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            <title level="a">After the editing is done: Designing a Graphic User Interface for
               digital editions</title>
            <author>
               <name>Roberto Rosselli Del Turco</name>
               <address>
                  <addrLine>Assistant Professor</addrLine>
                  <addrLine>Università degli studi di Torino</addrLine>
                  <addrLine><ref target="mailto:roberto.rossellidelturco@unito.it">roberto.rossellidelturco@unito.it</ref></addrLine>
               </address>
            </author>
            <editor role="commissioningeditor">
               <name>Daniel Paul O'Donnell</name>
               <address>
                  <addrLine>University of Lethbridge</addrLine>
               </address>
            </editor>
            <editor role="acceptingeditor">
               <name>Daniel Paul O'Donnell</name>
               <address>
                  <addrLine>University of Lethbridge</addrLine>
               </address>
            </editor>
         </titleStmt>
         <publicationStmt>
            <publisher>Digital Medievalist, University of Lethbridge</publisher>
            <pubPlace>Lethbridge AB, Canada T1K 3M4 </pubPlace>
            <availability>
               <p>© Roberto Rosselli Del Turco, 2011. Creative Commons Attribution-NonCommercial
                  licence</p>
            </availability>
            <date n="received" when="2009-05-18">May 18, 2009</date>
            <date n="revised" when="2009-07-26">July 26, 2009</date>
            <date n="accepted" when="2011-08-01">August 1, 2010</date>
            <date n="published" when="2011-02-09">February 9, 2012</date>
         </publicationStmt>
         <seriesStmt>
            <title>Digital Medievalist</title>
            <idno type="issue">7</idno>
            <idno type="date">2011</idno>
         </seriesStmt>
         <sourceDesc>
            <p>Born digital</p>
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            <p>Article from Digital Medievalist Journal (URL: <ref
                  target="http://www.digitalmedievalist.org/"/>)</p>
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            <keywords scheme="DM">
               <term type="DMType">Tutorial</term>
               <term type="keyword">Interface Design</term>
               <term type="keyword">Graphical User Interface (GUI)</term>
               <term type="keyword">Digital Editions</term>
               <term type="keyword">Digital Humanities (History)</term>
            </keywords>
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         <div rend="P38">
            <head>Introduction</head>
            <p xml:id="p0001" rendition="mainBody">With its origins dating back only to the second
               half of the twentieth century, Computer Science can be considered a very young
               discipline. The widespread adoption of the "Personal Computer" is even more recent.
               Introduced in the 1970s, its ascendancy was recognised by <title level="j">Time
                  Magazine</title> as recently as 1983 (<ref target="#time1983">Time Magazine
                  1983</ref>). As a logical consequence, the study of User Interface design for
               computing devices is even younger. Indeed the idea of a <emph>Graphical</emph> User
               Interface (GUI) is quite a novelty: it is possible to trace a clear evolution from a
               non-graphical interaction by means of physical devices (punchcards and readers) to
               the CLI (Command Line Interface), where you type instructions that the computer will
               execute, and finally to the recent advent of the GUI and its WIMP (Windows, Icons,
               Menus and Pointing device) paradigm. So recent indeed is this development that a
               number of crucial key concepts and theories that govern their use were conceived a
               long time before an actual implementation would become feasible. The word
               "hypertext," for example, was coined by Theodor Nelson, who later worked at a
               Hypertext Editing System at Brown University, in the mid sixties (see <ref
                  target="#Nelson1965">Nelson 1965</ref>).</p>
            <p xml:id="p0002" rendition="mainBody">The evolution of the GUI hasn't been easy or
               uncontroversial: looked upon with disdain by experienced CLI users, the desktop
               metaphor took quite some time to establish itself; then the advent of Internet and of
               the World Wide Web exposed a completely new set of issues with regards to web sites'
               usability and accessibility. Some of the most common problems have been solved in the
               most recent versions of widely used Operating Systems (OS) and in the most popular
               applications, which have greatly benefited from a broad user base, more theoretical
               attention, and more opportunities for experimentation by trial and error on the part
               of the developers. Even then, developments in this field do not always represent
               improvements (see <ref target="#Spolsky2006">Spolsky 2006</ref> on design flaws in
               Windows Vista).</p>
            <p xml:id="p0003" rendition="mainBody">Computers have become widely accepted as a
               research tool by Humanities Scholars in the course of the last decade. And academic
               applications like Digital Library or Digital Edition software are both limited in
               their diffusion and often quite complex to create. This is especially true in the
               case of Digital Edition software: its goal is to integrate and interconnect several
               layers of information through hypertextuality and hypermediality and it faces a
               number of task-specific presentation problems (e.g. image-text linking, visualization
               of variant readings, etc.) that pose unique UI problems. Robinson (<ref
                  target="#Robinson2005">2005</ref>) lists several reasons why electronic editions
               aren't more widespread and widely used in the scholarly community: they can be quite
               expensive, big publishers are not interested and, most significantly from Robinson's
               point of view, they're very hard to produce because we lack appropriate tools. To
               this list, I would add the difficulty from the end user perspective of having to
               learn how to use a new GUI for almost every new electronic edition. It is my opinion
               that these problems have to be solved in full for Digital Editions to be widely
               accepted by the scholarly community. In this paper I will examine some important
               editions of medieval works to identify the most frequent pitfalls in general GUI
               design, suggesting appropriate workarounds and proposing some thoughts on future
               developments in this area.</p>
         </div>
         <div rend="P38">
            <head>Digital Edition (DE) software</head>
            <epigraph>
               <p>The layers of footnotes, the multiplicity of textual views, the opportunities for
                  dramatic visualization interweaving the many with each other and offering
                  different modes of viewing the one within the many—all this proclaims "I am a
                  hypertext: invent a dynamic device to show me".</p>
               <cit>
                  <bibl>
                     <ref target="#Robinson2005">Robinson 2005</ref>
                  </bibl>
               </cit>
            </epigraph>
            <p xml:id="p0004" rendition="mainBody">A simple definition of a Digital Edition (DE)
               might be:<quote><p>A critical or diplomatic edition in electronic form where every
                     text object (introduction, edition text, critical apparatus, notes, sources and
                     analogues, etc.) is available in digital form and possibly, but not
                     necessarily, organised as a hypertext; again possibly, but not necessarily,
                     including images of the manuscript holding the text (or texts) object of the
                     edition.</p></quote></p>
            <p xml:id="p0005" rendition="mainBody">The latter case is the most interesting for the
               purposes of this article, as image-based editions are the most complete type, at
               least as far as medieval manuscripts are concerned. As such, the DE is a very complex
               object, depending on a software program to connect the different parts together and
               to allow the user to consult it in the most effective manner.</p>
            <p xml:id="p0006" rendition="mainBody">On a purely technical level, a DE can be judged
               on the basis of several criteria: durability, expandability, usability and
               accessibility, to list the most important.<note xml:id="ftn1" place="foot" n="1"
                     ><p>Usability is closely linked to accessibility; on the subject of
                     accessibility in DEs see <ref target="#Wymer2005">Wymer 2005</ref>.</p></note>
               Usability is important for a successful DE: if the user can't access the edition
               information in an easy and transparent way, his or her experience is likely to be
               very frustrating, and the very idea of taking advantage of interesting concepts like
               hypertext and hypermediality a sterile exercise in technology. Ideally, the DE
               software should be as completely transparent for the user as is the technology of a
