Demonstrating Contradictions in a GUI

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    By Umakant Mishra

    Abstract

    The concept of a graphical user interface (GUI) evolved during the 1980s in the computing industry.16 The early graphical user interfaces like Macintosh system-1 (1984) and Microsoft Windows-1 (1985) were substantially improved during the 1990s with MS Windows 95 (1995) and Mac OS 8 (1997). Graphical user interfaces like KDE 3.5, Mac OS X 10.5 and Microsoft Windows Vista are far superior to the previous ones.

    Introduction

    A graphical user interface has many advantages over its predecessor known as the textual user interface. The most fascinating feature of a graphical user interface is that it helps users perform complex operations with simple mouse clicks. The younger generation computer users are so accustomed with graphical interfaces that many of them fail to believe that there were software applications without any graphical user interface.

    Designing a graphical user interface, however, is not as easy as it may appear on the outside. The developer faces many difficulties while improving its features. In many cases improving one feature of a graphical user interface results in worsening another feature of it, thus leading to a situation known as a contradiction in the Theory of Inventive Problem Solving (TRIZ).18 Many such contradictions have been solved by different inventors in the past. This article will demonstrate some important contradictions and will discuss alternative solutions for each contradiction. Some solutions that are already patented are mentioned with the patent number. Other solutions are either not patented or not patentable because they are known solutions.19

    The Problem of Increasing the Number of Graphical User Interface Elements

    The advanced applications of the recent era include more and more elements into the graphical user interface. But the biggest drawback of a graphical user interface is that it permanently consumes some active area of the display screen. As a result, a part of the display screen is always masked and the amount of user information that could have been viewed is reduced. For example, a toolbox in a CAD application, although useful, causes a lot of discomfort as it obscures the drawings.

    This situation creates a contradiction. The goal is to display more and more visual elements on the screen so that the user can have easy access to more features of the graphical user interface. The physical size of the screen, however, is limited and cannot be easily expanded. This limitation of display space urges an individual to reduce the number of graphical user interface elements. A physical contradiction can be framed as follows:

    1: Contradiction of Increasing Number of Graphical User Interface Elements

    The goal is to display more visual elements on the screen so that the user can have easy access to more features. But at the same time the goal is to want to display fewer numbers of visual items on the screen to improve visibility and navigation.

    Possible solutions:


    The Problem of Size for the Graphical User Interface Elements

    One fundamental requirement of a graphical user interface is that its elements should be clearly visible. The size of the fonts, icons and other visual elements should be reasonably large in size. In many situations, however, a designer is forced to reduce the size of the elements in order to accommodate more elements within the limited screen space. Reducing the size of visual elements reduces the clarity and visibility of the elements.

    This situation again leads to a contradiction. The goal is to display the visual elements in a larger size for better visibility and easy identification. Increasing the size of the visual elements, however, requires larger display space.

    The following situation is outlined in a physical contradiction:

    2: Contradiction of the Size of Graphical User Interface Elements

    The goal is to display the visual elements in a larger size for better visibility, but at the same time, to display the visual elements in a smaller size to accommodate more visual elements on the display screen.

    Possible solutions:


    The Problem of Displaying Scrollbars

    Scrolling is an essential function of a graphical user interface. It helps for viewing large items on a small physical screen. Scrollbars are commonly used to scroll frames or windows. A major drawback of the scrollbars, however, is that they permanently occupy some screen real estate and thereby aggravates the problem further. The scrollbars require a lot of cursor operations.

     Figure 1: Scrollbars

    This causes another contradiction. The goal is to use the scrollbars because they are necessary for scrolling operations (and scrolling is essential for viewing large items especially on small screens). The scrollbars occupy some amount of screen space. This reduces the effective screen space and thereby aggravates the problem further. The goal is to use the scrollbars for the scrolling operation. Do not sacrifice screen space for the scrollbars.

    A physical contradiction can be framed as follows:

    3: Contradiction of Displaying Scrollbars

    The goal is to display scrollbars for scrolling the display screen, on the other hand, do not display the scrollbars as they permanently occupy some amount of screen space.

    Possible solutions:

     Figure 2: Inline Scroll Control

    The Problem of Menu Hierarchy

    The problem of display space can be effectively addressed by:

    1. Increasing levels in hierarchy (such as using folder icons and sub-menus).
    2. Scrolling (that displays more items within the limited display space). But both these solutions affect the navigation adversely. For example, when there are more hierarchies in a menu (or directory or tree-navigator) the user has to expand various branches to search a desired item.

