throbber
Of mice and menus: designing
`the user-friendly interface
`Over three decades of work by diverse engineers and researchers intent on
`learning how best to interact with a computer come together in the windows and icons used today
`
`Mice, windows, icons, and menus: these are the in(cid:173)
`gredients of computer interfaces designed to be easy
`to grasp. simplicity itself to use, and straightforward
`to describe. The mouse is a pointer. Windows divide
`up the screeIL Icons symbolize application programs
`and data. Menus list choices of action.
`But the development of today's graphical user in(cid:173)
`terface was anything but simple. It took some 30
`years of effort by engineers and computer scientists
`in universities, government laboratories, and cor(cid:173)
`porate research groups, piggybacking on each other's work, try(cid:173)
`ing new ideas, repeating each other's mistakes.
`Throughout the 1970s and early 1980s, many of the early con(cid:173)
`cepts for windows, menus, icons, and mice were arduously re(cid:173)
`searched at Xerox Corp.'s Palo Alto Research Center (PARC),
`Palo Alto, Calif. In 1973, PARC developed the prototype Alto,
`the first of two computers that would prove seminal in this area.
`More than 1200 Altos were built and tested. From the Alto's con(cid:173)
`cepts, starting in 197S, Xerox's System Development Department
`then developed the Star and introduced it in 1981-the first such
`user-friendly machine sold to the public.
`In 1984, the low-cost Macintosh from Apple Computer Inc.,
`Cupertino, Calif., brought the friendly interface to thousands of
`personal computer users. During the next five years, the price of
`RAM chips fell enough to accommodate the huge memory de(cid:173)
`mands of bit-mapped graphics, and the Mac was followed by
`dozens of similar interfaces for PCs and workstations of all kinds.
`By now, application programmers are becoming familiar with the
`idea of manipulating graphic objects.
`The Mac's success during the 1980s spurred Apple Computer
`to pursue legal action over ownership of many features of the
`graphical user interface. Suits now being litigated could assign
`those innovations not to the designers and their companies, but
`to those who first filed for legal protection on them.
`Sketchpad beginnings
`The grandfather of the graphical user interface was Sketch(cid:173)
`pad [see photograph]. Massachusetts Institute of Technology stu(cid:173)
`dent Ivan E. Sutherland built it in 1962 as a Ph.D. thesis at MIT's
`Lincoln Laboratory in Lexington, Mass. Sketchpad users could
`not only draw points, line segments, and circular arcs on a cath(cid:173)
`ode ray tube (CRI') with a light pen-they could also assign con(cid:173)
`straints to, and relationships among, whatever they drew.
`Arcs could have a specified diameter, lines could be horizon(cid:173)
`tal or vertical, and figures could be built up from combinations
`of elements and shapes. Figures could be moved, copied, shrunk,
`expanded, and rotated, with their constraints (shown as onscreen
`icons) dynamically preserved. At a time when a CRT monitor
`was a novelty in itself, the idea that users could interactively cre(cid:173)
`ate objects by drawing on a computer was revolutionary.
`Tekla S. Perry &nior Editor
`John Voelcker Associate Editor
`
`Moreover, to zoom in on objects, Sutherland
`wrote the first window-drawing program, which re(cid:173)
`quired him to come up with the first clipping al(cid:173)
`gorithm. Clipping is a software routine that calcu(cid:173)
`lates which part of a graphic object is to be displayed
`and displays only that part on the screen. The pro(cid:173)
`gram must calculate where a line is to be drawn,
`compare that position to the coordinates of the win(cid:173)
`dow in use, and prevent the display of any line seg(cid:173)
`ment whose coordinates fall outside the window.
`Though films of Sketchpad in operation were widely shown
`in the computer research community, Sutherland says today that
`there was little immediate fallout from the project. Running on
`MIT's TX-2 mainframe, it demanded too much computing power
`to be practical for individual use. Many other engineers, howev(cid:173)
`er, see Sketchpad's design and algorithms as a primary influence
`on an entire generation of research into user interfaces.
`The mouse tale
`The light pens used to select areas of the screen by interactive
`computer systems of the 1950s and 1960s-including Sketch(cid:173)
`pad-had drawbacks. To do the pointing, the user's arm had to
`be lifted up from the table, and after a while that got tiring. Pick(cid:173)
`ing up the pen required fumbling around on the table or, if it had
`a holder, taking the time after making a selection to put it back.
