Unpacking a Metaphor

Over the years, many systems have been designed using explicit metaphors-- that is, concepts which users could be expected to have experience with. Perhaps the best known example is the Macintosh "desktop" metaphor which uses icons that look like paper to represent computer directories, and an icon that looks like a trash can to represent the delete operation. Understanding existing metaphors and their value can be useful in creating new applications in an existing environment. This exercise is designed to help you understand how metaphors work.

Locate a system or software package which is not familar to you. If, for example, you've never used a "paint" or "draw" package, borrow one or try one at a computer store for a while. If you have broad experience with many systems, you might try to locate a public domain game you've never played.

Explore the software for a while, using whatever method and resources you find most effective. Then analyze the program in terms of metaphor:

1. Discuss the metaphor(s) of the program. How do these manifest themselves in the interface? Sometimes a package contains more than one metaphor so that a composite of differing metaphors appear If so, identify the hierarchy experienced by the user. Provide a visual representation of the metaphors used.

2. In what ways are the metaphors helpful and in what ways do they fail? In other words, what interactions would the metaphors lead you to expect but which are not supported? Be specific in your answer using concrete examples from your own interaction with the interface.

3. Many believe that metaphors are especially helpful when learning a new system. Was this your experience? If yes, why? If not, why? Again be specific by using concrete examples from your own use.

Limit yourself to two pages.



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