
                      ST REPORT WEEKLY ONLINE MAGAZINE
                            Monday, OCT. 17, 1988
                               Vol II  No. 57
                                ===========

            APEInc., P.O.  BOX 74,  Middlesex, N.J.  08846-0074

  PUBLISHER                                              GENERAL MANAGER
  Ron Kovacs                                               R.F.Mariano

          =======================================================

                     ST REPORT EDITOR: Thomas Rex Reade

                PO Box 6672 Jacksonville, Florida. 32236-6672

                        Headquarters Bulletin Boards

 ST Report North                                         ST Report South
  201-343-1426                                             904-786-4176

                   ------------------------------------
 ST Report Central                                       ST Report West
  216-784-0574                                             916-962-2566
                                 CONTENTS
                                 ========
> From the Editor's Desk..............> TANDY and the ST..................
> At What Price? LOYALTY..............> HE believes in AMERICA!...........
> UPBEAT -  MIDI-BEAT.................> ST REPORT CONFIDENTIAL............
> Extenders, What are they?...........> Pro GEM Windows #8................

=========================================================================
       COMP-U-SERVE    ~    GENIE    ~    DELPHI     ~    THE SOURCE
=========================================================================


From the Editor's Desk,

We are proud of Atari in one breath and scournful in another..this is what
we are accused of...I do not see it this way.  What I see is an accurate 
accounting to the reading public of what is actually happening in the ST 
world without an icing of sugar.  Someone remarked to me, "why didn't you
report the fact that Atari was at the NAMM show in Atlanta?  I have but 
one real answer for this and it is quite simple...

    ATARI HAD NOTHING TO SHOW BUT THE ECHO OF YESTERDAY'S APPLAUSE!
              -------
In fact, where Sam & Co. have been so darn busy BRAGGING about the lead
the ST has in the midi fields.  The ST has, in fact, LOST that lead!  
And....I might add, lost it miserably!  We went and purchased the last 
eleven issues of Keyboard Magazine to see what Atari was doing to support
the "Midi" aspect of the ST market.  As expected, Atari was doing nothing!
Thank the good sense of the third party developers for their ads exhorting
the ST and their products. The gorgeous 2 page color ads for the Amiga,
month after month (Atari has had 2!), and it's MIDI CAPABILITIES were 
very well done and indeed a thrust at the heart of Atari...as were the MAC
ads and the superbly done IBM ads..and Sam (our friend?) tries to tell us
to be "EVANGELISTS".  HE should try it sometime!  

Make no mistake about this,...The userbase, in general, in this country is
tired of the behavior and attitude of Atari.  They are almost arrogant in
saying to heck with the US market.  "WE HAVE EUROPE and are PROUD OF IT".
To say what I feel in response to that attitude means nothing, YOU, the 
USERS, DEVELOPERS AND DEALERS have got to muster the courage and tell 
ATARI exactly how you feel!  By saying little or nothing, you send a 
message to Atari saying, "all is ok, please continue on your present 
course".  Sure, we understand that the Dealers and Developers have money
involved, but even they must realize that if we don't get dead in Atari's
face we all will have NOTHING!  Big developers (hardware and software)
are slipping away from "that bunch at ATARI" at a faster rate every month.

Here's ANOTHER Christmas Sales Season seemingly torpedoed by these.......
(SNICKER).. "Giants of Industry"!  Jack...send the "boys" back to school!

      Sad to say, but I think Commodore was right to say "NO" to the
                            Katzenjammer Kids!

How many of you were fortunate enough to see the magnificent performance
by Sam and entourage on CIS ?  I still re-read it and go into hysterics! 
I cannot believe Sam still tries to address the userbase for the ST as if
it were ALL 10-14 year olds.  My compliments to the SysO..ps of CIS once
again for having used constraint in not forcing some real answers from the
"PABLUM MAN" <<< BIG LAUGH >>>!!!!  Also, they demonstrated real grit in
remaining transparent in the face of a "Powder Puff" conference. 
Congratulations folks, for having maintained the REAL SysOp goal of:
                                                 ----
         Transparent but Effective management of the System.

I am angry!  Nobody told you the "little" story about the FAMOUS Midi 
Instrument Manufacturer who approached a number of Computer Manufacturers
to "private label" a production run that would be modified somewhat to 
allow up to eight midi output jacks, a thru jack and two input jacks.  
Of course this computer would still be a thorobred except that it would 
have exceptional midi potential.  Guess what folks???  The machine is now
offered for sale as an IBM compatible portable!!!  The name on it is 
YAMAHA model C1.  Sometimes, greed KILLS!  The folks in Sunnyvale really 
need to send the "boys" home and let Daddy and the professionals save the
business.  

                               There WILL be more on this one.

                                              Rex........


P.S. "YAMAHA" has a nice "sound" to it. <smug grin>
     I hope Atari is "smart enough" to approach the Casio folks...
                      ------------




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-------------------------------------------------------------------------




                             TANDY + ATARI ST?
                             =================

                     Connect the Tandy 3 1/2 inch drive 
                              to the Atari ST

     To connect the Tandy 3 1/2 inch external drive to the ST, the 
following connections must be made:

  ST Floppy Port Pin           Function            Tandy Drive Pin
          1                   Read Data                  30
          2                 Side 0 Select                32
          3                     Ground                Any Odd
          4                      Index                   8
          5                Drive 0 Select                10
          6                Drive 1 Select                12
          7                     Ground                Any Odd
          8                    Motor On                  16
          9                 Direction In                 18
          10                    Step                     20
          11                 Write Data                  22
          12                 Write Gate                  24
          13                  Track 00                   26
          14                Write Protect                28

     These connections may be made using two methods. The easiest 
would be to take an ST drive cable, cut off one connector, and 
connect the cable directly to the 34 pin header on the drive 
itself.  This will directly bypass the circuit board inside the 
Tandy drive case. The major drawback to this method is the fact 
that you will not be able to unplug the cable from the drive.

     The other method, although more complicated, will allow you 
to utilize the 30 pin edge connector mounted in the back of the 
Tandy drive case. First remove all paths leading to the upper pads 
of the edge connector and all paths on the bottom side that do not 
lead to ground.  Wire all connector pads on the bottom side 
together so that they all are connected to ground.  At the point 
where the ribbon cable from the drive is attached to the circuit 
board, wire the necessary connections to the pads of the 30 pin 
edge connector.  Remember, any odd number pin on the drive itself 
is ground, so connect one to the bottom connector pads of the 
circuit board being modified. Be sure to note each connector pad 
you are using, and it's corresponding function.  Now attach the ST 
drive cable to a 30 pin edge plug in accordance with the wiring 
accomplished on the circuit board.

     Once wiring has been completed, place the jumper on the drive 
mechanism to the A0 position. If your computer won't recognize the 
drive, try the A1 position.

     The drive requires 12V 230mA and 5V 240mA for power. I use a 
standard PC power supply using either connectors P10 or P11. 




-------------------------------------------------------------------------




                            At What PRICE?  LOYALTY
                            =======================

by T."Rex" Reade


After having polled over 120 users of ST equipment, the conclusions
were: 

     a)- The average investment is about three to five thousand dollars. 
     b)- The average age is from twenty three to fifty (big spread there).
     c)- Almost all polled would gladly continue with Atari ST products. 

Although this could never be termed a "professional" survey, I am sure if
all were known about who was "asked" these questions most would concur 
that this "survey" is much more than accurate. Rest assured, we asked 
developers, musicians, and ordnary users .  The part that is wild
is..Atari could have done it's own informal survey of the ST users and
found much of the same thing.  Instead, the head man still treats us like
kids with ice cream on our faces.  