               printed book: this is a lofty ideal that probably won't be attained in full, at least
               as long as we'll be forced to browse DEs using the current computing technology, but
               developers have a clear duty of trying to improve software so to get as close as
               possible to it.</p>
            <p xml:id="p0007" rendition="mainBody">If we actually compare the existing DEs with
               their noble ancestor and competitor, the printed edition (which, by the way, still
               seems to enjoy a pretty enviable health), it will be evident how, instead of a
               simple, consistent, portable, durable and relatively inexpensive UI, contemporary DEs
               present the user with different UIs, involving different levels of user-friendliness,
               are often dependent on specific hardware or software platforms, risk a (relatively)
               quick obsolescence (see <ref target="#ODonnell2007">O'Donnell 2007</ref>), and,
               finally, are at times quite expensive. In some cases, these UIs restrict the
               activities of the user by presenting them with a limited number of tools and
               applications; in others they are even too rich in functionality, which adds to their
               complexity.</p>
            <div rend="P31">
               <head>What software for digital editions?</head>
               <p xml:id="p0008" rendition="mainBody">The wide assortment of different UIs is to be
                  explained by the fact that, except for the printed critical edition, there is no
                  clear model for developers to build upon; e-books and the document readers used to
                  show them are distant cousins to the DE and similarly uncertain about their
                  origins and future developments. Hypertextual navigation is a powerful theory that
                  still needs further work and experimentation to fulfill its potential.<note
                     xml:id="ftn2" place="foot" n="2"><p>Currently hypertext and hypermedia are
                        struggling with unresolved technical and implementation issues such as the
                        fabled <emph>one to many linking</emph> (see <ref target="#Landow1997"
                           >Landow 1997</ref>: 11), with serious usability issues (mainly
                           <emph>disorientation</emph>, the getting lost in the virtual hypertextual
                        space, and <emph>cognitive overhead</emph>, the conscious effort to keep
                        track of links already followed and to decide which new links to explore)
                        and the challenges of integration in the Semantic Web infrastructures (see
                           <ref target="#OssenbruggenHardmanRutledge2002">Ossenbruggen et al.
                           2002</ref>).</p></note> Moreover, the technical path leading to the
                  "dynamic device" dreamed by Robinson (<ref target="#Robinson2005">2005</ref>) was,
                  and still is, not as clear-cut as we would like it to be. Pioneers in electronic
                  editing were presented with a vast assortment of programming tools—an assortment
                  that is even richer today—and the first decision that they had to make was between
                  using existing software or creating <foreign xml:lang="lat">ad hoc</foreign>
                  programs.</p>
               <p xml:id="p0009" rendition="mainBody">At the time the first of the newer generations
                  of DEs were being developed (i.e. at the birth and during the initial rapid growth
                  of Internet), the web browser (or programs with comparable hypertextual
                  capabilities) looked like the most natural choice. Since the World Wide Web is the
                  most natural medium to spread "documents" of all kinds, moreover, DEs included, a
                  very important distinction would come to exist between browser- (or web-) based
                  and stand-alone DEs. Distribution via the Web isn't always possible, but in many
                  cases this is more a publishing choice than a technical problem: many stand-alone
                  DEs are actually browser-based and could be published on the World Wide Web, were
                  it not for lack of permission from rights holders (usually to digitised manuscript
                  images used in the edition). In these cases, we can group them under the
                  browser-based label. DEs based on custom, non browser-based software, on the other
                  hand, are usually stand-alone editions and rarely if ever run from the web.</p>
            </div>
            <div rend="P31">
               <head>Browser-based digital editions</head>
               <p xml:id="p0010" rendition="mainBody">In a browser-based edition the general aspect
                  and functionality of the GUI is strongly conditioned by the underlying software:
                  the web browser or other browser-like, hypertextual software. This choice presents
                  several advantages, not all of them GUI related: quite often the software is
                  already present on the users' computer, which implies no installation at all; even
                  if that's not the case, 'alternative' browsers such as Firefox, Opera or Chrome
                  can be installed quickly, freely, and with little risk of compatibility problems
                  with the underlying OS. Especially in the case of commercial web browsers,
                  developers can also make a number of relatively certain assumptions about the
                  environment in which users will encounter their work: it can be already localised
                  into a language familiar to the user; its functionality can be extended using a
                  variety of well-understood mechanisms from simple scripts in Javascript to AJAX
                  applications; and the basic elements of the GUI will be quite familiar already to
                  the user.</p>
               <p xml:id="p0011" rendition="mainBody">There are some disadvantages, however (again,
                  not all of them GUI related): browser GUIs are somewhat inflexible and difficult
                  to customize and not all browsers are available for all OSs. This first
                  disadvantage can be a real limiting factor, especially for image-based DEs that
                  aim to offer rich functionalities: some important elements in the DE design will
                  have to be implemented as browser plugins, and pose problems of integration, and
                  the limitations and constraints of the programming language (Java, Javascript)
                  being used. The second disadvantage arises if a developer designs the DE with a
                  specific browser in mind (often to take advantage of custom functionality or
                  non-standard/propriety extensions). The can result in work that is unavailable to
                  users of a different OS, or even changes in the OS and/or browser for which the
                  edition was first designed.</p>
            </div>
            <div rend="P31">
               <head>Custom environments for stand-alone digital editions</head>
               <p xml:id="p0012" rendition="mainBody">In contrast to DEs designed to work with
                  commercial browsers, DEs built upon custom software, offer far greater
                  flexibility, with more freedom to implement different functionalities and organize
                  the GUI according to the author's will. This is unfortunately counterbalanced by
                  potentially more crippling compatibility problems, as portability between
                  different platforms, both hardware and software, is not trivial and obsolescence
                  becomes a real danger. There is little doubt that current valid (X)HTML pages will
                  be readable in fifty years from now and perhaps much longer (although that is
                  surely a less than impressive achievement when compared to the durability of a
                  printed book). Custom-written software older than five years could be impossible
                  to use <emph>today</emph> without special techniques such as the development of a
                  backwards-compatible "compatibility mode" in the OS or, in the worse case, an
                  emulator for an obsolete OS (see <ref target="#ODonnell2004">O'Donnell 2004</ref>
                  and <ref target="#ODonnell2007">O'Donnell 2007</ref> for examples). The risk in
                  this case is that a digital scholarly edition, which is undoubtedly the result of
                  as much work and research as a print scholarly edition, might end up being
                  actually usable for only five-to-ten years: this is clearly an unacceptably short
                  life-span for disciplines where standard editions have citation life-spans of many
                  decades, and one that would greatly detract from the digital edition's
                     usefulness.<note xml:id="ftn3" place="foot" n="3"><p>A solution to the
                        obsolescence problem for DEs designed using custom software - an abstraction
                        layer that would effectively shield the DE from the actual hardware and OS
                        on which it runs - is outside the scope of this article. For an example of
                        this approach, see the Edition Production and Presentation Tool (<ptr
                           target="http://beowulf.engl.uky.edu/eppt/"/>), developed by Kevin S.
