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Movements, leaders, victories and the continuing fight for equality.

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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Katherine Johnson — Mathematics to the Moon

Katherine Johnson’s mathematical calculations helped guide some of America’s most important early space missions while she confronted the racial and gender barriers faced by Black women in twentieth-century America.

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BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
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Wikipedia

WIMP (computing)

A word processing program that uses a WIMP paradigm, providing mouse-operated toolbars and menus to access its functions

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer",[1][2][3] denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.[4][5][6]

Although the acronym has fallen into disuse, it has often been likened to the term graphical user interface (GUI). Any interface that uses graphics can be called a GUI, and WIMP systems derive from such systems. However, while all WIMP systems use graphics as a key element (the icon and pointer elements), and therefore are GUIs, the reverse is not true. Some GUIs are not based in windows, icons, menus, and pointers. For example, most mobile phones represent actions as icons and menus, but often do not rely on a conventional pointer or containerized windows to host program interactions.[citation needed]

WIMP interaction was developed at Xerox PARC (see Xerox Alto, developed in 1973) and popularized with Apple's introduction of the Macintosh in 1984, which added the concepts of the "menu bar" and extended window management.[7]

The WIMP interface has the following components:[8]

  • A window runs a self-contained program, isolated from other programs that (if in a multi-program operating system) run at the same time in other windows.
    • These individual program containers enable users to move fluidly between different windows.
    • The window manager software is typically designed such that it is clear which window is currently active. Design principles of spacing, grouping, and simplicity help the user maintain focus when working between more than one window.
  • An icon acts as a shortcut to an action the computer performs (e.g., execute a program or task).
    • Text labels can be used alongside icons to help identification for small icon sets.
  • A menu is a text or icon-based selection system that selects and executes programs or tasks. Menus may change depending on context in which they are accessed.
  • The pointer is an onscreen symbol that represents movement of a physical device that the user controls to select icons, data elements, etc.

This style of system improves human–computer interaction (HCI) by emulating real-world interactions and providing greater ease of use for non-technical people. Because programs contained by a WIMP interface subsequently rely on the same core input methods, the interactions throughout the system are standardized. This consistency allows users' skills to carry from one application to another.

Criticism

[edit]

Some human–computer interaction researchers consider WIMP to be ill-suited for multiple applications, especially those requiring precise human input or more than three dimensions of input.[9] Drawing and writing are example of these limitations; a traditional pointer is limited by two dimensions, and consequently doesn't account for the pressure applied when using a physical writing utility. Pressure-sensitive graphics tablets are often used to overcome this limitation.[10]

Another issue with WIMP-style user interfaces is that many implementations put users with disabilities at a disadvantage. For example, visually impaired users may have difficulty using applications when alternative text-based interfaces are not made available. People with motor impairments, such as Parkinson's disease, may not be able to navigate devices precisely using the traditional mouse pointer for input. To overcome these barriers, researchers continue to explore ways to make modern computer systems more accessible.[11]

Moving past the WIMP interface

[edit]

Multiple studies have explored the possibilities of moving past the WIMP interface, such as using reality-based interaction,[12] making the interface "three-dimensional" by adding visual depth through the use of monocular cues,[13][14][15][16] and even combining depth with physics.[17] The latter resulted in the development of BumpTop desktop and its acquisition and release by Google.[citation needed]

See also

[edit]

