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User interface

For the boundary between computer systems, see 1 Overview


Interface (computing). For other uses, see Interface (dis-
ambiguation).
The user interface (UI), in the industrial design eld

A graphical user interface following the desktop metaphor.

The user interface or humanmachine interface is the part


of the machine that handles the humanmachine inter-
Example of a tangible user interface. action. Membrane switches, rubber keypads and touch-
screens are examples of the physical part of the Human
Machine Interface which we can see and touch.
of humancomputer interaction, is the space where in-
teractions between humans and machines occur. The In complex systems, the humanmachine interface is typ-
goal of this interaction is to allow eective operation ically computerized. The term humancomputer inter-
and control of the machine from the human end, whilst face refers to this kind of system. In the context of
the machine simultaneously feeds back information that computing the term typically extends as well to the soft-
aids the operators decision-making process. Examples ware dedicated to control the physical elements used for
of this broad concept of user interfaces include the inter- human-computer interaction.
active aspects of computer operating systems, hand tools, The engineering of the humanmachine interfaces is en-
heavy machinery operator controls, and process controls. hanced by considering ergonomics (human factors). The
The design considerations applicable when creating user corresponding disciplines are human factors engineering
interfaces are related to or involve such disciplines as (HFE) and usability engineering (UE), which is part of
ergonomics and psychology. systems engineering.
Generally, the goal of user interface design is to produce Tools used for incorporating human factors in the in-
a user interface which makes it easy (self-explanatory), terface design are developed based on knowledge of
ecient, and enjoyable (user-friendly) to operate a ma- computer science, such as computer graphics, operating
chine in the way which produces the desired result. This systems, programming languages. Nowadays, we use the
generally means that the operator needs to provide mini- expression graphical user interface for humanmachine
mal input to achieve the desired output, and also that the interface on computers, as nearly all of them are now us-
machine minimizes undesired outputs to the human. ing graphics.
With the increased use of personal computers and the
relative decline in societal awareness of heavy machin-
ery, the term user interface is generally assumed to mean 2 Terminology
the graphical user interface, while industrial control panel
and machinery control design discussions more com- There is a dierence between a user interface and an op-
monly refer to human-machine interfaces. erator interface or a humanmachine interface (HMI).
Other terms for user interface are manmachine inter-
face (MMI) and when the machine in question is a com- The term user interface is often used in the con-
puter humancomputer interface. text of (personal) computer systems and electronic

1
2 3 HISTORY

Human Hardware Software


Brain Senses Peripheral hardware
TFT-Display
19201080@60Hz 16,6ms / frame
Integrated circuits Kernel space User space

Latency?
real-life use of (medical) prosthesesthe articial exten-
60/95Hz

sion that replaces a missing body part (e.g., cochlear im-


Pixel response time: 4-20ms
Sample-and-Hold, problematic Latency?

VR-TFT-Display
1280800@95Hz 10,5ms / frame OUTPUT

plants).[4][5]
Pixel persistence 3ms

Pixel response time = latency Graphics accelerator


19201080@60fps
60fps 16,6ms between 2 frames
1280800@95fps for VR Video subsystem
95fps 10,5ms between 2 frames
(GEM/TTM) DRM
Speaker/Headphone

In some circumstances, computers might observe the user


3D Positional Audio, etc KMS

OpenGL
Audio subsystem user space
Gamepad
device drivers

and react according to their actions without specic com-


ForceFeedback et al. ALSA
Desktop computer
or
Mobile computer
or
Actuators Video game console
Gesture recognition

Mouse
Keyboard

RTOS = latency
Speech recognition mands. A means of tracking parts of the body is required,
evdev

Gamepad
Accelerometers, Tilt-sensors, et al.
Input subsystem
and sensors noting the position of the head, direction of
Joystick
INPUT
gaze and so on have been used experimentally. This is
Microphone Linux kernel Middleware Game particularly relevant to immersive interfaces.[6][7]

