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- A Preliminary Design for a 3-D Spatial
-
- User Interface for Internet Gopher
-
-
- Mark P. McCahill
-
- Distributed Computing Systems & Services
-
- University of Minnesota
-
-
- Thomas Erickson
-
- User Experience Architect╒s Office
-
- Apple Computer
-
-
-
-
- Introduction
-
-
- Internet Gopher is an information system used to publish and
- organize information on servers distributed across the Internet.
- Since its introduction in June, 1991 Gopher has become quite
- popular. In December 1993, there were over 4800 gopher servers
- accessible on the Internet, and well over 1.5 million items
- accessible in gopherspace. By March 1994 there were 6700 gopher
- servers accessible over the Internet. Gopher traffic across the
- NSFnet backbone has been increasing at an average rate of 20% a
- month during the last year, and Gopher╒s share of the total NSFnet
- traffic has increased to about 3.5%. Because Gopher is a very
- distributed system, it is difficult to estimate the number of
- Gopher users. However, comparing Gopher╒s portion of the NSFnet
- traffic to other popular protocols is a way to get a rough feel
- for Gopher╒s popularity. Over the NSFnet, ftp makes up around 40%
- of the traffic, Netnews 10%, SMTP e-mail 6.7%, telnet 5.7%, and
- Gopher 3.5%. There are now at least 4 different Macintosh Gopher
- clients, 5 Windows clients, four clients for Unix/X-windows, two
- Amiga clients, a VMS client, and even Gopher clients for MVS and
- VM/CMS. All these clients have conceptually similar user
- interfaces.
-
-
- The typical gopher client present users with a directory hierarchy
- to navigate. Each gopher directory the user encounters may contain
- documents, search engines and other directories. The items in the
- gopher directory have both a content type associated with them and
- a name to be displayed to the user. Gopher clients traditionally
- display different icons for the various items and list the item
- names next to the icons while while using the name of the
- directory as a title of the window containing the directory. Some
- clients restrict the user to viewing each successive directory in
- a single window, while other clients allow for multiple windows
- (each successive directory is displayed in a new window). Gopher
- clients provide no representation of a Gopher Server as a whole
- (such as a diagram of the hierarchy); servers are represented
- simply as the root directory in a hierarchy.
-
-
- The aim of this paper is to sketch out a design for a new, 3-D
- space user interface for Gopher, and to capture some of the
- rationale behind the design. The design is motivated by a mix of
- pragmatic and exploratory impulses. On the one hand, there are
- several usage problems that would be difficult to solve within the
- constraints of the current interface metaphor. And, on the other
- hand, the advent of RISC-based personal computers means that there
- will be sufficient power to support a whole range of new
- behaviors, offering the prospect of transforming information
- systems into more flexible, information-rich environments. We will
- begin with a brief discussion of the motivating factors, and will
- then describe the initial design; comments on the design rationale
- will be inserted where appropriate.
-
-
- Problems and Prospects
-
-
- While the current user interface is popular, there are a number of
- well known usage problems:
-
-
- Ñ The lost-in-space problem. Users complain of feeling lost after
- navigating for a while and have difficulty remembering where
- they found an interesting item. In part, this due to the absence
- of any global representation of the structure of information
- hierarchy, and in part because the path followed by a user is
- either invisible or, at best, implicitly embodied in a stack of
- directory windows laid on top of one another. Users need an
- overview of gopherspace, within which they can see their
- locations and the paths they have followed.
-
-
- Ñ The grouping problem. Within a directory it is difficult to show
- relationships between items represented in a linear list. Some
- server administrators resort to putting items with blank names
- in their directories to group clusters of items. An analog of
- this problem occurs in lists of results generated by search
- engines. The results are typically sorted by relevance (as
- ranked by the search engine), but the user interface doesn╒t
- have a good way to convey their relative relevance. And, as in
- directories, it is difficult to show the clustering of related
- sets of documents. Ideally, both relevance to the search terms
- and ╥closeness╙ to other documents (along a variety of user-
- specifiable dimensions) ought to be visible to the user at a
- glance.
-
-
- Ñ The browsing problem. It is difficult to browse because
- documents reflect so little of their content. All that is
- available is the item╒s name and the information about the
- document╒s type embodied in the icon.The user╒s only other
- option is to open the document╤often a time consuming
- process╤and see everything in the document. Neither option is
- supportive of browsing: users need to see more information about
- the content of a document without there being so much that they
- are unable to compare and contrast different documents. Such
- document representations will be referred to as proxies.