                        Kiernan.</p></note></p>
               <p xml:id="p0013" rendition="mainBody">These different technical problems and
                  potential pitfalls are an important consideration for developers of DEs as they
                  begin their work. And both types of editions are seen amongst recent DEs, although
                  there is a prevalence of the browser-based type. Once it has been decided whether
                  an edition will be browser-based or operate in a custom, stand-alone environment,
                  however, the remaining issues regarding GUI design are substantially
                  identical.</p>
            </div>
         </div>
         <div rend="P38">
            <head>Basic principles of user interface design</head>
            <p xml:id="p0014" rendition="mainBody">Human-Computer Interaction (HCI) is a discipline
               concerned with the design, evaluation and implementation of interactive computing
               systems for human use. HCI is interdisciplinary, drawing from Computer Science
               (technology), Psychology (attention, perception and recognition, memory, problem
               solving), and Visual Design (see below). HCI aims at user-centered design; we should
               never forget that it's a <emph>user</emph> interface and that the user's needs should
               be at the forefront of the developer's concerns.</p>
            <p xml:id="p0015" rendition="mainBody">There are many studies of effective UI
                  design<note xml:id="ftn4" place="foot" n="4"><p>See in particular the <title
                        level="m"><ref target="#Nielsen2008">Nielsen's Usability
                        Heuristics</ref></title> web site (<ptr
                        target="http://www.useit.com/papers/heuristic/heuristic_list.html"/>), <ref
                        target="#Tognazzini2003">Tognazzini 2003</ref>, <ref
                        target="#Shneiderman1997">Shneiderman 1997</ref>, <ref target="#Spolsky2001"
                        >Spolsky 2001</ref>.</p></note>: the following, while not exhaustive, lists
               some of the more important principles for developers of DEs to keep in mind. I
               explain these briefly here in order to clarify the analysis of existing work
               presented in the next section rather than as an exhaustive guide.</p>
            <div>
               <head>General principles</head>
               <div rend="P33">
                  <head>Consistency</head>
                  <p xml:id="p0016" rendition="mainBody">Similar actions should be performed in the
                     same way under the same circumstances; at the same time, different actions
                     should be made explicitly so by means of visual inconsistency. Examples of this
                     principle in action might include ensuring that annotations of all types—e.g.
                     editorial notes, textual notes, interpretative notes—appear in the same
                     location when selected by the reader; conversely, links to other kinds of
                     textual apparatus must be clearly distinguished.</p>
               </div>
               <div rend="P33">
                  <head>Readability</head>
                  <p xml:id="p0017" rendition="mainBody">Type and size of characters, as well as
                     choice of foreground/background colors, should make text legible even for
                     visual-impaired users. In addition to the simple question of font, designers
                     should keep in mind the ability to distinguish between different layers of text
                     (e.g. different levels of headers vs. the main text). As uses begin to access
                     DEs using multiple platforms, designers should also be careful about being
                     overly prescriptive: font faces and weights that work well on one platform
                     (e.g. a wide screen monitor or printer) may not work well on another (e.g. a
                     small monitor or tablet).</p>
               </div>
               <div rend="P33">
                  <head>Recognition rather than recall</head>
                  <p xml:id="p0018" rendition="mainBody">Users should not be forced to learn what
                     tools, icons, or symbols mean or do. The purpose of every aspect of the
                     interface should be immediately recognizable in the context in which they are
                     made available.</p>
               </div>
               <div rend="P33">
                  <head>Availability and discoverability</head>
                  <p xml:id="p0019" rendition="mainBody">The most important actions and options
                     should always be visible and near at hand, secondary actions and invisible
                     structures should be easily discoverable by the user. Users should not need to
                     access secondary menus or pages in order to perform key functions in their work
                     with the DE. It should be easy for users to discover secondary or "advanced"
                     features. A good example of this is in the case of a search menu: users should
                     be able to conduct basic searches by typing directly in the search form, rather
                     than by selecting "basic search" first; the action required to access
                     "advanced" search capabilities, however, should also be immediately obvious
                     from the "basic" form.</p>
               </div>
               <div rend="P33">
                  <head>Control</head>
                  <p xml:id="p0020" rendition="mainBody">The user should feel in control of the
                     working environment and should not be forced to learn complicate sequences of
                     steps. Instead designers should provide visible and up to date status
                     information, as well as easy error-handling, and allow reversal of actions.
                     Errors should always be reported in meaningful terms to the user and the user
                     should always know—via icons or time bars or similar indicators—when the
                     processor is responding to user input.</p>
               </div>
               <div rend="P33">
                  <head>Visible navigation</head>
                  <p xml:id="p0021" rendition="mainBody">Moving between different "areas" of an
                     application should be an easy process for the user, who shouldn't be forced to
                     learn complicated mental maps; furthermore, the UI should be fully explorable
                     without intimidating the user or risking that the user lose his or her way.</p>
               </div>
               <div rend="P34">
                  <head>Ergonomics/Human factors</head>
                  <p xml:id="p0022" rendition="mainBody">The UI should be designed to maximize
                     efficiency and ease of use. In particular, designers should pay attention to
                     the location of important tools and utilities. Navigation links and buttons
                     should be in a consistent location and designed to reduce the need to move the
                     pointing device across the screen. Search bars and other tools should be
                     located where they can be accessed with a minimum of movement or scrolling.</p>
               </div>
               <div rend="P33">
                  <head>Scalability</head>
                  <p xml:id="p0023" rendition="mainBody">A good UI should be able to take advantage
                     of advanced system resources (wide screen, fast CPU to allow better
                     responsiveness), but should also prove usable in a low resource environment.
                     Designers should be aware of the different types of devices users will use to
                     access their work and preferably present users different options for access via
                     major types of platform. This can be as simple as supplying different
                     stylesheets for printing and on-screen browsing or as complex as building
                     distinct apps for access via various common tablet platforms.</p>
               </div>
            </div>
            <div rend="P32">
               <head>DE-specific requirements</head>
               <p xml:id="p0024" rendition="mainBody">These above principles are of course generally
                  applicable. But they should be a constant concern to developers of DEs, however,
                  because DEs present further requirements, dictated by the functionalities typical
                  of a full image-based edition, that can make defining an optimal GUI even more
                  difficult:</p>
               <div>
                  <head>Good hyper-textual functionalities</head>
                  <p xml:id="p0025" rendition="mainBody">DEs, more than other texts, often make very
                     heavy use of hyper-textual functionality. Individual words and objects in a DE,
                     for example, commonly have more than one obvious target—e.g. a gloss, alternate
                     readings, editorial notes, links to specific regions on an associated image.
