23 April 1997
Remember the first time you used a mouse? I do. I had just acquired my Apple IIGS, and it came with a demo that introduced users to "the mouse," and let them practice using it. Turned out there's more to it than just pushing around a hunk of plastic. There's a whole user-interface system to be mastered.
By now, of course, the features and uses of window-based interfaces are second-nature to me. If I want to move a window around, I just click the "title bar" with the left mouse button, hold it down, and move (or "drag") the mouse. The whole window moves, and when I've got it where I want it, I release the mouse button. Voila! It all seems so easy now, we don't even realize we're doing it, much less how.
We use pull-down menus, icons, scrollbars, and drag-and-drops so much that we may forget they are merely the latest in the evolution of popular user-interface paradigms. Someone had to think this stuff up. Who thought of such modifications as "dimming out" unselectable items from a menu, or cascading pull-down menus?
Much of the original research that resulted in the windowing systems we know and love originated at Xerox PARC, a locale surrounded by much lore. At SIGGRAPH1 93, some researchers at PARC presented their latest work: the See-Through Interface. They proposed a set of widgets2 that would provide a new way of working in applications. They're called Magic Lenses(tm), and they can be arranged on what are called Toolglasses(tm)3.
The beginning of a really tasteless episode of Pepe le Pew...
Click and drag the gray bars to move the lenses about.
This applet doesn't seem to work on Macs. I'm trying to figure out if I care.
Check back later and I may have fixed it.
This introductory applet offers a few Magic Lenses that let you view something not normally visible in the scene. It demonstrates some simple viewing-filter lenses. A lens can behave like a viewing filter; it can modify the mouse or keyboard "events" that pass through it; or both.
The Toolglass is merely a way of arranging the Magic Lenses. The simplest use might consist of one Toolglass covering the entire working area of your application4, although you could have several Toolglasses, perhaps with groups of related lenses. A user could tile the lenses on the glass, next to each other, or overlap them haphazardly. When the Toolglass is moved, the relative positions of the lenses are preserved. The Toolglasses cover whatever you are working on, but they don't get in the way because they're transparent.
To move the Toolglass around, the PARC guys and gals propose a secondary positioning and input device, such as a trackball, for your non-dominant hand. This sounds like it will work out well, allowing rapid, yet somewhat coarse positioning of the individual lenses. The lenses would be big enough that positioning them in somewhat the right location would be adequate, and the mouse could move in for the fine-grained work within the lens.
The Magic Lens user interface is impressive. Lenses can offer localized views of onscreen objects with surrounding context. A magnification lens can be moved around on screen, and you can easily see what is around the magnified portion, without needing a whole new window with another small context view.
Besides making tools that are easier to use, the Magic Lens project is intended to reduce the time it takes to do operations. This is a noble goal, no matter how you slice it.
In many applications, work is done in localized areas, and often the user switches between a small subset of tools. For example, in a paint program, you might choose a tool to pick up a color from the canvas, then zoom into a region and paint a few carefully placed pixels in that color. With Magic Lenses, you could overlap a color-grabbing lens with a zoom lens, and do all your work easily and at the same time.
The other cool thing about Magic Lenses is the implementation. As a scene passes through each lens, it can be rendered, modified or replaced by a different representation of the data. The code for a lens can be simple and modular. Combining lenses would be easy, too: just create a meta-lens with pointers to two other lenses, each of which it calls, in turn, for any rendering or mouse-event handling.
Combining lenses is a powerful idea. Simple functions can be built into more complex ones. The user is empowered to mix code to get more complicated uses than the programmer explicitly designed!
Next week, I implement some application of my choosing with
a fairly complex set of lenses and talk about the
use of my interfaces. Two weeks of Deep Magic on the same subject!?! Yes, I
know it's unusual,
but the topic "lens" itself to further exploration, and next week's
edition should be fairly large. Until then, I leave you to play with
some other applets and read the recent papers written by the Magic
Lens team at Xerox.
Source code, tar'd and gzip'd or
zipped.
-- Ray <ray@go2net.com> is a Dreamer of Dreams at go2net. If you told him he was gullible, he'd probably believe you.