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Interaction Techniques and Beating Fitts

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Title: Interaction Techniques and Beating Fitts


1
Interaction Techniques and Beating Fitts Law
2
Interaction techniques
  • A method for carrying out a specific interactive
    task
  • Example enter a number in a range
  • could use (simulated) slider
  • (simulated) knob
  • type in a number (text edit box)
  • Each is a different interaction technique

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

4
Design of interaction techniques
  • Just going to say a tiny bit
  • Scotts Guidelines for IT design
  • Affordance
  • Feedback
  • Mechanics (incl. performance)

5
Affordance
  • Can you tell what it does and what to do with it
    by looking at it?
  • Most important for novices
  • but almost all start as novices
  • if people dont get past being novices you fail

Knurling (affordance for grip)
6
Feedback
  • Can you tell what its doing?
  • Can you tell the consequences of actions?
  • e.g. Folders highlight when you drag over them
    indicating that if you let go the file will go
    inside the folder
  • very important to reliable operation
  • important for all users

7
Mechanics feel difficulty
  • Fitts law (next) tells us about difficulty
  • predicts time to make a movement
  • Feel is trickier
  • Can depend on physical input dev
  • physical movements, forces, etc.
  • Really gets back to the difficulty of the
    movement, but harder to characterize
  • Important for all, but esp. experts

8
Fitts law
  • Fitts was studying pointing behavior.
  • Move your hand to touch within a circular target
  • Analog for press a button of a certain size
  • Originally e.g., in aircraft controls
  • Also turns out to model move mouse to screen
    position to e.g., press a virtual button very
    well
  • Turns out that time to do this is related to
    distance to target and size of target

9
Fitts law
  • Time A Blog2(Dist/Size 0.5)
  • 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)
  • Empirically derived (will see theory a bit later)

10
Fitts law
  • (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

11
Mini case study 1The original Macintosh 7
  • Macintosh (1984) was first big success of GUIs
  • Originally came with 7 interactors built into
    toolbox (hence used for majority)
  • Most not actually original w/ Mac
  • Xerox Star ( Smalltalk earlier)

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

13
Button
  • Shaped as rounded rectangles
  • (about modern square corners)
  • Inverted for feedback
  • Recall Mac was pure B/W machine
  • Pseudo 3D appearance hard and hadnt been
    invented yet

14
Slider
  • Used for scroll bars (but fixed size thumb)
  • Knurling on the thumb
  • Pogo stick problem

15
Aside a different scrollbar design
  • Openlook scroll bar

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

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

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

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

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

21
Have seen a few more added since then
  • Tabbed dialogs now widely used
  • Hierarchical lists (trees)
  • Combo boxes
  • Combination(s) of menu, list, text entry
  • A few more variations on things
  • Typically dont see much more than that

22
Almost all GUIs supported with the above 12-14
interactor types
  • Good ones that work well
  • uniformity is good for usability
  • But, significant stagnation
  • dialog box mindset
  • opportunities lost by not customizing interaction
    techniques to tasks

23
Mini case study 2 Menus
  • 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
  • Simple, fixed location menus
  • (see these on the web a lot)
  • easy to implement
  • good affordances
  • easy for novices (always same place, fully
    visible)
  • Focus of attention problems
  • Screen space hog

25
Popup menus
  • Menu pops up under the cursor (sometimes via
    other button, e.g., right button on PC)
  • close to cursor
  • not under it, why?

26
Popup menus
  • Menu pops up under the cursor (sometimes via
    other button , e.g., right button on PC)
  • close to cursor
  • What does Fitts law say about this?

27
Popup menus
  • Menu pops up under the cursor (sometimes via
    other button , e.g., right button on PC)
  • close to cursor
  • Fitts law says very fast
  • 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
  • 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
  • Windows menus at top of windows, vs. Mac menus at
    top of screen
  • Interesting Fitts law effect
  • what is it?

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

31
Fitts law effects
  • 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
  • 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
  • A circular pop-up menu
  • no bounds on selection area
  • basically only angle counts
  • do want a dead area at center
  • What are Fitts law properties?

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

35
Pie menus
  • Why dont we see these much?

36
Pie menus
  • Why dont we see these much?
  • Just not known
  • Harder to implement
  • particularly drawing labels
  • but there are variations that are easier
  • Dont scale past a few items
  • No hierarchy

37
Beating Fitts law (a hobby of mine)
  • Cant really beat it
  • property of being human
  • but you can cheat!
  • One approach avoid the problem
  • use a non-pointing device
  • shortcuts fixed buttons
  • mouse wheel for scrolling

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

39
Beating Fitts law
  • Most ways to cheat involve manipulating size
  • typically cant 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
  • 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
  • hit of illegal position treated as legal
  • e.g. positions above Mac menubar
  • effective size bigger

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

42
Snapping
  • Simplest grids
  • Constrained orientations sizes
  • 90 45, square
  • More sophisticated semantic
  • only attach circuit diagram items at certain spots

43
Snapping
  • Even more sophisticated dynamic semantics
  • Check legality and consequences of each result at
    every move
  • dont catch errors, prevent them!

44
Other approaches
  • Area cursors
  • Make the cursor (or active area) much bigger
  • Any part of cursor over object allows selection
  • Width in Fitts law sense is sum of cursor and
    object
  • Issue
  • What is it?