                     This presents real challenges for the designer who wishes to ensure qualities
                     like discoverability, recognition rather than recall, and consistency in their
                     GUI.</p>
               </div>
               <div>
                  <head><soCalled>Special character</soCalled> handling</head>
                  <p xml:id="p0026" rendition="mainBody">Many editions, particularly of historical
                     texts or of works in languages other than English, make heavy use of "special"
                     characters, including possibly reference to characters not found in standard OS
                     fonts or even characters not included in standard Unicode. Designers of DEs in
                     such cases need to pay careful attention to questions of scalability and
                     control. How can "unusual" Unicode characters be accessed by users? To what
                     extent can private-use code points be avoided? When characters are not found in
                     standard Unicode, are there disciplinary conventions in the use of private-use
                     code points? Are alternative methods of presenting extremely unusual characters
                     or scripts possible?</p>
               </div>
               <div>
                  <head>Image manipulation tools</head>
                  <p xml:id="p0027" rendition="mainBody">Users of DEs often need to manipulate
                     images. At the most basic level this might involve finding specific locations
                     in a given image, magnifying select portions of an image, and navigating across
                     an image that has been magnified to the point that it is larger than the
                     available presentation medium (e.g. page, screen, etc.). More advanced uses
                     might include manipulating and filtering image data in order for purposes of
                     analysis (e.g. altering colour profiles or contrast for specific research
                     purposes). In satisfying these needs, designers of DEs need to consider
                     questions of ergonomics, scalability, control, recognition and discoverability
                     as well as questions of cost vs. benefit for the design of custom tools and
                     issues on intellectual property rights regarding the images they use. One
                     solution is to include basic manipulation tools as part of the GUI and, where
                     IP agreement permit, allowing users direct access to high quality image files
                     for use with standalone image manipulation tools.</p>
               </div>
               <div>
                  <head>Advanced search functionality</head>
                  <p xml:id="p0028" rendition="mainBody">Users of DEs often have need for advanced
                     search functionalities. Especially when the underlying text is encoded in
                     eXtensible Markup Language (XML), advanced search tools should include options
                     allowing the user to take advantage of this rich markup.</p>
               </div>
               <div>
                  <head>Integration of supplementary tools (glossary, concordances, etc.)</head>
                  <p xml:id="p0029" rendition="mainBody">Critical editions (whether digital or in
                     print) are densely organised, information rich environments. In the DE,
                     designers need to consider how users will be able to discover and access a wide
                     range of supplementary tools including glossaries, concordances, appendices,
                     archives of ancillary material or primary and secondary sources. Additional
                     questions include whether it makes sense to replicate traditional print models
                     in the design and integration of these tools into the digital environment.
                     Should a DE contain an analytic index or is full-text indexing sufficient?
                     Should links among witnesses be presented as a traditional textual apparatus?
                     How should glossary or bibliographic information be presented and linked to
                     relevant forms in the text and analytic material? Decisions in this area will
                     have a great impact on control, discoverability, recognition, and
                     ergonomics.</p>
               </div>
            </div>
            <div>
               <head>Examples of good and bad design</head>
               <p xml:id="p0030" rendition="mainBody">In general, DEs have shown a steady
                  improvement in the usability of their GUIs as technology has improved and more
                  robust cross-platform standards have developed. At the same time, however, it is
                  worth considering examples of problematic design, even from earlier generation
                  DEs, in order to see just how significantly the above principles can affect the
                  user experience. The following survey discusses how successful or less successful
                  implementations of specific GUI features have affected the usability of various
                  DEs published in the last decade. Especially in the case of references to early
                  DEs, this criticism should not be understood as criticism of the design team
                  itself rather than illustrations of a general principle: in most cases, better
                  options were not available at the time; in some cases (such as non-proportional
                  scaling bars on early Mac computers, for example), the limitations were build into
                  the OS or other software itself. Such examples do serve a cautionary function for
                  contemporary designers, however, as they consider how to design editions to work
                  with relatively novel and sometimes still immature technology including the newer
                  mobile platforms.</p>
               <div>
                  <head>Legibility of text/icons</head>
                  <p xml:id="p0031" rendition="mainBody">Legibility of text and icons impacts on
                     Readability and Ergonomics. It is one of the most basic requisites, and it is
                     therefore surprising to see that some editions have problems in this respect.
                     In the initial window of the <title level="m">Canterbury Tales</title>
                     <title level="m">General Prologue</title> (Figure 1), for instance, the
                     selected section of the navigation tree in the left frame is highlighted in a
                     way that makes it almost unreadable. Also, and more important, note the small
                     size of the edition text: the software used for this DE doesn't allow users to
                     increase the text size, but doing this would greatly improve its readability
                        (<ref target="#solopova2000">Solopova 2000</ref>).<figure>
                        <figDesc>Chaucer's <title level="m">General Prologue</title> digital edition
                              (<ref target="#solopova2000">Solopova 2000</ref>)</figDesc>
                        <graphic url="support/figure1.jpg"/>
                     </figure>
                  </p>
                  <p xml:id="p0032" rendition="mainBody">The Bayeux Tapestry edition (<ref
                        target="#Foys2003">Foys 2003</ref>)shares this problem of small text size
                     (Figure 2). Furthermore, a very important element of the GUI, the navigation
                     cursor, is not as immediately visible as it should be both because of its
                     dimensions and because the color chosen (light orange) makes it difficult to
                     distinguish from the background image.<figure>
                        <figDesc>The Digital Bayeux Tapestry cursor (<ref target="#Foys2003">Foys
                              2003</ref>)</figDesc>
                        <graphic url="support/figure2.jpg"/>
                     </figure></p>
                  <p xml:id="p0033" rendition="mainBody">Apart from the problems detailed above,
                     these and many other otherwise excellent editions suffer from a problem of
                     scalability: a good GUI should automatically adjust to take advantage of
                     "better" hardware and software, and not force users to live with the lowest
                     common technological denominator available at the time the DE was built. This
                     way the edition can be scaled to work with future, inevitably higher resolution
                     and often larger screens (and in recent years, of course, smaller and more
                     mobile ones). Designers should take care to test their edition does not break
                     when scaled using text-zooming capabilities found in most major browsers. Since
                     such adjustments often treat different components of the GUI differently (e.g.
