2 ;;Quote: Apple Desktop Interface assumes that people are curious, strive for mastery, enjoy communicating, with imagination and artistry
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5 ;;Quote: Apple Desktop Interface paradigms--select object then select action via a menu, or drag an object to another object representing an action
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8 ;;Quote: let users do anything reasonable; warn about risky territory and provide reversible actions; tell users about any exceptions
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8 ;;Quote: a user interface should appear stable; e.g., all objects and actions are visible; dim unavailable options
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12 ;;Quote: a mode of a user interface interprets user actions differently; often restricts the available operations
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12 ;;Quote: modes make computer appear unnatural and unfriendly; especially confusing when entered accidentally
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12 ;;Quote: acceptable user modes are long-term, or short-term "spring-loaded" modes (e.g., scrolling), or alert modes for error recovery
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12 ;;Quote: modes are acceptable if they emulate real-life (e.g., tool selection), change attributes only, or block most normal operations (alerts)
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13 ;;Quote: if a mode is used, there must be a clear visual indication near the most affected object; very easy to get into and out of the mode; save/quit
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13 ;;Quote: the Apple Desktop Interface uses an event loop; respond to local requests without controlling the user's final destination; allow anything
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15 ;;Quote: the primary test of a user interface is its success with users; ask if they understand and if they can perform tasks easily and efficiently
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15 ;;Quote: involve users in a product before prototypes exist; use a few, naive experts
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23 ;;Quote: dialog boxes suspend normal operation and can't be moved; the user enters needed information or cancels the operation
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29 ;;Quote: selecting before committing to action allows exploration and mistakes; because selecting has no other effect
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