Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
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Moments that changed communities, movements, institutions and the nation.
Mansa Musa was the ruler of the Mali Empire in West Africa. Details recorded here should be sourced; unknown information is left blank.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985

In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) on which users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as the user zooms into a text object, it may be represented as a small dot, then a page thumbnail, then a full-size page, and finally a magnified view of the page.
ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can, in turn, be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom.
Researchers have described the ZUI paradigm as a Post-WIMP interface and potential successor to the traditional windowing GUI.[1]
The term ZUI was coined by Franklin Servan-Schreiber while working at Sony Research Laboratories, in partnership with Ben Bederson and Ken Perlin of New York University.[2]
In 1962, Ivan Sutherland presented the first program for zooming through and creating graphical structures with constraints and instancing, on a CRT in his Sketchpad program.[3]
A more general interface was developed by the Architecture Machine Group at MIT in the 1970s. Hand tracking, touchscreen, joystick, and voice control were employed to control an infinite plane of projects, documents, contacts, video, and interactive programs. One of the instances of this project was called Spatial Dataland.[4]
Another GUI environment of the '70s, which used the zooming idea was Smalltalk at Xerox PARC, which had infinite desktops (only later named such by Apple Computer), that could be zoomed in upon from a birds-eye view after the user had recognized a miniature of the window setup for the project.[citation needed]
The longest running effort to create a ZUI has been the Pad++ project begun by Ken Perlin, Jim Hollan, and Ben Bederson at New York University[5][1] and continued at the University of New Mexico under Hollan's direction. After Pad++, Bederson developed Jazz, then Piccolo,[6] and now Piccolo2D[7] at the University of Maryland, College Park, which is maintained in Java and C#.
More recent ZUI efforts include Archy by the late Jef Raskin, ZVTM developed at INRIA (which uses the Sigma lens[8] technique),[9] and the simple ZUI of the Squeak Smalltalk programming environment and language.
GeoPhoenix, a startup associated with the MIT Media Lab, founded by Julian Orbanes, Adriana Guzman, and Max Riesenhuber, released a mass-marketed commercial Zoomspace in 2002–03 on the Sony CLIÉ personal digital assistant (PDA) handheld, with Ken Miura of Sony.[citation needed]
In 2002, Pieter Muller extended the Oberon System with a zooming user interface and named it Active Object System (AOS).[10] In 2005, due to copyright issues, it was renamed to Bluebottle, and in 2008, to A2.
In 2005, Franklin Servan-Schreiber founded Zoomorama, based on work he did at the Sony Research Laboratories in the mid-1990s. The Zooming Browser for Collage of High Resolution Images was released in Alpha in October 2007. Zoomorama's browser is all Flash-based. In 2010, project development ended, but many examples remain on the site.[citation needed]
In 2006, Hillcrest Labs introduced the HoME television navigation system, the first graphical, zooming interface for television.[11]
In 2007, Microsoft's Live Labs released a zooming UI for web browsing called Microsoft Live Labs Deepfish for the Windows Mobile 5 platform.[citation needed]
Apple's iPhone (premiered June 2007) uses a stylized form of ZUI, in which panning and zooming are performed through a touch user interface (TUI). A more fully realized ZUI is present in the iOS home screen (as of iOS 7), with zooming from the home screen into folders and, finally, into apps. The photo app zooms out from a single photo to moments, collections, and years, and similarly, the calendar app zooms out from day, month, and year views.[12] It is not a full ZUI implementation since these operations are applied to bounded spaces (such as web pages or photos) and have a limited range of zooming and panning.