Sorry Sam, "it ain't gonna work"!  The time has come for Atari to get real
with the userbase.  

We want:
              1 - The ST products enhanced on a regular basis.
                     ( not every "so often" or "whenever")

              2 - The ST products properly promoted and distributed.
                       (WE are TIRED of hearing about EUROPE!)

              3 - An end put to the "maypo express". 
                          (spoon-fed pablum)

              4 - True user input to the company that is evidenced
                  in product upgrades. Like Hard Disk Partition Size!
                          (no more lame excuses...please!)

              5 - Abandonment of the "lofty" dealer monarchy idea.
                   (what happened to.."Power Without the Price"?)

              6 - An "in earnest" effort to promote and satisfy the 
                  U.S.A. market.
                  ( Even if you do not have the machines to ship, you CAN
                    talk about them and keep the interest level UP!)


   In most of the ELECTRONICS INDUSTRY we find the annual release of NEW
products exciting and envigorating to both the users AND the MARKET
itself.

   The users want to have and enjoy the very latest and the merchants need
the annual revitalization in the market place as it causes a true 
competitive atmosphere and attractive pricing.  

   We all know (I think) the best part of the sales thrust for any new 
product is in the first year.

Atari sez: 

       "WE DON'T WANT TO ADVERTISE AND NOT DELIVER, IT ONLY HELPS 
                             OUR COMPETITION".  

Rex...sez:

Atari is suffering from a case of the extreme "cheaps"..spend some bucks!
Tell the US Marketplace you are alive and well.  Advertise the software 
available for your machines in the ads, do something smart and support the
developers in the United States of America!  After all, THEY support YOU!

                    Common Sense and Experience show:
                    --------------------------------

A)- The old adage, "OUTTA SIGHT - OUTTA MIND".  Still fits...

B)- Advertisements similar to the two page spread (unusual) in Keyboard
    (NOV. 88) that displays the names of the software available for the ST
    gives the GOOD impression of presenting both the software and the 
    hardware.  [GOOD P.R.]

In this computer marketplace "HE WHO HAS THE GOLD MAKES THE RULES"!!!   

Here the "gold" is Product Name RECOGNITION...nobody, in their right mind,
would dispute this.  

                  ATARI??.....AIN'T THAT THE PAC-MAN PEOPLE????  
            (ever heard that?....some recognition?... FOOL'S GOLD!)

Why, just 14 months ago you could walk into any decent music store and ask
about Midi and whose computer handled it...you would be told Atari ST and
then Mac..the Mac wasn't so popular because it was expensive and in 
monochrome.  BUT NOW...I dare you to ask ...the answers you get will
break your heart.  It did mine.  It makes you wonder if anybody in charge
at Atari honestly gives a darn. 

Here we approach the end of ANOTHER year of broken promises by the
fearless (thoughtless) leaders of Atari.  What do we know as far as 
the future of the ST?  
    ------
                      NOTHING... ABSOLUTLY NOTHING!  

Sure, we know what we have in front of us works ok, and we know what we 
would like to believe, but the truth is, we are all so very disappointed
in the management of Atari.  I am waiting and watching to "SEE" what takes
place at Comdex (Fall).  

While waiting, my senses are assaulted by all the fabulous advertisements
for all the OTHER computers available to the US market!  

It's Amazing!  Why don't they have the terrible ** DRAM PROBLEMS ** 
and all the "Other Baloney" excuses and reasons we are being fed!  

The TRUTH is..EUROPE has the TOP PRIORITY for new machine deliveries.  The
Lake Tahoe Conference made sure of this agreement with the European Wigs.
As for the FUTURE????      

                          Comdex will tell all folks,,,,,
meanwhile;

Hey, You at ATARI, Please... WAKE up ....Please keep OUR machines current
and most of all, 

                     PLEASE, STOP NEGLECTING US IN AMERICA!!

                           I AM A PROUD AMERICAN!

                                Rex..........




--------------------------------------------------------------------------




                         HE BELIEVES IN AMERICA!
                         =======================


 NeXT Inc. introduces a new type of computer system  aimed at higher 
 education


NeXT Inc., of Palo Alto,

   Wednesday, unveiled the NeXT Computer System, designed to meet the 
demanding and diverse needs of higher education.

   The system encompasses the best attributes of work stations and
personal computers, adds features previously found only on mainframes
and introduces entirely new innovations.

   "NeXT's mission is to collaborate with higher education to develop
innovative, personal and affordable computer solutions for the next
decade and beyond," said Steven P. Jobs, president and chief executive
officer of NeXT.

   "We began our product design process at key higher education centers in
this country, discovering what they wanted from a computer.  Based on what
we heard, we have created a revolutionary learning and research 
environment that represents what computing will be like in the 1990s.

   "Currently, there is a revolution in software development and use
on college and university campuses, generating powerful concepts such
as simulated environments for both research and learning.  The problem
is that higher education lacks a predictable computing target for
software developers, which slows emergence of practical products.

   "NeXT intends to provide this target by raising the lowest common
denominator for standard capabilities in academic computing.  In this
way, we will help spur the realization of some innovative and
important software ideas," Jobs said.

   NeXT saw the need in higher education for a computer that combined
qualities of workstations and personal computers, with cabilities
far-exceeding either.

 Specifically, the company took the workstation  concepts of built-in
networking, large standard display screens, multitasking and a robust
application development environment, and designed and packaged them in a 
one-foot cube with personal computer-like characteristics such as 
affordability, efficient manufacturability and cool, quiet and reliable 
use.

   At the same time, NeXT recognized that significant innovations were
necessary to extend its computer system beyond a laundry list of
impressive features.

               NeXT chose to innovate in four main areas:

   A mainframe on two chips:
   ------------------------
 The architectures of both workstations and personal computers contain 
inherent bottlenecks to higher performance that cannot be resolved by 
faster processors alone.  To manage the flow of information within the 
system to yield peak efficiency, NeXT designed the ICP and OSP, two 
proprietary VLSI (very large-scale integration) chips that endow the 
system with mainframe-like capabilities.

   NextStep:  

Although UNIX provides powerful capabilities and is the most prevalent 
operating system for higher education and research, the complexity of 
UNIX-based computers has put them beyond the reach of almost everyone 
except scientists and engineers.  At the same time, developing graphical
application software has traditionally extracted an inordinate amount of
time and expertise.

   NeXT has addressed both these problems with NextStep, an
object-oriented software environment.  NextStep makes the power of UNIX 
accessible to all users, while it also significantly reduces the time, 
expertise and software code developers need to construct graphical, 
end-user applications.

   Personal Optical Storage and the Digital Library:  The potential for 
desktop computers to open the world's knowledge to an individual has been
restricted, in part, by inadequate mass storage and poor searching and 
indexing capabilities.  To break through these restrictions, NeXT used a 
new storage technology called magneto-optics to create a removable, 
read/write/erasable 256 Megabyte Optical Disk as the Computer System's 
standard mass storage device.

   The Optical Disk makes possible the concept of the "Digital
Library," which can comprise on-line reference and literary works,
musical scores or images of photographic quality.

   Included with every system is a powerful searching and indexing
tool called the Digital Librarian and a "starter" Digital Library.

   Sound and Music:  Sound is considered a vital communication medium.
As a result, NeXT has made sound capabilities integral to its
computer system:  

     o..  a microphone jack for input, CD-quality stereo output. 
     o..  a  powerful 10 MIPS Digital Signal Processor (DSP).  
     o..  a standard voice mail application.

