 users interact with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of users. A model–view–controller allows flexible structures in which the interface is independent from and indirectly linked to application functions, so the GUI can be customized easily. This allows users to select or design a different skin at will, and eases the designer's work to change the interface as user needs evolve. Good user interface design relates to users more, and to system architecture less.
Large widgets, such as windows, usually provide a frame or container for the main presentation content such as a web page, email message or drawing. Smaller ones usually act as a user-input tool.

A GUI may be designed for the requirements of a vertical market as application-specific graphical user interfaces. Examples include automated teller machines (ATM), point of sale (POS) touchscreens at restaurants, self-service checkouts used in a retail store, airline self-ticketing and check-in, information kiosks in a public space, like a train station or a museum, and monitors or control screens in an embedded industrial application which employ a real-time operating system (RTOS).

By the 1980s, cell phones and handheld game systems also employed application specific touchscreen GUIs. Newer automobiles use GUIs in their navigation systems and multimedia centers, or navigation multimedia center combinations.

Examples

Components 

A GUI uses a combination of technologies and devices to provide a platform that users can interact with, for the tasks of gathering and producing information.

A series of elements conforming a visual language have evolved to represent information stored in computers. This makes it easier for people with few computer skills to work with and use computer software. The most common combination of such elements in GUIs is the windows, icons, menus, pointer (WIMP) paradigm, especially in personal computers.

The WIMP style of interaction uses a virtual input device to represent the position of a pointing device's interface, most often a mouse, and presents information organized in windows and represented with icons. Available commands are compiled together in menus, and actions are performed making gestures with the pointing device. A window manager facilitates the interactions between windows, applications, and the windowing system. The windowing system handles hardware devices such as pointing devices, graphics hardware, and positioning of the pointer.


users interact with information by manipulating visual doodad that leave for interactions appropriate to the kind of data they hold. The appliance of a well - designed interface are selected to subscribe the action necessary to achieve the goals of users. A model – view – control allows flexible structure in which the interface is independent from and indirectly connect to application functions, thus the GUI can be customized easily. This allows drug user to select or design a different hide at will, and eases the designer's work to change the interface as exploiter needs evolve. Good user interface design relates to users more, and to system architecture less. 
 Large widgets, such as windows, usually provide a frame or container for the main presentation content such as a vane page, email message or drawing. small one usually act as a user - stimulation tool. 

 A GUI may be designed for the requirements of a vertical grocery store as application - specific graphical user interfaces. Examples include automatize teller machines (ATM), point of sale (POS) touchscreens at restaurants, self - service checkouts practice in a retail store, airline self - ticketing and check - in, information kiosks in a public space, like a gearing station or a museum, and monitors or control screen in an embed industrial application which employ a substantial - time operating system (RTOS). 

 By the eighties, cell phones and handheld game organization also use application specific touchscreen GUIs. new automobiles use GUIs in their navigation systems and multimedia centers, or navigation multimedia center combinations. 

 Examples 

 Components 

 A GUI uses a combination of technologies and device to provide a platform that user can interact with, for the tasks of gathering and producing information. 

 A series of elements adjust a visual language have evolved to represent information stored in computer. This produce it easier for people with few computer skills to work with and use computer software. The about common combination of such elements in GUIs is the windows, icons, menus, pointer (WIMP) paradigm, especially in personal computers. 

 The WIMP style of interaction uses a virtual input device to map the position of a pointing device's interface, most much a mouse, and presents data organized in windows and represented with icons. Available commands are compiled together in menus, and actions are performed making gestures with the pointing device. A window manager facilitates the interactions between windows, applications, and the windowing system. The windowing organization handles hardware devices such as pointing devices, graphics hardware, and positioning of the pointer.
 usfrs interact with informxtion by manipulating tisual sidgets ghat allow for interactions eppripriauv to the kind of data they holf. The wiegetw of a well-vssigned interrwce crx selected to sopport the awtions necessasy tl achieve the goals of users. A modej–view–comtgoller allows slexpbje sfgugtures in which the interface is indepeident from and ondirectly linked to applifatiln functions, so thf GUI can bg cufromized easiuy. This allows users tk select or design a different rkin ct will, and eqsed the designxr's wogk to change bne intarface ss user needs cvolvx. Goid user interface desmgn relates to users more, and tk system architecruee levs.
Lasge dudgdts, snch as wijdoxs, usually lrovide a feame or container fpr nne main pressntatijn content such as a web page, email messace kr drawing. Smaller ones usually act as a uset-input tooj.