`Sensing an object with a light pen was straightforward: the
`computer displayed spots of light on the screen and interrogat(cid:173)
`ed the pen as to whether it sensed a spot, so the program always
`knew just what was being displayed. Locating the position of the
`pen on the screen required more sophisticated techniques-
`
`Defining terms
`Bit map: the pixel pattern that makes up the graphic display
`on a computer screen.
`Clicking: the motion of pressing a mouse button to initiate
`an action by software; some actions require double-clicking.
`Graphical user Interface: the combination of windowing dis•
`plays, menus, icons, and a mouse that is increasingly used
`on personal computers and workstations.
`Icon: an onscreen drawing that represents programs or data.
`Menu: a list of command options currently available to the
`computer user; some stay onscreen, while pop-up or pull-down
`menus are requested by the user.
`Mouse: a device whose motion across a desktop or other sur(cid:173)
`face causes an onscreen cursor to move commensurately; to•
`day's mice move on a ball and have one, two, or three buttons.
`Raster display: a cathode ray tube on which images are dis•
`played as patterns of dots, scanned onto the screen sequen(cid:173)
`tially in a predetermined pattern of lines.
`Vector display: a cathode ray tube whose gun scans lines, or
`vectors, onto the screen phosphor.
`Window: an area of a computer display, usually one of sever•
`al, in which a particular program Is executing.
`
`46
`
`0018-9235/89/0900-0046$1.00©1989 IEEE
`
`IEEE SPECTRUM SEPTEMBER 1989
`
`1
`
`APPLE-1021
`
`

`

`fl} Sketchpad (left), created in 1962 by Ivan Sutherland at Mas(cid:173)
`sachusetts Institute of Technology's Lincoln Laboratory in Lex(cid:173)
`ington, is considered the first computer with a windowing inter(cid:173)
`face. More than 1200 of the experimental Alto (right), developed
`in 1973 by the Xerox Palo Alto Research Center, were distribut(cid:173)
`ed to test its windows, menus, and mouse.
`like displaying a cross pattern of nine points on the screen, then
`moving the cross until it centered on the light pen.
`In 1964, Douglas Engelbart, a research project leader at SRI
`International in Menlo Park, Calif., tested all the commercially
`available pointing devices, from the still-popular light pen to a
`joystick and a Graphicon (a curve-tracing device that used a pen
`mounted on the arm of a potentiometer). But he fdt the selec(cid:173)
`tion failed to cover the full spectrum of possible pointing devices,
`and somehow he should fill in the blanks.
`Then he remembered a 1940s college class he had taken that
`covered the use of a planimeter to calculate area. (A planimeter
`has two arms, with a wheel on each. The wheels can roll only
`along their axes; when one of them rolls, the other must slide.)
`If a potentiometer were attached to each wheel to monitor its
`rotation, he thought, a planimeter could be used as a pointing
`device. Engelhart explained his roughly sketched idea to engineer
`William English, who with the help of the SRI machine shop built
`what they quickly dubbed "the mouse."
`This first mouse was big because it used single-tum potentiom(cid:173)
`eters: one rotation of the wheels had to be scaled to move a cur(cid:173)
`sor from one side of the screen to the other. But it was simple
`to interface with the computer: the processor just read frequent
`samples of the potentiometer positioning signals through analog(cid:173)
`to-digital converters.
`The cursor moved by the mouse was easy to locate, since read(cid:173)
`ings from the potentiometer determined the position of the cur(cid:173)
`sor on the screen-unlike the light pen. But programmers for later
`windowing systems found that the software necessary to deter(cid:173)
`mine which object the mouse had selected was more complex than
`that for the light pen: they had to compare the mouse's position
`with that of all the objects displayed onscreen.
`Going to the ball
`Engelbart's group at SRI ran controlled experiments with mice
`and other pointing devices, and the mouse won hands down. Peo(cid:173)
`ple adapted to it quickly, it was easy to grab, and it stayed where
`they put it. Still, Engelhart wanted to tinker with it. After ex(cid:173)
`perimenting, his group had concluded that the proper ratio of
`cursor movement to mouse movement was about 2:1, but he want(cid:173)
`ed to try varying that ratio-decreasing it at slow speeds and rais-
`
`ing it at fast speeds-to improve user control of fine movements
`and speed up larger movements. Some modern mouse-control
`software incorporates this idea, including that of the Macintosh.