To encourage the development of applications that include sound, music and
voice, the system also includes the SoundKit and MusicKit.


              The Sum is greater than the parts:

   "Many of the NeXT Computer System's individual components
    represent major technological breakthroughs," Jobs said.

   "Taken in sum, they generate capabilities and potential exceeding
    that of any existing category of computer system."

   The system's basic hardware configuration includes the computer, a
one-foot cube that houses on a single board all the computer's highly
integrated silicon chips; the 256 Megabyate Optical Disk for editable
storage and retrieval of vast amounts of information; the 17-inch,
extremely high-resolution MegaPixel Display; and the 400 dpi Laser
Printer, which is the first affordable PostScript laser printer and
the  first low-cost laser printer to provide 400 dots per inch (dpi)
resolution.

   Underlying all the system's capabilities is a small, powerful and
efficient set of computer chips, all of which are standard and fit
onto a single board.  There are three high-performance processors in
every system.

   The main processor is Motorola's top-of-the-line  microprocessor,
the 68030.

   Accompanying it is Motorola's 68882  Floating-Point Unit, for fast
mathematical computations.  Both these chips run at 25 megahertz.

   The third processor is a 10 MIPS Motorola 56001 Digital Signal
Processor chip, for real-time sound and array processing.  The board
can also support up to 16 megabytes (MB) of main memory.

   Two proprietary VLSI chips, designed by NeXT, give the system its
mainframe-like qualities.

   The Integrated Channel Processor (ICP) manages the flow of data among
the central processing unit (the 68030), main memory and all peripheral 
devices.  By offloading the 68030 and ensuring the efficient flow of data
within the system, the ICP allows the 68030 to run at its full rated 
capacity of 5 MIPS.

   The ICP provides 12 dedicated DMA (direct memory access) channels,
including channels for Ethernet networking and for disks, monitor, printer
and other peripheral devices.  The single ICP chip replaces several 
hundred chips performing similar functions on a mainframe computer, and it
raises sustained system throughput to a level impossible with either 
personal computer or workstation architectures.

   The other VLSI chip, the Optical Storage Processor, controls the 256 
Megabyte Optical Disk, making possible this new storage technology.

   The Optical Disk combines the vast storage capacities, removability
and reliability of laser technology with the fast access and full
read/write/erase capabilities of Winchester (magnetic) technology.

   The Optical Disk provides unprecedented information storage, 
manipulation and retrieval.  With the Optical Disk working in conjunction
with the Digital Librarian, a specially designed searching and indexing 
tool, users can almost instantaneously locate any textual information, in
any form, anywhere in the computer.

   They can also browse through the system to uncover information,
ideas or connections between concepts.  Software as Part of the System

   NeXT includes an unparalled amount of software in the price of
every NeXT Computer System.  The software starts with Mach, an advanced
multitasking operating system compatible with 4.3BSD UNIX, which is the 
standard operating system in higher education communities.

   In addition, the NeXT Computer System includes NextStep, a complete
 software environment consisting of four components:  the Window Server, 
the Workspace Manager, the Application Kit and the Interface Builder.  

   The object-oriented environment was developed with the Objective-C 
programming language, from the Stepstone Corp.

   NextStep solves the two major problems with UNIX-based systems:

   They are too complex and difficult for most non-programmers to use.
They require developers to spend an inordinate amount of time and
expertise creating graphical, end-user applications.  

   For users, NextStep makes the power of UNIX available by substituting a
window-based, graphical and intuitive interface for the traditional UNIX 
comand-line interface.  For developers, NextStep includes the Application
Kit, a set of interacting software "objects" for building applications.

   Also included in NextStep is Interface Builder, a completely new
kind of software development tool.  Interface Builder works graphically, 
letting the developer construct an application by choosing from a palette
of available objects and using the mouse and keyboard to modify the 
objects as needed, define the layout and establish connections between 
objects.

   This process permits the rapid construction of graphical user
interfaces and makes application development accessible to a much larger 
community.

   NextStep uses the Display PostScript system to ensure true WYSIWYG
(What You See Is What You Get) between the screen and the printer.

   The  Display PostScript system includes a high-performance 
implementation of the PostScript language, the de-facto imaging standard 
for printing.   It simplifies the programming of graphical applications 
that support  high-quality printing.

   To further aid developers, the NeXT Computer System includes the
SoundKit, MusicKit, array processing routines, assemblers, compilers,
debuggers and a terminal emulator.

   Standard with each system, on the 256 Megabyte Optical Disk, is a basic
Digital Library.  A Digital Library can contain complete reference works,
books, images or musical scores.

   The bundled library includes the Webster's Ninth New Collegiate 
Dictionary, including definitions, pronunciations and illustrations, not 
just spelling; Webster's Collegiate Thesaurus; the Oxford Dictionary of 
Quotations; the Oxford University Press edition of William Shakespeare; 
The Complete Works.

   NeXT technical references and other pertinent technical references.

   The NeXT Computer System also includes a rich set of bundled 
application software.  These applications include WriteNow, a 
full-featured word processing program; Mathematica, a symbolic mathematics
program; the powerful NeXT SQL Database Server, from Sybase; Allegro CL 
Common Lisp; Jot, a personal text database manager; and a graphical 
electronic mail application with integrated voice mail capabilities.

   NeXT has built its business plan and products to meet the needs of
higher education.  The company determined these needs through close
collaboration with leaders at college and university campuses
nationwide, uncovering the gaps between current and ideal computer
technology for this marketplace.

   "Higher education is a huge market, certainly big enough in itself
to grow NeXT to critical mass," said Dan Lewin, vice president of sales 
and marketing and NeXT.  "Beyond that, higher education is the most 
demanding and diverse marketplace conceivable.   It provides a real acid
test.  If we can do well here, were can do well anywhere.

   "The key is understanding and committing to a business model that works
the way higher education does, both in its generic form and as it varies 
from campus to campus.  That's where NeXT has the edge, because we are the
only computer company that has amassed both the market knowledge and the 
technological ability to deliver the right computing tools," Lewin said.

   During 1988, NeXT will market its computer System directly to several 
dozen of the nation's top institutions and software developers.  NeXT 
expects to appeal to higher education on the strength of its technology 
tools and through the personal business relationships the company has 
established with the higher education community.

                        Price and Availability
                        ----------------------
   The standard NeXT Computer System configuration, which includes 8 MB of
main memory, the 256 Megabyte Optical Disk, the MegaPixel Display, 
keyboard, mouse and complete system software, will sell for $6,500.  

The 400 dpi Laser Printer will sell for $2,000.

             All prices  quoted are for higher education.

   NeXT will ship systems to its key customers and developers starting
this quarter, and expects to ship systems with final software by the
second quarter of 1989 to a broader base of institutions and developers.

   Available options to the standard configuration include 4 MB RAM
expansion modules (up to 16 MB total), 660 MB and 330 MB 
high-performance Winchester drives, an Ethernet kit, blank Optical
Disks and printer toner cartridges.

   NeXT Inc., of Palo Alto, was founded in October 1985 by Steven P.
Jobs, co-founder and former chairman of Apple Computer Inc., and five
other individuals.  The mission of the privately held company is to
collaborate with higher education to develop innovative, personal and
affordable computer solutions for the 1990s and beyond.