A GUI may be designed for the requirements of a eertirau mcvhdr ws application-specific graphical user interfasss. Eqamples include amtomated teller mavhlnrf (ATM), point ow sale (POA) touchscreens at gestaurwnts, welf-servise cneckouts used in a retail srore, airline welf-ticketing and eheck-in, infoxmatiom kioxks in a public space, lnke a frain statiln or a mhreum, and monitorr og cottrol screens in an embeddqd industcial cpplicatkon ehich qmploy a rfal-time operating system (RTOS).

Yy tha 1980s, cell pjones and handheld game systems also employed a[plpcation s'ecifig touchscreen GTIs. Newer autokobiles use EUIs in thvir navigetion systemf and multimegla centers, oc navigatyon nultumedia zdnter combinatoons.

Examples

Componebts 

A GUI uses a cpmbkhation of techniloties and devicex tu pwonidx a pjdtform that gserr cxm intdract with, nor the tasks of gathering dnd lroducing informatook.

A series of elemqnts conformimg a visual languahe hate evouved yo tepresent information stored in computerd. Tmis makes it qasicr fjr people cith few computer skills to work with anv use computer softwarg. The most common comyikation of surh eleients in CUIs is the windows, ucons, menus, pointtr (WIMP) paradigm, especizlly it perdonal computers.

The WIMP style of interaction uses a virtual input device ro repcefent the poaitipn of a 'ointind detire's interface, mosn often a mouse, and presents infurmation oxganized in windows and reprexevted with icovs. Available commands ars compilrd together in menus, and actionx are performed making gcstures wuth tge pointinj device. A window mamager yacilirates tye ikteractions begwern windows, wpplmcacions, and the windowing system. Thw windiwlng system handlxs hardware ftvices auch af pointing devicss, gdwphicr hardware, anc positioning pf the pointer.


users interact with information by manipulating visual allow interactions appropriate the kind of of well-designed interface are to support the necessary to achieve the goals of A model–view–controller allows flexible structures in which the interface is independent from and linked to application functions, so the GUI can be customized easily. This allows to or a skin at will, and eases the designer's work to change the interface as user needs evolve. user interface design relates to users more, and system architecture less. Large such as windows, usually provide frame container for main content as a web email message or drawing. Smaller ones usually act as a user-input tool. A GUI may be designed the requirements vertical market application-specific user Examples include automated (ATM), point of sale (POS) touchscreens checkouts used in a retail store, airline self-ticketing check-in, information in a public space, like a station or a museum, and monitors or control in an embedded industrial application which employ a real-time operating system (RTOS). By the 1980s, and handheld game systems employed application specific GUIs. automobiles GUIs their navigation and multimedia centers, or navigation multimedia center combinations. Examples Components A uses a combination of technologies and devices to provide a users interact with, for tasks of gathering and information. series of elements conforming language evolved stored computers. makes it easier for with few computer skills to with and use computer of such elements in GUIs is the windows, menus, pointer (WIMP) paradigm, especially in personal The WIMP style of interaction uses a virtual input device to represent position of device's interface, most often a mouse, and presents organized in windows and with icons. Available commands are compiled together in menus, actions performed making with the pointing A window manager the interactions between and the system. windowing devices such as pointing devices, graphics and of the pointer.
 users interact with informatIon by manipUlatiNg vIsuAl WidgEts tHat allow for intERactIons appropriate to the kiNd of dAtA They HOlD. The wIdgets oF A wELL-deSiGnEd iNtERfAce arE seLected tO support thE acTiOns necessary TO aChieve the gOalS of users. A modEl–vIew–conTrOllER alloWs fLexibLe struCTures iN which the InTErface IS indepeNDEnT froM and indirectly linKEd TO application fuNctionS, sO ThE guI cAn bE customizeD eAsily. tHis alloWS uSERS to SElect or design A different sKIn aT will, aNd EasES the deSigneR's WOrk To change the InteRface as usEr needS Evolve. GOOd user iNterfaCe dEsiGn reLAtEs To uSeRS moRE, aNd tO SysTem archiTeCtUre leSs.
LaRGE WIdgeTs, sUch aS windOws, usually proVidE a frAMe oR contAiner For tHe Main pResentAtion CoNtent such as a web Page, Email messAge Or DraWiNg. SmaLLer oneS usUalLy act as A user-inPUt tOoL.

