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- 1.
- Modelessness
- With few exceptions, a give action on the user's part should always have
the same result, irrespective of past activities
- Long-term modes, such as doing word processing as opposed to graphics editing.
In this sense, each application is a mode
- Short-term ``spring-loaded'' modes in which the user must constantly do something
to maintain the mode.
- Alert modes
- Emulation of a familiar real-life situation that is itself modal
- Changing the attributes of something, but not its behavior
- Blocking most other normal operations to emphasize modality
- 2.
- The event loop
- Applications are prepared for the user to do anything at any time
- 3.
- Reversible actions
- 4.
- The screen
- The screen is the stage for human-computer interactions
- 5.
- Plain language
- Communicate with the user in concise and simple forms
2/23/1999