Google maps was still years away. And tile server tech wasn’t quite there to ship it yet. But it was the obvious thing to build, and not in any way a mystery as to how you’d do it.
Inventions are often that way -- think of the mousetrap. People knew springs pinched the crap out of you when released. But nobody had made a device to kill mice, yet untilthat was invented.
I don't know what the cognitive bias for thinking that because you thought of an idea it must be obvious is, but it exists. I say that as a patent inventor.
The technical "how" of the implementation is not really obvious, you could implement the same result in many possible ways, some better than others.
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.
Copying natural laws in our work is something that was obvious for humans for millennia. We've been imagining space ships 100 years before going to space but simulating inertia for an object "sliding" on a screen was "not obvious at the time"?
Of course it was! How to do it (well) may not have been obvious but the idea of doing it was there for anyone using a computer. The parallel with the real world was always obvious because this is directly analogous to how physical objects behave and you'd do naturally in the physical world. The world around you provides the "observed example", not other computer implementations.
I personally thought since decades ago about this kind of inertia while scrolling through lists or dragging things. I thought of transparency, skeuomorphism, writing on touchscreens, etc. long before they were implemented because computers could handle them. And I can assure you I wasn't the only one.
"Same thing that you've been doing for ages in real life but now on a computer".
P.S. I'm thinking of a holographic/VR 3D interface right now that replicates interactions with physical objects either by manipulating it with my body parts, with electronic input devices, or with a BCI. I hope I live long enough to read an internet discussion where someone claims this was just not obvious back in the dark ages of the early 2020s...
Your interface is just a fantasy. You haven't taken any steps towards making it a reality. There's no demonstrable prototype. There's no documented research into it's principles that you have uniquely contributed directly to.
That's the difference. You haven't undergone any inventive steps, because you haven't created anything. You have a vague idea that such a thing may be possible, but haven't undergone the rigor of understanding and implementing a basic example of what you have conceptualized.
This isn't to be confused with comercializing the idea, figuring out how to market and produce it to meet demand, package it, and deliver it. That's a wholly different process, parts of which itself may require further inventions.
> I'm speaking of the inertial scrolling [...] That physics combination with drag and drop interaction was not obvious
Now you pivoted to the point that the implementation is what makes it not obvious:
> You have to think of and implement the idea.
Despite the tone of disapproval you just landed in agreement with what I said in the very first comment:
> The "what" is obvious [...] The technical "how" of the implementation is not really obvious
Will it be a novel invention to implement the inertial scrolling of a map using an exceptionally overly-complicated and completely impractical method that nobody has used before? No. Will the idea of inertial scrolling be obvious despite my completely non-obvious implementation? Very much so.
Technical and business limitations drove the design of MapQuest. That client computers had little computing power, bandwidth (on both sides of the pipe) was limited and expensive, and processing power on the server for a very low value user (per interaction) had to be meted. No one who used MapQuest didn't wish they could just smoothly scroll the map, but we were fine given many of us were on a terrible connection, ran on systems with limited graphics power (where even smoothly blitting a high resolution raster graphic was taxing), etc.
Every improvement (more computing power, memory, storage, bandwidth, or even business model, etc) in the industry invariably leads to many people all independently seeing the same obvious next step, many groups building the same eventual thing, and then the losers (from a market perspective) claiming that their ideas were stolen. It is the story of this industry.
Perhaps you could interpret the parent comment as "if you're doing online mapping [and mouse drag/drop is possible in the browser], the first thing you think of ..."
There were also other interesting navigation schemes that relied on multi button mice or tablets.
I still like the model where you hold down a button and the navigation speed and direction is controlled by the distance and angle from that click point to the mouse cursor.
I think "grab to move" is as old as our opposable thumbs. There is nothing innovative about it
When online mapping was first around the javascript slippy map hadn't been invented. The page would show you a given map tile, and provide left/right/up/down/zoom buttons that would load a tile one step in the direction you chose. Sometimes with a complete pageload for every step.
For example: https://web.archive.org/web/20040805053745/http://getamap.or...