Ed. Note:
How sweet it is to see a Computer Company have some REAL FAITH in the
United States of America.  Can IBM, Apple, Commodore and ALL the companies
be so totally wrong and ATARI be so right???  I think NOT!  Atari had
better get with the program, or be left in the "micro-dust"!




-------------------------------------------------------------------------




                               UPBEAT MIDI-BEAT
                               ================

A look at a superb Midi-Utility
-------------------------------

                                 OMNIBANKER ST
                                 -------------



OMNI-BANKER ST is a "universal" MIDI Librarian that is capable of loading
and storing data from almost any midi device.  It uses a custom instrument
database (that handles several dozen different devices) to automatcally
request and transmit data.  It goes beyond generic librarians, by allowing
you to view two banks of 32 named patches at the same time (or to zoom in
and view 1 bank of 128 patches) and arrange patches both within and
between banks.  Also it is mouse or keyboard driven and it permits
selection of individual patches for audition or editing.

When you open the instrument area of the program, you will immmediately
know you are in GOOD company... I saw all the favorites there!  

          ENSONIQ        YAMAHA          CASIO,           KORG
          AKAI           ART             J.L.COOPER       KAWAI
          OBERHEIM       ROLAND          SEQUENTIAL       SEIL
                                                          VOYETRA

         More added quarterly and, UPDATES ARE FREE!.
                                   ----------------

Omnibanker is written especially for the ST and is fully GEM based.  The
fine design of the program allows you to use eirther a program version or
a desktop accessory version.  Incidently, the Acc. version has ALL the
functions of the program.

The normal retail price of OMNI-BANKER ST is $95.00 plus 5.00 for shipping
and handling....(10.00 Canada) ..Omnibanker will ber appearing on the
dealer shelves in December.

                :SPECIAL OFFER FOR THE READERS OF ST REPORT:
                 ------------------------------------------

PARADGM SOFTWARE PRODUCTS have authorized us at ST Report to make this
extraordinary offer to our reader: 

Until 12/01/88   OMNIBANKER ST WILL BE OFFERED TO OUR READERS FOR:

                 ***        $55.00 + S&H!      ***

                          CALL: 616-372-5972
                      Paradigm Software Products
                    1369 Concord Place, Suite 3-B
                     Kalamazoo, Michigan   49009

Please ask for Mark , and tell him you saw this mentioned in ST Report.

Oh! yes..I almost forgot, there is a 30 day money back guarantee!




--------------------------------------------------------------------------




ST REPORT CONFIDENTIAL
======================


Sunnyvale, CA       There is some very STRONG talk about a slick move to
-------------       relocate corporate hdqtrs, something about "more than
                    one set of offices".

Buena Park, CA      Yamaha, a leader in Midi Instrument Manufacture, has a
--------------      FREE newsletter available send to: AFTERTOUCH, PO BOX
                    7938, Northridge,CA 91327-7938.

Hollywood, CA       Paramount Studios hosts this year's MAC-MUSIC FEST 2.0
-------------       Co-Sponsored by Filmsonix, Dec 3-4.

Los Angeles, CA     Hybrid Arts, a staunch supporter of the Atari Midi
---------------     line has invested a small fortune in music industry 
                    ads..Call their BBS: 213-826-4288.

Menlo Park, CA      Digidesign and C-Lab Software are also investing in
--------------      strong holiday ads for their midi products and the ST. 
                    Check the latest in Keyboard Magazine.

Buena Park, CA      The YAMAHA/TOSHIBA 80286 C1 MIDI computer (portable)
--------------      has all the hot features.  Reportedly, Yamaha 
                    approached the portable market with an open mind on
                    which way to go, IBM is their choice.  Dont look now
                    folks, but guess who will lead the "PACK" in midi.

Sunnyvale, CA       Is the Atari Laptop (portable) really their own?
-------------       Folks, when you see the new Lap Top, look close and
                    you tell us.

Houston, TX         The C of C here is thoroghly worn out trying and will
-----------         now adopt a blase attitude toward Atari's games they 
                    call negotiations.  In other words, STILL, NO INK ON
                    THE PAPER!

NEW YORK, NY        Acme Toys is releasing a new pull toy, it pulls a
------------        wagon filled with computers, wears a beanie with a
                    propeller on it, it's bird!  It sings; "cheep, cheep!"
                    And it's T-Shirt sez "we are for the birds"....
                    Sounds familiar to me....how about you?




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                      FILE TYPES AND FILENAME EXTENSIONS
                      ----------------------------------
                             What needs what to run?


By Robert J. Retelle
     (c)1987

There are many different types of files available for the Atari ST, from
On-Line Services, from local Computer Bulletin Boards, and from User Group
Software Libraries, some of which are ready-to-run programs, but many of
which require some kind of preparation before they can be used.

Generally the Description of the software will tell you if the file or 
program needs any special treatment, or if any other files are required.

The most important indicator of what the file is though, is the 'Filename
Extension'

The Atari ST computer allows disk files to have NAMES consisting of up to
eight letters or numbers, and an EXTENSION consisting of three more 
letters or numbers. The NAME is separated from the EXTENSION by a period:

               FILENAME.EXT              MEGAROID.PRG

You can't use spaces or most other characters in the filenames. You CAN 
use the underline character to separate words if you wish:

               GAME_1.PRG                HI_SCOR.DAT

Usually, the NAME will tell you what the file is, and the EXTENSION will 
tell you what TYPE of file it is.


There are three types of files which can be RUN on the Atari ST computer
directly:

               .PRG               .TOS               .TTP

.PRG  Files are generally PROGRAMs which use GEM (windows, menus and the
      mouse). You run these programs by double clicking on their ICON or
      FILENAME from an open directory window.

.TOS  
   Files are generally PROGRAMS which do NOT use the GEM desktop. You
   run them the same way as .prg files.

.TTP  
   Files are special versions of TOS programs which need certain input
   from you before they can run (TTP means TOS Takes Parameters).
   When you run these programs by clicking on them, a dialogue box will
   open on the screen and you can type the needed information on a line
   in the box. You will need to know, either from the File Description in
   the Library, or from reading the Documentation for the program, what 
   to type for a particular program.

   Note that while these programs will RUN on the ST, they may need other
   files on the same disk with them to work properly. The File Description
   or Documentation should tell you if other files are required.


Files which might be required by a PROGRAM include:

               .RSC              .DAT               .PIC

.RSC  
   Files are RESOURCE files used by GEM programs, and contain information
   needed by the program to run. The .RSC file MUST be on the same disk
   as the .PRG file, and must have the same FILENAME as the .PRG file:

               MEGAROID.PRG               MEGAROID.RSC

.DAT  
   Files are DATA files, to be used by other programs. You might see these
   called .D8A files occasionally. They generally must be on the same
   disk as the program which will use them.

.PIC  
   Files are PICTURE files which are loaded onto the screen by the program
   being run. Again, these generally must be on the same disk as the program.

   There may be other types of files required to run a program, but these
   are the most common ones. If you find a file with an unusual EXTENSION,
   it's possible that it is one of these required files.


