HUMAN-COMPUTER INTERACTION SECOND EDITION
Dix, Finlay, Abowd and Beale


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Chapter 2 The computer 2.7.1 Effects of finite processor speed Page 96

A similar problem, icon wars, occurs on window systems. The user clicks the mouse on a menu or icon, and nothing happens; for some reason the machine is busy or slow. So the user clicks again, tries something else -- then, suddenly, all the buffered mouse clicks are interpreted and the screen becomes a blur of flashing windows and menus. This time, it is not so much that the response is too slow -- it is fast enough when it happens -- but that the response is variable. The delays due to swapping programs in and out of main memory typically cause these problems.


Chapter 2 The computer 2.7.1 Effects of finite processor speed Page 97

Furthermore, a style of interaction which is optimal on one machine may not be on a slower machine. In particular, mouse-based interfaces cannot tolerate delays between actions and feedback of more than a fraction of a second, otherwise the immediacy required for successful interaction is lost. If these responses cannot be met then a more old-fashioned, command-based interface may be required.


Chapter 2 The computer 2.8 Summary Page 101

In Sections 2.2 and 2.3, we described a range of input devices. These performed two main functions: text entry and pointing. The principal text entry device is the QWERTY keyboard, but we also discussed alternative keyboards, chord keyboards and speech input. Pointing devices included the mouse, trackerball and joystick, as well as a large array of less common alternatives. We also mentioned novel devices for manipulation and pointing: the dataglove, as used in many virtual reality systems, and eyegaze systems.


Chapter 3 The interaction 3.5.2 Menus Page 117

In a menu-driven interface, the set of options available to the user is displayed on the screen, and selected using the mouse, or numeric or alphabetic keys. Since the options are visible they are less demanding of the user, relying on recognition rather than recall. However, menu options still need to be meaningful and logically grouped to aid recognition. Often menus are hierarchically ordered and the option required is not available at the top layer of the hierarchy. The grouping and naming of menu options then provides the only cue for the user to find the required option. Such systems either can be purely text based, with the menu options being presented as numbered choices (see Figure 3.8), or may have a graphical component in which the menu appears within a rectangular box and choices are made, perhaps by typing the initial letter of the desired selection, or by entering the associated number, or by moving around the menu with the arrow keys. This is a restricted form of a full WIMP system, described in more detail shortly.


Chapter 3 The interaction 3.5.6 The WIMP interface Page 120

The UNIX windowing environments are interesting as the contents of many of the windows are often themselves simply command line or character-based programs (see Figure 3.12). In fact, this mixing of interface styles in the same system is quite common, especially where older legacy systems are used at the same time as more modern applications. It can be a problem if users attempt to use commands and methods suitable for one environment in another. On the Apple Macintosh, HyperCard uses a point-and-click style. However, HyperCard stack buttons look very like Macintosh folders. If you double click on them, as you would to open a folder, your two mouse clicks are treated as separate actions. The first click opens the stack (as you wanted), but the second is then interpreted in the context of the newly opened stack, behaving in an apparently arbitrary fashion! This is an example of the importance of consistency in the interface, an issue we will return to in the next chapter.


Chapter 3 The interaction 3.5.7 Point-and-click interfaces Page 121

In most multimedia systems and in web browsers, virtually all actions take only a single click of the mouse button. You may point at a city on a map and when you click a window opens, showing you tourist information about the city. You may point at a word in some text and when you click you see a definition of the word. You may point at a recognizable iconic button and when you click some action is performed.


Chapter 3 The interaction 3.5.7 Point-and-click interfaces Page 121

This point-and-click interface style is obviously closely related to the WIMP style. It clearly overlaps in the use of buttons, but may also include other WIMP elements. However, the philosophy is simpler and more closely tied to ideas of hypertext. In addition, the point-and-click style is not tied to mouse-based interfaces, and is also extensively used in touchscreen information systems. In this case, it is often combined with a menu-driven interface.


Chapter 3 The interaction 3.6.3 Pointers Page 125

The pointer is an important component of the WIMP interface, since the interaction style required by WIMP relies very much on pointing and selecting things such as icons. The mouse provides an input device capable of such tasks, although joysticks and trackballs are other alternatives, as we have previously seen in Chapter 2. The user is presented with a cursor on the screen that is controlled by the input device. A variety of pointer cursors are shown in Figure 3.18.


Chapter 3 The interaction 3.6.4 Menus Page 127

The pointing device is used to indicate the desired option. As the pointer moves to the position of a menu item, the item is usually highlighted (by inverse video, or some similar strategy) to indicate that it is the potential candidate for selection. Selection usually requires some additional user action, such as pressing a button on the mouse that controls the pointer cursor on the screen or pressing some special key on the keyboard. Menus are inefficient when they have too many items, and so cascading menus are utilized, in which item selection opens up another menu adjacent to the item, allowing refinement of the selection. Several layers of cascading menus can be used.


Chapter 3 The interaction 3.6.4 Menus Page 127

The main menu can be visible to the user all the time, as a menu bar and submenus can be pulled down or across from it upon request (Figure 3.19). Menu bars are often placed at the top of the screen (for example, MacOS) or at the top of each window (for example, Windows 3.1 and Motif). However, alternatives include menu bars along one side of the screen, or even placed amongst the windows in the main 'desktop' area. Alternatively, the main menu can be hidden and upon request it will pop up onto the screen. These pop-up menus are often used to present context-sensitive options, for example allowing one to examine properties of particular on-screen objects. However, in some systems they are also used to access more global actions when the mouse is depressed over the screen background.


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