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    <title>Idioms, Analogues and Metaphors in the Language of Design</title>
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    <p>In treating design as a language, we can say that the shape of a <a rel="glossary" href="lexicon/form" title="Form">form</a> says something about its behaviour. Thus:</p>
    <ul>
      <li>An <strong>idiom</strong> is a <em>unique</em> shape. Its behaviour is <em>idiosyncratic</em> must be explicitly tested and learned.</li>
      <li>An <strong>analogue</strong> may have a familiar <em>shape</em> and may <em>behave</em> similarly, but along a different <em>dimension</em>.</li>
      <li>A <strong>metaphor</strong> may <em>resemble</em> something familiar but in fact <em>represent</em> something <span class="parenthesis" title="a metaphor can be used as a bridge to an idiom">completely different</span>.</li>
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    <img class="figure" style="width: 60ex; height: 48ex;" src="idiom-analogue-metaphor;scale=600,480" alt="Pencil sketch of the relationship between a sundial, a mechanical clock, a speedometer, a digital clock and an icon of a wristwatch." title="Idiom, Analogue and Metaphor"/>
    <blockquote class="note">The shape of the <strong>sundial</strong> is <em>idiomatic</em> &#x2014; <span class="parenthesis" title="although arguably it's an analogue of anything perpendicular from the ground">it's its own thing</span> and has to be learned independently. Likewise with the <strong>digital clock</strong>, or rather the notation of time it depicts. It is a descendant of the mechanical, or <strong>analogue clock</strong>, which is itself an <span class="parenthesis" title="analogue as in analogous &#x2014; not just a fancy way of saying the opposite of digital!">analogue of the sundial</span>. The <strong>speedometer</strong> is an analogue of the mechanical clock, except it depicts <em>speed</em> instead of time. The <strong>wristwatch icon</strong> &#x2014; the one that appears when a typical computer is busy &#x2014; is a <em>metaphor</em>. You can't tell time with it, it simply shows up when you have to <em>wait</em>.</blockquote>
    <p>Although a metaphor is usually immediately understood, it brings its limitations along with it. Metaphors in design break down when the form's underlying behaviour and the metaphor part ways. <a rel="external" href="http://www.kare.com/" title="Susan Kare - User Interface Graphics">Susan Kare's</a> wristwatch is appropriate for its <span class="parenthesis" title="although Apple and Microsoft have replaced it with the beach ball/pinwheel cursor, respectively, which are otherwise meaningless but pretty.">small but important role</span> in <acronym title="Personal Computer">PC</acronym> desktop-metaphor <acronym title="Graphical User Interface">GUI</acronym>s, but the astute reader will acknowledge that it only exists because real desks aren't affected by the <em>computational complexity</em> of the work performed upon them.</p>
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