There is a special form of program for the ST, called ACCessories. These
are programs which are loaded into the computer's memory when the computer is
first turned on, stay there, ready to be used from within other GEM based
programs. ACCessories may include calculators, clocks, notepads and other
useful applications. They allow you to switch to other functions without
leaving the program you are running. There are even Game Accessories which
allow you to play games while you're supposed to be working with Spreadsheets
or Word Processors...! To load an accessory, copy it onto the disk you use
when you first turn on your computer.  Up to six acc files can be on this
disk, allowing up to six choices of acc in your programs.  Note that Acc 
take up memory in your computer, which will decrease the amount of memory
available to other programs. Accessories are identified by the Filename 
Extension:  .ACC


Another common type of file is one which contains TEXT or DOCUMENTATION in
a readable form:

              .TXT               .DOC               READ.ME

Generally these will be information or instructions needed to run a 
program.  These files can usually be read directly from the desktop by 
clicking on their icon or filename, and selecting SHOW from the alert box
which pops up on the screen. You can also usually print these files on 
your printer by selecting PRINT from the same alert box.

The READ.ME file is usually included on a program disk or as part of a 
group of files to give you important information about new features or 
updates.  You *should* read it before trying to use the program!

Note that the files created by WORD PROCESSORS may NOT be readable from 
the desktop SHOW function because of the special formats they save the 
text with.
One example is files identified with a .STW entension. These are created 
with the STWRITER program, and need to be loaded back into that word 
processor to be read or printed.

Also note that files created with the Publishing Partner desktop 
publishing program have a .DOC (Document) extension, but are NOT readable
from the SHOW option of GEM.

At times, programs may come with files containing the original 'source 
code' that was used to write the program. These files are usually not 
necessary to just run the program, and are only of interest if you would 
like to see how the program was written, or if you would like to modify 
the program.

These SOURCE CODE or programming files are generally identified:

  .C          .MOD         .PAS         .ASM          .H           .SRC


Programs written in certain languages, such as BASIC or LOGO cannot be run
by themselves. They need to have the LANGUAGE itself loaded into the 
computer and run first, then the actual program can be loaded and run by 
the language.

These programs are identified:

                         .BAS               .LOG

Note that there are now several different BASIC languages in use on the 
ST, and the programs for each of them are generally not interchangable 
with other kinds of BASIC. The description of the file in the Software
Library should tell you which BASIC language you will need to run the 
program.


                         MUSIC AND GRAPHICS FILES

There are several kinds of files for various Music and Graphics programs
available in software libraries. In most cases, the filename extension
will help identify the kind of program you will need to use to display
the picture, or play the music.

.SNG  
   Currently, the most popular music program seems to be The Music Studio
   from Activision. The great majority of music files available require
   the use of the Music Studio program to play. There is as yet NO Public
   Domain player program for these song files. You must first load and run
   your Music Studio program, then load and play the .SNG files.

.MCS
   MUSC CONSTRUCTION SET Song files.


.NEO  
   This identifies a file as a picture drawn using Atari's NEOchrome
   drawing program. These files are always in LOW resolution, and may
   contain 'color rotation' animation effects. NEOchrome files are
   always contain 32128 bytes. NEOchrome pictures can be displayed by
   loading them into the NEOchrome program, or by using one of several
   picture display programs in the Software Library. One good choice is
   EFFETS.PRG.


.PI1  
   This is a LOW resolution picture drawn using the DEGAS drawing program.
   DEGAS pictures are always 32034 bytes long. You can use DEGAS itself to
   display the pictures, or a 'stand alone' display program. DEGASPIC.PRG
   is a good one to use.

.PI2  This is a MEDIUM resolution DEGAS picture

.PI3  This is a HIGH resolution DEGAS picture.


.PC1  .PC2   .PC3
   These are drawings done with the DEGAS ELITE drawing program, and saved
   in COMPRESSED format. They corespond to the same resolutions as the
   DEGAS files with the same number in the filename extension. Because they
   are compressed, they will be smaller files than the normal DEGAS files.
   The actual number of bytes will depend on the complexity of the picture.
   Both compressed and uncompressed DEGAS ELITE pictures can be displayed
   by using SHOWPIC2.PRG.


.TNY  
   This indicates a picture which has been compressed using Dave Mumper's
   TINYSTUFF program, and is referred to as TINY format. These pictures
   can be either NEOchrome or DEGAS originally. If the original picture 
   was a NEOchrome drawing with color rotation animation, the animation 
   effects will be preserved in the .TNY file. To display TINY format 
   pictures, use TINYVIEW.PRG.

.TN1  .TN2  .TN3 
   These are picture files compressed with Dave Mumper's new TINYSTUFF2
   system. Use TNYVIEW2.PRG to view them.


                            COMPRESSED FILE FORMATS

                          ARChive, SQUeeze and LIBrary


To save space, and the time it takes to download files, many of the
files and programs in software ibraries have been 'compressed' using
special techniques. Many times, this will result in a file that is up to
half size, meaning you can download it in half the time!

Such a file is useless to you however, until you UNcompress it in your own
computer after downloading it. This extra step is more than justified by
the savings of time and money resulting from the smaller file size.

There are three common methods of compression that you will encounter in 
the Software Libraries. Files processed with each will be identified by 
the Filename Extender:

               .ARC               .xQx               .LBR


.ARC  
   This indicates that the file has been processed with the ARChive utility.
   ARChive has been adopted as the standard compression method in most
   software libraries, replacing the other two on most new files.
   ARChive not only allows files to be compressed, but allows several 
   files to be joined into one smaller, easier to handle package. For 
   example, a program may require a .PRG program, a .DAT data file, a .PIC
   picture and have a .DOC documentation file. Using ARChive, all four 
   files can be compressed into one .ARC file, making it easy to download
   the entire group of files at once. Once you have downloaded the .ARC 
   file, you must use ARC.TTP  to 'unARChive' it. Another file you may 
   need to make the best use of the ARChive system is  ARC.ARC which 
   included the instructions for using ARC.TTP

                            SUMMARY OF FILETYPES
                            --------------------

.PRG  Runnable GEM program
.TOS  Runnable TOS program
.TTP  Runnable program which requires input

.RSC  Resource file required to be on the disk with its .PRG program
.DAT  Data file used by a program
.PIC  Picture file used by a program

.TXT  Readable text file
.DOC  Readable Documentation (instructions) file

.C
.MOD
.PAS
.ASM
.SRC  Source Code files for programmers

.BAS  BASIC program. Requires a BASIC Language to be loaded first
.LOG  LOGO program. Requires LOGO language to be loades first

.SNG  Music Studio music file. Requires Activision Music Studio program

.NEO  NEOchrome drawing. Use EFFETS.PRG to view

.PI1
.PI2
.PI3  Degas drawing. Use DEGASPIC.PRG to view

.PC1
.PC2
.PC3  Compressed DEGAS Elite drawing. Use SHOPIC2.PRG to view

.TNY  Compressed TINY format picture. Use TINYVIEW.PRG to view

.TN1
.TN2
.TN3  Compressed TINY2 format picture. Use TNYVIEW2.PRG to view

.ARC  ARChived file. Use ARC.TTP to restore.




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                           ANTIC PUBLISHING INC.
                              COPYRIGHT 1988
                          REPRINTED BY PERMISSION.


    Professional GEM  by Tim Oren
    Column #8 - User Interfaces, Homily #1


    AND NOW FOR SOMETHING COMPLETELY DIFFERENT!

       In response to a number of requests, this installment of ST PRO GEM
    will be devoted to examining a few of the principles of computer/human
    interface  design,  or "religion" as some would have it.  I'm going to
    start  with  basic  ergonomic  laws,  and try to draw some conclusions
    which  are  fairly  specific to designing for the ST.  If this article
    meets   with  general  approval,  further  "homilies"  may  appear  at
    irregular intervals as part of the ST PRO GEM series.

