Input part 3: Interaction Techniques. 2 Interaction techniques n A method for carrying out a specific interactive task – Example: enter a number in a.

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Presentation transcript:

Input part 3: Interaction Techniques

2 Interaction techniques n A method for carrying out a specific interactive task – Example: enter a number in a range F could use… (simulated) slider F (simulated) knob F type in a number (text edit box) – Each is a different interaction technique

3 Interaction techniques in libraries n Generally ITs now come in the form of “Widgets”, “controls”, “components”, “interactors” n Typically in reusable libraries – e.g. widget sets / class libraries n Also need custom ones

4 Design of interaction techniques – Just going to say a little n Scott’s Guidelines for IT design – Affordance – Feedback – Mechanics (incl. performance) – Gee, these sound sort of familiar...

5 Affordance n Can you tell what it does and what to do with it by looking at it? – Most important for novices F but almost all start as novices F if people don’t get past being novices you fail

6 Feedback n Can you tell what its doing? n Can you tell the consequences of the actions? – e.g. Folders highlight when you drag over them indicating that if you “let go” the file will go inside the folder F very important to reliable operation – important for all users

7 Mechanics: “feel” and difficulty n Fitts’ law tells us about difficulty – predicts time to make a movement n “Feel” is trickier – Can depend on physical input dev F physical movements, forces, etc. – Really gets back to the difficulty of the movement, but harder to characterize n Important for all, but esp. experts

8 Fitts’ law Time = A + B*log 2 (Dist/Size + 0.5) n Time is linearly proportional to log of “difficulty” – proportionality constants depend on muscle group, and device – Difficulty controlled by distance and required accuracy (size of target)

9 Fitts’ law n (True) expert performance tends to be closely related to time required for movements – not well related to learning (or performance) of novices – still need to consider “cognitive load”

10 Fitts’ law n Actual numbers from Fitts’ law generally not all that helpful – that level of detailed analysis is hard n General guideline – Keep required movements (accuracy & distance) firmly in mind F Avoid device swapping F Avoid disturbing focus of attention

11 Mini case study #1 The original “Macintosh 7” n Macintosh (1984) was first big success of GUIs – originally came with 7 interactors built into toolbox (hence used for majority) n Most not actually original w/ Mac – Xerox Star (+ Smalltalk & earlier)

12 The Macintosh 7 n Generally very well designed (iterated with real users!) – very snappy performance F dedicated whole processor to updating them (little or no “OS”) n Huge influence – These 7 still cover a lot of today’s GUIs (good and bad to that)

13 Button n Shaped as rounded rectangles (about “modern” square corners…) n Inverted for feedback – Recall Mac was pure B/W machine – Pseudo 3D appearance hard and hadn’t been invented yet

14 Slider n Used for scroll bars (but fixed size “thumb”) – Knurling on the thumb – “Pogo stick” problem

15 Aside: a different scrollbar design n Openlook scroll bar “Elevator” bar Thumb (with up/down buttons) Page extent indicator

16 Pulldown menu – This was original with Mac n Differs slightly from Windows version you may be familiar with – had to hold down button to keep menu down (one press-drag-release) n Items highlight as you go over n Selected item flashes

17 Check boxes, radio buttons, text entry / edit fields n Pretty much as we know them n Single or multi-line text supported from the beginning

18 File pick / save n Much more complex beast than the others – built from the others + some F e.g. no affordance, by you could type and file list would scroll to typed name

19 Original Mac also had others n Window close and resize boxes n Drag & open file icons and folders n Not made generally available – not in toolbox, so not (re)usable by other programmers

20 Second major release of Mac added a few n Lists – single & multiple selection – from textual lists (possibly with icons) n Hierarchical (“pull-right”) menus n Compact (“in-place”) menus – select one-of-N pulldown n Window zoom box

21 Have seen a few more added since then n Tabbed dialogs now widely used n Hierarchical lists (trees) n “Combo boxes” – Combination(s) of menu, list, text entry n A few more + variations on things n Typically don’t see much more than that