-
-
- In addition to remedying today╒s usage problems, there are a
- number of intriguing prospects which a new interface could open to
- exploration:
-
-
- Ñ Leveraging social intelligence. Users browsing a large
- information space could benefit from the discoveries of previous
- visitors. Indications of the popularity, utility, or quality of
- particular documents, directories, or servers could be useful.
- Sometimes this information could be generated automatically by
- the client in response to user activity; or it might be
- interesting to allow users to attach comments and critiques to
- documents. Similarly, users with expertise in particular areas
- might create, define, and annotate documents relevant to a
- particular theme.
-
-
- Ñ Sense of place. Today, gopherspace is generic: any gopher
- directory looks just like all the others, regardless of where it
- is or what it contains. Providing a sense of place means moving
- from the generic to the particular, making it possible for an
- area of gopherspace to reflect something of its contents, and
- something about those who construct it, maintain it, and
- frequent it. The ability to provide a sense of place would have
- benefits for both administrators and users. It would provide a
- way for administrators to put their own personal stamp on their
- segment of gopherspace. Server administrators would like to be
- able to customize their areas, but, needless to say, given the
- constraints of a linear list of names and icons, opportunities
- for doing this are quite limited. Supporting customization by
- administrators is important because many Gopher servers are
- maintained by volunteers with little or no institutional support
- or recognition; anything which can increase the gratification
- administrators receive from their efforts will ultimately
- benefit gopherspace as a whole. Users too would benefit from a
- sense of place, in part because it is entwined with the ability
- to leverage social intelligence. In addition, providing such
- collectively generated traces enhances the sense of place, and
- transforms Gopherspace from something ╘owned╒ primarily by
- server administrators to a more public, collectively shaped sort
- of space. Given these capabilities, it is natural that some
- places will evolve into navigational landmarks.
-
-
- Ñ Information-rich environments that support human-human
- interaction. Turning to a data space for information is often a
- last resort; in many cases, people prefer to get information
- from other people. In fact, sometimes people search for
- documents, only as pointers to their authors. In a very real
- sense, a comprehensive data space will include people, not just
- documents. In a similar vein, although information access may be
- engaged in just for the fun of it, it is more often the means to
- some larger end. That is, people seek information because they
- are trying to solve a problem, test a theory, understand a
- concept, or communicate their understanding to others. In these
- cases, there is little reason to segregate information access
- from the other activities. The increasing computational power
- and bandwidth that is now available offer the prospect of moving
- from information-only spaces to information-rich environments
- which can support a broad range of activities.
-
-
-
- Initial Design Criteria
-
-
- The problems and prospects we have just covered map fairly cleanly
- into a few general design criteria.
-
-
- Ñ Richer representations for servers, directories, and documents.
- The lost-in-space problem suggests the need for a high level
- overview of gopherspace and landmarks. The grouping problem
- indicates the need for a representation of collections of
- documents that can represent their similarities and differences
- along a variety of dimensions; we shall refer to such
- representations as neighborhoods. Similarly, the use of proxies
- ╤ richer representations for individual documents ╤ would
- alleviate the browsing problem.
-
-
- Ñ Dynamic representations. Representations need to be able to
- change over time. Sense of place requires representations that
- can be customized by administrators and perhaps end users, and
- leveraging social intelligence requires representations able to
- reflect the interaction history of individual documents and
- collections of documents.
-
-
- Ñ Need for availability and addition of meta-information. All of
- these changes to the representations of components of
- Gopherspace require that meta-information about servers,
- directories, and documents be made available via the Gopher
- protocol. The prospects of providing a sense of place, and
- leveraging social intelligence, also involve adding meta-
- information, but this time the meta-information is external to
- gopherspace ╤ it is applied by users, or inferred by the system
- based on user interaction. Finally, meta-information will be
- required to support interactions among users.
