My machine is seriously underpowered, and I think I need to start conserving every spare cycle. I know that my Gnome environment seems to underperform compared to my coworkers' KDE setups. But if I'm going to make that big of a switch, I might as well consider running something even lighter.
Is it possible to survive on a lightweight window manager and still run modern apps (Firefox, Eclipse, OpenOffice)? What's a good candidate window manager for me to try, and what do I need to know?
The window managers listed below all subscribe to the lightweight and fast approach.
They are faster than fully fledged window managers like KDE or Gnome and trim down on most visual distractions. Which one you pick will be mostly determined by your own taste and what you can get to run.
There's a subfamily of these window managers, notably those which attempt to let you do everything by keyboard and let you tile your applications with minimal screen real estate waste. These can feel funny if you come from mouse-oriented window managers. XMonad and ratpoison are members of this family.
xfce
ratpoison
fluxbox
awesome -1, cannot handle minimize to tray
XMonad
dwm
fvwm (codebase for another WMs)
icewm
Englightenment
wmii
openbox
pekwm
I like XMonad. It's very stable, has very low overheads, and has an active user/developer community.
XMonad is almost as minimal as ratpoison, but it displays multiple windows by tiling them, and even allows floating windows if you really need them (e.g. for modal dialogues or GIMP). It's certainly given my underpowered Ubuntu box a new lease of life!
Edit: I forgot to mention: XMonad is keyboard-based rather than point'n'grunt, so there's a bit of a learning curve, but once I got the hang of it I found that I was much more productive.
Fluxbox is a good alternative and very lightweight.
http://www.fluxbox.org/
Icewm is quite nice and lean (used it for a while on an underpowered box but moved to KDE when the box was upgraded).
The first thing you should would be to build your own kernel, with just the things you need. That will save tons of resources.
Then, choose a lightweight WM. Ive found Enlightenment very light and awesome, give it a try.
Later, you should look for lightweight replacements of the apps you use.
You can replace OpenOffice with Abiword, Gnumeric.
Just google, and you will find very nice alternatives to those ram-eater software.
The thing I would recommend will be to avoid Java software, they'll run VERY slow on a low resources PC.
Also, check for the services that are currently running on your PC, and disable the ones you don't use.
Consider changing your current distro for a low resources distro. I found Debian very customizable and lightweight.
Good Luck!
I use FVWM for 7 years. Most of WM based on FVWM, but strip any flexibility of FVWM.
FVWM is just "interface" to Xlib so it bring to you all what in Xlib.
If you want currently popular tiling - just: FvwmPiazza::Tiler
Google for ~/.fvwm/config as get own from scratch is too difficult, this good one from which I started: http://zensites.net/fvwm/guide/
Also look to:
https://wiki.archlinux.org/index.php/FVWM
http://wiki.gentoo.org/wiki/FVWM
https://wiki.debian.org/Fvwm
I'll second xfce, it's probably the most popular of the lightweight WM's out there (perhaps due to its inclusion in Xubuntu). I've also had good experiences with Fluxbox (it came with Damn Small Linux when I used that as a lightweight Linux VM (back when VMs were slow :-) ).
There is definitely an ease-of-use learning curve to reckon with when migrating to these more lightweight WMs, but the performance benefits aren't hard to see on older hardware (menus appear instantly, navigation is pretty snappy).
I used Fluxbox for a long time, which is great for people used to having windows floating around like in KDE, Gnome etc. It's pretty small, pretty fast and highly configurable, plus it doesn't look as ugly as some other "minimalist" window managers. ;)
A few weeks ago I switched to awesome because I like how efficiently it places and resizes my windows. It's perfect for me since I almost always have just a full screen terminal on one screen and a browser on another screen. It also supports mixed window styles, so you can have windows managed by awesome and floating windows on one screen (e.g. I have almost always a managed full screen urxvt open and a small floating mplayer window in one of the corners). It's as lightweight as fluxbox, if not even faster, but doesn't offer as many options for customizing the look and feel.