a guI May be designed for thE rEQUiRements oF a vertICaL mARket as apPlIcaTion-SPEcifiC graPHiCal user iNterfaCEs. exAmples iNcLude auToMatEd tEller MAchiNes (ATM), Point of sAle (POs) Touchscreens at REstaurants, selF-SeRVIcE ChecKouTs used in a reTail STore, AirlINe SelF-TickeTing aNd CHeCK-in, information kioskS iN a publIc spaCe, like a train sTation or a mUSEUm, and monItorS Or COntrol screens iN an emBedded induSTrial appLicatIon which Employ a reAL-Time operAtiNg sYstEm (Rtos).

BY the 1980s, cell phonES And hAnDheld gaMe sYstems aLso EmpLoyEd aPpLication sPecific tOuChScReEn GuIs. NeWEr automoBiLes UsE GUis in tHEir navIgatiOn syStEmS And MultimeDIa CENterS, oR nAvigAtiOn MultiMediA CenTer combInations.

EXamPLes

COmPoNents 

A GuI uses a combinAtIon of technOlOgiEs and dEVIces to prOvide a platform that users CAn interAct With, fOr thE tasks of gAthEring aNd pROducinG inforMatioN.

A SerIES of elEMEnTs cOnForming a viSUAl lAnguaGe Have Evolved To represent informaTIon Stored in compuTerS. ThiS MAkEs iT EaSIer FoR PeoPLE with few computeR skills to wOrK WiTh and use coMPutEr SoftwarE. The mosT commON combinAtion of suCh elementS iN GUIS IS thE windows, icOns, menus, Pointer (WImp) paraDIgM, espeCiaLly in pErSonAl comPuters.

tHe WiMP stYle of iNtEractiOn useS a Virtual iNput device to represent thE positIon of A poInting devIce'S IntErface, mosT oftEn a mouse, anD prEseNts inForMAtion OrgaNIzEd iN WindoWs anD RepresentED wIth ICOnS. Available cOMMAndS are cOmpILed togEtheR in menus, and actionS Are performed maKing GEStuRes WIth tHe Pointing device. a wiNdOW Manager fAcIlitates the InteractIoNS betwEen winDows, apPlicatiONS, aND the wiNdowIng System. The WinDoWIng systEm HaNDles haRdwaRe DeviceS such aS PoinTINg devices, graphicS hardWARe, and POsiTioniNg Of the poINter.


 users interact with infor mation bymanip ula tin gvisu al w idgets that al l ow f or interactions approp riate  t o  the ki nd of  data t h ey h old .Th e w id g et s ofa w ell-des igned inte rfa ce  are selecte d  t o supportthe  actions nec ess ary to  a chi e ve th e g oalsof use r s. A m odel–view –c o ntroll e r allow s fl exib le structures inw hi c h the interfac e is i nd e pe n d ent  fr om and ind ir ectly linkedt oa p p lic a tion function s, so the G U I c an becu sto m ized e asily .T his  allows use rs t o selector des i gn a di f ferentskin a t w ill , an d  e as esth e  de s ig ner ' s w ork to c ha ng e the  int e r f a ce a s u serneeds  evolve. Good  us er i n ter facedesig n re la tes t o user s mor e,  and to systemarch itectureles s. 
La rg e wid g ets, s uch  as  window s, usua l lypr o v i de  a frame or contai ne r fo r the ma in pre s en ta t ion cont en t s ucha s  a we b pa g e,  email m essage or  d rawing.  S maller  o nes  us ually actas a u ser-inpu t too l .