22 Almost all GUIs supported with the above interactor types n Good ones that work well – uniformity is good for usability n But, significant stagnation – “dialog box mindset” – opportunities lost by not customizing interaction techniques to tasks

23 Mini case study 2: Menus n Menu – supports selection of an item from a fixed set – usually set determined in advance – typically used for “commands” – occasionally for setting value (e.g., picking a font)

24 Design alternatives for menus n Simple, fixed location menus (see these on the web a lot) – easy to implement – good affordances F easy for novices (always same place, fully visible) – Focus of attention problems – Screen space hog

25 Popup menus n Menu pops up under the cursor (sometimes via “other button”) – close to cursor F not under it, why?

26 Popup menus n Menu pops up under the cursor (sometimes via “other button”) – close to cursor F What does Fitts’ law say about this?

27 Popup menus n Menu pops up under the cursor (sometimes via “other button”) – close to cursor F Fitts law says: very fast F also focus not disturbed – takes no screen space (until used) – can be context dependent (!) – poor (non-existent) affordance

28 Getting best of both: Mac pulldown menus n Menu bar fixed at top of screen, with pull-down submenus – benefits of fixed location – provides good affordance – good use of space via partial popup – but splits attention & requires long moves

29 Fitts’ law effects n Windows menus at top of windows, vs. Mac menus at top of screen – Interesting Fitts’ law effect F what is it?

30 Fitts’ law effects n Windows menus at top of windows, vs. Mac menus at top of screen – Interesting Fitts’ law effect F thin target vertically (direction of move) => high required accuracy F hard to pick F but… (anybody see it?)

31 Fitts’ law effects n With menu at top of screen can overshoot by an arbitrary amount (Example of a “barrier” technique) – What does Fitts’ law say about that?

32 Fitts’ law effects n With menu at top of screen can overshoot by an arbitrary amount – very large size (dominated by horizontal which is wide) – Original Mac had 9” screen so distance not really an issue – very fast selection

33 Pie menus n A circular pop-up menu – no bounds on selection area F basically only angle counts F do want a “dead area” at center – What are Fitts’ law properties?

34 Pie menus n A circular pop-up menu – no bounds on selection area F basically only angle counts F do want a “dead area” at center – Fitts’ law properties: F minimum distance to travel F minimum required accuracy F very fast

35 Pie menus n Why don’t we see these much?

36 Pie menus n Why don’t we see these much? F Just not known F Harder to implement particularly drawing labels but there are variations that are easier F Don’t scale past a few items No hierarchy

37 Beating Fitts’ law (a hobby of mine) n Can’t really beat it – property of being human – but you can “cheat”! n One approach: avoid the problem – use a non-pointing device F shortcuts & fixed buttons F mouse wheel for scrolling

38 Beating Fitts’ law n Not everything can be a shortcut n Other major approach: manipulate interface to reduce difficulty – distance (put things close) F but not everything can be close F have to make them smaller!

39 Beating Fitts’ law n Most ways to “cheat” involve manipulating size – typically can’t make things bigger w/o running out of screen space (but look at that as an option) – but… can sometimes make things act bigger than they are

40 “Cheating” on target size n Consider targets that are not just passive – not all movements end in “legal” or useful positions – map (nearby) “illegal” or non-useful onto “legal ones” F hit of “illegal” position treated as legal e.g. positions above Mac menubar F effective size bigger

41 Snapping (or “gravity fields”) n Treat movement to an “illegal” point as if it were movement to closest “legal” (useful / likely) pt – Cursor or other feedback snaps to “legal” position – Drawn to it as if it has gravity

42 Snapping n Simplest: grids n Constrained orientations & sizes – 90° & 45°, square n More sophisticated: semantic – only attach circuit diagram items at certain spots

43 Snapping n Even more sophisticated: dynamic semantics – Check legality and consequences of each result at every move F don’t catch errors, prevent them!

44