       For  those who did NOT ask for this topic, it seems fair to explain
    why  your diet of hard-core technical information has been interrupted
    by  a sermon!  As a motivater, we might consider why some programs are
    said  by  reviewers  to have a "hot" feel (and hence sell well!) while
    others are "confusing" or "boring".

       Alan Kay has said that "user interface is theatre".  I think we may
    be  able  to  take  it  further, and suggest that a successful program
    works a bit of magic, persuading the user to suspend his disbelief and
    enter  an  imaginary  world  behind  the  screen,  whether  it  is the
    mathematical  world of a spreadsheet, or the land of Pacman pursued by
    ghosts.

       A  reader  of  a  novel  or  science  fiction  story  also suspends
    disbelief to participate in the work.  Bad grammar and clumsy plotting
    by  the author are jarring, and break down the illusion.  Similarly, a
    programmer who fails to pay attention to making his interface fast and
    consistent  will  annoy  the user, and distract him from whatever care
    has been lavished on the functional core of the program.


    CREDIT WHERE IT'S DUE

       Before  launching  into  the discussion of user interface, I should
    mention  that  the general treatment and many of the specific research
    results  are drawn from Card, Newell, and Moran's landmark book on the
    topic,  which  is  cited  at  the  end  of the article.  Any errors in
    interpretation  and application to GEM and the ST are entirely my own,
    however.


    FINGERTIPS

       We'll  start  right  at  the user's fingers with the basic equation
    governing positioning of the mouse, Fitt's Law, which is given as

          T = I * LOG2( D / S + .5)

    where  T  is the amount of time to move to a target, D is the distance
    of  the  target  from  the  current position, and S is the size of the
    target,  stated  in  equivalent  units.   LOG2  is the base 2 (binary)
    logarithm  function,  and  I  is a proportionality constant, about 100
    milliseconds  per  bit,  which corresponds to the human's "clock rate"
    for making incremental movements.

       We can squeeze an amazing amount of information out of this formula
    when  attempting  to speed up an interface.  Since motion time goes up
    with  distance,  we  should  arrange the screen with the usual working
    area  near  the  center,  so  the  mouse  will  have to move a smaller
    distance  on  average  from  a  selected  object  to a menu or panel.
    Likewise,  any  items which are usually used together should be placed
    together.

       The  most  common operations will have the greater impact on speed,
    so  they should be closest to the working area and perhaps larger than
    other icons or menu entries.  If you want to have all other operations
    take  about  the same time, then the targets farthest from the working
    area  should  be  larger,  and  those  closer  may  be proportionately
    smaller.

       Consider  also the implications for dialogs.  Small check boxes are
    out.   Large  buttons  which  are easy to hit are in.  There should be
    ample  space  between selectable items to allow for positioning error.
    Dangerous options should be widely separated from common selections.


    MUSCLES

       Anyone  who  has  used  the  ST  Desktop for any period of time has
    probably  noticed  that  his  fingers  now know where to find the File
    menu.   This  phenomenon  is sometimes called "muscle memory", and its
    rate of onset is given by the Power Law of Practice:

        T(n) = T(1) * n ** (-a)

    where T(n) is the time on the nth trial, T(1) is the time on the first
    trial,  and  a  is  approximately  0.4.   (I have appropriated ** from
    Fortran as an exponentiation operator, since C lacks one.)

       This  first thing to note about the Power Law is that it only works
    if a target stays in the same place!  This should be a potent argument
    against  rearranging  icons,  menus,  or dialogs without some explicit
    request  by  the  user.   The  time to hit a target which moves around
    arbitrarily will always be T(1)!

       In  many  cases,  the  Power  Law  will  also work for sequences of
    operations to even greater effect.  If you are a touch typist, you can
    observe  this  effect  by  comparing  how  fast you can enter "the" in
    comparison  to  three  random  letters.   We'll  come  back shortly to
    consider what we can do to encourage this phenomenon.


    EYES

       Just as fingers are the way the user sends data to the computer, so
    the  eyes  are  his  channel  from  the  machine.   The  rate at which
    information  may  be  passed  to  the user is determined by the "cycle
    time"  of  his  visual processor.  Experimental results show that this
    time ranges between 50 and 200 milliseconds.

       Events separated by 50 milliseconds or less are always perceived as
    a  single  event.   Those  separated by more than 200 milliseconds are
    always seen as separate.  We can use these facts in optimizing user of
    the computer's power when driving the interface.

       Suppose  your application's interface contains an icon which should
    be  inverted when the mouse passes over it.  We now know that flipping
    it  within  one  twentieth  of  a second is necessary and sufficient.
    Therefore,  if a "first cut" at the program achieves this performance,
    there  is  no  need  for  further  optimization,  unless  you  want to
    interleave  other operations.  If it falls short, it will be necessary
    to do some assembly coding to achieve a smooth feel.

       On the other hand, two actions which you want to appear distinct or
    convey  two  different  pieces  of information must be separated by an
    absolute   minimum  of  a  fifth  of a second, even assuming that they
    occur  in  an  identical  location  on  which  the user's attention is
    already focused.

       We  are  able to influence the visual processing rate within the 50
    to  200  millisecond  range  by changing the intensity of the stimulus
    presented.   This  can be done with color, by flashing a target, or by
    more  subtle  enhancements such as bold face type.  For instance, most
    people   using  GEM  soon  become  accustomed  to  the  "paper  white"
    background of most windows and dialogs.  A dialog which uses a reverse
    color  scheme,  white  letters  on  black, is visually shocking in its
    starkness, and will immediately draw the user's eyes.

       It should be quickly added that stimulus enhancement will only work
    when  it  unambiguously  draws attention to the target.  Three or four
    blinking  objects scattered around the screen are confusing, and worse
    than no enhancement at all!


    SHORT-TERM MEMORY

       Both  the information gathered by the eyes and movement commands on
    their  way  to  the  hand  pass through short-term memory (also called
    working  memory).   The  amount  of  information  which can be held in
    short-term  memory  at  any  one time is limited.  You can demonstrate
    this limit on yourself by attempting to type a sheet of random numbers
    by  looking back and forth from the numbers to the screen.  If you are
    like  most  people, you will be able to remember between five and nine
    numbers  at a time.  So universal is this finding that it is sometimes
    called "the magic number seven, plus or minus two".

       This  short-term  capacity  sets  a  limit on the number of choices
    which the user can be expected to grasp at once.  It suggests that the
    number  of  independent  choices  in  a  menu, for instance, should be
    around  seven, and never exceed nine.  If this limit is violated, then
    the  user  will have to take several glances, with pauses to think, in
    order to make a choice.


    CHUNKING

       The  effective  capacity of short-term memory can be increased when
    several  related  items  are  mentally  grouped  as a "chunk".  Humans
    automatically  adopt  this  strategy  to  save  themselves  time.  For
    instance, random numbers had to be used instead of text in the example
    above,  because people do not type their native language as individual
    characters.  Instead, they combine the letters into words and remember
    these  chunks  instead.  Put another way, the characters are no longer
    considered as individual choices.

       A  well  designed interface should promote the use of chunking as a
    strategy  by  the  user.   One  easy way is to gather together related
    options  in a single place.  This is one reason that like commands are
    grouped  into  a single menu which is hidden except for its title.  If
    all  of  the  menu  options  were  "in  the  open",  the user would be
    overwhelmed  with  dozens  of  alternatives at once.  Instead, a "Show
    Info"  command, for instance, becomes two chunks: pick File menu, then
    pick Show.