A humanmachine interface usually involves peripheral hard-


ware for the INPUT and for the OUTPUT. Often, there is an ad- 3 History
ditional component implemented in software, like e.g. a graphical
user interface.
The history of user interfaces can be divided into the fol-
lowing phases according to the dominant type of user in-
devices terface:
Where a network of equipment or computers
are interlinked through an MES (Manufactur-
ing Execution System)-or Host to display in-
3.1 19451968: Batch interface
formation.
A human-machine interface (HMI) is typically
local to one machine or piece of equipment,
and is the interface method between the hu-
man and the equipment/machine. An opera-
tor interface is the interface method by which
multiple equipment that are linked by a host
control system is accessed or controlled.
The system may expose several user interfaces
to serve dierent kinds of users. For example,
a computerized library database might pro-
vide two user interfaces, one for library pa-
trons (limited set of functions, optimized for
ease of use) and the other for library person- IBM 029
nel (wide set of functions, optimized for e-
ciency). In the batch era, computing power was extremely scarce
and expensive. User interfaces were rudimentary. Users
The user interface of a mechanical system, a ve-
had to accommodate computers rather than the other way
hicle or an industrial installation is sometimes re-
[1] around; user interfaces were considered overhead, and
ferred to as the humanmachine interface (HMI).
software was designed to keep the processor at maximum
HMI is a modication of the original term MMI
[2] utilization with as little overhead as possible.
(man-machine interface). In practice, the abbrevi-
ation MMI is still frequently used although some The input side of the user interfaces for batch machines
[2]

may claim that MMI stands for something dif- were mainly punched cards or equivalent media like paper
ferent now. Another abbreviation is HCI, but is tape. The output side added line printers to these media.
more commonly used for humancomputer interac- With the limited exception of the system operators con-
tion.[2] Other terms used are operator interface con- sole, human beings did not interact with batch machines
sole (OIC) and operator interface terminal (OIT).[3] in real time at all.
However it is abbreviated, the terms refer to the Submitting a job to a batch machine involved, rst,
'layer' that separates a human that is operating a ma- preparing a deck of punched cards describing a program
chine from the machine itself.[2] Without a clean and and a dataset. Punching the program cards wasn't done
usable interface, humans would not be able to inter- on the computer itself, but on keypunches, specialized
act with information systems. typewriter-like machines that were notoriously balky, un-
forgiving, and prone to mechanical failure. The software
In science ction, HMI is sometimes used to refer to what interface was similarly unforgiving, with very strict syn-
is better described as direct neural interface. However, taxes meant to be parsed by the smallest possible compil-
this latter usage is seeing increasing application in the ers and interpreters.
3.2 1969present: Command-line user interface 3

Teletype Model 33 ASR


Holes are punched in the card according to a prearranged code
transferring the facts from the census questionnaire into statistics

