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The Copenhagen: Concept White Paper

 


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The Copenhagen: Concept White Paper

An in depth quantification and analysis on all aspects of Copenhagen.

 

Cullen Dudas

CullenD@Live.com

4/30/2009

 

 

©2009 Cullen Dudas. Content, designs and concepts are the intellectual property of Cullen Dudas. All Rights Reserved.


The Copenhagen: Concept White Paper

Abstract, Legal, Contents

4

 

Abstract, Legal, Table of Contents

Abstract

This white paper will cover topics of the Concept Operating System, Copenhagen. It describes the vision, guiding fundamentals relative to design, quantitative analysis of past designs, Copenhagen designs, scenarios enabled by Copenhagen, as well as the value that can be achieved with Copenhagen.

Legal

All concepts, designs, and visuals are the explicit intellectual property and Copyright of Cullen Dudas. Any rights not enumerated, are inferred. This furnishing of this document does not provide the reader any license to the concepts, designs or visuals; without expressed written consent. Copyright ©2009 Cullen Dudas. All rights reserved.

Windows, the Windows flag, and all related Windows materials are trademarks or registered (®) trademarks of Microsoft Corporation. "Copenhagen: Concept" has no affiliation with the Microsoft Corporation.


Table of Contents

Abstract, Legal, Table of Contents              2

Abstract              2

Legal              2

Table of Contents              3

Introduction              6

Part 1: Inspiration, Vision              7

1.1: Inspiration              7

1.2: Vision              7

Part 2: Guiding Fundamentals              9

2.1 Guiding Philosophies              9

2.1.1 High Visibility              9

2.1.2 Accurate Affordance              9

2.1.3 Mental Models              10

2.1.4 Compository Prototypical Experience Patterns              10

2.1.5 "Timestamp Cells"              10

2.1.6 Grouping              10

2.1.7 Hybrid Idiomatic/ Metaphoric Paradigm              10

2.2 Guiding Principles              11

2.2.1 Art              11

2.2.2 Usability              11

2.2.3 Psychology, Emotion in Design              11

2.3 Guiding Ideals              12

2.3.1 Visceral Experience, Reaction              12

2.3.1: 1 Visceral Reaction              12

2.3.1: 2 Visceral Experience              12

2.3.2 Behavioral Experience              12

2.3.3 Reflective Experience              12

Part 3: Critical Analysis, Quantitative Design, Afforded Scenarios              13

3.1 Critical Analysis              13

3.1.1 Core User Experience              13

3.1.1: 1 Start Menu Layout of Controls              14

3.1.1: 2 Start Menu MRU              14

3.1.1: 3 Start Menu All Programs              15

3.1.1: 6 Superbar Design Basics              15

3.1.2 Find and Organize Experience              16

3.1.2: 1 Entry              16

3.1.2: 2 Commands Module              19

3.1.2: 3 Views              20

3.1.2: 4 Search              21

3.1.2: 5 Navigation Pane              22

3.1.2: 7 Controls in Context Menus              23

3.1.3 Prototypical Event Experience              24

3.2 Quantitative Design              26

3.2.1 Logon              26

3.2.2 Desktop Components              28

3.2.2: 1 Notification Area              28

3.2.2: 2  Desktop Piles              29

3.2.3 {s}crap Boxes              29

3.2.3: 1General              30

3.2.3: 2Preview              31

3.2.3: 3 Sharing              32

3.2.4 Taskbar              33

3.2.4: 1 Design              33

3.2.4: 2 Task Modules              33

3.2.4: 3 Aero Peek              34

3.2.4: 3 Task  Module Shortcut              35

3.2.4: 4 Jump Lists              35

3.2.5 Start Menu              36

3.2.6 Find and Organize              39

3.2.6: 1 My Stuff              40

3.2.6: 2 Documents              40

3.2.6: 3 Music              45

3.2.7 Switch User              47

3.3 Afforded Scenarios              49

3.3.1 Granular, Scalable Sorting              49

3.3.1: 1 Arrange By              49

3.3.1: 2 Stack By              50

3.3.2 Granular, Scalable Filtering              51

3.3.3 Quick Access of Common Workflows              53

3.3.4 "Human Centric" System Launcher (Start Menu)              53

3.3.5 Short term/ Long Term Digital-Mental Buffers              53

3.3.6 Collaboration, Social Networking              54

3.3.7 Corporate IT Control              54

3.3.8  "Human Centric" Workspace Control, Task Management              54

3.3.8: 1 "Human Centric" Workspace Control              54

3.3.9: 2 "Human Centric" Task Management              56

3.3.0 Play              56

Part 4: Deliverables, Value Proposition              57

4.1 Deliverables              57

4.2 Value Proposition              57

4.2.1 Consumers Value Proposition              57

4.2.2 IT Professional Value Proposition              58

4.2.3 Information Worker Value Proposition              58

4.2.4 Competitive Market Standing, Image Value Proposition              58

References              60


The Copenhagen: Concept White Paper

Introduction

6

 

Introduction

wel·come [ wélkəm ] –“Eagerly and delightedly accepted: accepted or anticipated with delight and eagerness”

"Welcome" is a word too casually used, carrying with it quite a significant meaning. This should be a guiding light in designing experiences that a user can internalize and view as extensions to express themselves.

As such, I welcome you to The Copenhagen Concept White Paper!

The Copenhagen Concept White Paper is the comprehensive quantification and outline of designs, principles, and ideals used during the development of Copenhagen. It contains most all information about Copenhagen.

This white paper is comprised of four sections:

Part 1: Inspiration, Vision

Part 1 will provide insight into the origins of the Copenhagen project, and the intentions of the project, as well as the key scenario pillars.

Part 2: Guiding Fundamentals

Part 2 includes three components:
Guiding Philosophies- Conceptual underlying knowledge by which designs are built.
Guiding Principles- High-level design schema, tangible forms of the guiding philosophies.
Guiding Ideals- Theories intrinsic to every aspect of design, underlying understanding of cognition.

Part 3: Critical Analysis, Quantitative Design, Afforded Scenarios

Part 3 provides:

·         Analysis of past and present designs, their shortcomings, benefits, etcetera.

·         Overviews of features, in depth quantification of designs, and the impact and execution of guiding fundamentals.

·         Details of specific scenarios possible with Copenhagen, and scenarios in the Copenhagen Prototype.

Part 4: Delivered Goals, Value Proposition

Part 4 re-caps the execution of the vision and guiding principles. In addition, to outlining...

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