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-% The Sugar User Interface
-%
-%
-
-The Sugar platform encourages learning through personal expression.
-
-The user interface differs from the traditional Desktop metaphor. It
-uses a "zooming" metaphor—each view represents a different scale of
-interaction. You move between a view of the network "neighborhood", your
-"friends", your "home page", and your currently open application
-("Activity"). Each view occupies the entire screen. There are no
-overlapping windows to deal with.
-
-With Sugar, you zoom between views: from your network neighborhood to
-your current Activity.
-
-Sugar supports sharing and collaboration by default. Sugar brings many
-of the rich collaboration mechanisms we are accustomed to from the
-Internet directly into the user interface. Sharing a file, starting a
-chat, collaborating in a writing exercise, or playing a game with other
-people are never more than a single click away.
-
-Sugar incorporates a Frame around the border of the screen; the Frame
-holds status information, such as alerts, a clipboard, open activities,
-and your current collaborators.
-
-Sugar maintains a Journal (or diary) of everything you do; it is a place
-for reflection. You do not need to save files or create folders;
-Activities automatically save your work to the Journal.
-
-Sugar emphasizes discovery. Every object in the interface has a menu
-that reveals more details and options for action. Many Activities
-include a "view source" option; for example, the Browse activity lets
-you examine the HTML code that reveals how a web page is created. Most
-Activities are written in the Python scripting language. You can see how
-they work, and make changes to them.
-
-Sugar has clarity of design. There is no need to "double click". There
-are no overlapping windows. Sugar uses color and shape throughout the
-interface to provide a fun, expressive, approachable platform for
-computing.
-
-For parents and teachers
-========================
-
-**Activities, not Applications**
-
-Sugar does not have applications in the traditional sense. Activities
-are distinct from applications in what they focus on (collaboration and
-expression) and in their implementation (journaling and iteration). This
-is more than a new naming convention; it represents an intrinsic quality
-of the learning experience we hope the children will have when using
-Sugar.
-
-**Presence is always Present**
-
-Everyone has the potential for learning and teaching. Sugar puts
-collaboration at the core of the user experience in order to realize
-this potential. The presence of other learners encourages children to
-take responsibility for others' learning as well as their own. The
-exchange of ideas amongst peers makes the learning process more engaging
-and stimulates critical thinking skills. Sugar encourages these types of
-social interaction with the laptops.
-
-Most activities have the potential to become network enabled. For
-example, consider the Browse activity. With typical computer interfaces,
-you browse in isolation. In Sugar, sharing links is an integral part of
-Browse, transforming web-surfing into a group collaboration.
-
-**Tools of Expression**
-
-Sugar emphases thinking, expressing, and communicating using technology.
-Sugar starts from the premise that we want to use what people already
-know in order to make connections to new knowledge. Computation is a
-"thing to think with". Sugar makes the primary activity of the children
-one of creative expression, in whatever form that might take. Most
-activities focus on the creation of some type of object, be it a
-drawing, a song, a story, a game, or a program. In another language
-shift describing the user experience, we refer to objects rather than
-files as the primary stuff of creative expression.
-
-As most software developers would agree, the best way to learn how to
-write a program is to write one, or perhaps teach someone else how to do
-so. Studying the syntax of the language is useful, but it doesn't teach
-one how to code. We apply the principle of "learning through doing" to
-all types of creation. For example, we emphasize composing music over
-downloading music. We also encourage the children to engage in the
-process of collaborative critique of their expressions and to iterate
-upon this expression as well.
-
-Turning the traditional file system into objects speaks more directly to
-real-world metaphors: instead of a sound file, we have an actual sound;
-instead of a text file, a story. In order to support this concept,
-activity developers can define object types and associated icons to
-represent them.
-
-**Journaling**
-
-The concept of the Journal, a written documentation of everyday events,
-is generally understood, albeit in various forms across cultures. A
-journal typically chronicles the Activities one has done throughout the
-day. We have adopted a journal metaphor for the file system as our
-approach to file organization. The underlying implementation of the
-journal does not differ significantly from file systems in contemporary
-operating systems. The file system layout is less important than the
-journal itself.
-
-The journal embodies the idea of storing a history of the things a child
-has done and the activities a child has participated in. The child,
-parent, and teacher can reflect on the journal to assess progress.
-
-The Journal stores objects created while the student runs an Activity.
-This function is secondary, although important. The Journal naturally
-lends itself to a chronological organization. Objects in the Journal can
-be tagged, searched, and sorted by a variety of means. The Journal
-records what a child has done, not just what the child has saved. The
-Journal is a portfolio or scrapbook history of the child's interactions
-with the machine and also with peers.
-
-The Journal includes entries explicitly created by the children with
-entries that are implicitly created through the child's participation in
-an Activities. Developers must think carefully about how an activity
-integrates with the Journal more so than with a traditional file system
-that functions independently of an application. The Activities, the
-objects, and the means of recording all tightly integrate to create a
-different kind of computer experience.
-
-author
-:
-
-> © Walter Bender 2008
->
-> adam hyde 2008
->
-> Brian Jordan 2008
->
-> David Farning 2008
->
-> Janet Swisher 2008
->
-> Rob Mason 2008