monitors connected to the system console. Their inter-


Once the cards were punched, one would drop them in a action model was a series of request-response transac-
job queue and wait. Eventually. operators would feed tions, with requests expressed as textual commands in a
the deck to the computer, perhaps mounting magnetic specialized vocabulary. Latency was far lower than for
tapes to supply another dataset or helper software. The batch systems, dropping from days or hours to seconds.
job would generate a printout, containing nal results or Accordingly, command-line systems allowed the user to
(all too often) an abort notice with an attached error log. change his or her mind about later stages of the transac-
Successful runs might also write a result on magnetic tape tion in response to real-time or near-real-time feedback
or generate some data cards to be used in later computa- on earlier results. Software could be exploratory and in-
tion. teractive in ways not possible before. But these interfaces
still placed a relatively heavy mnemonic load on the user,
The turnaround time for a single job often spanned entire
requiring a serious investment of eort and learning time
days. If one were very lucky, it might be hours; real-
to master.[8]
time response was unheard of. But there were worse fates
than the card queue; some computers actually required The earliest command-line systems combined
an even more tedious and error-prone process of toggling teleprinters with computers, adapting a mature technol-
in programs in binary code using console switches. The ogy that had proven eective for mediating the transfer
very earliest machines actually had to be partly rewired to of information over wires between human beings.
incorporate program logic into themselves, using devices Teleprinters had originally been invented as devices for
known as plugboards. automatic telegraph transmission and reception; they had
a history going back to 1902 and had already become
Early batch systems gave the currently running job the
well-established in newsrooms and elsewhere by 1920.
entire computer; program decks and tapes had to include
In reusing them, economy was certainly a consideration,
what we would now think of as operating system code
but psychology and the Rule of Least Surprise mattered
to talk to I/O devices and do whatever other housekeep-
as well; teleprinters provided a point of interface with the
ing was needed. Midway through the batch period, after
system that was familiar to many engineers and users.
1957, various groups began to experiment with so-called
load-and-go systems. These used a monitor program The widespread adoption of video-display terminals
which was always resident on the computer. Programs (VDTs) in the mid-1970s ushered in the second phase
could call the monitor for services. Another function of of command-line systems. These cut latency further, be-
the monitor was to do better error checking on submit- cause characters could be thrown on the phosphor dots
ted jobs, catching errors earlier and more intelligently of a screen more quickly than a printer head or carriage
and generating more useful feedback to the users. Thus, can move. They helped quell conservative resistance to
monitors represented a rst step towards both operating interactive programming by cutting ink and paper con-
systems and explicitly designed user interfaces. sumables out of the cost picture, and were to the rst TV
generation of the late 1950s and 60s even more iconic
and comfortable than teleprinters had been to the com-
3.2 1969present: Command-line user in- puter pioneers of the 1940s.
terface Just as importantly, the existence of an accessible screen
a two-dimensional display of text that could be rapidly
Main article: Command-line interface and reversibly modied made it economical for soft-
Command-line interfaces (CLIs) evolved from batch ware designers to deploy interfaces that could be de-
4 3 HISTORY

DEC VT100 terminal

scribed as visual rather than textual. The pioneering ap-


plications of this kind were computer games and text edi-
tors; close descendants of some of the earliest specimens,
such as rogue(6), and vi(1), are still a live part of Unix AMX Desk made a basic WIMP GUI
tradition.

3.3 1985: SAA User Interface or Text-


Based User Interface
In 1985, with the beginning of Microsoft Windows and
other graphical user interfaces, IBM created what is
called the Systems Application Architecture (SAA) stan-
dard which include the Common User Access (CUA)
derivative. CUA successfully created what we know and
use today in Windows, and most of the more recent DOS
or Windows Console Applications will use that standard
as well.
This dened that a pulldown menu system should be at the
top of the screen, status bar at the bottom, shortcut keys
should stay the same for all common functionality (F2 to
Open for example would work in all applications that fol-
lowed the SAA standard). This greatly helped the speed
at which users could learn an application so it caught on
quick and became an industry standard.[9]

3.4 1968present: Graphical User Inter-


face
1968 Douglas Engelbart demonstrated NLS, a sys-
Linotype WYSIWYG 2000, 1989
tem which uses a mouse, pointers, hypertext, and
[10]
multiple windows.
1970 Researchers at Xerox Palo Alto Research 1979 Steve Jobs and other Apple engineers visit
Center (many from SRI) develop WIMP paradigm Xerox. Pirates of Silicon Valley dramatizes the
(Windows, Icons, Menus, Pointers)[10] events, but Apple had already been working on the
GUI before the visit
1973 Xerox Alto: commercial failure due to ex-
pense, poor user interface, and lack of programs[10] 1981 Xerox Star: focus on WYSIWYG. Commer-
4.2 Principle of least astonishment 5

