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A human-to-computer user interface is said to be "reactive" if it has the following characteristics: #The user is immediately aware of the effect of each "gesture". Gestures can be keystrokes, mouse clicks, menu selections, or more esoteric inputs. #The user is always aware of the state of his/her data. Did I just save those changes? Did I just overwrite my backup by mistake? No data is hidden. In a figure-drawing program, the user can tell whether a line segment is composed of smaller segments. #The user always knows how to get help. Help may be context-sensitive or modal, but it is substantial. A program with a built-in ''help browser'' is not reactive if its content is just a collection of screen shots or menu item labels with no real explanation of what they do. Reactivity was a major goal in the early user interface research at MIT and Xerox PARC. A computer program which was not reactive would not be considered ''user friendly'' no matter how elaborate its presentation. Early word-processing programs whose on-screen representations look nothing like their printer output could be reactive. The common example was WordStar on CP/M. On-screen, it looked like a markup language in a character cell display, but it had deep built-in help which was always available from an on-screen menu bar, and the effect of each keystroke was obvious. 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「Reactive user interface」の詳細全文を読む スポンサード リンク
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