45
Other approaches
  • Area cursors
  • Make the cursor much bigger
  • Any part of cursor over object allows selection
  • Width in Fitts law sense is sum of cursor and
    object
  • Issue
  • Pick ambiguity what if two more objects under?
  • Solution ?

46
Other approaches
  • Area cursors
  • Make the cursor much bigger
  • Any part of cursor over object allows selection
  • Width in Fitts law sense is sum of cursor and
    object
  • Issue
  • Pick ambiguity what if two or more objects
    under?
  • Solution adaptive approach
  • Reduce cursor size when ambiguous

47
More aggressive approaches
  • Barriers
  • Put a barrier behind the object
  • Natural screen edge (but cant put all things
    there)
  • Artificial anywhere
  • Effectively very large size (like Mac menus)
  • But how do you know where to put them?
  • Incorrectly placed they can block interaction
  • Needs to be behind the intended target only
  • How do you know what the intended target is?

48
More aggressive approaches
  • Sticky icons
  • Adjust the mouse gain
  • Ratio of mickeys (mouse rotation ticks) to
    pixels
  • Make mouse slower over target
  • Has effect of making target larger
  • BUT
  • If you do this everywhere it just slows
    everything
  • How do you know you are over the target?

49
So how do we know which is the intended target?
  • Note A number of possibilities if we knew the
    intended target in advance
  • Above aggressive approaches to beating Fitts
  • Also prefetch and/or precomputation
  • May be able to do a more detailed analysis of the
    movement to figure this out

50
More detailed explanation of Fitts law
  • Why is it a log relationship (not linear)?
  • One explanation lies in micro-structure of the
    movement control (not only / best explanation)
  • Movement made up of main move and a series of
    corrections each regulated by feedback
  • Sub-movements get smaller (by fixed percent)but
    take constant time (one perceptual-motor cycle)
  • Log number of expected correction steps

51
Ballistic motions
  • Recall
  • Velocity is change in position per unit time
  • First derivative of position WRT time
  • Acceleration is change in velocity per unit time
  • Second derivative
  • Jerk is change in acceleration per unit time
  • Third derivative
  • Snap is change in jerk per unit time
  • One model of ballistic motion minimize jerk
  • Min acceleration doesnt work, min snap collapses
    back to min jerk when zero vel / accel at ends of
    movement

52
Minimum jerk model
  • Minimum jerk model says that a single ballistic
    (uncorrected) movement would look like

Velocity
Time
53
Real movement micro-structure
  • Observed movements show corrective tail
  • Corrective movements based on perceptual feedback
    cycles (sometimes see separate bumps but
    usually appear continuous)
  • other explanations exist

Velocity
Time
54
Reading
  • Andrea H. Mason, Masuma A. Walji, Elaine J. Lee,
    Christine L. MacKenzie, Reaching movements to
    augmented and graphic objects in virtual
    environments, Proceedings of CHI '01, 2001,
    Seattle, pp.426-433.
  • http//portal.acm.org/citation.cfm?doid365024.365
    308

55
Predicting being near target
  • Aileen Worden, Neff Walker, Krishna Bharat, Scott
    Hudson, "Making computers easier for older adults
    to use, Proceedings of CHI '97, March 1997,
    Atlanta, pp. 266-271.http//doi.acm.org/10.1145/2
    58549.258724
  • Adaptive area cursors and sticky icons
  • Predicts that we are near target when velocity
    falls to 30 of peak velocity

56
Idea for better predictions Minimum jerk model
again
  • Equations for this
  • Assuming zero velocity and acceleration at start
    and end of movement
  • Start position X0,Y0 End position Xf, Yf
  • Movement time MT Normalized time ? t/MT
  • X(t) X0 (X0- Xf)(-10 ?3 15 ?4 -6 ?5)
  • Y(t) Y0 (Y0- Yf)(-10 ?3 15 ?4 -6 ?5)

57
Minimum jerk model again
  • Simplify a little more
  • Assuming X0,Y0 0 (relative movement)
  • X(t) Xf(10 ?3 -15 ?4 6 ?5)
  • Y(t) Yf(10 ?3 -15 ?4 6 ?5)
  • (Model cant be completely right. Why?)

58
Supplemental reading(more details on equations)
  • Mary D. Dlein Breteler, Stan C. A. M. Gielen,
    Ruud G. J. Meulenbrock, "End-point constraints in
    aiming movements effects of approach angle and
    speed", Biol Cybern, v85, pp 65-75, 2001.
  • http//www.mbfys.kun.nl/mbfys/people/stan/biocyber
    n85-1.pdf

59
(Untested) idea for prediction
  • Collect points from beginning of motion
  • For each known possible ending point
  • Predict MT based on Fitts law
  • Test fit of observed points to min-jerk equation
  • Best fit is prediction
  • Issues
  • Probably need to model corrective tail also
  • Dont know error / uncertainty / sensitivity

60
Another (untested) idea
  • Detecting non-dexterous users
  • Look at microstructure of movement to detect
    motor control deficiencies
  • Normal aging
  • Minor to moderate difficulty mostly with small
    targets
  • More severe disabilities of various sorts
  • May be able to classify and provide specific help
  • E.g., tremor vs. other kinds of dysfunction
  • E.g., find onset of difficulty or apply
    specialized filters
  • Kalman filter based on expected dexterous
    movements(?)

61
  • Trying one of these out is a possibility for
    project 2

62
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