                     scaling character size in text menus, but not objects such as images), the
                     problem can't be considered fully solved if the GUI relies on absolutely
                     determined font sizes or makes extensive use of images to carry text labels,
                     and so on.</p>
               </div>
               <div rend="P36">
                  <head>Lack of feedback</head>
                  <p xml:id="p0034" rendition="mainBody">When buttons are not depressed after
                     clicking on them, or a search operation is started but there is no indication
                     that it is still in operation, the user is puzzled and possibly confused by the
                     software's behaviour. This affects the user's sense of control and may result
                     in such potentially disastrous user behaviour as clicking repeatedly on a given
                     button or link because nothing seems to happen. <figure>
                        <figDesc>Search and image zoom buttons that don't give feedback when used,
                           the latter also fail to show the current image size (<ref
                              target="#Stolz2003">Stolz 2003</ref>)</figDesc>
                        <graphic url="support/figure3.png"/>
                     </figure></p>
                  <p xml:id="p0035" rendition="mainBody">A simple visual cue like an alternative
                     image showing the button in a depressed state, an hourglass, or a completion
                     bar in case of complex operations, would help the user feeling in control and
                     not controlled by the browsing software.</p>
                  <p xml:id="p0036" rendition="mainBody">Designers should be particularly careful
                     about avoiding the temptation to interfere with the standard functionality of
                     hyperlinks—e.g. by using stylesheets to eliminate the distinction between new
                     and visited links. A useful technique is to add style cues that indicate that a
                     hyperlink has received focus and has been selected.</p>
               </div>
               <div rend="P37">
                  <head>Cryptic icons</head>
                  <p xml:id="p0037" rendition="mainBody">In some DEs icons (image- or letter-based)
                     and other graphical widgets are sometimes difficult to understand and operate;
                     furthermore, they are often unaccompanied by any kind of visual help. This
                     affects factors such as Control, Availability, Discoverability, and Ergonomics. </p>
                  <p xml:id="p0038" rendition="mainBody">Information relevant to the user's task and
                     the actions immediately available must be immediately evident, <foreign
                        xml:lang="lat">in primis</foreign> through a careful choice of icons for
                     buttons and other graphical objects; the very number of interactive objects
                     should be limited to those of most common use, avoiding crowded toolbars as
                     much as possible. When the nature of the action corresponding to a button is
                     not clearly conveyed by the latter's appearance, a non-intrusive use of
                     tool-tips should be sufficient to help the user understanding its purpose quickly.<figure>
                        <figDesc>Toolbars, buttons and cursor from some digital editions: Their
                           purpose is not always evident</figDesc>
                        <graphic url="support/figure4.png"/>
                     </figure></p>
               </div>
               <div rend="P35">
                  <head>Exposing the underlying encoding and files to allow text searches</head>
                  <p xml:id="p0039" rendition="mainBody">Contemporary textual editions are almost
                     invariably initially encoded using a rich markup language such as Text Encoding
                     Initiative XML. The underlying encoding files are often accessible, although
                     many editors are reluctant to allow users access to them, but in any case they
                     should be completely transparent to the user: requiring that a user perform a
                     search on the basis of the elements employed in the SGML/XML texts means
                     exposing the inner workings of the edition on the assumption that the user
                     knows about markup languages, which is not always the case, and may be
                     intimidating to the less experienced user.</p>
               </div>
               <div rend="P37">
                  <head>Image manipulation</head>
                  <p xml:id="p0040" rendition="mainBody">Even a simple task like exploring an image
                     larger than the current window can be a painful experience if it has to be
                     performed through the window's scrollbars. A much better approach to this issue
                     of Ergonomics is to provide for a direct manipulation of the image by means of
                     the mouse pointer.</p>
                  <p xml:id="p0041" rendition="mainBody">The first Macintosh computers used a
                     non-proportional scrollbar (Figure 5). Not only was this unwieldy, it also
                     prevented the user from guessing how much of the image is currently visible and
                     how much is hidden (compare this to the modern, proportional scrollbar in
                     Figure 6, which allows the user to "sense" the image dimension). </p>
                  <p xml:id="p0042" rendition="mainBody">Since most modern computer OSs make use of
                     proportional scrollbars, this problem has long been considered largely
                     eliminated, although even many modern OSs still often use unwieldy and
                     ergonomically poor methods of navigating to areas of interest at high zoom
                     levels. But it can still be a matter of concern to designers who make use of a
                     graphical toolkit, such as some Javascript libraries, that implements
                     non-proportional bars. Related problems of navigation may also face designers
                     who intend to work with newer mobile platforms, many of which are still
                     relatively poor in handling the navigation and presentation of large images. <figure>
                        <figDesc>A non-proportional scroll-bar</figDesc>
                        <graphic url="support/figure5.jpg"/>
                     </figure><figure>
                        <figDesc>A proportional scroll-bar</figDesc>
                        <graphic url="support/figure6.jpg"/>
                     </figure></p>
               </div>
               <div rend="P35">
                  <head>Visual inconsistency</head>
                  <p xml:id="p0043" rendition="mainBody">Sometimes the navigation software shows
                     elements of the underlying engine. This can affect Consistency and is true of
                     both stand-alone and browser-based DEs—although the specific problems are often
                     slightly different. </p>
                  <p xml:id="p0044" rendition="mainBody">In the stand-alone EPPT software, for
                     example, only a small subset of the menus are specifically DE-related. Clicking
                     on the menubar often presents the user with a large number of options derived
                     from the underlying Eclipse environment (on which the EPPT framework is based).
