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What is User-Interface Convention

Handbook of Research on Digital Media and Creative Technologies
Generally referred as those graphical elements that have been embraced and acknowledged because they facilitate using a computer and software by a common person. Broadly speaking, UI conventions can be elements from the WIMP paradigm: windows, icons, mouse, pointers. But they is also related to visual and language metaphors, where the software applications reside: operating systems, middleware, etc. The most famous metaphor related to the computing medium remains the desktop, but others can emerge in a time when portable devices, ambient intelligence and different kind of artisanal and experimental software develop.
Published in Chapter:
Designing Pervasive Virtual Worlds
Everardo Reyes-Garcia (University of Paris 13, France)
Copyright: © 2015 |Pages: 24
DOI: 10.4018/978-1-4666-8205-4.ch010
Abstract
Virtual worlds can be approached in a broader sense of that which refers to common conceptions of virtual reality and immersive environments. This chapter explores the design of virtual worlds in a time when much contemporary media is accessed through and simulated by software. Today, the main extensions of man are cognitive skills and experiences. Software is a way of seeing the world; it plays a central role in media design and distribution. Software and perception of reality are intertwined and pervasive: media not only exist in form of software but the shape and properties of media are also designed with software. In order to understand the implications of computational media, it is necessary to re-articulate problems in a creative and virtual manner. At the end of the chapter, the author speculates on design approaches and presents some examples developed by him.
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