cial failure (25K sold) due to cost ($16K each), per- 2. Concision[11] Its easy to make the interface clear
formance (minutes to save a le, couple of hours to by over-clarifying and labeling everything, but this
recover from crash), and poor marketing leads to interface bloat, where there is just too much
stu on the screen at the same time. If too many
1984 Apple Macintosh popularizes the GUI. things are on the screen, nding what you're looking
Super Bowl commercial shown once, most expen- for is dicult, and so the interface becomes tedious
sive ever made at that time to use. The real challenge in making a great interface
is to make it concise and clear at the same time.
1984 MIT's X Window System: hardware-
independent platform and networking protocol for
3. Familiarity[12] Even if someone uses an interface
developing GUIs on UNIX-like systems
for the rst time, certain elements can still be famil-
1985 Windows 1.0 provided GUI interface to iar. Real-life metaphors can be used to communi-
MS-DOS. No overlapping windows (tiled instead). cate meaning.

1985 Microsoft and IBM start work on OS/2 4. Responsiveness[13] A good interface should not feel
meant to eventually replace MS-DOS and Windows sluggish. This means that the interface should pro-
vide good feedback to the user about whats happen-
1986 Apple threatens to sue Digital Research be- ing and whether the users input is being successfully
cause their GUI desktop looked too much like Ap- processed.
ples Mac.
5. Consistency[14] Keeping your interface consistent
1987 Windows 2.0 Overlapping and resizable
across your application is important because it al-
windows, keyboard and mouse enhancements
lows users to recognize usage patterns.
1987 Macintosh II: rst full-color Mac
6. Aesthetics While you don't need to make an inter-
1988 OS/2 1.10 Standard Edition (SE) has GUI face attractive for it to do its job, making something
written by Microsoft, looks a lot like Windows 2 look good will make the time your users spend using
your application more enjoyable; and happier users
can only be a good thing.
4 Interface design
7. Eciency Time is money, and a great interface
should make the user more productive through
Primary methods used in the interface design include pro- shortcuts and good design.
totyping and simulation.
Typical humanmachine interface design consists of the 8. Forgiveness A good interface should not punish
following stages: interaction specication, interface soft- users for their mistakes but should instead provide
ware specication and prototyping: the means to remedy them.

Common practices for interaction specication


include user-centered design, persona, activity- 4.2 Principle of least astonishment
oriented design, scenario-based design, resiliency
design. The principle of least astonishment (POLA) is a general
principle in the design of all kinds of interfaces. It is
Common practices for interface software speci- based on the idea that human beings can only pay full
cation include use cases, constrain enforcement by attention to one thing at one time,[15] leading to the con-
interaction protocols (intended to avoid use errors). clusion that novelty should be minimized.

Common practices for prototyping are based on in-


teractive design based on libraries of interface ele-
ments (controls, decoration, etc.). 5 Types
Direct manipulation interface is the name of a
4.1 Quality general class of user interfaces that allow users to
manipulate objects presented to them, using actions
All great interfaces share eight qualities or characteristics: that correspond at least loosely to the physical world.

1. Clarity The interface avoids ambiguity by making Graphical user interfaces (GUI) accept input via
everything clear through language, ow, hierarchy devices such as a computer keyboard and mouse
and metaphors for visual elements. and provide articulated graphical output on the
6 5 TYPES

Attentive user interfaces manage the user attention


deciding when to interrupt the user, the kind of
warnings, and the level of detail of the messages pre-
sented to the user.

Batch interfaces are non-interactive user inter-


faces, where the user species all the details of the
batch job in advance to batch processing, and re-
ceives the output when all the processing is done.
The computer does not prompt for further input af-
ter the processing has started.