`The mouse, still experimental at this stage, did not change until
`1971. Several members of Engelbart's group had moved to the
`newly established PARC, where many other researchers had seen
`the SRI mouse and the test report. They decided there was no
`need to repeat the tests; any experimental systems they designed
`would use mice.
`Said English, "This was my second chance to build a mouse;
`it was obvious that it should be a lot smaller, and that it should
`be digital." Chuck Thacker, then a member of the research staff,
`advised PARC to hire inventor Jack Hawley to build it.
`Hawley decided the mouse should use shaft encoders, which
`measure position by a series of pulses, instead of potentiome(cid:173)
`ters (both were covered in Engelbart's 1970 patent), to eliminate
`the expensive analog-to-digital converters. The basic principle,
`of one wheel rolling while the other slid, was licensed from SRI.
`In 1972, the mouse changed again. Ron Rider, now vice presi(cid:173)
`dent of systems architecture at PARC but then a new arrival, said
`he was using the wheel mouse while an engineer made excuses
`for its asymmetric operation (one wheel dragging while one
`turned). "I suggested that they turn a trackball upside down, make
`it small, and use it as a mouse instead," Rider told IEEE Spec(cid:173)
`trum. This device came to be known as the ball mouse. "Easiest
`patent I ever got," Rider said. "It took me five minutes to think
`of, half an hour to describe to the attorney, and I was done."
`In the PARC ball mouse design, the weight of the mouse is
`transfered to the ball by a swivel device and on one or two casters
`at the end of the mouse farthest from the wire "tail." A proto(cid:173)
`type was built by Xerox's Electronics Division in El Segundo,
`Calif., then redesigned by Hawley. The rolling ball turned two
`perpendicular shafts, with a drum on the end of each that was
`coated with alternating stripes of conductive and nonconductive
`material. As the drum turned, the stripes transmitted electrical
`impulses through metal wipers.
`Button wars
`When Apple Computer decided in 1979 to design a mouse for
`its Lisa computer, the design mutated yet again. Instead of a metal
`ball held against the substrate by a swivel, Apple used a rubber
`ball whose traction depended on the friction of the rubber and
`the weight of the ball itself. Simple pads on the bottom of the
`case carried the weight, and optical scanners detected the mo(cid:173)
`tion of the internal wheels. The device had loose tolerances and
`few moving parts, so that it cost perhaps a quarter as much to
`build as previous ball mice.
`
`Perry and Voekker-Of mice and menus: designing the user-friendly interface
`
`47
`
`2
`
`

`

`technology-a standard 6-by-10-crn mouse could now have dozens
`of buttons-but human factors, and the experts have strong
`opinions.
`Said English, now director of internationalization at Sun
`Microsystems Inc., Mountain View, Calif.: "lwo or three but(cid:173)
`tons, that's the debate. Apple made a bad choice when they used
`only one." He sees two buttons as the
`minimum because two functions are
`basic to selecting an object: pointing to
`its start, then extending the motion to the
`end of the object.
`William Verplank, a human factors
`specialist in the group that tested the
`graphical interface at Xerox from 1978
`into the early 1980s, concurred. He told
`Spectrum that with three buttons, Alto
`users forgot which button did what. The
`group's tests showed that one button was
`also confusing, because it required ac(cid:173)
`tions such as double-clicking to select
`and then open a file.
`"We have agonizing videos of naive
`users struggling" with these problems,
`Verplank said. They concluded that for
`most users, two buttons (as used on the
`Star) are optimal, if a button means the
`same thing in every application. English
`experimented with one-button mice at
`PARC before concluding they were a bad
`idea.
`But many interface designers dislike
`multiple buttons, saying that double(cid:173)
`clicking a single button to select an item
`is easier than remembering which button
`points and which extends. Larry Tesler,
`formerly a computer scientist at PARC,
`brought the one-button mouse to Apple,
`where he is now vice president of ad(cid:173)
`vanced technology. The company's ra(cid:173)
`tionale is that to attract novices to its
`computers one button was as simple as
`it could get.
`More than two million one-button
`Apple mice are now in use. The Xerox
`and Microsoft two-button mice are less
`common than either Apple's ubiquitous
`one-button model or the three-button
`mice found on technical workstations.
