Author: Ken Hinckley
main argument
Interaction designers should consider
- Search strategies
- 🔗 I love Obsidian’s search and data organization functions
- Sensor inputs enabling new data types
- Synthesis techniques to extract meaningful structure from data
- Integration of traditional technologies (e.g. paper)
supporting information
- Properties of input devices
- Property sensed
- Absolute input device
- Position sensing
- Relative input device
- Visual feedback
- Motion sensing
- Clutching: readjustment of device (e.g. mouse)
- Absolute input device
- Number of dimensions
- Indirect versus direct
- Device acquisition / homing time
- Gain
- Distance moved by an input device divided by the distance moved on the display
- Property sensed
- Device types
- Mice
- Trackballs
- Small footprint
- Frequent tracking
- Isometric joysticks
- Return to center
- Rate of cursor movement is proportional to force exerted
- Isotonic joysticks
- Sense angle of deflection
- Isotonic joysticks
- Indirect tablets
- Touchpads (trackpads)
- Touchscreens and pen-operated devices
- Elemental tasks
- Text
- Select
- Position
- Quantify
- Compound tasks
- View tasks as hierarchies of subtasks
- Elemental nature depends on device
- Chunking encourages the user to work at the higher level of the compound task
- View tasks as hierarchies of subtasks
- Fitts’ law demonstrates that the movement time to a target depends on the size of and the distance to the target
- Hick’s law states that the longer the list, the longer it takes to make a selection
- The Steering Law predicts that movement time is a linear function of A and W
- The Minimum Jerk Law states that unconstrained human movement trajectories tend to minimize the derivative of acceleration
- The Keystroke-Level Model can be used to estimate the time needed for experts to complete a routine task
- Goals, Objects, Methods, and Selection rules (GOMS) extends this
- The power law of practice describes the automation of skills in procedural memory