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Shells vs. GUI's vs. Muhammed Ali

daemon@ATHENA.MIT.EDU (Erik Nygren)
Thu Apr 14 12:56:49 1994

To: humor@MIT.EDU
Date: Thu, 14 Apr 94 12:52:29 EDT
From: Erik Nygren <nygren@MIT.EDU>


------- Forwarded Message

From: aviles@mimsy.mit.edu (Walter A. Aviles)
Subject: Forwarded: Shells vs. GUI's vs. Muhammed Ali

Thought this discussions on GUI's might be of interest....  ;-)

>        I am getting TIRED of all you people comparing user interfaces,
>shells and GUI's, etc, when you all have absolutely NO IDEA what you are
>talking about!!  I think you all need a lesson in user interface history.
>The following text should make it all PERFECTLY CLEAR and stop these
>POINTLESS "shell vs. GUI" arguments for good.
>
>
>A BRIEF HISTORY OF USER INTERFACES
>
>        Thousands of years ago, back in Paleolithic times, user interfaces
>were very primitive.  They essentially consisted of a thick, wooden club
>that was used to "access" your enemy's brains.  Simple but effective, this
>interface has since been adopted by the famed BLAZEMONGER "Customer
>Service" Department.
>
>        At first, there was little or no standardization; users had to
>learn entirely new methods of "access" for human enemies, mammoths,
>mastodons, Saber-C tigers, etc.  But as time went on, people settled on two
>basic modes of use:
>
>        (A)     Run as fast as you can in a straight line, bashing
>                everything in sight.
>
>        (B)     Stand in one place, swinging the club wildly in all
>                directions.
>
>These 2 modes became so popular that they were given names that have
>survived to this day:  "sequential access" and "random access."
>
>        This went on for centuries, with users happily "accessing" each
>others' bodily parts with bigger and bigger clubs, until the 20th century,
>when the COMPUTER was invented.  Tired of crushing each other's skulls,
>users flocked to the new invention, eager to put their talents to new uses,
>like playing video games and building "Star Wars" missile systems.
>
>        The first computer user interface consisted of a large button on
>the front panel, labeled "0".  By pressing this button repeatedly, users
>could "program" the computer to do all kinds of tasks.  Sadly, none of
>these programs worked, and the scientists could not figure out why.
>Then, in 1962, some dweeb finally had the idea to add a "1" button,
>and the Computer Age officially began.
>
>        But pressing "0" and "1" buttons was not anybody's favorite
>pastime, so some other dweeb invented the computer terminal.  Thanks to
>this clever device, with over 50 different keys, users were able to
>create bugs and cause crashes dozens of times faster than before.
>But at least the hardware was now in place, so it was time to address the
>software issues of user interfaces.
>
>        First, there was the command-line interface.  This allowed users
>to type a line of text representing a "command", press the RETURN key, and
>receive a response like "0x38754: ERROR_NOTEXT_PETUNIA".  Thanks to this
>handy software tool, the suicide rate rose almost overnight.
>
>        But in the mid 1970's, the clever folks at AT&T invented the UNIX
>"shell".  This was a SIGNIFICANT advance over ordinary command-line
>interfaces, as the following example shows:
>
>        ORDINARY COMMAND-LINE INTERFACE:
>
>                type myfile
>                0x9852: ERROR_FILE_LACTOSE_ANAL
>
>        UNIX SHELL:
>
>                $ cat myfile
>                Segmentation fault - core dumped
>
>        For many years, command-line interfaces dominated the computer
>market.  Smart computer buyers began to compare the power of different
>operating systems by how much they let you tailor the command-line
>prompt.  For example, my friend John would only use computers that let
>him set the prompt to:
>
>                Suction?
>
>Nobody knew why.  Eventually, John was given a job in the Federal
>Government.
>
>        But these years of happy command-lining were fated to end.  Behind
>the scenes, those clever folks at Xerox PARC (Palo Alto useR interfaCes)
>were creating a completely graphic user interface.  We modern computer users
>are familiar with windows, icons, and clicking, but the first attempts at
>Xerox PARC were quite different from this.  For example, the early version
>of the "mouse" was shaped more like a semi-automatic machine gun.  To select
>an icon, users would point it at the screen, click the button, and blast the
>icon to pieces.  This was great fun, and kept the Xerox programmers amused
>for months.  Eventually, the Xerox hardware engineers developed a device
>more like the modern mouse, and the programmers used that instead -- point,
>click, and the icon blows up.  Alternatively, you could drag the icon around
>the screen, smearing blood and guts all over the place.
>
>        After a few years of fun and games, some dweeb at Xerox PARC finally
>had the idea that the icons could be used to represent FILES.  WOW!!!  The
>world had many responses to the Xerox breakthrough.  Computer users
>congratulated Xerox for this brilliant manuever.  The President of the
>United Nations pinned a medal right on the Xerox building!  And Apple
>Computer stole the idea outright and created the Macintosh.
>
>        The "Mac" truly brought computing power to the common people.  Even
>the most naive, ignorant Mac user was able, with a simple mouseclick, to
>cause a spectacular crash.  This same philosophy has stayed with the machine
>through the years.  The most recent operating system version is called
>"System 7", which to me sounds like a bad science-fiction TV show, and it
>has many new and exciting features.  One of the most novel features is the
>"Help Balloon" mode, which allows the user to see what anything on the
>screen is thinking to itself.  Unfortunately, most computer icons and menu
>items are very boring thinkers, so the balloons usually say things like "I
>wonder when the user will click on me" or "Will you PLEASE move me away from
>the 'HyperMoose' icon -- it smells really bad!"
>
>        In 1985, two new machines with GUI's appeared on the market:
>the Atari ST and the Commodore Amiga.  The ST's graphic user interface
>is called "GEM", which stands for "Graphic User Interface".  Although