-
-
- Ñ Backward compatibility. There is a final, very important,
- criterion not suggested by the preceding discussion. It is
- important to recognize that there is a large installed base of
- Gopher servers and clients, and a community of administrators
- and end users╤Gopher is as much a social phenomenon as a
- technology. Backward compatibility of any new client is
- essential for acceptance. It will be impossible to change all of
- gopherspace overnight, so any new client must handle both
- servers that have stored additional information (e.g., about
- relative clustering of items in document collections) and
- ancient unmodified servers. This must be done without stepping
- outside the new user interface metaphor. Client software that
- can synthesize the spatial scene from current gopher directory
- and item meta-information allows us maintain compatibility with
- all of the current gopher servers. A happy side effect of this
- approach is that server and network bandwidth demands are
- minimized since we do not require servers to render scenes and
- ship bitmaps of the scenes over the network. Backward
- compatibility issues are also addressed by using the Gopher+
- protocol╒s item attributes to hold meta-information. Gopher+
- item attributes provide an open-ended, extensible way of
- associating arbitrary meta-information with items and
- directories, and methods of accepting information sent from the
- client, so the user interface we propose will not require a new
- protocol.
-
-
-
-
- Why a 3-D spatial interface?
-
-
- First, note that 3-D space as a metaphor for information is
- nothing new; it is deeply embedded in our language. Without
- thinking about it, people use spatial and object-centered terms
- for discussing abstract concepts. We speak of getting overviews,
- seeing things from different perspectives, and grasping new ideas.
- Providing a 3-D spatial interface is, in part, just providing a
- concrete embodiment of language we already use.
-
-
- A 3-D spatial user interface for Gopher also allows us to address
- the problems and prospects we╒ve just discussed. 3-D spaces give
- us more variables with which to construct the richer
- representations we need. For example, relationships between
- documents ╤ either manually defined by server administrators or
- automatically generated by search engines returning a set of hits
- to a query ╤ can be shown by various arrangements of document
- icons in a space. 3-D spaces can also give the user a stronger
- sense of place and minimize the feeling of being lost. If there
- are enough provisions for server administrators to customize the
- attributes of the space, a better defined sense of place will
- evolve and users will treat some collections of items as landmarks
- in gopherspace.Variables that server administrators can customize
- should include a texture (bitmap) which is painted onto the
- surface of 3-D icons and the relative position of 3-D icons.
- Another very valuable property of 3-D representations is that they
- implicitly include two representations: a surround view when you
- are "in" the 3-D space (suitable for viewing collections of
- documents), and a bird's eye view when you are "above" the 3-D
- space (suitable from providing the overview). The fact that the
- same conceptual model provides two different representations which
- are connected in a well understood way (and, in fact, which permit
- the transition from one to another to be shown) is very powerful.
-
-
- Another advantage of 3-D space is that it is familiar; people
- understand a lot about space. They are familiar with navigating
- space since this is something they do everyday of their lives to
- get from one place to another, and to manipulate objects and
- tools. Since people have little experience flying through space,
- we intend to implement constrained navigation, so that the user
- experience is something like driving a car. People also know that
- finding things in a space is not particularly easy (thus, we may
- be able to avoid raising expectations too high), and have a
- learned repertoire of techniques for finding things (consulting
- maps, following paths, asking a passerby) that can be embedded in
- the metaphor.
-
-
- Finally, when we are ready to put real-time IRC/talk capabilities
- into gopherspace, 3-D spaces provide a natural way of supporting
- interaction between people. As human beings, we understand a lot
- about the social characteristics of spaces.We understand the
- distinction between public and private spaces; we know that you
- have to pay to enter some spaces at which time you gain temporary
- rights to that space. We understand that particular activities,
- people, rituals, and behaviors are associated with particular
- types of spaces. We have spent out lives learning to recognize
- spatial cues: what entrances look like, what a bulletin board is,
- where you are likely to find a you-are-here map, and so on. All
- this knowledge can be leveraged in a spatial metaphor.
-
-
- Besides, it╒ll be loads of fun.
-
- The Preliminary Design
-
-
- In this section we sketch out the preliminary design for the
- interface, with some comments on the rationale for various
- decisions. It is important to emphasize that this is the starting
- point, not the ending point. In general, the preliminary design is
- based on a combination of analysis and intuition; at this point,
- no testing or prototyping has been done, with the exception of a
- few mock-ups of 3-D icons and neighborhoods generated to
- facilitate discussion of how to design legible 3-D icons, and how
- to support navigation among them. We take it as a certainty that
- as we proceed both implementation constraints and feedback from
- prospective users will shape the design in major and unforeseen
- ways.