       Sometimes  the  interface can accomplish the chunking for the user.
    Consider  the  difference between a slider bar in a GEM program, and a
    three  digit  entry  field in a text mode application.  Obviously, the
    GEM  user  has  fewer decisions to make in order to set the associated
    variable.


    THINK!

       While  we are puttering around trying to speed up the keyboard, the
    mouse,  and  the  screen, the user is actually trying to get some work
    done.   We  need to back off now, and look at the ways of thinking, or
    cognitive processes, that go into accomplishing the job.

       The  user's  goal  may  be  to enter and edit a letter, to retrieve
    information from a database, or simply draw a picture, but it probably
    has  very  little  to do with programming.  In fact, the Problem Space
    Principle  says  that  the task can be described as a set of states of
    knowledge,  a set of operators and associated constraints for changing
    the  states,  and  the  knowledge  to choose the appropriate operator,
    which resides in the user's head.

       Those  with  a  background in systems theory can consider this as a
    somewhat  abstract,  but  straightforward, statement in terms of state
    variables  and  operators.   A  programmer might compare the knowledge
    states  to  the  values  of variables, the operators to arithmetic and
    logic  operations,  the  constraints  to  the rules of syntax, and the
    user's knowledge to the algorithm embodied by a program.


    ARE WE NOT MEN?

       A  rational  person will try to attain his goals (get the job done)
    by  changing  the state of his problem space from its initial state to
    the  goal  state.   The  initial state, for instance, might be a blank
    word processor screen.  The desired final state is to have a completed
    business letter on the screen.

       The  Rationality Principle says that the user's behavior in typing,
    mousing, and so on, can be explained by considering the tasks required
    to  achieve  the goal, the operators available to carry out the tasks,
    and  the  limitations  on  the  user's  knowledge,  observations,  and
    processing  capacity.  This sounds like the typical user of a computer
    program  must  spend  a  good  deal  of  time  scratching his head and
    wondering  what  to  do  next.   In  fact, one of Card and Moran's key
    results is that this is NOT what takes place.

       What  happens,  in fact, is that the trained user strikes a sort of
    "modus  vivendi" with his tool and adopts a set of repetitive, trained
    behavior  patterns  as the best way to get the job done.  He may go so
    far  as  to  ignore some functions of the program in order to set up a
    reliable  pattern.   What we are looking for is a way of measuring and
    predicting  the  "quality"  of  this  trained  behavior.   Since using
    computers  is  a human endeavor, we should consider not only the speed
    with  which  the  task  is  completed,  but the degree of annoyance or
    pleasure associated with the process.

       Card and Moran constructed a series of behavioral models which they
    called  GOMS  models,  for  Goals-Operators-Methods-Selection.   These
    models  suggested  that  in  the  training process the user learned to
    combine  the  basic operators in sequences (chunks!) which then became
    methods  for reaching the goals.  Then these first level methods might
    be  combined  again  into  second  level methods, and so forth, as the
    learning progressed.

       The  GOMS models were tested in a lengthy series of trials at Xerox
    PARC using a variety of word processing software.  (Among the subjects
    of  these experiments were the inventors of the windowing methods used
    in  GEM!)   The  results were again surprising: the level of detail in
    the models was really unimportant!

       It  turned  out  to  be sufficient to merely count up the number of
    keystrokes,  mouse  movements,  and thought intervals required by each
    task.   After  summing  up  all  of  the tasks, any extra time for the
    computer  to  respond,  or the user to move his hands from keyboard to
    mouse,  or  eyes  from  screen  to  printed  page  is  added in.  This
    simplified version is called the Keystroke-Level Model.

       As an example of the Keystroke Model, consider the task of changing
    a  mistyped  letter on the screen of a GEM word processor.  This might
    be  broken  down as follows: 1) find the letter on the screen; 2) move
    hand to mouse; 3) point to letter; 4) click mouse button; 5) move hand
    to keyboard; 6) strike "Delete" key; 7) strike key for new character.

       The  sufficiency  of  the  Keystroke  Model  is  great news for our
    attempt  to  design faster interfaces.  It says we can concentrate our
    efforts  on  minimizing  the  number of total actions to be taken, and
    making  sure that each action is as fast as possible.  We have already
    discussed  some  ways  to  speed up the mouse and keyboard actions, so
    let's  now consider how to speed up the thought intervals, and cut the
    number of actions.

       One  way to cut down "think time" is to make sure that the capacity
    of short-term memory is not exceeded during the course of a task.  For
    example,  the  fix-a-letter  task described above required the user to
    remember  1)  his  place in the overall job of typing the document; 2)
    the  task he is about to perform; 3) where the bad character appeared,
    and  4)  what  the new character was.  When this total of items creeps
    toward seven, the user often loses his place and commits errors.

       You  can appreciate the ubiquity of this problem by considering how
    many  times  you  have made mistakes nesting parentheses, or had to go
    back  to count them, because too many things happened while typing the
    line to remember the nesting levels. The moral is that operations with
    long   strings  of  operands  should  be  avoided  when  designing  an
    interface.

       The single most important factor in making an interface comfortable
    to  use is increasing its predictability, and decreasing the amount of
    indecision  present at each step during a task.  There is (inevitably)
    an  Uncertainty  Principle which relates the number of choices at each
    step to the associated
    time for thought:

         T = I * LOG2 ( N + 1)

    where  LOG2  is  the  binary  logarithm  function,  N is the number of
    equally  probable  choices,  and  I is a constant of approximately 140
    msec/bit.   When the alternates are not equally probable, the function
    is more complex:

         T = I * SUM-FOR-i-FROM-1-TO-N (P(i) * LOG2( 1 / P(i) + 1) )

    where  the  P(i)  are  the probabilities of each of the choices (which
    must  sum  to  one).   (SUM-FOR-i...  is the best I can do for a sigma
    operator   on-line!)   Those  of  you  with  some  information  theory
    background will recognize this formula as the entropy of the decision;
    we'll come back to that later.

       So  what  can  we  learn from this hash?  It turns out, as we might
    expect,  that  we can decrease the decision time by making some of the
    user's  choices  more  probable  than  others.  We do that by means of
    feedback cues from the interface.

       The important of reliable, continuous meaningful feedback cannot be
    emphasized  enough.   It  helps the beginner learn the system, and its
    predictability makes the program comfortable for the expert.  Programs
    with  no  feedback, or unreliable cues, produce confusion, dissonance,
    and frustration in the user.

       This  principle  is  so  important  that  I  going  to give several
    examples  from  common  GEM  practice.   The  Desktop provides several
    instances.   When  an  object  is selected and a menu drops down, only
    those choices which are legal for the object are in black.  The others
    are dimmed to grey, and are therefore removed from the decision.  When
    a  pick  is  made from the menu, the bar entry remains black until the
    operation is complete, reassuring the user that the correct choice was
    made.  In both the Desktop and the RCS, items which are double-clicked
    open  up  with  a  "zoom  box" from the object, again showing that the
    right object was picked.

       Other  techniques are useful when operator icons are exposed on the
    screen.   When  an  object  is  picked,  the legal operations might be
    outlined,  or the bad choices might be dimmed.  If the screen flashing
    produced  by  this is objectionable, the legal icons can be made mouse
    sensitive, so they will "light up" when the cursor passes over - again
    showing the user which choices are legal.

       The  desire  for  feedback  is so strong that it should be provided
    even  while  the  computer is doing an operation on its own.  The hour
    glass  mouse  form is a primitive example of this.  More sophisticated
    are  "progress  indicators" such as animated thermometer bars, clocks,
    or  text  displays  of  the processing steps.  The ST Desktop provides
    examples in the Format and Disk Copy functions.  The purpose of all of
    these  is  to  reassure  the  user  that  the operation is progressing
    normally.    Their  lack  can  lead  to  amusing  spectacles  such  as
    secretaries leaning over to hear if their disk drives are working!

