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by buran77
1699 days ago
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The "what" is obvious, it's similar to the way you'd use a real map (and not only): by folding or rolling it and sliding the region or tile you want to see with your hands until it comes into your view. So the concept of sliding something into view is obvious. On a computer you have to use the input methods available, keyboard or mouse to achieve the same with relatively few obvious options. The technical "how" of the implementation is not really obvious, you could implement the same result in many possible ways, some better than others. |
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That physics combination with drag and drop interaction was not obvious in the time period we are discussing. The closest thing I can remember to that sort of thing were side scrolling games that accelerated with the character centered on the screen according to the game's physics, and possibly paddle-based game physics dating to the Atari era.
Slowly increasing scroll was present in some interfaces. But not tweened stop.
My main point is that clever people often dismiss what they find trivial to be obvious to others, and while that's often the case once many examples have been observed, it isn't prior to the exposure to many examples.