-
-
- For expository purposes we will describe the preliminary design in
- terms of three levels of representation ╤ the overview, the
- neighborhood, and the individual item. We will begin with the
- neighborhood, the representation for a collection of items with
- which the user is interacting. Next we will examine some details
- of the 3-D icons used to represent individual items. Finally,
- we╒ll look at the representations which provide the overview of a
- particular server, and of gopherspace as a whole. In describing
- how users might interact with these representations, we will
- mostly focus on near future scenarios in which Gopherspace is
- still primarily used as an information system, with occasional
- allusions to farther out possibilities.
-
-
- The Neighborhood
-
- The neighborhood is the representation of the collection of items
- with which the user is interacting. Neighborhoods are either
- constructed by server administrators (as a directory in the the
- server╒s file hierarchy) or generated by search engines in
- response to a user-entered query.
-
-
-
-
- Figure 1: the circular ╥Stonehenge╥ icon arrangement.
-
-
- The Arrangement of the Icons
-
- We explored two representations of neighborhoods: circles and
- ╘streets╒. Circular arrangements of items have a number of
- strengths. First, the user will generally have a straight on
- view of the fronts of a couple of 3-D icons, which is valuable
- because the fronts of these icons will generally contain details
- of their content. Since the user enters the neighborhood near the
- center of the circle of icons, the user is always going to be
- looking at something and it is difficult to drive off into limbo.
- A second useful property of a circular arrangement is that it is
- easy for the user to understand: the user can quickly get an idea
- of how many icons are in the neighborhood (based on the density of
- icons and the radius of the circle). The circular arrangement of
- icons defines an enclosed space that may be used as a collective
- gathering space for users. The circular arrangement also defines a
- center point, at which we will place a 3-D ╘kiosk╒ icon that will
- function as the user╒s link back to the previous neighborhood, and
- as a sort of information desk for the neighborhood. If we allow
- for display of user-entered comments from the people who have
- visited this directory (i.e. graffiti) this should also appear on
- the kiosk. The street metaphor was investigated and rejected
- because the user is either facing down the axis of the street and
- has an oblique view of most of the faces of the icons, or is
- facing one side of the street and is required to turn fully around
- to view the next closest icon. It also may be difficult for users
- to tell how long a street is, and unless the street is short, it
- really has no center or natural gathering point. Finally, simple
- mock-ups of streets in a 3-D modeling program resulted in
- arrangements that felt very claustrophobic, since fairly large 3-D
- icons were necessary for information display purposes.
-
-
- A variant of the circular arrangement of items is the spiral.We
- intend to use the spiral arrangement for collections of icons
- generated by search engines in response to user queries. Formally,
- the spiral has a nice family resemblance to the circular
- arrangement so that it too defines an enclosed area with a center
- point; at the same time, its greater openness and dynamicism seems
- a good reflection of the transitory nature of most queries. Also,
- a spiral has directionality, and thus provides a natural ordering
- within which the relevance of items to the query can be reflected.
- That is, the more relevant the items, the closer they are to the
- root of the query; and, more generally, a search that returns a
- large number of very relevant items will have a tightly coiled
- spiral, whereas one with few relevant items will have a very loose
- spiral.
-
-
-
-
- figure 2: results of a search arranged in spiral fashion.
-
-
-
- Sound
-
- We intend to support the use of sound as a representation for a
- neighborhood. Sound is valuable because it can maintain the sense
- of being in a particular place, even when the place is too big or
- complex to be shown all at once. Server administrators should be
- able to define a digitized sound for sound-savvy clients to play
- while the user is within the directory... hopefully unobtrusive
- sounds similar to some of Brian Eno╒s ambient music. Sound can
- play a variety of other roles. It may be used to reflect activity
- of other users in the same or nearby neighborhoods. Variations in
- its timbre could be used to give hints as to the size of the
- neighborhood. Sounds could also be used as part of the proxy of an
- item, perhaps brought into play when a user comes near the icon: a
- directory╒s proxy might use sound to give a hint of what the new
- neighborhood is like before the user enters it; a document╒s proxy
- might use whispered text-to-speech to provide more detail about a
- document╒s content.To make sound a common part of all 3-D space
- will require synthesizing sounds for gopher servers that do not
- provide a server-defined sound. Having the client software
- generate an ambient wind sound attenuated by the number (and type)
- of objects in the scene is probably the best approach creating
- sounds for servers that do not have their own. By making the
- attenuation of the ambient wind sound depend on the objects in the
- local space we can get automatically create variation in tone and
- timbre.