`Dozens of companies manufacture mice
`today; most are slightly smaller than a
`pack of cigarettes, with minor variations
`in shape.
`Window with view
`In 1962, Sketchpad could split its
`screen horizontally into two independent
`sections. One section could, for example,
`give a close-up view of the object in the
`
`--(cid:173)
`
`Products
`
`Research and prototypes
`
`The first, wooden, SRI mouse had only one button, to test the
`concept. The plastic batch of SRI mice had three side-by-side
`buttons-all there was room for, Engelbart said. The first PARC
`mouse had a column of three buttons-again, because that best
`fit the mechanical design. Today, the Apple mouse has one but(cid:173)
`ton, while the rest have two or three. The issue is no longer
`
`1950s: SAGE Air Defense System
`•menus
`
`MIT, 1962: Sketchpad
`• two tiled windows
`emenus
`
`eicons !or constraints E3
`
`SRI lnternattanal, 1960&:
`On-Una System ("NLS")
`• two tiled windows
`
`University of Utah, 1967: FIBK
`• multiple tiled windows
`
`SRI International, 1969: NLS
`
`eicons for files EB • multiple tiled wmdowrs _ _ _-,:==,
`
`Xem PARC, oarfy 1970,: Alto
`• overlnI1i:ing winrlows
`•menus (pop•up)
`
`xerox PARC, 1976:
`e Icons added to onscreen desktop
`
`xerox Corp., 1981: Star
`• both tiled and overlapping windows
`• menu bar for each window
`
`Apple Computor Inc,,
`1983: Lisa
`
`Appia Computer Inc .•
`19B4: MacIntosh
`
`48
`
`/2] Development of the graphical user
`interface, originally scattered, gradually
`came to center on the work done by
`Xerox during the 1970s, most notably
`development of the Alto computer and
`then design and production of the Star.
`Then Apple Computer Inc. incorporat(cid:173)
`ed the interface into its Lisa in 1983 and
`its Macintosh in 1984. All of today's
`graphical interfaces hark back to this
`handful of machines.
`
`IEEE SPECTRUM SEPTEMBER 1989
`
`3
`
`

`

`other section. Researchers call Sketchpad the fll'St example of tiled
`windows, which are laid out side by side. They differ from over(cid:173)
`lapping windows, which can be stacked on top of each other, or
`overlaid, obscuring all or part of the lower layers.
`Windows were an: obvious means of adding functionality to
`a small screen. In 1969, Engelhart equipped NLS (as the On-Line
`System he invented at SRI during the 1960s was known, to dis(cid:173)
`tinguish it from the Off-Line System known as FLS) with win(cid:173)
`dows. They split the screen into multiple parts horizontally or
`vertically, and introduced cross-window editing with a mouse.
`By 1972, led by researcher Alan Kay, the Smalltalk program(cid:173)
`ming language group at Xerox PARC had implemented their ver(cid:173)
`sion of windows. They were working with far different technol(cid:173)
`ogy from Sutherland or Engelhart: by deciding that their images
`had to be displayed as dots on the screen, they led a move from
`vector to raster displays, to make it simple to map the assigned
`memory location of each of those spots. This was the bit map
`invented at PARC, and made viable during the 1980s by continual
`performance improvements in processor logic.and memory speed.
`Experimenting with bit-map manipulation, Smalltalk research(cid:173)
`er Dan Ingalls developed the bit-block transfer procedure, known
`as BitBlt. The BitBlt software enabled application programs to
`mix and manipulate rectangular arrays of pixel values in on-screen
`or off-screen memory, or between the two, combining the pixel
`values and storing the result in the appropriate bit-map location.
`BitBlt made it much easier to write programs to scroll a win(cid:173)
`dow (move an image through it), resize (enlarge or contract) it,
`and drag windows (move them from one location to another on(cid:173)
`screen). It led Kay to create overlapping windows. They were soon
`implemented by the Smalltalk group, but made clipping harder.
`In a tiling system, explained researcher Peter Deutsch, who
`worked with the Smalltalk group, the clipping borders are sim(cid:173)
`ply horizontal or vertical lines from one screen border to anoth(cid:173)
`er, and software just tracks the location of those lines. But over(cid:173)
`lapping windows may appear anywhere on the screen, randomly
`obscuring bits and pieces of other windows, so that quite irregu(cid:173)
`lar regions must be clipped. Thus application software must con(cid:173)
`stantly track which portions of their windows remain visible.