Conversational interfaces enable users to com-


mand the computer with plain text English (e.g., via
HP Series 100 HP-150 Touchscreen text messages, or chatbots) or voice commands, in-
stead of graphic elements. These interfaces often
emulate human-to-human conversations.[17]
computer monitor. There are at least two dier-
ent principles widely used in GUI design: Object- Conversational interface agents attempt to per-
oriented user interfaces (OOUIs) and application sonify the computer interface in the form of an ani-
oriented interfaces.[16] mated person, robot, or other character (such as Mi-
crosofts Clippy the paperclip), and present interac-
Web-based user interfaces or web user interfaces tions in a conversational form.
(WUI) that accept input and provide output by gen-
erating web pages which are transmitted via the Crossing-based interfaces are graphical user inter-
Internet and viewed by the user using a web browser faces in which the primary task consists in crossing
program. Newer implementations utilize PHP, Java, boundaries instead of pointing.
JavaScript, AJAX, Apache Flex, .NET Framework,
or similar technologies to provide real-time control Gesture interfaces are graphical user interfaces
in a separate program, eliminating the need to re- which accept input in a form of hand gestures, or
fresh a traditional HTML based web browser. Ad- mouse gestures sketched with a computer mouse or
ministrative web interfaces for web-servers, servers a stylus.
and networked computers are often called control
panels. Holographic user interfaces provide input to elec-
tronic or electro-mechanical devices by passing a
Touchscreens are displays that accept input by nger through reproduced holographic images of
touch of ngers or a stylus. Used in a growing what would otherwise be tactile controls of those de-
amount of mobile devices and many types of point vices, oating freely in the air, detected by a wave
of sale, industrial processes and machines, self- source and without tactile interaction.
service machines etc.
Intelligent user interfaces are human-machine in-
Command line interfaces, where the user provides terfaces that aim to improve the eciency, eec-
the input by typing a command string with the com- tiveness, and naturalness of human-machine interac-
puter keyboard and the system provides output by tion by representing, reasoning, and acting on mod-
printing text on the computer monitor. Used by pro- els of the user, domain, task, discourse, and media
grammers and system administrators, in engineering (e.g., graphics, natural language, gesture).
and scientic environments, and by technically ad-
vanced personal computer users. Motion tracking interfaces monitor the users
body motions and translate them into commands,
Touch user interface are graphical user interfaces currently being developed by Apple.[18]
using a touchpad or touchscreen display as a com-
bined input and output device. They supplement or Multi-screen interfaces, employ multiple displays
replace other forms of output with haptic feedback to provide a more exible interaction. This is often
methods. Used in computerized simulators etc. employed in computer game interaction in both the
commercial arcades and more recently the handheld
Hardware interfaces are the physical, spatial inter- markets.
faces found on products in the real world from toast-
ers, to car dashboards, to airplane cockpits. They Non-command user interfaces, which observe the
are generally a mixture of knobs, buttons, sliders, user to infer his / her needs and intentions, without
switches, and touchscreens. requiring that he / she formulate explicit commands.
7

Object-oriented user interfaces (OOUI) are


based on object-oriented programming metaphors,
allowing users to manipulate simulated objects and
their properties.

Reexive user interfaces where the users control Modern HMI in the drivers
and redene the entire system via the user interface cabin of a German Intercity-Express High-Speed
alone, for instance to change its command verbs. Train
Typically this is only possible with very rich graphic
user interfaces.

Search interface is how the search box of a site is


displayed, as well as the visual representation of the
search results.

Tangible user interfaces, which place a greater


emphasis on touch and physical environment or its
element. The HMI of a toilette (in
Japan)
Task-focused interfaces are user interfaces which
address the information overload problem of the
desktop metaphor by making tasks, not les, the pri-
mary unit of interaction.

Text-based user interfaces are user interfaces


which output a text. TUIs can either contain a
command-line interface or a text-based WIMP en-
vironment. Voice user interface of a
wearable computer (here: Google Glass)
Voice user interfaces, which accept input and pro-
vide output by generating voice prompts. The user
input is made by pressing keys or buttons, or re-
sponding verbally to the interface.

Natural-language interfaces Used for search en-


gines and on webpages. User types in a question and
waits for a response.

Zero-input interfaces get inputs from a set of sen-


sors instead of querying the user with input dialogs. HMI for audio mixing

Zooming user interfaces are graphical user inter-


faces in which information objects are represented
at dierent levels of scale and detail, and where the
user can change the scale of the viewed area in order
to show more detail.