    The following physical contradiction expresses the situation:

    4: Contradiction Levels in Menu Hierarchy

    The goal is to create more levels in the menu hierarchy to accommodate more menu items or child nodes. But at the same time the user does not want more levels in the menu hierarchy as that affects the navigation adversely.

    Possible solutions:

     Figure 3: Programming the Graphical User Interface

    The Problem of Look and Feel

    Look and feel attracts the users and makes a graphical user interface more popular. Implementing a better look and feel is not as easy as different users have different choices. Even if the developer applies the best look and feel, the same may not be liked by some users. The same user who likes a look and feel now may not like it later.

    There is another problem involved in the look and feel of the graphical user interfaces. Even if the look and feel of a graphical user interface is good it may not be satisfactory unless it matches with the look and feel of other graphical user interfaces running on a computer. But different graphical user interfaces are developed by different vendors at different periods of time. Although each vendor will try to improve the look and feel of the product, the vendor cannot ensure its visual compatibility with other graphical user interfaces developed by other vendors.

    This situation leads to a contradiction. An individual cannot impose any specific look and feel to be followed by the vendors because that would restrict innovation. The goal is to get the look and feel of all graphical user interfaces developed by different vendors to match. Otherwise they could be annoying to the user. The contradiction statement is as follows:

    5: Contradiction of the Look and Feel of a Graphical User Interface

    The goal is to implement fixed standards and norms for implementing look and feel so that the look and feel of different graphical user interfaces developed by different vendors will be compatible to each other. On the other hand, do not implement any fixed standard on look and feel as that would restrict the innovation and creativity of the vendors.

    Possible solutions:


    The Problem of Increasing User Friendliness

    User friendliness is a complex concept. It includes many features like easy to learn, easy to operate, easy to navigate. The current programs are advanced and complex. The developer tries to include various supportive features to counterbalance the complexities.

    This situation creates a contradiction. If the graphical user interface provides supportive features for the beginners then it becomes boring for the advanced users. On the other hand, if it provides supportive features for the advanced users, it looks confusing to the beginners. If the graphical user interface provides supportive features for all levels of users then it may be boring and confusing to all levels of users. The goal is to provide supportive features for all levels of users but do not have the graphical user interface be boring or confusing to any level of users.

    6: Contradiction of Providing Supportive Features

    The goal is to provide supportive features for different levels of users because that would help for using the software more efficiently, but at the same time, do not provide supportive features for just any level of users as features for one level of users can be boring or confusing to other level of users.

    Possible solutions:

    The Problem of Graphical User Interface Customization

    A graphical user interface is meant for the user. The graphical user interface should ideally contain all the features that a user requires and should not contain any of the features that the user does not require. This is a complex situation because the requirements are different for different users. An extremely well-designed user interface may fail to meet some expectations of a specific category of users. One of the obvious solutions to this problem is customization by the user. But customization might require complicated programming and demand a lot of valuable time and effort. This could divert a user from the core activity. Do not divert a user from their core activity and waste their time and effort on customization.

    The situation can be stated in the following physical contradiction:

    7: Contradiction of Graphical User Interface Customization

    The goal is for the end users to customize the graphical user interface as they can best do it as per their changing requirements from time to time, but on the other hand, do not let the end users customize the graphical user interface as that will waste their time and effort.

    Possible solutions:

     Figure 4: Dynamization

    The Problem of Operational Errors

    If a graphical user interface is operated incorrectly it can lead to undesirable results. Although such errors are caused by human operations, the design of a graphical user interface also plays a significant role. A well-designed graphical user interface guides the user and restrains the user from making mistakes. Whereas a poorly built graphical user interface can confuse the user and thereby mislead the user to commit more mistakes. A graphical user interface that is less error-prone is more efficient and productive.

    8: The Contradiction of User Freedom and Operational Errors

    On one hand, the graphical user interface should provide operational freedom to the user to enter any valid data (or click on any screen region) to encourage user creativity. On the other hand, the graphical user interface should restrict the user from entering any kind of data (or click on any screen region) as that would result in operational errors.