From 2008 to 2010, GNOME Shell used a zooming user interface for virtual workspaces management.[13] This ZUI was eventually replaced by a different, scrolling-based design.[citation needed]
Prezi, a web-based presentation tool built on a single zoomable canvas, launched in 2009. Rather than build slides, users place content on an open surface and define a sequence of frames that the software navigates by panning, zooming, and rotating during playback. It was the first ZUI to reach mainstream adoption, surpassing 50 million users by 2014.[14][15]
Stack Zooming, launched in 2010, was designed to navigate one-dimensional datasets such as time series by combining zooming and layering to keep the full dataset visible.[16] In 2012, PolyZoom extended the Stack Zooming concept to two-dimensional spaces.[17]
In 2017, bigpictu.re offered an infinite (pan and zoom) notepad as a web application based on one of the first ZUI open-source libraries.[18]
In 2017, Zircle UI was released. It is an open-source UI library that uses zoomable navigation and circular shapes.[19]
Zooming interfaces have implemented several types of zooming behaviors, including:
Most common is geometric zoom, where the scale linearly determines the apparent size of the object.
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
In computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a type of graphical user interface (GUI) on which users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest. For example, as the user zooms into a text object, it may be represented as a small dot, then a page thumbnail, then a full-size page, and finally a magnified view of the page. ZUIs use zooming as the main metaphor for browsing through hyperlinked or multivariate information. Objects present inside a zoomed page can, in turn, be zoomed themselves to reveal further detail, allowing for recursive nesting and an arbitrary level of zoom. Researchers have described the ZUI paradigm as a Post-WIMP interface and potential successor to the traditional windowing GUI. The term ZUI was coined by Franklin Servan-Schreiber while working at Sony Research Laboratories, in partnership with Ben Bederson and Ken Perlin of New York University.
A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where heads-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.
The history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm. There have been important technological achievements, and enhancements to the general interaction in small steps over prior systems. There have been a few significant breakthroughs in use, but the same organizational interface metaphors and interaction idioms are still in use. Desktop computers are often controlled by computer mice and/or keyboards while laptops often have a pointing stick or touchpad, and smartphones and tablet computers have a touchscreen. The influence of game computers and joystick operation has been omitted.
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the user. User interfaces are composed of one or more layers, including a human–machine interface (HMI) that typically interfaces machines with physical input hardware (such as keyboards, mice, or game pads) and output hardware (such as computer monitors, speakers, and printers). A device that implements an HMI is called a human interface device (HID). User interfaces that dispense with the physical movement of body parts as an intermediary step between the brain and the machine use no input or output devices except electrodes alone; they are called brain–computer interfaces (BCIs) or brain–machine interfaces (BMIs). Other terms for human–machine interfaces are man–machine interface (MMI) and, when the machine in question is a computer, human–computer interface. Additional UI layers may interact with one or more human senses, including: tactile UI (touch), visual UI (sight), auditory UI (sound), olfactory UI (smell), equilibria UI (balance), and gustatory UI (taste). Composite user interfaces (CUIs) are UIs that interact with two or more senses. The most common CUI is a graphical user interface (GUI), which is composed of a tactile UI and a visual UI capable of displaying graphics. When sound is added to a GUI, it becomes a multimedia user interface (MUI). There are three broad categories of CUI: standard, virtual and augmented. Standard CUI use standard human interface devices like keyboards, mice, and computer monitors. When the CUI blocks out the real world to create a virtual reality, the CUI is virtual and uses a virtual reality interface. When the CUI does not block out the real world and creates augmented reality, the CUI is augmented and uses an augmented reality interface. When a UI interacts with all human senses, it is called a qualia interface, named after the theory of qualia. CUI may also be classified by how many senses they interact with as either an X-sense virtual reality interface or X-sense augmented reality interface, where X is the number of senses interfaced with. For example, a Smell-O-Vision is a 3-sense (3S) Standard CUI with visual display, sound and smells; when virtual reality interfaces interface with smells and touch it is said to be a 4-sense (4S) virtual reality interface; and when augmented reality interfaces interface with smells and touch it is said to be a 4-sense (4S) augmented reality interface.
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.
MORE →Mae Jemison, aboard Space Shuttle Endeavour in 1992.