I am using fluxbox too. Compared to a desktop envionment, using only a window manager is not as convenient. You choose every component yourself which is both a strength and a weakness. ROX file manager and usbmount are great companions to fluxbox. Also take your time to find some dockapps that may be useful.
Enlightenment (v16) is actually very lightweight compared to gnome/kde these days, and it is very configurable (although, nothing seems to be as configurable as fvwm) Florian's suggestions are all good, but if you're used to gnome/kde, then you probably won't like ratpoison / xmonad.
icewm has done me good for several years. I don't need most of the crap that the big-time desktops offer, but i do like a clock and CPU usage monitor running in the bar along the bottom - icewm does have these. It is noticeably lighter in feel than the popular desktops. No weirdness such as tiled windows or anti-mouse attitude. Customizing the root menu is also easy, much easier than doing so in KDE or Gnome, which i never did figure out adequately. At one place i worked, the sysadmin saw my screen and decided to give it a try. AFIK, he's still using it.
I'd recommend openbox. Its lightweight, very configurable, and works great without getting in the way. Very functional, and can do pretty much anything you want. I love it.
I tried PekWM for some time. I really liked it. It allowed me to group programs of the same type, for example: Terminals.
I myself have used 'lwm' or lightweight window manager for quite a while now and have been very happy with it. I use it with xfce4-panel which I use for a clock and better window manipulation. Lwm is truly light weight even more than xfce, icewm, pekwm and others.
I've used everything at one time or another, but I keep coming back to WindowMaker. I like the concept of the clip, the multiple workspaces (I keep one for each type of task) and the fact that it looks good with theming that is ridiculously easy.
Docker is an essential app to add to the desktop to keep nm-applet and other applets in the WindowMaker dock.
Don't judge it by the default theme. Use the Wprefs tool to customize it to your liking.
Cheers
KG
Over the years, I've downgraded the WMs of my machines. Since the more mainstream WMs, like Gnome or KDE become more and more resource hungry, it wasn't long, before I replaced Gnome with XFCE on laptops and desktop computers.
In fact, I've been using XFCE longer than any other WM. It seems to me, as if the niceties of things like Gnome and KDE are great when seeing them for the first time, but after using them for a few weeks and months, the novelty wears off, and it makes more sense to go back to a more streamlined environment.
The problem with XFCE is, that it's not as lightweitght as it needs to be for some of the older laptops I still have. I decided to use LXDE on those, and to be honest, I kinda have a love/hate relationship with that. It works fine, in the sense that it's quite resource friendly, and it's quick to log in, etc. But certain things don't seem to work that well. One of which is the task bar. It seems some of the icons don't fit, because they were designed for things like Gnome or XFCE. The icons still do work, but it's next to impossible to make the whole LXDE experience look the part.
Blackbox (+ bbkeys) is a little bit weird, but pretty nice thing. Also you can check the comparison table of window managers.
Related
We are building an companion presentation that will be displayed on computer screens next to a museum exhibit. I believe the machines are going to be running OSX (no touchscreens) and the users will need a mouse at minimum.
Does anyone have an recommendations for what environment to build in (flash, air, web, cocoa, etc) that will allow us to restrict access to the computer itself? Our main concern is with people alt-tabbing, command-q'ing, command-option-escape'ing, etc etc etc. Anything that will let them exit the presentation and access the main system is a major issue.
Thanks.
OS X has support for various kiosk modes which you can trigger from pretty much any programming environment. Something Web-based seems like a good strategy since it doesn't limit you much. Opera has kiosk support (which I haven't used) as does iCab. There are also some purpose-designed kiosk browsers such as Plainview and wKiosk.
I think what you are looking for is called "Kiosk mode":
http://www.mactech.com/articles/mactech/Vol.19/19.12/KioskModeFeatures/index.html
Also, I would avoid giving the users a mouse. Mice will get destroyed in such exhibits over time. A better option might be a touchpad. I don't know for sure, but I would imagine they will have a longer lifespan in a display. I know trackballs used to be very popular for kiosks but the ones I've seen look like specially purchased devices, not the standard Kensington ones you get at the shop around the corner...