-
-
- Wear
-
- If usage information is available from the server, footprints (or
- some sort of dirt on the ground) can be used to show which of the
- items in the neighborhood are the most popular.This is like the
- worn marks on subway platforms in New York. You can predict where
- the doors of the subway train will be when it stops by looking at
- the worn spots on the platform. The same sort of cue can be used
- in a neighborhood to show users who want to follow the beaten
- path, where that path lies.
-
-
-
- The 3-D Icons
-
- 3-D icons vary along four dimensions: their form, their color,
- their texture, and the information about their content displayed
- on their fronts (this information is called a proxy). The basic
- form of a 3-D icon is a rectangular box with a top that represents
- the type of the object. Box-like icons are attractive since they
- keep the scene rendering requirements to a minimum by keeping the
- number of polygons down and simplifying hidden surface removal.
- Box-like objects also provide plenty of space to map textures,
- draw items names and other information, and can look vaguely like
- buildings people encounter in life.
-
-
- The Forms of 3-D Icons
-
- The general form of the icon indicates the type of object it
- represents: the constraints on the icons╒ forms are that the
- icon╒s type should be recognizable from any direction (and ideally
- from a distance), that most icons have a large, flat surface area
- on which its proxy may be displayed, and that the form be
- relatively simple so that large directories displayed by clients
- on low-end machines not take excessively long to render. Figures
- 3 through 8 show initial passes on the forms for types of icons
- thus far envisioned.
-
-
-
-
- Figure 3:Document icon. Figure 4. Neighborhood icon Figure
- 5.Search engine icon
-
-
-
-
- Figure 6:interactive session icon Figure 7: Person
- icon Figure 8. Kiosk icon
-
-
-
-
- Color of 3-D Icons
-
- At the moment our intent is to use color as redundant information,
- to indicate the type of the icon. The advantage of this is that it
- will allow types to be distinguished in overviews.
-
-
- Dynamic Proxies
-
- The face of the 3-D icon is divided into areas used for the name
- of the item and the proxy. The title of the item is written across
- the top: on document icons there is a ridge wrapped around the
- icon about 80% of the way up the icon where the title is written;
- other icons have the title in the same location but without the
- ridge. Below the title is where the proxy is displayed. The proxy
- reflects something of the content of the object represented for
- the icon: for a picture, it might contain a thumb-nail sketch; for
- a text document it might contain key words; for a new
- neighborhood, it might contain an indication of the neighborhood╒s
- size. On a layer underneath the proxy, and over all the rest of
- the 3-D icon, a server-defined texture map is displayed
-
-
- As the user approaches a 3-D icon, the amount of information
- displayed on the icon changes since there is more screen real
- estate to use for display and the user is presumably more
- interested in the item. From a long distance, only the general
- outline and color of the icon is readily discernible. At middle
- distance the texture map and name of the icon are visible. At
- close range, some proxies for the information within the icon
- become visible. What the proxies are will vary depending on the
- type of object. Directory icons may show a rough rendering of the
- content of the directory (i.e. the number and arrangement of the
- icons contained in that directory). Document proxies are probably
- the first part of the document or a diskette icon to show that the
- contents is a binary file. The document proxy referring to a
- Quicktime video might contain the poster view of the video, while
- a sound proxy might by an ear icon (or perhaps the sound plays at
- low volume?) When the user puts the mouse pointer over an item it
- may also develop a door or door knocker. Double clicking opens the
- item. Opening a document could result in a new window being
- displayed on the screen with the document contents inside.
- Alternatively the content of the 3-D icon for a document could be
- displayed on its face. Opening a directory results in a transition
- to a new directory (see the transition between directories section
- below
-
-
-
- Representing Overviews of Gopherspace
-
- We have not yet completely resolved how to represent overviews of
- sections of gopherspace larger than a neighborhood so the design
- in this section is very preliminary. However, such overviews are a
- valuable addition to the user interface; there are two sorts of
- overviews that users would like to have while navigating
- gopherspace. First, a map of items on the current server or items
- within a few hops of the current neighborhood (i.e. a regional
- overview) is appealing since this would help users understand what
- sort of neighborhood they are inside. This sort of local overview
- would also be useful as a proxy to be displayed for the
- neighborhood.