                     In the <title level="m">Electronic Junius</title> edition, based on Internet
                     Explorer, the contextual menus of the browser are still visible and accessible
                     to the user. <figure>
                        <figDesc>Eclipse menus in the EPPT user interface</figDesc>
                        <graphic url="support/figure7.png"/>
                     </figure></p>
                  <p xml:id="p0045" rendition="mainBody">This intermingling of GUI elements of
                     different origin and purpose can be confusing to the user: the menu voices or
                     buttons corresponding to the user's tasks could be "lost" or not immediately
                     accessible, slowing down the edition navigation. In the case of the EPPT
                     software some of these GUI items, specifically those related to Eclipse's IDE
                     (Integrated Development Environment) capabilities, are useless and probably
                     unintelligible for most users.</p>
               </div>
               <div rend="P36">
                  <head>Navigation problems</head>
                  <p xml:id="p0046" rendition="mainBody">Navigation should be simple and consistent:
                     editors should avoid welcoming the user with introductory and/or navigation
                     screens crowded with too many entries and choices, instead presenting a clear
                     and concise table of contents, and assigning to other navigation instruments
                     content selection and visualization. Tools like drop down menus or thumbnails
                     for image and text selection should be enough to make navigation intuitive and
                     unobtrusive, although the designer should be careful not to steal too much
                     space from content display. Navigation should also be predictable and
                     consistent with user's expectations, so to minimize the chance of getting lost
                     or selecting undesired content. </p>
                  <p xml:id="p0047" rendition="mainBody">Problems in navigation usually occur when
                     the editor makes use of different "environments" to propose different types of
                     content. When the DE is composed of two or more different screens it is quite
                     likely that, if navigation tools are lacking, the user may wonder "How do I get
                     back to where I was?" The creation of a complex, multiple screen DE should be
                     limited to those cases where it is strictly necessary, e.g. in DEs that involve
                     mixed media that current technology cannot easily handle in a homogeneous
                     fashion. In such cases it should include effective navigation tools so that the
                     user can quickly build a mental map of the edition structure.</p>
               </div>
            </div>
         </div>
         <div>
            <head>Designing a better GUI</head>
            <p xml:id="p0048" rendition="mainBody">Since the UI has such a fundamental role in
               empowering the user with regards to selection and access to the edition content,
               developers should devote an appropriate amount of time to its design. To this purpose
               they can rely not only on general books about HCI, but also on specific,
               OS/Desktop-related guidelines, and tools.</p>
            <div rend="P31">
               <head>Documentation</head>
               <p xml:id="p0049" rendition="mainBody">A general recommendation is to study and
                  follow UI guidelines for specific OSs or environments as much as possible (and
                  where applicable): there are good guidelines publicly available for the Apple
                  MacOS X, the Gnome desktop environment (available on Linux and other UNIX-like
                  OSs), and the Java programming framework. Even if the software will be developed
                  to be multi-platform there are many sensible suggestions and ideas that can be
                  gleaned from these texts. </p>
               <p xml:id="p0050" rendition="mainBody">Another interesting resource are the usability
                  and user interface sites devoted to help UI design of software applications; some
                  of these are specifically targeted at free software development: see for instance
                  Open Usability (http://openusability.org/) and Better Desktop
                  (http://www.betterdesktop.org/wiki/index.php?title=Main).</p>
               <p xml:id="p0051" rendition="mainBody">Finally, it might be useful to look at what
                  has been done wrong to avoid similar errors. A simple Google search for "interface
                  hall of shame" will yield a large number of results (see the <title level="m"
                     >Interface Hall of Shame</title> web at
                  http://homepage.mac.com/bradster/iarchitect/shame.htm for somewhat dated but
                  still-useful examples). Positive examples are also available, but are far less
                  numerous (see the <title level="m">Interface Hall of Fame</title> at <ptr
                     target="http://homepage.mac.com/bradster/iarchitect/fame.htm"/>).</p>
            </div>
            <div rend="P31">
               <head>Use cases</head>
               <p xml:id="p0058" rendition="mainBody">The first step for improving current DE GUIs
                  is understanding how users might be using the browsing software. The GUI designer
                  should first identify users' tasks in detail, and define use cases accordingly,
                  then start thinking of a way to implement those tasks in a UI framework. Task
                  analysis can be performed defining use cases using Unified Modeling Language
                  (UML). UML is a notation system for object-oriented analysis and design, a very
                  powerful and widely used open standard (see <ref target="#Jacobsonetal1992"
                     >Jacobson et al. 1992</ref>).</p>
               <p xml:id="p0059" rendition="mainBody">As a starting point it is possible to define
                  basic tasks common to every conceivable DE:<figure>
                     <figDesc>The GUI study must start here: First approach with the DE.</figDesc>
                     <graphic url="support/figure7.1b.png"/>
                  </figure></p>
               <p xml:id="p0060" rendition="mainBody">Building on this initial, and very limited,
                  set we can describe a minimal use case for DE software as follows:<figure>
                     <figDesc>The simple use case: A text-only edition with standard tools
                        (glossary, search function) and hypertextual navigation.</figDesc>
                     <graphic url="support/figure7.2b.png"/>
                  </figure></p>
               <p xml:id="p0061" rendition="mainBody">It's reasonable to assume, though, that
                  editors may desire more functionalities, and to show manuscript images, which
                  means that the most common use case could look like this:<figure>
                     <figDesc>The most common case: An image-based edition with standard tools
                        (glossary, search function) and hypertextual navigation.</figDesc>
                     <graphic url="support/figure7.3b.png"/>
                  </figure></p>
               <p xml:id="p0062" rendition="mainBody">A full-featured DE will expand on
                  image-related functionalities (e.g. hot spots, thumbnail navigation) and on a
                  direct link between text and images:<figure>
                     <figDesc>A rich features case: an image-based edition with text tools
                        (glossary, search function), image tools, and hypertextual
                        navigation.</figDesc>
                     <graphic url="support/figure7.4b.png"/>
                  </figure></p>
               <p xml:id="p0063" rendition="mainBody">It would be possible to add more
                  functionalities, such as note-taking, more complex image-processing tools and 3-D
                  besides 2-D visualization, but these would go beyond the scope of an image-based
                  digital edition, at least in its current form.</p>
            </div>
            <div rend="P31">
               <head>Ideas and concepts for a better GUI</head>
               <div rend="P35">
                  <head>Use all the space, use the space well</head>
                  <p xml:id="p0064" rendition="mainBody">The available space is a very important
                     resource for any type of software, all the more so for a DE browsing software:
                     since many DE visualize manuscript images, as well as text (especially if
                     comparing two or more texts), they need as much space as possible. This also
                     means that, space being such an important resource, it has to be used
                     wisely.</p>
                  <p xml:id="p0065" rendition="mainBody">The most simple way to access all of the
                     available screen space is to create a full screen application: every other
                     component of the desktop will be temporarily hidden while using the DE browser
                     software. This approach not only allows for optimal visualization of the
                     edition content, but also to follow Fitts' law (see below) and to access
                     important GUI objects (toolbar buttons, collapsible frames) with more ease than
                     if they were used in a normal window on the desktop. The main disadvantage of
                     this solution is that it breaks the normal work-flow of the user, making it
                     difficult to take notes in a word processor, for example, or to alternate
                     edition browsing with other activities. It is therefore recommended to make
                     this an option, possibly not even the default browsing option, and to allow for
                     an easy switch between full screen and normal window visualization.</p>
               </div>
               <div rend="P35">
                  <head>Flexibility in UI design</head>
                  <p xml:id="p0066" rendition="mainBody">A way to optimize space use is choosing GUI
                     elements that are flexible and dynamic. Some of the first digital editions
                     adopted a very rigid approach, using fixed frames to display content. Use of
                     toolbars, menus and, most of all, frames that are easily expanded or hidden
                     (Figure 8) allows to concentrate on the specific content that the user is
                     currently browsing. <figure>
                        <figDesc>Text (philological introduction) and search frames for the
                           Electronic Junius</figDesc>
                        <graphic url="support/figure8.jpg"/>
                     </figure></p>
               </div>
               <div rend="P37">
                  <head>Controls</head>
                  <p xml:id="p0067" rendition="mainBody">The user will interact with the browsing
                     software by means of a vast assortment of graphic objects: toolbars and the
                     buttons they host, general purpose menus, drop-down menus, sliders, and so on.