What is a good way to "snap" windows into position into multiple monitors? I used to use ultramon on windows. These days, it is pain to manage windows individually, especially with the fact that resizing can only happen on the bottom left.
Curious to know what programs and tips everyone has. Thanks!
Sounds like you want a tiling window manager: https://stackoverflow.com/questions/276760/tiling-window-manager-for-mac-os-x
I have been playing around with php-gtk recently and in the past I have experimented with Java to make GUI 'hello world' apps.
However both these types of applications have had a bit of a clunky (almost childish) look and feel to them. I cannot deny that they are handy for making apps for in-house use (and I totally respect the amount of community effort that goes into these projects). But I would not necessarily be proud to sell it as a commercial application with a price tag of, say, £450 or £1,000.
If I wanted to make an application that had the look and feel of, say, Firefox for Windows, or Adobe xyz, what GUI/language should I use?
Is the 'professional sheen' or smart look and feel 100% down to the designers or is it the case that, no matter how good a designer is, picking the right GUI framework is essential to get that look?
There are a few aspects to having a polished UX for a piece of software.
Using the most native framework for the platform. Win32/WPF for Windows, Cocoa for Mac etc.
Application's visual artefacts are coherent - this includes images, graphics, toolbar icons etc.
Following the platforms guidelines and best practices.
It's overlapping a bit with Igor's reply, but here's my take:
Native Control Look - UI controls today have a rather complex appearance. There are many visual cues we instinctively derive from them, and even if it's a white rectangle with some frame, with the wong shadow it looks strangely out of place. A context menu often doesn't just open today, it slides in from some direction, or fades in.
Native Control Behavior - Even more complex than UI, there's a lot of detail to behavior: different context menus depending on click position, different "hot" areas when selecting or dragging items, keyboard shortcuts, etc.
Attention to detail - There's a lot of consistent UI behavior to discover on any platform. Just the way arrow keys work in a tree control WRT selecting, opening and closing nodes.
Just look at Windows: Most non-native toolkits get the basic keyboard navigation wrong - Arrow keys, Home, End, PgUp and PgDown, behavior modified with Ctrl, extending selection with Shift gives up to 32 behaviors. Copy & Paste is traditionally with Ctrl+C/Ctrl+X/Ctrl+V and Shift+INS,Shift+DEL, and missing. Mouse double click often selects a word, mouse triple click sometimes a sentence, line or paragraph.
Response time and Muscle Memory - There are, basically, two UI operation modes:
act-look loop, where you wait for the response before deciding the next step,
playback from muscle memory, which is much faster and requires less mental processing ressources.
There are, however, two requirements for that: response must be uniform and "instant", and the next action must be registered correctly immediately (at least within 10 ms)
Often enough, with non-native toolkits, this gets hard by the response lagging behind one or two actions (the mind locks on the discrepancy), and by toolkits that take 50ms or more to show a menu, in which time a click isn't registered as intended.
A polished UI takes long to get right - A good control library can solve most of the per-control issues, but there's some final 10% taking 90% of the time, and you have control interactions. You have to try different approaches, you have to expect users with FPS-trained reflexes, you have to try all kinds of workflows.
Cross-Platform toolkits can't get it perfectly right - they are stuck between a rock and a hard place: They can opt for internal consistency independent of the platform, or being consistent with platform they currently run on. To get it right, the latter often requires platform-dependent code in the calling code, the actual thing you are trying to avoid.
Always try to use the GUI framework that's used by your desktop environment. .NET's libraries are probably the best for creating Windows apps. GTK+ is always the best on GNOME, while Qt works well on KDE - even though all three work on each other's systems, their visual appeal decreases with their lack of visual integration.
The GUI API/language used is utterly irrelevant to UI design, although some APIs make it easier or fasterto implement.