References

[edit]
  1. ^ Markoff, John (February 16, 2009). "The Cellphone, Navigating Our Lives". The New York Times. New York. Retrieved December 14, 2011. [...] so-called WIMP interface — for windows, icons, menus, pointer [...]
  2. ^ Hinckley, Ken (December 1996). "Haptic Issues for Virtual Manipulation". Microsoft. Retrieved May 22, 2018. The Windows-Icons-Menus-Pointer (WIMP) interface paradigm dominates modern computing systems.
  3. ^ Hinckley, Ken. "Input Technologies and Techniques" (PDF). Microsoft. Retrieved December 14, 2011. Researchers are looking to move beyond the current "WIMP" (Windows, Icons, Menus, and Pointer) interface [...]
  4. ^ Flynn, Laurie (January 1, 1995). "The Executive Computer; When, Oh When, Will Computers Behave Like People?". The New York Times. New York. Retrieved December 14, 2011. "We've taken the WIMP interface as far as it can go," he added, referring to the Windows-icon-mouse-pull-down menu.
  5. ^ Green, Mark; Jacob, Robert (July 1991). "SIGGRAPH '90 Workshop Report: Software Architectures and Metaphors for Non-WIMP User Interfaces". SIGGRAPH '90. SIGGRAPH. Dallas: ACM SIGGRAPH. CiteSeerX 10.1.1.121.7982. The acronym, WIMP, stands for Windows, Icons, Mice and Pointing, and it is used to refer to the desk top, direct manipulation style of user interface. {{cite conference}}: Cite uses deprecated parameter |citeseerx= (help)
  6. ^ Patton, Phil (April 14, 1996). "Facing the Future". The New York Times Magazine. New York. Retrieved December 14, 2011. GUI and WIMP (for window, icon, mouse and pointer) are interfaces based on framed text, drop-down menus and clickable buttons arranged along on-screen panels called tool bars.
  7. ^ Andries van Dam: Post-WIMP User Interfaces. In: Communications of the ACM, 40(2) (February 1997), pp. 63–67. Citeseer
  8. ^ HCI (2014-11-10). "Type of interfaces (WIMP and GUI)". HCIGroupon6. Retrieved 2020-02-22.
  9. ^ Past, Present and Future of User Interface Software Tools. Brad Myers, Scott E. Hudson, Randy Pausch, Y Pausch. ACM Transactions on Computer-Human Interaction, 2000. [1]
  10. ^ "What is digitizing tablet? Webopedia Definition". www.webopedia.com. September 1996. Retrieved 2020-02-22.
  11. ^ Marcelo Medeiros Carneiro, Luiz Velho, Assistive Interfaces For The Visually Impaired Using Force Feedback Devices And Distance Transforms, Information Technology and Disabilities Journal, Vol. X, No. 2, December 2004
  12. ^ Jacob, Robert J. K.; Girouard, Audrey; Hirshfield, Leanne M.; Horn, Michael S.; Shaer, Orit; Solovey, Erin Treacy; Zigelbaum, Jamie (2008-01-01). "Reality-based interaction". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. CHI '08. New York, NY, USA: ACM. pp. 201–210. doi:10.1145/1357054.1357089. ISBN 978-1-60558-011-1. S2CID 3348294.
  13. ^ Robertson, George; Czerwinski, Mary; Larson, Kevin; Robbins, Daniel C.; Thiel, David; van Dantzich, Maarten (1998-01-01). "Data mountain". Proceedings of the 11th annual ACM symposium on User interface software and technology. UIST '98. New York, NY, USA: ACM. pp. 153–162. doi:10.1145/288392.288596. ISBN 978-1-58113-034-8. S2CID 12723851.
  14. ^ Cockburn, Andy; McKenzie, Bruce (2002-01-01). "Evaluating the effectiveness of spatial memory in 2D and 3D physical and virtual environments". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. CHI '02. New York, NY, USA: ACM. pp. 203–210. doi:10.1145/503376.503413. ISBN 978-1-58113-453-7. S2CID 1150015.
  15. ^ Kyritsis, M.; Gulliver, S. R.; Morar, S.; Stevens, R. (2013-01-01). "Issues and benefits of using 3D interfaces". Proceedings of the Fifth International Conference on Management of Emergent Digital EcoSystems. MEDES '13. New York, NY, USA: ACM. pp. 241–245. doi:10.1145/2536146.2536166. ISBN 978-1-4503-2004-7. S2CID 16672751.
  16. ^ Kyritsis, Markos; Gulliver, Stephen R.; Feredoes, Eva (2016-08-01). "Environmental factors and features that influence visual search in a 3D WIMP interface". International Journal of Human-Computer Studies. 92–93: 30–43. doi:10.1016/j.ijhcs.2016.04.009.
  17. ^ Agarawala, Anand; Balakrishnan, Ravin (2006-01-01). "Keepin' it real". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. CHI '06. New York, NY, USA: ACM. pp. 1283–1292. doi:10.1145/1124772.1124965. ISBN 978-1-59593-372-0. S2CID 306920.