`Some researchers still question whether overlapping windows
`offer more benefits than tiled, at least above a certain screen size,
`on the grounds that screens with overlapping windows become
`so messy the user gets lost. Others argue that overlapping win(cid:173)
`dows more closely match users' work patterns, since no one ar(cid:173)
`ranges the papers on their physical desktop in neat horizontal
`and vertical rows. Among software engineers, however, overlap(cid:173)
`ping windows seem to have won for the user interface world.
`So has the cut-and-paste editing model that Larry 'lesler de(cid:173)
`veloped, first for the Gypsy text editor he wrote at PARC and
`later for Apple. Charles Irby-who worked on Xerox's windows
`and is now vice president of development at Metaphor Computer
`Systems Inc., Mountain View, Calif.-noted, however, that cut(cid:173)
`and-paste worked better for pure text-editing than for moving
`graphic objects from one application to another.
`Pop, pull, and tear
`Menus-functions continuously listed onscreen that could be
`called into action with key combinations-were commonly used
`in defense computing by the 1960s. But it was only with the ad(cid:173)
`vent of BitBlt and windows that menus could be made to appear
`as needed and to disappear after use. Combined with a pointing
`device to indicate a user's selection, they are now an integral part
`of the user-friendly interface: users no longer need to refer to
`manuals or memorize available options.
`Instead, the choices can be called up at a moment's notice
`whenever needed. And menu design has evolved. Some new sys(cid:173)
`tems use nested hierarchies of menus; others offer different menu
`versions-one with the most commonly used commands for
`novices, another with all available commands for the experienced
`user.
`Among the first to test menus on demand was PARC researcher
`
`Perry and Voelcker-01 mice and menus: desianing the user-friendly interface
`
`i
`
`I i1..-_______________________ _
`
`El
`
`Addresses
`Address Book Address
`/3] More than two million of the Apple Macintosh (top), which
`brought the graphical user interface to personal computers. have
`been sold. Much of its application software is inconsistent, how(cid:173)
`ever: at least three different icons (bottom) can represent address
`files. The icons are found in Desktop Express from Dow Jones
`& Co; Hypercardfrom Apple Computer Inc.; and MS Word from
`Microsoft Corp.
`William Newman, in a program called Markup. Hard on his heels,
`the Smalltalk group built in pop-up menus that appeared on
`screen at the cursor site when the user pressed one of the mouse
`buttons.
`Implementation was on the whole straightforward, recalled
`Deutsch. The one exception was determining whether the menu
`or the application should keep track of the information tempo(cid:173)
`rarily obscured by the menu. In the Smalltalk 76 version, the pop(cid:173)
`up menu saved and restored the screen bits it overwrote. But in
`today's multitasking systems, that would not work, because an
`application may change those bits without the menu's knowledge.
`Such systems add another layer to the operating system: a dis(cid:173)
`play manager that tracks what is written where.
`The production Xerox Star, in 1981, featured a further advance:
`a menu bar, essentially a row of words indicating available menus
`that could be popped up for each window. Human factors en(cid:173)
`gineer Verplank recalled that the bar was at first located at the
`bottom of its window. But the Star team found users were more
`likely to associate a bar with the window below it, so it was moved
`to the top of its window.
`Apple simplified things in its Lisa and Macintosh with a sin(cid:173)
`gle bar placed at the top of the screen. This menu bar relates only
`to the window in use: the menus could be "pulled down" from
`the bar, to appear below it. Designer William D. Atkinson received
`a patent (assigned to Apple Computer) in August 1984 for this
`innovation.
`One new addition that most user interface pioneers consider
`an advantage is the tear-off menu, which the user can move to
`a convenient spot on the screen and "pin" there, always visible
`for ready access.
`Many windowing interfaces now offer command-key or key(cid:173)
`board alternatives for many commands as well. This return to
`the earliest of user interfaces-key combinations-neatly sup(cid:173)
`plements menus, providing both ease of use for novices and for
`
`49
`
`4
`
`

`

`the less experienced, and speed for those who can type faster than
`they can point to a menu and click on a selection.
