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Law Of Conservation Of Complexity
The law of conservation of complexity, also known as Tesler's Law, or Waterbed Theory, is an adage in human–computer interaction stating that every application has an inherent amount of complexity that cannot be removed or hidden. Instead, it must be dealt with, either in product development or in user interaction. This poses the question of who should be exposed to the complexity. For example, should a software developer add complexity to the software code to make the interaction simpler for the user or should the user deal with a complex interface so that the software code can be simple? __TOC__ Background While working for Xerox PARC in the mid-1980s, Larry Tesler realized that the way users interact with applications was just as important as the application itself. The book ''Designing for Interaction'' by Dan Saffer includes an interview with Larry Tesler that describes the law of conservation of complexity. The interview is popular among user experience and interaction ...
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Adage
An adage (; Latin: adagium) is a memorable and usually philosophical aphorism that communicates an important truth derived from experience, custom, or both, and that many people consider true and credible because of its longeval tradition, i.e. being handed down generation to generation, or memetic replication. Variations and nature An adage may warn against a failure to plan, be interesting observations, ethical rules, or skeptical comments on life in general, such as "do not count your chickens before they hatch", "do not burn your bridges", and . Some adages are products of folk wisdom that attempt to summarize a basic truth; these are generally known as "proverbs" or "bywords". An adage that describes a general moral rule is a "maxim". A pithy expression that has not necessarily gained credibility by tradition, but is distinguished by especial depth or excellent style is denominated an "aphorism", while one distinguished by wit or irony is often denominated an "epigra ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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Application Software
Application may refer to: Mathematics and computing * Application software, computer software designed to help the user to perform specific tasks ** Application layer, an abstraction layer that specifies protocols and interface methods used in a communications network * Function application, in mathematics and computer science Processes and documents * Application for employment, a form or forms that an individual seeking employment must fill out * College application, the process by which prospective students apply for entry into a college or university * Patent application, a document filed at a patent office to support the grant of a patent Other uses * Application (virtue), a characteristic encapsulated in diligence * Topical application, the spreading or putting of medication to body surfaces See also

* * Apply {{disambiguation ...
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Programming Complexity
Programming complexity (or software complexity) is a term that includes many properties of a piece of software, all of which affect internal interactions. According to several commentators, there is a distinction between the terms complex and complicated. Complicated implies being difficult to understand but with time and effort, ultimately knowable. Complex, on the other hand, describes the interactions between a number of entities. As the number of entities increases, the number of interactions between them would increase exponentially, and it would get to a point where it would be impossible to know and understand all of them. Similarly, higher levels of complexity in software increase the risk of unintentionally interfering with interactions and so increases the chance of introducing defects when making changes. In more extreme cases, it can make modifying the software virtually impossible. The idea of linking software complexity to the maintainability of the software has been exp ...
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PARC (company)
PARC (Palo Alto Research Center; formerly Xerox PARC) is a research and development company in Palo Alto, California. Founded in 1969 by Jacob E. "Jack" Goldman, chief scientist of Xerox Corporation, the company was originally a division of Xerox, tasked with creating computer technology-related products and hardware systems. Xerox PARC has been at the heart of numerous revolutionary computer developments, including laser printing, Ethernet, the modern personal computer, GUI (graphical user interface) and desktop paradigm, object-oriented programming, ubiquitous computing, electronic paper, a-Si (amorphous silicon) applications, the computer mouse, and VLSI ( very-large-scale integration) for semiconductors. Unlike Xerox's existing research laboratory in Rochester, New York, which focused on refining and expanding the company's copier business, Goldman's “Advanced Scientific & Systems Laboratory” aimed to pioneer new technologies in advanced physics, materials science, and ...
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Larry Tesler
Lawrence Gordon Tesler (April 24, 1945 – February 16, 2020) was an American computer scientist who worked in the field of human–computer interaction. Tesler worked at Xerox PARC, Apple, Amazon, and Yahoo! While at PARC, Tesler's work included Smalltalk, the first dynamic object-oriented programming language, and Gypsy, the first word processor with a graphical user interface (GUI) for the Xerox Alto. During this, along with colleague Tim Mott, Tesler developed the idea of copy and paste functionality and the idea of modeless software. While at Apple, Tesler worked on the Apple Lisa and the Apple Newton, and helped to develop Object Pascal and its use in application programming toolkits including MacApp. Biography Early career Tesler was born on April 24, 1945, in the Bronx in New York City, to Jewish parents Isidore, an anesthesiologist, and Muriel (). Tesler lived in the Bronx through his childhood and graduated from the Bronx High School of Science in 1961. While in high ...
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field. While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or busine ...
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Bruce Tognazzini
Bruce "Tog" Tognazzini (born 1945) is an American usability consultant and designer. He is a partner in the Nielsen Norman Group, which specializes in human-computer interaction. He was with Apple Computer for fourteen years, then with Sun Microsystems for four years, then WebMD for another four years. He has written two books, ''Tog on Interface'' and ''Tog on Software Design'', published by Addison-Wesley, and he publishes the webzine ''Asktog'', with the tagline "Interaction Design Solutions for the Real World". Background Tog (as he is widely known in computer circles) built his first electro-mechanical computer in 1957, landing a job in 1959 working with the world's first check-reading computer, NCR's ERMA (Electronic Recording Method of Accounting), at Bank of America, in San Francisco. Tog was an early and influential employee of Apple Computer, there from 1978 to 1992. In June 1978, Steve Jobs, having seen one of his early programs, The Great American Probabili ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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