Good UI is about:
Good graphic design/artwork (visual balance and symmetry, complementary colours, visually 'pleasing' shapes and layouts, visual consistency within your app and with the other apps around it - consistent positioning, sizes, gaps, colours, etc)
Understanding the user's workflows and making what they want to do easy and intuitive. This often means implementing 3 or 4 ways of achieving the same action (e.g. "Copy and paste" can usually be achieved by: main-menu->copy/paste, context-menu->copy/paste, ctrl+c/v, button:copy/paste, drag-and-drop)
Keeping everything simple. Remove as much as possible to cut the UI back to just what the user needs and no more.
Being intuitive and not surprising the user. Controls should look like the controls the user knows, work like the controls the user knows, and be located in the places a user expects given their previous experience with the computer.
Following the conventions (position OK/Cancel buttons in the standard locations, use the OS-defined colours for highlighting selected objects etc)
To get this, you need to look at lots of "good" applications and dissect what makes them good. Get a good artist/graphic designer to draw you good icons etc. And spend a lot of time thinking about the user's workflows.
Make sure you separate the business logic from the UI - this will allow you to re-skin the app easily to improve the UI. And usually the data the program needs is not related to the way the user needs to use the application - don't be tempted to just expose your x,y,z variables in editable fields! UI is the layer that hides your implementation and makes it usable!
I don't care for the way Java application GUIs tend to look using the usual toolkits. If you like the way Firefox looks, you might look into XUL and the GUI framework shared by most Mozilla applications. Komodo Editor/IDE use the same tools (along with several other applications). GTK is very powerful, and I really doubt it is what is preventing your applications from having that professional sheen. Keep exploring it's features, and rethinking the best way to display your components, and I'm sure you'll stumble upon an arrangement that feels better.
On the other hand, it isn't all about the toolkit. Good interface design is an art, and interfaces like Firefox have evolved through endless amounts of feedback. The best thing to do is talk to users and find out what will make them more comfortable using your application. I've found that software tends to look good when it is also functional.
I would recommend spending a lot of time in software that you find pleasant to use. Make notes of the way things are done, and look for commonalities among interface elements. Most software sticks to a pretty common set of principles that make using the software easier, and the more you explore the software you find appealing, the sooner patterns will start to emerge.
Good luck!
Is it worth to try to keep your GUI within the system looks ?
Every major program have their own anyways...
(visual studio, iexplorer, firefox, symantec utilities, adobe ...)
Or just the frame and dialogs should be left in the system look 'n feel range ?
update:
One easy exemple, if you want to add a close button to your tab, usually you make it against your current desktop theme. But if the user has a different theme, your close button is out of place, it doesn't fit the system look anymore.
I played with the uxtheme api, but there is nothing much you can do, and some themes i've seen are incomplete sets.
So to address this issue, the best way i see, is to do like visual studio/firefox/chrome roolup your own tab control with your theme...
I think, that unless your program becomes a very major part of the users life, you should strive to minimize "surprises" and maximimze recognizability (is that even a word?).
So, if you are making something that is used by 1.000 people for 10 minutes a day, go with system looks, and mechanisms.
If, on the other hand, you are making something that 100 people are using for 6 hours a day, I would start exploring what UI improvements and shortcuts I could cram in to make those 6 hours easier to deal with.
Notice however, that UI fixes must not come at the expense of performance. This is almost always the case in the beginning when someone thinks that simply overriding the OnPaint event in .Net will be sufficient.
Before you know it you are once again intercepting NC_PAINT and NC_BACKGROUNDERASE and all those little tricks to make it go as fast as the built-in controls.
I tend to agree with others here- especially Soraz and Smaci.
One thing I'll add, though. If you do feel that the OS L&F is too constraining, and you have good grounds for going beyond it, I'd strive to follow the priciple of "Pacing and leading" (which I'm borrowing here from an NLP context).