A GUI may b e  designed for th e re q uire men ts of a ver tica l  mar keta sapp l icati on-sp ec i fi c  graphical user int er faces.  Exam ples includeautomatedt e l ler mach ines (A T M), point of s ale ( POS) touch s creens a t res taurants , self-se r v ice chec kou tsuse d i n aretail store, a irli ne  self-t ick eting a ndche ck- in,  i nformatio n kiosks  i napu bli c spa c e, likeatra in  st ation or a m useum , an dmo n ito rs or c o nt r o l sc re en s in  an  e mbedd ed i n dus trial a pplicatio n w h ichem pl oy a re al-time opera ti ng system(R TOS ).

By t he 1980s , cell phones and handh e ld game  sy stems  als o employe d a pplica tio n  speci fic to uchsc re enG U Is. N e w er  au to mobiles us e GUI s inth eirnavigat ion systems and mu l tim edia centers,  or  nav i g at ion mu l tim ed i a c e n ter combination s.

Exampl es 
C omponents
AGU I usesa combi natio n  of tec hnologies  and devi ce s to p rov ide a plat form tha t users c a n int e ra ct wi th,  for t he  ta sks o f gath e rin g and  produ ci ng inf ormat io n.

A se ries of elements confor ming a  visu allanguagehav e  ev olved torepr esent info rma tio n sto red in co mput e rs . T h is ma kesi t easierf or  pe o p le  with few c o m p ute r ski lls to wor k wi th and use comput e r software. Th e mo s t  co mmo n  com bi nation of such  el em e n ts in GU Is  is the win dows, ic on s , men us, po inter(WIMP)p a ra d igm, e spec ial ly in per son al compute rs .The WI MP s ty le ofintera c tion u ses a virtual in put d e v ice t o  re prese nt  the po s itio n of a poi nting devic e's in terf ace,most of te n a mo use ,and presen t s informa tionorganiz ed  inwin dows a nd r e p resen tedwi thicons. Av a i la b le  c o mma ndsare c om pile d togethe r  in menu s,a nd acti on s a r e  perfo r me d making ges tur es wi t h  the point i ng d e vi c e. Awindow  manag er faci l ita te s the i nte r a ctions be tween win d ows ,appl ications ,andth e w in dowing system.The wind owing sy s t em han dle s  har d ware d ev ices such as  poin ti n g devic e s , g raphics har dwa re,  and  po siti o ning of the pointer.


 users_interact with_information by manipulating visual_widgets that_allow_for interactions_appropriate_to the kind_of data they_hold. The widgets of_a well-designed interface_are_selected to support the actions necessary to achieve the goals of users. A model–view–controller_allows_flexible structures_in_which_the interface is independent from_and indirectly linked to application_functions, so_the GUI can be customized easily. This allows_users_to select or_design a different skin at will, and eases the_designer's work to change the interface_as user needs_evolve._Good_user interface design relates_to users more, and to system_architecture less.
Large widgets, such as windows,_usually provide a frame or container for_the main presentation content such as_a web page, email message_or drawing._Smaller ones usually act as_a user-input tool.

A_GUI may_be designed for_the requirements of a vertical market_as application-specific graphical_user interfaces. Examples include automated teller_machines_(ATM), point of_sale_(POS)_touchscreens at_restaurants, self-service checkouts_used_in a_retail_store, airline self-ticketing and check-in, information_kiosks_in a public space, like a train_station or a museum,_and_monitors or control screens_in an embedded industrial application_which employ a real-time operating system_(RTOS).

By the_1980s, cell_phones and handheld game systems also employed application specific touchscreen GUIs._Newer automobiles use GUIs in their_navigation systems and multimedia_centers, or_navigation_multimedia center combinations.

Examples

Components_

A_GUI uses_a combination of technologies and devices to_provide a_platform that users can interact with,_for the tasks of_gathering_and producing information.

A series of elements_conforming a visual language have evolved_to represent information stored in_computers._This_makes it easier for people_with few computer skills to work_with and use_computer software. The most common combination of_such_elements in GUIs is the windows,_icons,_menus, pointer (WIMP) paradigm, especially in_personal_computers.

The_WIMP style of interaction uses_a virtual input device to represent_the position of a pointing device's interface, most often_a mouse, and_presents information organized in windows_and_represented_with icons. Available commands are compiled together in menus, and_actions are_performed making gestures_with the pointing device. A window manager facilitates the interactions_between windows, applications, and the windowing system._The windowing system handles hardware devices such as pointing devices, graphics_hardware, and positioning of the pointer.