                     It is important to handle them carefully:</p>
                  <list type="unordered">
                     <item>never put too many objects in the foreground;</item>
                     <item>allow easy switching from one object to another (both via keyboard
                        navigation and visual manipulation);</item>
                     <item>allow easy minimize/maximize, hide/recall of objects;</item>
                     <item>allow easy moving to the desired object, e.g. let the user select among
                        all the texts (preferably via drop-down menus); this is known as "principle
                        of constant availability";</item>
                     <item>"ghost" menu choices that aren't available in one mode.</item>
                  </list>
                  <p xml:id="p0068" rendition="mainBody">A clean, well ordered GUI will make
                     browsing the edition a much easier and more enjoyable activity.</p>
               </div>
            </div>
            <div rend="P31">
               <head>Fitts' law</head>
               <p xml:id="p0069" rendition="mainBody">Fitts' law is a model of human psychomotor
                  behavior describing the relationship between movement time, distance and target in
                  the context of quick and aimed movement. Fitt's law is actually a mathematical
                  formula: MT = a + b log2(2A/W). A convenient translation of this might be "The
                  time to acquire a target is a function of the distance to and size of the target"
                  (see <ref target="#Tognazzini2003">Tognazzini 2003</ref>; also <ref
                     target="#Tognazzini1999">Tognazzini 1999</ref>).</p>
               <p xml:id="p0070" rendition="mainBody">This principle is particularly relevant with
                  regard to the user-friendliness and effectiveness of a GUI: if the user is forced
                  to use small, difficult to locate GUI objects, the time necessary to interact with
                  them will be much greater. As a consequence, the learning curve of any application
                  will be steeper, and its use might be perceived as more "difficult", or even
                  downright frustrating, by the user. Applications with a well thought-out GUI, on
                  the other hand, designed keeping in mind Fitts' law and its implications, will
                  greatly improve the user's experience.</p>
               <p xml:id="p0071" rendition="mainBody">The consequences of Fitts' law might not be
                  immediately evident to the user, but they will be experienced nonetheless.
                  Consider, for instance, the difference between the menu bar in MacOS and other
                  common OSs: in the former case you can move the mouse cursor to the upper screen
                  limit and then choose on the desired menu item; in the latter one you have to
                  carefully aim towards the desired menu item because the menu bar is part of the
                  window; to quote B. Tognazzini: "Fitts' law [...] dictates that the Macintosh
                  pull-down menu acquisition should be approximately five times faster than Windows
                  menu acquisition, and this is proven out." (<ref target="#Tognazzini2003"
                     >Tognazzini 2003</ref>). In other words, the pinning action of the MacOS menu
                  bar makes it much easier and faster to choose from an application menu, even if
                  the mouse pointer has to cover more space than in other OSes.</p>
               <p xml:id="p0072" rendition="mainBody">Some features of a GUI designed with attention
                  to Fitt's law include:</p>
               <list type="unordered">
                  <item>buttons, and possibly other GUI objects such as drop-down menus, are grouped
                     in toolbars and not placed alone in random areas of the application window:
                     besides being a clear sign of bad design, isolated buttons are also a more
                     difficult target for the user;</item>
                  <item>toolbars are located on the screen edges to take advantage of their "pinning
                     effect", so that buttons are reached easily and quickly;</item>
                  <item>the most important buttons are located at the screen corners, again to make
                     the most of these important points on the screen</item>
                  <item>the GUI offers context sensitive menus, activated via a right mouse click,
                     each containing a limited number of items: a right click in a medium to large
                     area of the screen allows to reach the desired functionality in a very short
                     time, especially if the developer simplifies navigation not including too many
                     items in the menu; the only disadvantage being its reduced discoverability, as
                     context menus are invisible until recalled and as a consequence they are far
                     less discoverable than all other GUI objects;</item>
                  <item>collapsible panels/frames are located on the screen edges and
                     recalled/hidden with a simple mouse click.</item>
               </list>
               <p xml:id="p0073" rendition="mainBody">As I hinted above, these features are very
                  hard to implement in an application that doesn't operate in full-screen mode,
                  since any application operating as a window on the desktop will have no screen
                  edges: toolbar buttons, menus and other GUI objects will have to be carefully
                  located and activated by the user, slowing down interaction with all related
                  functionalities.</p>
            </div>
            <div rend="P31">
               <head>Philological issues</head>
               <p xml:id="p0074" rendition="mainBody">As stated above, DE software may share
                  features with other, more general purpose applications, but it has some
                  peculiarities with regard to <emph>what</emph> features are needed and
                     <emph>how</emph> they're used to display the edition material. I will briefly
                  hint at two issues that would deserve an article of their own to be explored in
                  full.</p>
               <div>
                  <head>Critical apparatus</head>
                  <p xml:id="p0075" rendition="mainBody">In many of the DEs I've browsed for the
                     purpose of writing the present article the critical apparatus is inserted in a
                     fixed text frame placed below (or on the side of) the edition text; this is
                     particularly frequent in web-based editions, e.g. <title level="m">Beowulf on
                        Steorarume</title> by <ref target="#Slade2011">B. Slade</ref> (<ref
                        target="http://www.heorot.dk/beo-intro-ms.html"
                     >http://www.heorot.dk/</ref>); other online editions omit the critical
                     apparatus altogether, e.g. <title level="m">Beowulf in Hypertext</title> by
                        <ref target="#Savage2011">A. Savage</ref>, (<ref
                        target="http://www.humanities.mcmaster.ca/~beowulf/"
                        >http://www.humanities.mcmaster.ca/~beowulf/)</ref>, while some of the
                     oldest ones are little more than digital facsimiles of printed editions, e.g.