The idea is that you still want to capitalise as much as possible on your intended audidences familiarity with the host OS (there will be rare exceptions to this, as Smaci has already covered). So you use as much as possible of the "standard" controls and behaviours (this is the "pacing") - but extend it where necessary in ways that still "fit in" as much as possible (leading).
You've already mentioned some good examples of this principle at work - Visual Studio, even Office to some extend (Office is "special" as new UI styles that cut their teeth here often find their way back into future OS versions - or de-facto standards).
I'm bringing this up to contrast the type of apps that just "do it their way" - usually because they've been ported from another platform, or have been written to be cross-platform in GUI as well as core. Java apps often fall into this category, but they're not the only ones. It's not as bad as it used to be, but even today most pro audio apps have mongrel UIs, showing their lineage as they have been ported from one platform to another through the years. While there might be good business reasons for these examples, it remains that their UIs tend to suck and going this route should be avoided if in any way possible!
The overriding principle is still to follow the path of least surprise, and take account of your user's familiarity with the OS, and ratio of their time using your app to others on the OS.
Yes, if only because it enables the OS to use any accessability features that are built in like text-to-speech. There is nothing more annoying for someone who needs accessability features to have yet another UI that breaks all the tools they are used to.
I'd say it depends on the users, the application and the platform. The interface should be intuitive to the users, which is only the same as following system UI standards if they are appropriate for those users. For example, in the past I have been involved in developing hand held systems for dairy and bread delivery on Windows CE hand helds. The users in this case typically were not computer literate, and had a weak educational backround. The user interface focussed on ease of use through simple language and was modelled on a pre-existing paper form system. It made no attempt to follow the Windows look and feel as this would not have been appropriate.
Currently, I develop very graphical software for a user group that is typically 3rd level educated and very computer literate. The expectation here is that the software will adhere to and extend the Windows look and feel.
Software should be easy and intuitive where possible, and how to achieve this is entirely context dependent.
I'd like to reply with another question (Not really Stackoverflow protocol, but I think that, in this case, it's justified)
The question is 'Is it worth breaking the OS look and feel?'
In other words,
Do you have justification for doing so? (In order to present data in some way that's not possible within normal L&F)
What do you gain from doing so? (Improvinging usability?)
What do you lose from doing so? (Intuitiveness & familiarity?)
Don't simply do it 'To be different'
It depends on how wide you would define system look'n feel... But in general, you should keep it.
Do not surprise the user with differentiating from what he is used to. That's one of the reasons why we call him user ;-)
Firefox and Adobe products usually don't because they are targeting several plattforms which all have their own L&F. But Visual Studio keeps the typical Windows L&F. And, as long as you are developing only for Windows, so should you.
Apart from the fact that there is no well-defined look-n-feel on Windows, you should always try to follow the host platform native L&F. Note however that look-n-feel is just as much about how a program behaves as how it looks. Programs which behave in a counter-intuitive way is just as annoying as programs sporting their own ugly widgets.
Fraps is a good example (IMHO) of a program which is actually very useful, but breaks several user interface guidelines and looks really ugly.
If you're developing for Apple's Mac OS X or Microsoft Windows, the vendors supply interface guidelines which should be followed for any application to be "native".
See Are there any standards to follow in determining where to place menu items? for more information.
If you are on (or develop for) a Mac, then definitely YES!
And this should be true for Windows also.
In general, yes. But there's the occassional program that does well despite being not formatted for all the OSes it runs on. For example, emacs runs pretty much contrary to every interface guideline on OS X or Windows (and probably even gnome/KDE) and it's not going away any time soon.
I strongly recommend making your application look native.
A common mistake that developers who are porting an application to a new platform seem to make is that the new application should look-and-feel like it does on the old platform.
No, the new application should look-and-feel like all the other application that the user is used to on the new platform.
Otherwise, you get abominations like iTunes on Windows. The same UI design may be exactly right on one platform and very wrong on the next.
You will find that your users may not be able to pin-point why they dislike your application, but they just feel it hard to use.