    Possible solutions:

     Figure 5: Resizing Windows
     with Graphical Icon

    Conclusion

    The concept of contradictions is quite interesting in TRIZ solution processes. A contradiction is a situation where solving one problem leads to another problem. In a physical contradiction an individual wants to have something for specific reasons, but at the same time, the individual does not want to have the same for other reasons. A contradiction can be solved by applying inventive principles, moving to a sub-system or super system or by applying other methods.

    This article demonstrates some important contradictions in a graphical user interface. The goal is to display more graphical user interface elements without sacrificing navigation comfort. The goal is to scroll using scrollbars without sacrificing space for the scrollbars. The goal is to scroll the screen for viewing large items without moving the pointer for scrolling. Overall the user wants all the good features without any drawbacks or limitations.

    Each contradiction in this article is addressed with a number of solutions. All solutions are not ideal for all situations. Some solutions may be found extremely useful in certain situations while some solutions may lead to further contradictions (contradiction chains) creating space to be discussed further.

    References

    1. US Patent 5425140, "Method and Apparatus for Providing Conditional Cascading in a Computer System Graphical User Interface," Invented by Bloomfield, assigned by the International Business Machines Corporation, issued June 1995.
    2. US Patent 5611060, "Auto-scrolling During a Drag and Drop Operation," Four Dimensional Graphical User Interface, Invented by Eng Lim Goh, assigned by Silicon Graphics Inc., Oct. 1997.
    3. US Patent 5689669, "Graphical User Interface for Navigating Between Levels Displaying Hallway and Room Metaphors," Invented by Lynch, assigned by General Magic, Issued Nov. 1997.
    4. US Patent 5914716, "Sliding Out Interface," Invented by Rubin, assigned by Microsoft Corporation, June 1999.
    5. US Patent 5956032, "Signaling the User Attempting to Resize a Window Beyond the Limit," Invented by Andrea Argiolas, assigned by IBM, Sep. 1999.
    6. US Patent 5956035, "Menu Selection with Menu Stem and Sub-menu Size Enlargement," Invented by Sciammarella, assigned by Sony Corporation, Sep. 1999.
    7. US Patent 6005567, "Method and System for Efficient Organization of Selectable Elements on a Graphical User Interface," Invented by Nielsen, assigned by Sun Microsystems, issued Dec. 1999 and May 2000.
    8. US Patent 6104391, "System and Method for Customizing Appearance and Behavior of Graphical User Interfaces," Invented by Jr. Johnston, assigned by Apple Computer Inc., issued Aug. 2000.
    9. US Patent 6061059, "Method of Providing Preview Capability to a Dialog Box," Invented by Taylor, assigned by Adobe Systems Incorporated, may 2000.
    10. US Patent 6181316, "Graphical User Interface Inline Scroll Control," Invented by Little, assigned by IBM, issued Jan. 2001.
    11. US Patent 6445364, "Enlarged Virtual Display," Invented by Arthur Zwern, assigned by Vega Vista Inc., Sep. 2002.
    12. US Patent 6448986, "Method and System for Displaying Graphical Objects on a Display Screen," Invented by Kim Smith, assigned by Spotware Technologies LLC, issued Sep. 2002.
    13. US Patent 6493006, "Graphical User Interface Having Contextual Menus," Invented by Gourdol, assigned by Apple computer, Dec. 2002.
    14. US Patent 6535230, "Graphical User Interface Providing Consistent Behavior for the Dragging and Dropping of Content Objects," Invented by Celik, assigned by Apple Computer Inc., issued Mar. 2003.
    15. US Patent 6621532, Easy Method of Dragging Pull-down Menu Items onto a Toolbar, Invented by Mandt, assigned by IBM, Sep. 2003.
    16. Umakant Mishra, "Improving Graphical User Interface," First Edition, 2009.
    17. Umakant Mishra, "TRIZ Principles for Information Technology," Revised Edition, 2010, pp. 409.
    18. Umakant Mishra, "The Revised 40 Principles for Software Inventions," TRIZ Site, July 2006.
    19. US Patent and Trademark Office (USPTO).

    About the Author:

    Umakant Mishra has more than 20 years of experience in various fields of information technology (IT). He last worked as Chief Technology Officer at CREAX Information Technologies in Bangalore, India. The past eight years he has been focused on TRIZ and patent analysis. He has also authored books and articles on TRIZ and IT. Contact Umakant Mishra at umakant (at) trizsite.com or visit http://umakant.trizsite.com.

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