Complex GUI Architecture Discussion?
XNuke asks: "I have been searching for intelligent discussion (on dead trees or otherwise) of the issues involved in designing very complex GUIs. Things on the level of TecPlot, AutoCad, 3DS, etc, where there may be very many different views of the same data and there are many degrees of freedom for the user. I am not interested in 'where to put the buttons', but rather the nuts and bolts of making the 'Well Designed UI' work. I guess I am looking for a sort of 'Design Patterns applied to a big deskptop application' sort of discussion. It is no problem to find discussions of Model-View-Controller concepts at the component level, but at the application level there seems to be nothing. Too often the architectural level discussions encompass non-interactive, server side design issues and not the extremely chaotic problems a client side application with many degrees of freedom has. Short of wading through megabytes of source code for KWord et. al., does anyone know of any digested information? There is obviously no 'One Solution' to this, but there must be something out there."
I'm amazed sometimes on how easily a GUI is considered trivial or non-critical.
For redundancy or performance reasons you want to have the same business rules executed on the GUI as well as verified on the server. The work required to set a trigger on the database is not the same for representing that on the GUI to the user. The amount of detail that goes on interactively with the user could hardly be managed directly by a server. Because of these I agree that more patterns besides the model-view-controler are needed.
Currently I am on a project where a 'web' form takes 20 days to build but the store procedures that manage the data take 2 or 3 days.
it must be something that we ate.
Whenever you are visually representing data, and providing a means by which to manipulate the representation, consistency is paramount. If you have three object types: A, B, C that are represented in the same visual space, an action on A should have an equivalent effect if taken on B or C.
This was the primary concern we had when I was working on Vegas Video. At first, we treated audio and video differently, thinking that different media types would require different interfaces, but we quickly realized that most actions for one media type had a corresponding action for the other (i.e. Fade out). When a coherent interface element did not exist, we extended the user interface for the given media type. We never allowed an interface element to exhibit different behaviors for different media types.
Of course, Vegas Video is not the end-all of user interfaces, but I learned a lot about simplicity and consistence in interface design.
It's the difference between a complex application and a powerful one.
Just been through all of the current posts, and no-one mentions H-MVC - hierarchical MVC. There's an article on it here. It's an interesting adaptation of MVC for complex guis, and can go right through the UI/client from the base to the smallest, tip-most configuration dialog.
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