Yes, there are valid exceptions, but they are rare (and sure enough, they tend to be the major applications like Office and Firefox, rather than the little ones). If you are unsure enough to have to ask on StackOverflow, your application isn't one of them.
We've got products built both with GUI and CHUI. Going forward, we're looking at redesigning a lot of our software and mainly taking the route of going all GUI. My question to the group is, do we need to account for keeping a CHUI around? What are the advantages of CHUI over GUI? Many times in the past people have said that CHUI is faster because you don't need a mouse. I argue that GUI can be just as fast with the right keyboard shortcuts, hotkeys and/or touch screens.
Is CHUI something we should no longer consider if hardware no longer provides a constraint?
Also to clarify, when I speak about CHUI I mean a CHaracter based User Interface, and I'm also mainly concerned with the effective presentation of data to an end user.
There have been some fantastic responses that have highlighted the importance of having a command line based interface for automation and scripting based tasks which I will certainly take to heart when we begin the design!
The primary benefits of a CHUI (that is something with forms and fields, not necessarily command line interfaces) is the keyboard for navigation and consistent layout. That is key.
If your GUI can be completely, and efficiently, keyboard navigated, then your CHUI user base should be happy. This is because in time, the users simply "type" their commands in to the system without "seeing the interface". They don't need to "discover" the interface, which is a primary feature of the GUI.
While CHUIs appear to be dinosaurs, they are still functional and usable. Most folks once they're trained (notably POS/Counter workers, but even back office scenarios like factory or warehouse floor, etc) have no problem using a CHUI.
But the key is the keyboard support so the user don't have to wait for the screen to catch up with them. Seeing a skilled operator with a mastery of the keyboard can make an application fly. You barely have a chance to see popup windows and what not.
You should poll your customers, not programmers. If your customers, who use your applications, want a CHUI, even if all your developers think it's a waste of time, you build it, because the customer is always right (except for when they're wrong).
You should absolutely still consider it. Most importantly, command line programs can be automated (and chained together in scripts) much more easily than GUIs (typically). I can't imagine working with a source control tool which didn't have a command line interface - although obviously having a GUI is useful too.
Now whether you need a command line version for your particular app is hard to say without knowing what your app does. Do you need automation and scripting? Might someone want to VPN in and run it from a very bad connection, and thus appreciate low bandwidth?
Note that MS certainly doesn't believe the command line is dead - or they wouldn't have created PowerShell.
I agree with Eli that your customers should have final say, but if you can keep the meat of your program from being too interwoven with the GUI(or CHUI), then production cost to make both available should be minimal.
If you write apps for unix and you need to handle users who telnet / ssh to your box then you will need command line interfaces.
I would say it depends on your target. Do you script your code from other apps? That would be a requirement to keep the interactive version (or some piece to avoid the GUI startup).
We usually do one or the other. But sometimes we have utils that have to be deployable through ftp and run ssh. Or we have tools that our users embed into their apps and don't want to expose a UI (data migration / conversion).
To this day, some of the most efficient user interfaces I've ever seen were plain old terminal-based character interfaces.
Anecdote: I was once part of a project to "modernize" a terminal application used by 500 customer service representatives. We published sexy GUI mockups and everyone, including the users, were suitably impressed. We worked for six months on the application, and all the user acceptance testing seemed to indicate we had a winner.
But when the application was finally launched, it failed miserably. As it turns out, CSRs are measured for performance daily, right down to the average number of seconds per call handled. And no matter how hard they tried, they could not match the same level of efficiency in the GUI as they could in the terminal interface. They could get close with tabs and shortcuts, but not quite there.
Hard lessons learned. Modern programmers may abhor "dinosaurs", but do users really care about slick interfaces? Usually they just want to get their work done.