HMI for video production


6 Gallery

Historic HMI in the drivers cabin of HMI of a machine for the


a German steam locomotive sugar industry with pushbuttons
8 8 REFERENCES

Kinetic user interface

Knowledge visualization the use of visual repre-


sentations to transfer knowledge

HMI for a Computer nu- Natural user interfaces


merical control (CNC)
Ncurses, a semigraphical user interface.

Organic user interface

Post-WIMP

Tangible user interface

Unied Code for Units of Measure


slightly newer HMI for a CNC- Usability links
machine
User assistance

User experience

User experience design

Virtual artifact
emergency switch/panic
switch Virtual user interface

8 References
7 See also
[1] Grin, Ben; Baston, Laurel. Interfaces (Presentation):
Adaptive user interfaces 5. Retrieved 7 June 2014. The user interface of a mechan-
ical system, a vehicle or an industrial installation is some-
Brain-computer interface times referred to as the human-machine interface (HMI).

Computer user satisfaction [2] User Interface Design and Ergonomics (PDF). COURSE
CIT 811. NATIONAL OPEN UNIVERSITY OF NIGE-
Direct voice input RIA: SCHOOL OF SCIENCE AND TECHNOLOGY:
19. Retrieved 7 June 2014. In practice, the abbreviation
Distinguishable interfaces
MMI is still frequently used although some may claim that
Ergonomics and human factors the study of de- MMI stands for something dierent now.
signing objects to be better adapted to the shape of
[3] Introduction Section. Recent advances in business ad-
the human body ministration. [S.l.]: Wseas. 2010. p. 190. ISBN 978-
Flat design 960-474-161-8. Other terms used are operator interface
console (OIC) and operator interface terminal (OIT)
Framebuer
[4] Cipriani, Christian; Segil, Jacob; Birdwell, Jay;
History of the GUI Weir, Richard. Dexterous control of a prosthetic
hand using ne-wire intramuscular electrodes in
Icon design targeted extrinsic muscles. IEEE Transactions on
Neural Systems and Rehabilitation Engineering: 11.
Information architecture organizing, naming, and doi:10.1109/TNSRE.2014.2301234. ISSN 1534-4320.
labelling information structures Neural co-activations are present that in turn generate
signicant EMG levels and hence unintended movements
Information visualization the use of sensory rep-
in the case of the present human machine interface
resentations of abstract data to reinforce cognition
(HMI).
Interaction design
[5] Citi, Luca (2009). Development of a neural interface for
Interaction technique the control of a robotic hand (PDF). Scuola Superiore
Sant'Anna, Pisa, Italy: IMT Institute for Advanced Stud-
Interface (computer science) ies Lucca: 5. Retrieved 7 June 2014.
9

[6] Jordan, Joel. Gaze Direction Analysis for the Investi- Chapter 2. History: A brief History of user inter-
gation of Presence in Immersive Virtual Environments faces
(Thesis submitted for the degree of Doctor of Philoso-
phy). University of London: Department of Computer Everest Software HMI videos
Science: 5. Retrieved 7 June 2014. The aim of this thesis
is to investigate the idea that the direction of gaze may be
used as a device to detect a sense-of-presence in Immer-
sive Virtual Environments (IVE) in some contexts.

[7] Ravi (August 2009). Introduction of HMI. Retrieved


7 June 2014. In some circumstance computers might ob-
serve the user, and react according to their actions without
specic commands. A means of tracking parts of the body
is required, and sensors noting the position of the head, di-
rection of gaze and so on have been used experimentally.
This is particularly relevant to immersive interfaces.

[8] HMI Guide.

[9] Richard, Stphane. Text User Interface Development


Series Part One - T.U.I. Basics. Retrieved 13 June 2014.

[10] McCown, Frank. History of the Graphical User Inter-


face (GUI)". Harding University.