       Another   commonly  overlooked  feature  is  error  prevention  and
    correction.   Card  and  Moran's  results  showed  that in order to go
    faster,  people  will tolerate error rates of up to 30% in their work.
    Any  program  which  does  not give a fast way to fix mistakes will be
    frustrating indeed!

       The  best  way to cope with an error is to "make it didn't happen",
    to quote a common child's phrase.  The same feedback methods discussed
    above   are  also  effective  in  preventing  the  user  from  picking
    inappropriate  combinations of objects and operations.  Replacement of
    numeric  type-ins with sliders or other visual controls eliminates the
    common "Range Error".  The use of radio buttons prevents the user from
    picking   incompatible   options.    When  such  techniques  are  used
    consistently,  the  beginner also gains confidence that he may explore
    the program without blundering into errors.

       Once an error has occured, the best solution is to have an "inverse
    operation"  immediately available.  For instance, the way to fix a bad
    character  is  to  hit  the backspace key.  If a line is inadvertantly
    deleted, there should be a way to restore it.

       Sometimes the mechanics of providing true inverses are impractical,
    or  end  up  cluttering  the  interface themselves.  In these cases, a
    global  "Undo" command should be provided to reverse the effect of the
    last operation, no matter what it was.


    OF MODES AND BANDWIDTH

       Now  I am going to depart from the Card, Newell and Moran thread of
    discussion to consider how we can minimize the number of operations in
    a  task  by  altering the modes of the interface.  Although "no modes"
    has  been  a  watchword  of  Macintosh  developers,  the term may need
    definition for Atarians.

       Simply  stated, a mode exists any time you cannot get to all of the
    capabilities  of  the  program without taking some intermediate step.
    Familiar  examples are old-style "menu-driven" programs, in which user
    must make selections from a number of nested menus in order to perform
    any  operation.   The options of any one menu are unavailable from the
    others.

       Recall  that  the  user  is  trying  to  accomplish work in his own
    problem  space,  by  altering  its states.  A mode in the program adds
    additional states to the problem space, which he is forced to consider
    in  order  to  get  the job done.  We might call an interface which is
    completely  modeless  "transparent", because it adds no states between
    the  user  and  his  work.   One of the best examples of a transparent
    program  is  the  15-puzzle  in the Macintosh desk accessory set.  The
    problem  space  of  rearranging  the  tiles  is  identical between the
    program and a physical puzzle.

       Unfortunately, most programmers find themselves forced to put modes
    of   some  sort  into  their  programs.   These  often  arise  due  to
    technological limitations, such as memory space, screen "real estate",
    or  performance  limitations  of peripherals.  The question is how the
    modes can be made least offensive.

       I  will  make  the  general claim that the frustration which a mode
    produces  is  directly  proportional  to  the  amount  of  the  user's
    bandwidth  which it consumes.  In other words, we need to consider how
    many  keystrokes,  mouse  clicks,  eye movements, and so on, are going
    into  manipulating  the  true  problem  states, and how many are being
    absorbed  by  the modes of the program.  If the interface is wasting a
    large  amount  of  the user's effort, it will be perceived as slow and
    annoying.

       Here we can consider again the hierarchy of goals and methods which
    the user employs.  When the mode is low in the hierarchy, and close to
    the  user's  "fingertips", it is encountered the most frequently.  For
    instance,  consider  how  frustrating  it  would  be  to have to hit a
    function key before typing in each character!

       The  "menu-driven"  style of programs mentioned above are almost as
    bad,  since usually only one piece of information is collected at each
    menu.   Such  a program becomes a labyrinth of states better suited to
    an adventure game!

         The  least  offensive modes are found at the higher, goal related
    levels  of  the  hierarchy.  The better they align with changes in the
    state  of  the  original  problem,  the  more they are tolerated.  For
    example,  a  word  processing program might have one screen layout for
    program  editing,  another  for writing letters, and yet another while
    printing  the documents.  A multi-function business package might have
    one  set  of menus for the spreadsheet, another for a graphing module,
    and a third for a database.

       In  some  cases  the  problem  solved by the program has convenient
    "fracture lines" which can be used to define the modes.  An example in
    my  own  past  is  the RCS, where the editing of each type of resource
    tree  forms  its  own  mode,  with each of the modes nested within the
    overall mode and problem of composing the entire resource tree.


    TO DO IS TO BE!

       Any narrative description of user interface is bound to be lacking.
    There is no way text can convey the vibrancy and tactile pleasure of a
    good  interface,  or  the  sullen  boredom of a bad one.  Therefore, I
    encourage  you  to  experiment.  Get out your favorite arcade game and
    see  if  you can spot some of the elements I have described.  Dig into
    your  slush pile for the most annoying program you have ever seen, run
    it  and see if you can see mistakes.  How would you fix them?  Then...
    go do it to your own program!


    AMEN...

       This  concludes  the  sermon.  I'd like some Feedback as to whether
    you  found  this  Boring Beyond Belief or Really Hot Stuff.  If enough
    people  are  interested,  homily number two will appear a few episodes
    from  now.    The  very next installment of ST PRO GEM will go back to
    basics  to explore VDI drawing primitives.  In the meantime, you might
    investigate  some  of  the  Good  Books on interface design referenced
    below.


    REFERENCES

         Stuart K. Card, Thomas P. Moran, and Allen Newell, THE PSYCHOLOGY
    OF HUMAN-COMPUTER INTERACTION, Lawrence Erlbaum Associates, Hillsdale,
    New  Jersey,  1983.   (Fundamental  and  indispensible.  The volume of
    experimental  results  make  it  weighty.   The  Good Parts are at the
    beginning and end.)

         "Macintosh User Interface Guidelines", in INSIDE MACINTOSH, Apple
    Computer,  Inc.,  1984.   (Yes,  Atarians,  we have something to learn
    here.   Though  not  everything  "translates", this is a fine piece of
    principled design work.  Read and appreciate.)

         James  D.  Foley,  Victor  L. Wallace, and Peggy Chan, "The Human
    Factors  of  Computer  Graphics Interaction Techniques", IEEE Computer
    Graphics  (CG  &  A),  November  1984,  pp.  13-48.  (A good overview,
    including  higher  level  topics  which  I  have  postponed to a later
    article.  Excellent bibliography.)

         J.  D. Foley and A. Van Dam, FUNDAMENTALS OF INTERACTIVE COMPUTER
    GRAPHICS,  Addison  Wesley, 1984, Chapters 5 and 6.  (If you can't get
    the article above, read this.  If you are designing graphics apps, buy
    the whole book!  Staggering bibliography.)

         Ben   Schneidermann,   "Direct   Manipulation:   A   Step  Beyond
    Programming  Languages", IEEE Computer, August 1983, pp. 57-69.  (What
    do  Pacman  and  Visicalc have in common?  Schneidermann's analysis is
    vital to creating hot interfaces.)




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THIS WEEK'S QUOTABLE QUOTE
==========================


    HOFSCHEDTER'S LAW
    -----------------

              "VE GET TO SOON OLD... UND TOO LATE SCHMART!"

                                              translated by "sammy's crew"


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ST-REPORT Issue #57   OCT. 17, 1988   (c)'88 APEInc. All Rights Reserved.
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