`Iconography
`Sketchpad had on-screen graphic objects that represented con(cid:173)
`straints (for example, a rule that lines be the same length), and
`the Flex machine built in 1967 at the University of Utah by stu(cid:173)
`dents Alan Kay and Ed Cheadle had squares that represented pro(cid:173)
`grams and data (like today's computer "folders"). Early work
`on icons was also done by Bell Northern Research, Ottawa, Cana(cid:173)
`da, stemming from efforts to replace the recently legislated bilin(cid:173)
`gual signs with graphic symbols. But the concept of the computer
`"icon" was not formalized until 1975.
`David Canfield Smith, a computer science graduate student
`at Stanford University in California, began work on his Ph.D.
`thesis in 1973. His advisor was PARC's Kay, who suggested that
`he look at using the graphics power of the experimental Alto not
`just to display text, but rather to help people program.
`Smith took the term icon from the Russian Orthodox church,
`where an icon is more than an image, because it embodies proper(cid:173)
`ties of what it represents: a Russian icon of a saint is holy and
`is to be venerated. Smith's computer icons contained all the
`properties of the programs and data represented, and therefore
`could be linked or acted on as if they were the real thing.
`After receiving his Ph.D. in 1975, Smith joined Xerox in 1976
`to work on Star development. The first thing he did, he said, was
`to recast his concept of icons in office terms. "I looked around
`my office and saw papers, folders, file cabinets, a telephone, and
`book shelves, and it was an easy translation to icons," he said.
`Xerox researchers developed, tested, and revised icons for the
`Star interface for three years before the first version was com(cid:173)
`plete. At first they attempted to make the icons look like a detailed
`photographic rendering of the object, recalled Irby, who worked
`on testing and refining the Xerox windows. Trading off label
`space, legibility, and the number of icons that fit on the screen,
`they decided to constrain icons to a 1-inch (2.5-centimeter) square
`of 64 by 64 pixels, or 512 eight-bit bytes.
`Then, Verplank recalls, they discovered that because of a back(cid:173)
`ground pattern based on two-pixel dots, the right hand side of
`the icons appeared jagged. So they increased the width of the
`icons to 65 pixels, despite an outcry from programmers who liked
`the neat 16-bit breakdown. But the increase stuck, Verplank said,
`because they had already decided to store 72 bits per side to allow
`for white space around each icon.
`After settling on a size for the icons, the Star developers test(cid:173)
`ed four sets developed by two graphic designers and two soft(cid:173)
`ware engineers. They discovered that, for example, resizing may
`cause problems. They shrunk the icon for a person-a head and
`shoulders-in order to use several of them to represent a group,
`only to hear one test subject say the screen resolution made the
`reduced icon look like a cross above a tombstone. Computer
`graphics artist Norm Cox, now of Cox & Hall, Dallas, Texas, was
`finally hired to redesign the icons.
`Icon designers today still wrestle with the need to make icons
`adaptable to the many different system configurations offered
`by computer makers. Artist Karen Elliott, who has designed icons
`for Microsoft, Apple, Hewlett-Packard Co., and others, noted
`that on different systems an icon may be displayed in different
`colors, several resolutions, and a variety of gray shades, and it
`may also be inverted (light and dark areas reversed).
`In the past few years, another concern has been added to icon
`designers' tasks: internationalization. Icons designed in the Unit(cid:173)
`ed States often lack space for translations into languages other
`than English. Elliott therefore tries to leave space for both the
`longer words and the vertical orientation of some languages.
`The main rule is to make icons simple, clean, and easily recog(cid:173)
`nizable. Discarded objects are placed in a trash can on the Macin(cid:173)
`tosh. On the NeXT Computer System, from NeXT Inc., Palo
`Alto, Calif.-the company formed by Apple cofounder Steven
`Jobs after he left Apple-they are dumped into a Black Hole.
`
`Elliott sees NeXT's black hole as one of the best icons ever
`designed-"It is distinct; its roundness stands out from the other,
`square icons, and this is important on a crowded display. It fits
`my image of information being sucked away, and it makes it clear
`that dumping something is serious."
`English disagrees vehemently. The black hole "is fundamen(cid:173)
`tally wrong," he said. "You can dig paper out of a wastebasket,
`but you can't dig it out of a black hole." Another critic called
`the black hole familiar only to "computer nerds who read most(cid:173)
`ly science fiction and comics," not to general users.