When I first read this, my immediate thought was that this is probably one of those apps that's basically a series of forms, but displays inside a terminal. Often you see such dinosaurs running on cash registers. I also recall seeing such an app used to apply for a loan when I bought my car. This type of application doesn't seem to have a place in the modern world -- any system with even a tiny bit of processing power can handle a normal GUI nowadays. Unless you're trying to support really low-end legacy customers, get rid of this user interface. A GUI with decent keyboard shortcuts (please, please, please put some thought into keyboard-only use of your GUI programs...) is going to be equally effective for the users coming from the old CHUI system and much friendlier to those used to a GUI, without having to have 2 versions of your app.
I don't see why everyone is bringing up command line apps. I think most people recognize that the command line isn't going away. It's far faster for many tasks than a GUI, largely because the programs tend to be non-interactive (and thus easily scriptable). As soon as your app becomes interactive (or, at least, doesn't have a param to make it non-interactive), running it from the command line is much less important. Even awesome programs like Vim that are terminal-based are transitioning to their graphical counterparts (gVim) because it gives you the best of both worlds.
Even GUI apps like Firefox can benefit from command line interfaces like Ubiquity. If there's a way to provide the command line from within the GUI then why not have the best of both worlds?
A lot of CAD programs have command line interfaces that show you what the GUI interaction you just performed equates to in the command line. That way you can learn the command line operations for the things that you do frequently and where the command line can be quicker to interact with whist still having the discoverability of the GUI interface.
See this youtube video demonstrating Rhino3D's command line
CHUI is faster in execution speed, not user interaction speed. I write embedded systems (as well as GUIs), so I'll always have a use for command line apps.
Every study I have ever read showed that CHUI's are much faster for experienced users. GUI's are easier for new users and for applications that are only occasionally used. Also for a given screen size, you can display more information on a CHUI then a GUI. A good GUI can give you a quick over view at a glance.
In addition to the other benefits mentioned above, I've frequently found another reason to keep around an alternative UI--it keeps you and your interfaces honest. When an application is built with only one user interface, it becomes much easier to let design principles slide and for your business logic, etc. and your GUI to become an intertwined ball of spaghetti--despite best intentions. Regardless of the importance of your customers having a command-line interface, soon there might come a time when an alternative GUI (read: presentation layer) might be needed, and you'll want to be prepared. This might not be relevant to your requirements, but I think it's something good to keep in mind...
One of the big issues that we encountered was multisession capability which is almost nonexistent with the GUI technologies I have seen. Our users were quick to point out that with the current character based interface they could have over a dozen Telnet based terminal sessions going at the same time on their PC screen which enabled them to multitask or task switch with high efficiency. They rated multitasking as the killer feature which they benefitted from in our fast paced environment where interruptions are frequent. Being able to have concurrent access to multiple instances of a particular ERP application or multiple different ERP applications while always retaining session states was important to our user community.
I think the problem comes from design practices in GUI forms. We tend to place more objects on them especially with a vertical scroll bar and tab capabilities. This also makes loading slower. Going through CHUI menus with the keyboard is faster once you've memorized those sequences and holding the Ctrl key isn't required. There is something about the menu bar in Windows where the short-cut key descriptions are off to the right. The character based menus seemed easier to remember after awhile.
A) - This Menu
B) - That Menu
C) - Some other Menu
Or you could arrow through the choices and you just seemed to have some muscle memory where That Menu is the second choice.
As soon as you present some data, someone's going to want to query against it. You can integrate that with a gui, no problem. If you think some of your customers are going to want to script certain tasks. set it up. Anything to do with automation is better done from the command line(y harlo thar cron job!)
I love guis. I'm a mac user. But there is a time and a place for a CLI.
I was sysadmin at a university math department when the registration system went from a character based system using telnet, to a gui system on a PeopleSoft app.
The gals in the front office HATED the new system. Now part of this was the whole bit about old shoes being more comfortable. But when I asked about it, Christine said that even after a week of doing several hundred registrations per day, the new system took several times as long to do anything. Lots of things only doable with a mouse. The old system could accept input as fast as they could type. Screen repaints were under a tenth of a second. New system had lots of 3/4 to 2 second pauses -- just long enough to be annoying, not long enough to do anything else.