>initially popular, the ST has died a slow death, partly due to operating
>system bugs, such as the infamous "40 folder limit".  If the user tried
>to create more than 40 subdirectories inside a directory, Jack Tramiel
>would come to his house and whack him on the head with a thick, wooden
>club.  This caused permanent braindamage in many ST users, and they can
>still be found to this day saying things on the Net like "Tramiel is God"
>and "Amigas can't multitask".
>
>        The Commodore Amiga was introduced with version 1.0 of its
>system software.  This combined a great CLI, a great GUI, and the
>awesome ability to crash 12 times per hour.  Following this success,
>versions 1.1, 1.2, and 1.3 were released rapidly over a short period of
>only 25 years.
>
>        But the real Amiga breakthrough came with the introduction of
>Amiga OS 2.04.  Originally, this was available only on Amiga 3000's
>sold in Albania to certified developers who knew the secret password and
>Marc Barrett's social security number; but after a mere 400 years, it was
>made available to the public.
>
>        OS 2.04 was the first version to make the GUI "Workbench" truly
>usable.  In previous versions, dragging an icon with the mouse required the
>user to hold down seven or eight different keys simultaneously while dancing
>the "Funky Chicken".  In addition, not all files had icons, meaning that the
>Workbench could not access them.  But thanks to version 2.04, every file
>now has over FOUR HUNDRED different icons, for a totally streamlined
>and efficient interface.
>
>
>SHELLS VS. GUI'S
>
>        With both shells and GUI's now in existence, each has its fans and
>enemies.  Proponents of GUI's say they can do ANYTHING as well as shells
>can.
>In fact, street corners in major cities are often occupied by these people,
>stopping random folks as they pass by, and saying things like "I can do that
>in FEWER than THREE mouse-clicks!!"  Currently, there is legislation pending
>that will make such comments punishable by heavy fines and/or death.
>
>        On the other hand, proponents of shells say that GUI's are a waste
>of time.  They commonly cite examples like the "delete wildcard" problem.
>>From birth, all shell users are able to type ridiculously complicated
>"delete" commands like the following:
>
>                1>  delete #?.(a|A?)*&-2^5%%*.*vavoom!
>
>which says, of course, to delete all files named #?.(a|A?)*&-2^5%%*.*vavoom!
>"Let's see you do THAT with a GUI!" they cry.  The GUI users are silent
>about this, mainly because they are all out doing useful work instead,
>like blowing up icons with a mouse.
>
>        In any event, most people today admit that the ease-of-use of a
>shell FAR exceeds the "thick wooden club" interface of Paleolithic
>times.  But designers haven't stopped working on the problem of
>friendlier and more useful interfaces.  So we now have...
>
>
>MORE MODERN USER INTERFACES
>
>        Extended keyboards.  Touch screens.  5-button joysticks.  Virtual
>reality.  MIDI synthesizers.  Light pens.  Cardboard boxes.  Hand grenades.
>Canned tuna.  Vaginal warts.  All of these concepts have affected the way
>people use computers.  Thanks to modern research, many new and "hybrid"
>interfaces have been developed.  The following is a brief description
>of some of the more interesting ones.
>
>(1)     Point 'n hit-return
>
>                Clicking on the icon inserts text into the command line,
>                which can then be edited.  Press RETURN when done.
>
>(2)     Type 'n click
>
>                The user types a command.  Every key pressed on the keyboard
>                causes an icon to be displayed on the screen.  When finished
>                typing, drag select or double-click the entire set of icons.
>                Or just drag them into the trashcan... whichever is more
>                efficient.
>
>(3)     Point 'n spit
>
>                Instead of a mouse, the user chews a large wad of tobacco
>                or a small, dead animal.  To activate an icon, merely
>                spit at the screen.
>
>(4)     The pepperoni pizza interface
>
>                The screen contains an image of a large pizza.  The crust
>                represents the operating system, the cheese is the windowing
>                system, and the toppings are the individual files.  Using
>                a digital pizza cutter, the user hacks off a piece of the
>                pizza and deposits it into an onscreen "mouth" which
>                then digests the information.  A resounding belch comes
>                from the internal disk drive, and it is ready for the
>                next command.
>
>(5)     The BLAZEMONGER interface
>
>                This is, of course, the ULTIMATE interface.  It consists of
>                a hunk of raw meat that is hurled with high velocity at a
>                "touch screen".  If it hits the right icon, the user is
>                rewarded by NOT having his/her nipples torn off with
>                tweezers.
>
>CONCLUSIONS
>
>        That ends our little tour of user interface history.  This should
>clear up all the .advocacy arguments from the past 3 or 4 months.
>
>        If you are interested in learning more about user interface history
>and comparisons, I suggest that you check out some of the following
>references:
>
>        o       "The History of User Interface Design", by Harold Dweeb,
>                Linda Dweeb, and the Dweeb-ettes.
>
>        o       "Shell Design", by Ima Clam.
>
>        o       "I'm a User... I'm a Loser... I'm a Mac Plus Chooser", by
>                The Steve Miller/Steve Jobs Band.
>
>        o       "Deleting Files:  It's Not Just For Shells Anymore",
>                by Peter Norton and Oliver North.
>
>        o       "Really, Really, REALLY Graphic User Interfaces", by Adolf
>                Hitler and BLAZEMONGER INCORPORATED.
>
>        o       "UI's for U and I", by the cast of Sesame Street.
>
>                                                        Dan
>
> //////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
>| Dan Barrett -- Dept of Computer Science, Lederle Graduate Research Center
>|
>| University of Massachusetts, Amherst, MA  01003  --  barrett@cs.umass.edu
>|
> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////////
>

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