`With the introduction of the Xerox Star in June 1981, the
`graphical user interface, as it is known today, arrived on the mar(cid:173)
`ket. Though not a commercial triumph, the Star generated great
`interest among computer users, as the Alto before it had within
`the universe of computer designers.
`Even before the Star was introduced, Jobs, then still at Apple,
`had visited Xerox PARC in November 1979 and asked the
`Smalltalk researchers dozens of questions about the Alto's in(cid:173)
`ternal design. He later recruited Larry Tesler from Xerox to de(cid:173)
`sign the user interface of the Apple Lisa.
`With the Lisa and then the Macintosh, introduced in January
`1983 and January 1984 respectively, the graphical user interface
`reached the low-cost, high-volume computer market.
`At almost $10 000, buyers deemed the Lisa too expensive for
`the office market. But aided by prizewinning advertising and its
`lower price, the Macintosh took the world by storm. Early Macs
`had only 128K bytes of RAM, which made them slow to respond
`because it was too little memory for heavy graphic manipulation.
`Also, the time needed for programmers to learn its Toolbox of
`graphics routines delayed application packages until well into
`1985. But the Mac's ease of use was indisputable, and it generat(cid:173)
`ed interest that spilled over into the MS-DOS world of IBM PCs
`and clones, as well as Unix-based workstations.
`Into the courts
`The widespread acceptance of such interfaces, however, has
`led to bitter lawsuits to establish exactly who owns what. So far,
`none of several litigious companies has definitively established
`that it owns the software that implements windows, icons, or early
`versions of menus. But the suits continue.
`Virtually all the companies that make and sell either wheel or
`ball mice paid license fees to SRI or to Xerox for their patents.
`Engelhart recalled that SRI patent attorneys inspected all the early
`work on the interface, but understood only hardware. After look(cid:173)
`ing at developments like the implementation of windows, they
`told him that none of it was patentable.
`At Xerox, the Star development team proposed 12 patents hav(cid:173)
`ing to do with the user interface. The company's patent commit(cid:173)
`tee rejected all but two on hardware-one on BitBlt, the other
`on the Star architecture. At the time, Charles Irby said, it was
`a good decision. Patenting required full disclosure, and no prece(cid:173)
`dents then existed for winning software patent suits.
`The most recent and most publicized suit was filed in March
`1988, by Apple, against both Microsoft and Hewlett-Packard Co.,
`Palo Alto, Calif. Apple alleges that HP's New Wave interface,
`requiring version 2.03 of Microsoft's Windows program, embod(cid:173)
`ies the copyrighted "audio visual computer display" of the Macin(cid:173)
`tosh without permission; that the displays of Windows 2.03 are
`illegal copies of the Mac's audio visual works; and that Windows
`2.03 also exceeds the rights granted in a November 1985 agree(cid:173)
`ment in which Microsoft acknowledged that the displays in Win(cid:173)
`dows 1.0 were derivatives of those in Apple's Lisa and Mac.
`In March 1989, U.S. District Judge William W. Schwarzer ruled
`Microsoft had exceeded the bounds of its license in creating Win(cid:173)
`dows 2.03. Then in July 1989 Schwarzer ruled that all but 11 of
`the 260 items that Apple cited in its suit were, in fact, acceptable
`under the 1985 agreement. The larger issue-whether Apple's
`copyrights are valid, and whether Microsoft and HP infringed
`on them-will not now be examined until 1990.
`Among those 11 are overlapping windows and movable icons.
`
`50
`
`IEEE SPECTRUM SEPTEMBER 1989
`
`5
`
`

`

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`
`[4] Today more than a dozen separate graphical user interfaces
`run on a variety of personal computers and workstations. The
`Presentation Manager component of Operating System/2 (top),
`jointly developed by Microsoft Corp. and IBM Corp., is intend(cid:173)
`ed to run on several million IBM and compatible personal com(cid:173)
`puters; this display shows that too many onscreen windows can
`impede clarity. The monochrome NextStep interface (middle)for
`the NeXT Computer System from NeXT Inc. offers gray-scale
`images, but so far no color capability. And the Open Software
`Foundation's Motif (bottom), is the graphical interface for a new
`version of the Unix operating syste

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