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Elements of a Three-dimensional Graphical User Interface
Geoff Leach, Ghassan AI-Qaimari, Mark Grieve, Noel Jinks, Cameron McKay
Department of Computer Science, RMIT, Melbourne, Vic., 3000, Australia
{gllghassan}@cs.rmit.edu.au
ABSTRACT The graphical user interface (GUI) is now firmly established as the preferred user interface for end
users in most situations. Just as decreasing hardware prices and increasing hardware capabilities made two-and-a-hall
dimensional (2!D) GUIs affordable in the early eighties and widespread in the ninetees, we believe declining hardware
prices and increasing hardware capabilities will make three-dimensional (3D) GUIs possible and affordable in the near
future. Three-dimensional GUIs raise many issues of design, metaphor and usability. In this paper we discuss elements
of a prototype 3D GUI we are developing.
KEYWORDS 3D graphical user interface, 3D window manager, 3D cursor, prototyping, usability.
1. Introduction
The GUI was developed at Xerox PARC in the
late seventies for the Star system (Shneiderman, 1992,
Smith et a!., 1982). It was first successfully commer-
cialised by Apple with the Macintosh computer in
the early eighties and has since become an integral
part of every modern operating system for personal
computers and graphics workstations. One reason
for this growth is productivity: a number of studies
have shown GUIs, with their direct manipulation style
of interaction, enhance productivity (Rauterberg, 1992,
Margono and Shneiderman, 1987). Another reason is
subjective preference: people express a preference for
GUI interfaces. Coupled with the rise of the GUI has
been a general elevation of the importance of the user in-
terface, which is now recognised as a key, and sometimes
central, component of an interactive product or environ-
ment.
Today's GUI depended on declining hardware prices
to make it affordable at the low-end of the computer
market - personal computers. The same trend, a dou-
bling of performance approximately every 18 months
to two years (widely known as Moore's Law), now
means personal computers are capable of pcrform-
ing interactive 3D graphics. In tandem with improv-
ing hardware performance, graphics libraries such as
OpenGL (Neider et a!., 1993) which were previously
• A copy of the paper with colour figures is available at
http://www.cs.rmit.edu.aurgllresearchlHCc/interact97.html
available only on workstations have now become avail-
able for personal computers.
We believe that 3D GUIs - graphical user interfaces
which utilise 3D graphics - offer significant potential
for improvement over today's 2!D GUIs, and further-
more, that it is now, or very shortly will be, possible to
run such interfaces on personal computers. In this paper,
we discuss elements of a prototype 3D GUI we are de-
veloping and discuss some early feedback from usability
tests.
2. Background
The researchers and developers at Xerox PARC who
produced the Star system were determined to produce
a system far easier and more intuitive to use than
the command-line interfaces which predominated at the
time (Smith et a!., 1982). A key part of achieving this
was providing a metaphor to integrate the visual elements
of a graphical user interface into a recognisable and com-
prehensible framework. In the desktop metaphor used
for the Star, and for most commercial GUIs since, the
interface is conceptualised and presented as a graphical
version of a typical office. Its key elements are:
• A desktop or space on which icons or small pic-
tographs which correspond to commonly found
equipment in offices (bins, printers, documents and
folders) are placed.
Human-Computer Interaction: INTERACT'97 S. Howard, J. Hammond & G. Lindgaard (editors)
Published by Chapman & Hall ©IFIP 1997