-
-
- The other sort of overview that users would like is map of large
- portions (or all) of gopherspace.
-
- Because Gopher is a distributed system without a compulsory server
- registration, there is no global list of all servers in
- gopherspace. In fact, maintaining such a list is a daunting
- prospect given the growth in number of gopher servers (3400 in
- September 1993, 4800 in December 1993, 6700 in March 1994).
- However, a map of the neighborhoods that the user has visited is
- feasible since the Gopher client software can build the map
- dynamically as the user explores new neighborhoods. Alternatively,
- some users may wish to download maps of Gopherspace, or portions
- thereof, from a global map server.
-
-
-
- Representing a Neighborhood╒s region
-
- To represent a region, the client software explores the in
- vicinity of the current neighborhood by opening Gopher
- neighborhoods connected to the current neighborhood to some
- predefined depth (perhaps 3 hops). Once the client software has
- queried Gopher servers to build up an internal list of
- neighborhood contents in the region, an overview can be displayed
- to the user.
-
-
- One possibility for representation of the region around a
- neighborhood is to use PARC cone trees.
-
- Another possibility is to use 2-D projections of gopher hierarchy;
- the circular ╥Stonehenge╙ neighborhood have a nice, legible
- circular projection as do the spiral neighborhoods which result
- from queries. Such an overview could look like figure 9.
-
-
-
-
- Figure 9: 2-d projected Overview
-
-
-
- Representing large parts of Gopherspace
-
- While 2-d projections of neighborhoods can be generated for a
- static region, representing a dynamically growing space using a
- Euclidian plane is problematic if users expect the neighborhood to
- stay in the same location and relative spatial relation to each
- other. The problem is that the layout of the overview changes and
- grows as the user explores gopherspace, and there may not be room
- to display a new neighborhood without moving the projections of
- neighborhoods already displayed (figure 10).
-
-
-
-
-
- Figure 10: Before and after exploring reference to neighborhood D
-
-
- To avoid this problem, either a non-Euclidean space or a different
- approach used (such as PARC cone trees). A non-Euclidean space
- would be something like a rubber sheet with neighborhoods acting
- like rocks on the sheet. The sheet would be stretched as new
- neighborhoods were added close to existing neighborhoods; how
- successful such a metaphor would be with users is open to
- conjecture.
-
-
-
- Navigating Gopherspace
-
-
- Navigating within a neighborhood
-
- Most people are familiar with navigating 3-D spaces since this is
- something they do everyday of their lives to get from one place to
- another. On the other hand, most people have little experience
- flying through space, so by limiting the number of options the
- user has for flying into limbo, we can make the user experience
- similar to some of the better arcade style games (like Spectre).
- By limiting the user╒s navigational controls to forward and back
- turn left, turn right we can make it easy to learn how to use the
- interface. By limiting the height of the 3-D icons, we can ensure
- that the icon╒s proxy will usually fit within the user╒s field of
- view, and thus we needn╒t worry about providing ways to look up or
- down, or left or right.
-
-
-
- Transition between neighborhoods
-
- When the user double-clicks on a 3-D icon representing another
- neighborhood, a bit of user interface sugar should be used to make
- it clear to the user they are traveling somewhere else... a rough
- equivalent of the zoomrect transition used on the Macintosh when
- an icon is opened. This is applied to directories, to search
- engines, and when the user double clicks on the central kiosk of a
- directory. If we handle this properly, it can also give the user
- something to look at while the client software sets up and renders
- the next neighborhood the user will view.
-
-
- For the neighborhood-to-neighborhood transition, the user
- automatically is sent on an trajectory leading them out of the
- current neighborhood and into the new neighborhood (show in figure
- 11).
-
- The trajectory starts with the user flying into the 3-D icon
- representing the neighborhood, then ╘flying╒ over a grid. Flying
- here is flying in the sense of riding in an airplane as opposed to
- actively piloting a plane.
-
-
-
-
-
- figure 11: trajectory between directories
-
-
- The amount of time spent in flight depends on how long the
- software needs to fetch the information from the appropriate
- gopher server and render the next neighborhood. Once the next
- neighborhood is ready to be displayed to the user the flight over
- the grid ends with an approach over (and then down into) the new
- neighborhood. The user can get an idea of the general layout of
- the neighborhood during the approach and landing.
