Icons are assumed to be easier to learn and remember than commands
Icons can be designed to be compact and variably positioned on a screen
Now pervasive in every interface
For example, they represent desktop objects, tools (for example, a paintbrush), applications (for instance, a web browser), and operations (such as cut, paste, next, accept, and change)
Since the Xerox Star days, icons have changed in their look and feel: black and white, Color, shadowing, photorealistic images, 3D rendering, and animation
Many designed to be very detailed and animated making them both visually attractive and informative
Can be highly inviting, emotionally appealing, and feel alive
The mapping between the representation and underlying referent can be: Similar (for example, a picture of a file to represent the object file), Analogical (for instance, a picture of a pair of scissors to represent 'cut'), Arbitrary (such as the use of an X to represent 'delete')
The most effective icons are similar ones
Many operations are actions making it more difficult to represent them
Use a combination of objects and symbols that capture the salient part of an action
Computer-generated graphical simulations providing: "the illusion of participation in a synthetic environment rather than external observation of such an environment" (Gigante, 1993)
Provide new kinds of experience, enabling users to interact with objects and navigate in 3D space
People often interrupt each other in a conversation (especially when ordering in a restaurant, rather than let the waiter go through all of the options)
Speech technology has a similar feature called 'barge-in'
Users can choose an option before the system has finished listing all of the options available
Enable people to write, draw, select, and move objects at an interface using light pens or styluses
Capitalize on the well-honed drawing skills developed from childhood
Digital ink, for example, Anoto, use a combination of ordinary ink pen with digital camera that digitally records everything written with the pen on special paper
Single touchscreens are used in walk-up kiosks (such as ticket machines and ATMs) to detect the presence and location of a person's touch on the display
Multi-touch surfaces support a range of more dynamic fingertip actions, for example, swiping, flicking, pinching, pushing, and tapping
They do so by registering touches at multiple locations using a grid
Now used for many kinds of displays, such as smartphones, iPods, tablets, and tabletops
Supports one and two hand gestures, including tapping, zooming, stretching, flicking, dwelling, and dragging