                        <title level="m">The Wanderer e-Edition and translation</title> by T. Romano
                        (<ptr target="http://www.aimsdata.com/tim/anhaga/edition.htm"/>). While this
                     choice is effective in presenting this essential component of any critical
                     edition, it is actually extremely conservative, being nothing more than a
                     faithful replica of the printed edition layout. Mimicking an editorial form
                     largely shaped up by physical considerations means giving up the flexibility
                     and possibilities that a digital, non-material edition offers to the scholar:
                     it is not necessary, for instance, to impose a limit to the number of variants
                     reported, and it is likewise possible to propose links to the the respective
                     texts holding them, to view them in context. A minimal solution to take
                     advantage of this flexibility could be using collapsible, or otherwise visible
                     on demand, frames/panels where the apparatus, but also editorial comments,
                     notes, and so on, could be shown when needed and if so desired by the user. An
                     effective solution to this specific issue, considering both the amount and
                     diversity of texts that might be part of the edition, and the limits of an UI
                     that is still limited by a two-dimensional space, will require more research
                     and experimenting.</p>
               </div>
               <div>
                  <head>Text-image linking</head>
                  <p xml:id="p0076" rendition="mainBody">In some image-based digital editions (such
                     as the <title level="m">Electronic Junius</title> by B.J. Muir), the manuscript
                     images and the relative texts aren't simply juxtaposed, but they are linked in
                     some way, so that, for instance, a mouse click on a line in the edition's text
                     will result in a highlighting of the corresponding line in the manuscript
                     image. This is another area which would benefit from more theoretical work,
                     because it has deep implications with regard to the navigation of the DE. One
                     specific problem, for example, involves synchronising displays: when the layout
                     is based on two frames to display both text and image, usually the user can
                     browse the edition text and the images in an independent manner, moving back
                     and forward on one of the frames; this is problematic because it disrupts the
                     navigation state for the user, who has no way to tell if the currently
                     displayed image corresponds to the currently displayed text: it would be better
                     to link image and text so that one follows the other when browsing, and vice
                     versa (see <ref target="#RosselliDelTurco2009">Rosselli Del Turco
                     2009</ref>).</p>
               </div>
            </div>
            <div>
               <head>Prototype and test</head>
               <p xml:id="p0077" rendition="mainBody">All of the above is of little use if the
                  software to be developed lives in a vacuum until its final release. The open
                  source software saying "release early, release often" might be paraphrased as
                  "prototype early, evaluate often" for our purposes: only by experimenting since
                  the early stages with the design of an application UI, and proposing it to users
                  and/or experts for evaluation, the developers will be able to implement it
                  correctly and avoid to incur in typical UI mistakes.</p>
               <p xml:id="p0078" rendition="mainBody">A first attempt at prototyping, often called
                  "soft" (or "low-fi") prototyping, can be as simple as sketching the application UI
                  on paper, drawing the GUI objects defined in the UI design phase and estimating
                  their effectiveness. "Hard" (or "hi-fi") prototyping, on the other hand, is
                  accomplished creating UI mockups by means of GUI design software integrated in
                  development frameworks such as the GUI builders available for the Eclipse
                  framework or the GLADE tools under Linux, but there are also software tools
                  created for this specific purpose, such as Silverback Spontaneous, which is
                  described by its makers as an "unobtrusive usability testing software for
                  designers and developers" (http://silverbackapp.com/).</p>
               <p xml:id="p0079" rendition="mainBody">
                  <figure>
                     <figDesc>Prototyping and testing: The UI design cycle</figDesc>
                     <graphic url="support/figure9.png"/>
                  </figure> UI evaluation will be most likely internal to the project, unless GUI
                  mockups are proposed to a sample of volunteering testers, until the first beta
                  version of the software will permit direct user testing.</p>
            </div>
         </div>
         <div rend="P38">
            <head>Conclusion, and a look at the future</head>
            <p xml:id="p0080" rendition="mainBody">So far, my excursus on the importance of the GUI
               design for DE software has been mostly technology-agnostic, as I refrained from
               considering the two different methods to implement such software: as browser-based or
               stand-alone applications. It is important to understand, though, that this early
               choice implies non negligible consequences on the UI working and on the final
               appearance for the browsing software.</p>
            <p xml:id="p0081" rendition="mainBody">There is little doubt that the traditional
               browser GUI is ineffective if the editor plans to add rich functionalities to the DE:
               it will be necessary to make use of supplementary technologies to add the desired
               functionalities; also, more sophisticated functionalities will require equally
               sophisticated programming tools and technologies to be implemented.</p>
            <p xml:id="p0082" rendition="mainBody">On the other hand, using an Internet browser as
               the starting point to build a DE application presents several advantages, as noticed
               in § 2.2, to which we might add the following:</p>
            <list type="unordered">
               <item>to guarantee compatibility between different browsers on different OSs both the
                  edition data (HTML, XML) and the programming framework (CSS, XSLT; Javascript,
                  Java) must be based on open standards, which is a solid foundation and a safeguard
                  with regards to the durability and maintainability of such software (see <ref
                     target="#ODonnell2004">O'Donnell 2004</ref>);</item>
               <item>a browser-based DE software is suitable not only to work as a stand-alone
                  application, but also as a web-distributed one: this factor can't be
                  underestimated because web publication is the most effective mean to reach the
                  wide public, and also because there is a distinct movement towards
                  web-applications such as Google mail, Google Office, Windows Live and similar
                  software and away from (certain) desktop applications.</item>
            </list>
            <p xml:id="p0083" rendition="mainBody">Stand-alone software presents its own advantages:
               it allows the developer greater flexibility in designing the GUI, and more power in
               implementing functionalities. It will also be possible to fully take advantage of
               Fitts' law in case the application will work in full-screen or has a full-screen mode
               of operation. To produce a multi-platform software, however, it will be necessary to
               use an interpreted, "write once, run everywhere" language such as Java, or adopting a
               cross-platform framework like Eclipse (which is itself written in Java).</p>
            <p xml:id="p0084" rendition="mainBody">Whichever the technical path that will be chosen,
               we also have to consider the intrinsic limitations of the physical device that will
               be used to display the DE precious content: a computer monitor. While LCD monitors,
               currently going up in sizes and coming down in price, have dramatically improved the
               readability and usability of text on the screen, in the recent past applications
               conceived for brief interaction, like CD-based or on-line dictionaries, have surely
               enjoyed more popularity than Digital Editions. A computer monitor still is a
               sub-optimal device for prolonged reading purposes, although it's more than suitable
               for consultation ones.</p>
            <p xml:id="p0085" rendition="mainBody">Fortunately, technology constantly evolves and
               several products already available on the market, plus others presented as
               experimental prototypes, let us have a glimpse of what the future holds for DE
               editors: a portable device, most likely based on innovative technology such as
                  e-ink<note xml:id="ftn5" place="foot" n="5"><p>See <ptr
                        target="http://en.wikipedia.org/wiki/E-ink"/> for a short
                  explanation.</p></note> and a TUI (Touch User Interface),<note xml:id="ftn6"
                  place="foot" n="6"><p>See <ptr
                        target="http://en.wikipedia.org/wiki/Touch_User_Interface"/>.</p></note>
               light enough to compete with printed editions, flexible enough to fulfill the promise
               of true hyper-textual, image-based Digital Editions. The TUI concept, in particular,
               will bring significant changes to the user-computing device interaction model,
               changes that will imply a substantial evolution, or possibly even the abandonment, of
               the familiar WIMP (Windows, Icons, Menus and Pointing device) paradigm. The desktop
               metaphor that has been the cornerstone of the current OSs' GUI has already shown its
               limits when applied to devices smaller than a full-blown computer (desktop or
               laptop): ebook readers, smartphones, tablet computers. The traditional GUI doesn't
               work well on these devices: traditional scrollbars are too small to drag using your
               fingers or even a stylus, which means that it is necessary to design a new interface
               specifically tailored on smaller screen sizes and/or TUI principles: given the
               success of even the earliest versions of these devices, it seems very likely that in
               the future we'll be touching and moving things around instead of clicking and
               dragging even on traditional desktop and laptop computers. As ebook readers and
               tablet computing will gain in popularity during the next 5-10 years it will be
               essential to follow the development of the TUI to adjust DEs for these devices.</p>
            <p xml:id="p0088" rendition="mainBody">It is important, in conclusion, that discussion
               on the optimal GUI for DE browsing software continues so that there will be a
               theoretic model ready for those who will try to implement it on such devices.</p>
         </div>
      </body>
      <back>
         <div rend="P38">
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         </div>
      </back>
   </text>
</TEI>