[11] Raymond, Eric Steven (2003). 11. The Art of Unix


Programming. Thyrsus Enterprises. Retrieved 13 June
2014.

[12] C. A. D'H Gough; R. Green; M. Billinghurst.


Accounting for User Familiarity in User Interfaces
(PDF). Retrieved 13 June 2014.

[13] Sweet, David (October 2001). 9 - Constructing A Re-


sponsive User Interface. KDE 2.0 Development. Sams
Publishing. Retrieved 13 June 2014.

[14] John W. Satzinger; Lorne Olfman (March 1998). User


interface consistency across end-user applications: the ef-
fects on mental models. Journal of Management Infor-
mation Systems. Managing virtual workplaces and tele-
working with information technology. Armonk, NY. 14
(4): 167193.

[15] Raskin, Jef (2000). The human interface : new directions


for designing interactive systems (1. printing. ed.). Read-
ing, Mass. [u.a.]: Addison Wesley. ISBN 0-201-37937-6.

[16] Gordana Lamb. Improve Your UI Design Process with


Object-Oriented Techniques. Visual Basic Developer
magazine. 2001. quote: Table 1. Dierences between
the traditional application-oriented and object-oriented
approaches to UI design.

[17] Errett, Joshua. As app fatigue sets in, Toronto engineers


move on to chatbots. CBC. CBC/Radio-Canada. Re-
trieved July 4, 2016.

[18] appleinsider.com

9 External links
Its bibliography covers a wide area of user interface
publications
10 10 TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES

10 Text and image sources, contributors, and licenses


10.1 Text
User interface Source: https://en.wikipedia.org/wiki/User_interface?oldid=763083233 Contributors: Marian, Deb, Chris Q, Michael
Hardy, Pnm, Ixfd64, SebastianHelm, Ronz, Nanshu, Glenn, Whkoh, Andres, Hgamboa, Gepwiki, Spinster, Owen, Chealer, Sander123,
AlainV, Nurg, Merovingian, Academic Challenger, Texture, Pengo, Tea2min, Filemon, Giftlite, DavidCary, Elf-friend, Curps, Robert
Weemeyer, Yekrats, Edcolins, Wgoetsch, GeneMosher, Piotrus, Kevin B12, Bobbyelliott, MichaelMcGun, CALR, Till Ulen, Michal
Jurosz, Roybb95~enwiki, Abelson, Night Gyr, Bender235, Linkoman, Spalding, Billymac00, Smalljim, Giraedata, Minghong, Wrs1864,
Haham hanuka, Espoo, Udo Altmann, Diego Moya, Water Bottle, Lightdarkness, Kel-nage, KJK::Hyperion, Wtshymanski, MiguelTrem-
blay, David Haslam, Ikescs, Tckma, Burkhard~enwiki, Isnow, Jimgawn, BD2412, Chun-hian, JIP, Sjakkalle, CMorty, Aapo Laitinen,
Jennycho, Nihiltres, Crazycomputers, Mathiastck, Kri, Chobot, DVdm, Bgwhite, YurikBot, Wavelength, Midgley, RussBot, Hede2000, Pi
Delport, Stephenb, Manop, Jaxl, Raven4x4x, Voidxor, Tony1, Fmccown, Ageekgal, KGasso, Xaxafrad, Plankhead, Peter, Thelb4, Pdraic
MacUidhir, GrinBot~enwiki, Amberrock, Veinor, KnightRider~enwiki, SmackBot, Incnis Mrsi, DXBari, Unyoyega, RedDragon88,
Gilliam, Betacommand, TDS, Telempe, Dragice, Ios, SundarBot, Normxxx, DMacks, Pgillman, Ultraexactzz, Acdx, Beatmik, Vina-
iwbot~enwiki, Lester, Harryboyles, Aleenf1, Chrisch, Tasc, Waggers, Jgrahn, Ryulong, Manifestation, Ilovelive1, Hetar, Pwforaker, Ivan-
Lanin, RekishiEJ, Gil Gamesh, Tawkerbot2, Yashgaroth, CRGreathouse, Unixguy, Basawala, Dgw, MarsRover, Casper2k3, Pigfodder,
Michael J. Mullany, Cydebot, Gogo Dodo, Tawkerbot4, Phydend, FastLizard4, Epbr123, Lkantrov, Merbabu, Vanished user fwek-
lkaskwi4r592uofmoaihr, AntiVandalBot, Majorly, Dylan Lake, VictorAnyakin, Shashiraja, JAnDbot, The Transhumanist, PhilKnight,
Ny156uk, IIIIIIIII, Elmschrat, Drugonot, Magioladitis, VoABot II, Tedickey, Schastain, EagleFan, DerHexer, Umakant Mishra, Call-
tech, Oicumayberight, Uriash, Stephenchou0722, Bhupendra.meena, Hdt83, MartinBot, R'n'B, Cceli, Wa3frp, Tntdj, Jesant13, Yan-
nick56, Lee Vonce, SharksandBears, Inductiveautomation, Bhteam, Mikael Hggstrm, Legendsword, Nwbeeson, KylieTastic, Comet-
styles, Lights, Mrh30, Philip Trueman, Erikbrani, Oshwah, Slysplace, LeaveSleaves, David Condrey, Jamelan, WikiCantona, Ghamer01,
Krushia, HiDrNick, CrossHouses, SieBot, WereSpielChequers, Deguss, Jshrager, Jerryobject, Musicandnintendo, Yerpo, Maybury, Bil-
lyg, Hariva, WikiLaurent, Lloydpick, Escape Orbit, Martarius, ClueBot, Wasami007, Capitocapito, The Thing That Should Not Be,
Rpawson, Wysprgr2005, Ignorance is strength, RobertL, Three-quarter-ten, Tamaratrouts, Cuckowski, Terra Xin, , Qboat,
Subash.chandran007, RMFan1, RYonck, XLinkBot, Avoided, Zizzi0n, Reaperman, Favonian, Jasper Deng, Imac299, Eectiveui, Tide
rolls, Lightbot, Jarble, Legobot, Luckas-bot, Yobot, Fraggle81, SuperColbertFan, Timir Saxa, Peter Flass, AnomieBOT, Sdmonroe, Ru-
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XZeroBot, Alanradley, Call me Bubba, Omnipaedista, RibotBOT, PeaceLoveHarmony, Shadowjams, CSEditor, LucienBOT, Lamala-
madingdong, Jonesey95, Tom.Reding, Kangham, IceBlade710, R r245, Mikrosam Akademija 2, Jauhienij, Twilightvampirelover, Lotje,
Callanecc, Alperkaradas, Rollins83, EmausBot, Dewritech, Willy wonka and the rectum factory, Jmencisom, John Cline, Curled edge, The
Nut, Gaarmyvet, Benzbpolo, Fciv, Donner60, BioPupil, MCorley, Shobhit Gosain, Special Cases, ClueBot NG, Baburahwa (chhawni
basti), Jack Greenmaven, Satellizer, Alixlouca, Widr, Reify-tech, Matou91, Leonidas7812, Wbm1058, BG19bot, Dan653, Care2,
David.moreno72, Khazar2, Rezonansowy, Shwetajha671985, Jamesx12345, FaerieChilde, Me, Myself, and I are Here, Theos Little Bot,
Enock4seth, Chriyu, Beredman, Rebstei, Dsfreed, Star767, Lethosor, Basheertome, Backendgaming, JBBurke, MountRainier, HtcEv 0,
Leroy843, ScotXW, Juhuyuta, Bilorv, HMSLavender, ClassicOnAStick, JC713, Crystallizedcarbon, DaRealMidlandMan, Megstav, Lau-
rentRothschild, Mrkoolkidguy, CyberWarfare, James Hare (NIOSH), Doug McPheters, John mcjohnson, Untamemadman, Prahlad balaji,
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