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Quasimode (computer interface) : ウィキペディア英語版
Mode (computer interface)

In user interface design, a mode is a distinct setting within a computer program or any physical machine interface, in which the same user input will produce perceived different results than it would in other settings.
The best-known modal interface components are probably the Caps lock and Insert keys on the standard computer keyboard, both of which put the user's typing into a different mode after being pressed, then return it to the regular mode after being re-pressed.
An interface that uses no modes is known as a modeless interface.〔(Usability Glossary: modeless )〕 Modeless interfaces intend to avoid mode errors〔(Usability Glossary: mode error )〕 by making it impossible for the user to commit them.
== Definition ==
A precise definition is given by Jef Raskin in his book ''The Humane Interface'':

"An human-machine interface is modal with respect to a given gesture
when (1) the current state of the interface is not the user's locus of
attention and (2) the interface will execute one among several
different responses to the gesture, depending on the system's current
state." (Page 42).

In Raskin's sense and according to his definition, an interface is not modal as long as the user is fully aware of its current state. Raskin refers to this as 'locus of attention' (from the Latin word ''locus'' meaning "place" or "location"). Typically a user is aware of a system state if the state change was purposefully initiated by the user, or if the system gives some strong signals to notify the user of the state change in the place where interaction occurs. If the user's locus of attention changes to a different area, the state of the interface may then represent a mode since the user is no longer aware of it.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Mode (computer interface)」の詳細全文を読む



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