 Buttons 78 CheckBoxes and Radio Buttons 78 Dials 78 Dialogs 80 Alerts iii 22 July 1986 HumanInterface Guidelines 83 Appendix A: Localization Guidelines 83 GeneralGuidelines 84 Macintosh Localization 84 Text 84 Line Spacing 84 FontSelection 84 Upper-and Lowercase 85 Menus 85 MenuBarHeight 85 MenuItems 85 Menu Titles 85 TheInternationalUtilities Package 85 The ScriptInterface SystemPackage 85 Dialogs and Alerts 85 Some Useful Routines 87 Appendix B: Bibliography 22 July 1986 iv ( Foreword This bookprovides guidelines for creatingpleasing, useful, consistent, easy-ta-learn softwarefor any computerin theApple® proouctline, andprovidestherationale behind theAppledesktop interface. Various Apple hardware systems canaccommooatethis interfacein varying degrees. Becauseofthe abundance oftools in its ROM, the Macintosh system is theone in which this interfaceismostfully implemented. TM There are two majoradvantages to using ROM-based tools andresources: compatibility andefficiency. Themore aprogram bypasses orreplaces these tools orresources, the more likely that soonerorlater itwill becomeincompatible with new products ornewfeatures. Though you may know amoredirect wayofgetting the information, or afaster way of doing the operation, it's best to use the system-provided features that will ensure hardware independence. You should, for example, access thevariable that gives you the current size ofthe screenrather than hard-coding screen constants into the program. You can also write yourprogram so thatit can access, through devicedrivers, anyperipheral device that happens tobeinstalledon the computerbeing used-even peripherals that aren'tyet developed. And don't write new cooe ifyou don'thave to-findoutwhat wheels have already been inventedfor yourcomputer, and use them! A human interface is notmerely avisual display-infact, itis possible to have a human interface with novisual display at all. A human interface is the sum ofall communication between the computer systemand the user. Itis the part ofthe system that presents information to the user and accepts information from the user. Itis the way in which the user accesses the functionality ofthe computer. Thehuman interface comprises features thatare generally applicable to avariety of applications, butnot all ofthefeatures arefound in every application. In fact, some features are hypothetical becausethey anticipate future needs, and may not be found in any current applications. You'll getthe mostfrom this bookifyou already have some experience with a desktop-based Finderprogram and with some application programs that use windows, pull-down menus, and amouse-preferably oneeach ofa wordprocessor, a spreadsheet ordata base, and a graphics application. You should also befamiliar with the concepts of pointing, clicking, and dragging with the mouse. Although you can fmd examples ofmostofthe features described in this book by looking atexisting applications, no oneprogramhas fully implemented these guidelines, and perhapsnone everwill. Taken together, MacWrite, MacPaint, and MacDraw come close to containing thefull setoffeatures as implemented on the Macintosh computer. While there are somevery goodprograms that deviate in somedegreefrom these guidelines, emulate ~hem only with good reason. The interface, and therefore these guidelines, will continue to evolve as Apple, and you, learn more about how people use computers. You'll fmd detailed implementation specifications in the technical documentation for the particularApple computerfor which you're developing software. You can also contact Apple Developer Relations about becoming aregistered developer. Human Interface Guidelines Remember that there are programming environments (as opposedto application programs) that use humaninterface techniques thatmay be inappropriateparadigmsfor application programs. The best time tofamiliarize yourselfwith the humaninterfaceis before beginning to design an application. Good application design happens when a software developerhas absorbed the spirit as well as the details ofthe human interface. . -4ii- CONFIDENTIJ - 'l? July 1986 VI

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