Input Models Flashcards

1
Q

Models

A
  • Models are representations of phenomena that help us understand how something works (or how it will work)
    • as simple as possible
    • as complex as necessary
  • Models are never perfect
  • Models are based on assumptions
  • Models are useful for specific phenomena, and not useful for other
  • Fitts’ Law models performance of aimed movement
  • Assumptions
    • Target is known in advance (no search time)
    • Reachable in uninterrupted movement (no steps)
  • Fitts’ Law holds for pointing
    • Direct and Indirect
  • But does not hold for (e.g.) drawing
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2
Q

Fitts’ Law applied to 2D Pointing

A
  • MT = a + b * log2(D/W + 1)
  • Task: Move pointer onto the target as quickly as possible
  • Distance: From current cursor position to center of target
  • Width: Across target, in the direction of movement
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3
Q

Example: Select the Square

A
  • MT = a + b * log2 (D/W + 1)
  • Calculate the average movement time for the cursor to select the square
  • a = 50ms, b = 100ms/bit
  • MT = 50 + 100 (log2(6/2+1))
  • MT = 450
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4
Q

Which menu design is most efficient?

A
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5
Q

Crossing versus Pointing

A

Pointing: tolerance (width) in the direction of movement (collinear)
- Can only control and correct at the end of the movement

Crossing: tolerance (width) orthogonal to direction of movement
- Can control and correct all the way towards the goal

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6
Q

Crossing versus Pointing 2

A
  • Pointing
    • Crossing object boundary and stopping on object
    • Example: mouse-over to select hover state
  • Crossing
    • Crossing through an object for selection
    • Removes constraint to stop with object boundaries
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7
Q

Advantages of Crossing-based Selection

A
  • Selection of objects that are “thin”
  • Multi-selection: move across multiple objects to select
    • e.g., Swiping across keys on a keyboard
  • Good with input devices that have no button to click
    • Mid-air pointing (Kinect etc); Head pointing in 3D world

-Pen/Stylus: Crossing with pen on surface; don’t need to lift pen to tap
- Good when movement is jittery, or tracking noisy
- e.g., hand tremor in mid-air pointing, controllers with low precision

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8
Q

Objects at the Display Edge

A
  • When an object touches the edge, selecting it becomes a crossing task
    • W: defined by object boundary
    • e.g. Apple Menu
  • When an object does not touch the edge, selecting it is a pointing task
    • W: defined by direction of mov.
    • e.g., MS Taskbar
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9
Q

Corners and Edges

A
  • Application menu bar: In window or at top of screen?
  • Access to key controls and menus in display corners
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10
Q

Steering Law

A
  • Time to drive through a narrow road
    • Time depends on path length and width along the way
    • Path integral over 1/W; approximately by summing up: T = a + b * S/W
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11
Q

Steering a Mouse through a Tunnel

A
  • A straight road … with distance D and width W
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12
Q

Steering Law Definition (Accot-Zhai)

A

MT = a + b * D/W
ID = D/W
- The movement time (MT) to acquire a target through a tunnel is a function of the length (D) and width (W) of the tunnel
- MT: Movement time
- a and b: constants dependent on the pointing system
- D: distance, i.e. length of the tunnel
- W: width of the tunnel

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13
Q

Tunnels in the User Interface

A
  • Pointing to ‘Find’
    • ID = log2(D/W)
  • Steering through the tunnel to the submenu
    • ID = D/W
  • Pointing in submenu
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14
Q

Steering between objects

A
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15
Q

Keystroke-Level Model (KLM)

A
  • KLM defines a set of basic input operators with time estimates for their execution
  • Physical motor operators
    • Pressing a key, Pointing with the mouse, Draw a line
    • Move hand from one device to another
  • Mental operator
    • Mental preparation of a motor action
    • Also to model time to make a decision, on to look for something
  • System response
    • Time the user must wait for a response
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16
Q

KLM

A
17
Q

KLM Example

A
18
Q

Advantages of KLM

A
  • Simplicity of the model: easy to apply
  • Can be done from just sketches of an interface
  • Surprisingly accurate
  • Appropriate for routine tasks
  • Especially useful to compare alternatives
  • Testing designs for frequent and repetitively used interfaces
19
Q

Limitations of the KLM

A
  • Assumes that the user is expert and the task well-rehearsed
  • Assumes error-free operation
  • Not appropriate for tasks that involve exploration or reasoning
20
Q

Pointing and Keystrokes - Key Points

A
  • Input is based on movement, and we can model movement time for different types of task – pointing, crossing, moving through tunnels
  • Display edges and corners are special places for access to UI elements
  • Fitts’ Law applies in many ways in UI design
  • Steering Law applies when movement is continuously constrained, by object boundaries or obstacles
  • KLM can be used to model input time for composite tasks using keystrokes, device switches, pointing, and clicks as primitives