Bibliography

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[edit]

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

Wikipedia

WIMP (computing)

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer. Although the acronym has fallen into disuse, it has often been likened to the term graphical user interface (GUI). Any interface that uses graphics can be called a GUI, and WIMP systems derive from such systems. However, while all WIMP systems use graphics as a key element (the icon and pointer elements), and therefore are GUIs, the reverse is not true. Some GUIs are not based in windows, icons, menus, and pointers. For example, most mobile phones represent actions as icons and menus, but often do not rely on a conventional pointer or containerized windows to host program interactions. WIMP interaction was developed at Xerox PARC (see Xerox Alto, developed in 1973) and popularized with Apple's introduction of the Macintosh in 1984, which added the concepts of the "menu bar" and extended window management. The WIMP interface has the following components: A window runs a self-contained program, isolated from other programs that (if in a multi-program operating system) run at the same time in other windows. These individual program containers enable users to move fluidly between different windows. The window manager software is typically designed such that it is clear which window is currently active. Design principles of spacing, grouping, and simplicity help the user maintain focus when working between more than one window. An icon acts as a shortcut to an action the computer performs (e.g., execute a program or task). Text labels can be used alongside icons to help identification for small icon sets. A menu is a text or icon-based selection system that selects and executes programs or tasks. Menus may change depending on context in which they are accessed. The pointer is an onscreen symbol that represents movement of a physical device that the user controls to select icons, data elements, etc. This style of system improves human–computer interaction (HCI) by emulating real-world interactions and providing greater ease of use for non-technical people. Because programs contained by a WIMP interface subsequently rely on the same core input methods, the interactions throughout the system are standardized. This consistency allows users' skills to carry from one application to another.

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Wikipedia

Post-WIMP

In computing, post-WIMP ("windows, icons, menus, pointer") comprises work on user interfaces, mostly graphical user interfaces, which attempt to go beyond the paradigm of windows, icons, menus and a pointing device, i.e. WIMP interfaces. The reason WIMP interfaces have become so prevalent since their conception at Xerox PARC is that they are very good at abstracting work-spaces, documents, and their actions. Their analogous desktop metaphor to documents as paper sheets or folders makes WIMP interfaces easy to introduce to new users. Furthermore their basic representations as rectangular regions on a 2D flat screen make them a good fit for system programmers, thus favoring the abundance of commercial widget toolkits in this style. However, WIMP interfaces are not optimal for working with certain tasks or through input devices which differ from a mouse and keyboard. WIMPs are usually pixel-hungry, so given limited screen real estate they can distract attention from the task at hand. Thus, other interfaces can better encapsulate workspaces, actions, and objects for such tasks. Interfaces based on these considerations, now called "post-WIMP", have made their way to the general public in mobile and embedded applications. Meanwhile, software for desktop computer workstations still uses WIMP interfaces, but has started undergoing major operational changes as desktop marketshare declines. These include the exploration of virtual 3D space, interaction techniques for window/icon sorting, focus, and embellishment. The seminal paper for post-WIMP interfaces is "Non Command User Interfaces" by Jakob Nielsen 1993, followed by "The Anti-Mac Interface". Updated proposals are discussed in "Post-WIMP user interfaces" by Andries van Dam. Michel Beaudouin-Lafon subsequently proposed a framework called instrumental interaction, that defines a design space for Post-WIMP interaction techniques and a set of properties for comparing them. Examples of Post-WIMP interaction include 3D interaction and reality-based interaction.

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Wikipedia

Timeline of computing 1980–1989

This article presents a detailed timeline of events in the history of computing from 1980 to 1989. For narratives explaining the overall developments, see the history of computing.

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Wikipedia

Menu (computing)

In user interface design, a menu is a list of options presented to the user.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Which Supreme Court case ruled state-sponsored public-school segregation unconstitutional?

Brown v. Board of Education in 1954.