-
-
- The idea behind this trajectory is to give the user an increasing
- sensation of motion as they leave the immediate vicinity of the
- neighborhood they were in (take-off in a plane rising up from the
- current neighborhood), followed by a few seconds of apparent high-
- speed travel travel over an anonymous looking grid, culminating
- with a slow approach to the new neighborhood. It is important that
- the approach to the new neighborhood allows the user see the
- general arrangement of the neighborhood. To make this visible, the
- user╒s trajectory is one of swooping down from above (like a plane
- landing). The user is deposited near the central kiosk facing so
- that both a part of the kiosk and some of the items in the
- neighborhood are visible (figure 12).
-
-
-
-
- figure 12: initial view on entering a new directory
-
-
-
- Next Steps
-
-
- By default, the Gopher client generates the geometry and layout of
- the neighborhood within the user╒s computer, but it is important
- to allow server administrators some control over how clients
- display the neighborhood. The sorts of controls a server
- administrator could have are: layout within the neighborhood,
- sound, textures mapped onto icons, wear (usage information), and
- icon geometry. For an initial implementation, we plan to allow
- server administrators to define texture attributes for Gopher
- items (as a Gopher+ item attribute). Textures (bitmaps) are easy
- to generate and carry a lot of information; most server
- administrators do not have 3-D geometry design tools. Eventually
- we would like to allow mapping Quicktime or MPEG video onto the
- icons for a real Las Vegas-style user experience.
-
-
- Eventually the intention is to allow server administrators to
- design their own 3-D icons by defining the icon geometry for the
- client, but there are serious potential problems with ornate
- designs that take to much processing power to render in an
- acceptable time. Once server administrators can create their own
- icons, clients must take steps to protect themselves from badly
- designed icons. Since the client has no assurance the server
- administrator has done consistency checking, the clients would
- have to employ local zoning restrictions by refusing to render
- icons with excessive numbers of polygons (or non-convex polyhedra,
- or other items beyond the limits of the client╒s 3-D rendering
- engine).
-
-
- Another issue that arises once server administrators can design
- their own icons is maintaining some sort of consistency for the
- user so that they are not confronted with neighborhoods where
- everything they know is wrong. When server administrators can
- design their own 3-D icons, we will strongly advocate that the
- tops of the icons remain the same throughout gopherspace. This
- will allow users to assume that if the icon has a slanted top, is
- is a search engine. Also, the basic box shape will probably be
- strongly mandated since clients software expects to be able to map
- textures and names onto the surface of the icons.
-
-
- Rather than try to implement customized icons initially, we think
- it is much more valuable to implement sound playback in the
- clients. Again, like textures, there are a variety of tool for
- creating and manipulating sound and it is easy for a server
- administrator to associate a Gopher+ item attribute containing a
- reference to a sound with an item or a neighborhood.
-
-
- Textures and sounds are very high priorities for implementation,
- but once these have been implemented, it makes sense to allow the
- server administrator some control over the layout of the icons in
- the neighborhood. This again requires clients to employ their own
- local zoning ordinances to check the reasonableness of the layout
- (disallowing overlapping polyhedra, for instance). The server
- administrator would define relative locations of items within the
- neighborhood as a Gopher+ item attribute.
-
-
-
- Conclusions
-
-
- As this is a report of work in progress, we have no real
- conclusions, as yet.
-
-
- It is worth noting that even in these earliest stages of design,
- we have had to deal with issues that lie outside the realm of the
- disciplines traditionally involved in interface design. What
- forms should 3-D icons have so that they are both simple and yet
- recognizable from many directions. What types of spatial layouts
- can help people remain oriented in a large space? What sort of
- layouts are legible both from the inside and from far away? How
- rapidly should a transition into a new spatial layout occur, so
- that the user can take in enough information to be oriented, but
- avoid boredom?
-
-
-
- Acknowledgements
-
-
- This paper is based on dreams and discussions that have been going
- on within part of the Gopher software development team (Paul
- Lindner, Farhad Anklesaria, David Johnson, Neophytos Iacovou) at
- the University of Minnesota over the last two years. We have also
- learned from the work on YORB, carried out by Dan O╒Sullivan and
- his colleagues in the New York University School of Interactive
- Telecommunications.
-
-
-
- References
-
-
- Bush, V. As We May Think.
-
-
- Hill, et al. & Wroblewski, et. al. on soft-wear.
-
-
-
-