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


Search Results


Search results for screens
Showing 11 to 20 of 281 [<< prev] [next >>] [new search]


Chapter 2 The computer 2.2 Text entry devices Page 56

The different rectangular regions on our archetypical screen known as windows allow text to be entered, which is done in our system via the keyboard, which is discussed below, followed by an examination of some alternatives.


Chapter 2 The computer 2.3 Positioning and pointing devices Page 63

Central to most modern computing systems is the ability to point at something on the screen and thereby manipulate it, or perform some function. There has been a long history of such devices, in particular in computer-aided design (CAD), where positioning and drawing are the major activities. Pointing devices allow the user to point, position and select items, either directly or by manipulating a pointer on the screen. Of these devices, the mouse is most common, if not ubiquitous.


Chapter 2 The computer 2.3.1 The mouse Page 63

The mouse has become a major component of the majority of personal computer systems and general-purpose workstations sold today, and is the little box with the tail connecting it to the machine in our basic computer system picture (Figure 2.1). It is a small, palm-sized box housing a weighted ball -- as the box is moved over the tabletop, the ball is rolled by the table and so rotates inside the housing. This rotation is detected by small rollers that are in contact with the ball, and these adjust the values of potentiometers. The changing values of these potentiometers can be directly related to changes in position of the ball. The potentiometers are aligned in different directions so that they can detect both horizontal and vertical motion. The relative motion information is passed to the computer via a wire attached to the box, and moves a pointer on the screen, called the cursor. The whole arrangement tends to look rodent-like, with the box acting as the body and the wire as the tail; hence the term 'mouse'. In addition to detecting motion, the mouse has typically one, two or three buttons on top. These are used to indicate selection or to initiate action. Single-button mice tend to have similar functionality to multi-button mice, and achieve this by instituting different operations for a single and a double button click. A 'double-click' is when the button is pressed twice in rapid succession. Multi-button mice tend to allocate one operation to each particular button.


Chapter 2 The computer 2.3.1 The mouse Page 63

The mouse operates in a planar fashion, moving around the desktop, and is an indirect input device, since a transformation is required to map from the horizontal nature of the desktop to the vertical alignment of the screen. Left--right motion is directly mapped, whilst up--down on the screen is achieved by moving the mouse away--towards the user. The mouse only provides information on the relative movement of the ball within the housing: it can be physically lifted up from the desktop and replaced in a different position without moving the cursor. This offers the advantage that less physical space is required for the mouse, but suffers from being less intuitive for novice users. Since the mouse sits on the desk, moving it about is easy and users suffer little arm fatigue, although the indirect nature of the medium can lead to problems with hand--eye coordination. However, a major advantage of the mouse is that the cursor itself is small, and it can be easily manipulated without obscuring the display.


Chapter 2 The computer 2.3.1 The mouse Page 63

The mouse was developed around 1964 by Douglas C. Engelbart, and a photograph of the first prototype is shown in Figure 2.5. This used two wheels that slide across the desktop and transmit x--y coordinates to the computer. The housing was carved in wood, and has been damaged, exposing one of the wheels. The original design actually offers a few advantages over today's more sleek versions: by tilting it so that only one wheel is in contact with the desk, pure vertical or horizontal motion can be obtained. Also, the problem of getting the cursor across the large screens that are often used today can be solved by flicking your wrist to get the horizontal wheel spinning. The mouse pointer then races across the screen with no further effort on your behalf, until you stop it at its destination by dropping the mouse down onto the desktop.


Chapter 2 The computer Joystick Page 65

The joystick is an indirect input device, taking up very little space. Consisting of a small palm-sized box with a stick or shaped grip sticking up from it, the joystick is a simple device with which movements of the stick cause a corresponding movement of the screen cursor. There are two types of joystick, the absolute and the isometric. In the absolute joystick, movement is the important characteristic, since the position of the joystick in the base corresponds to the position of the cursor on the screen. In the isometric joystick, the pressure on the stick corresponds to the velocity of the cursor, and when released, the stick returns to its usual upright centred position. This type of joystick is also called the velocity-controlled joystick, for obvious reasons. The buttons are usually placed on the top of the stick, or on the front like a trigger. Joysticks are inexpensive and fairly robust, and for this reason they are often found in computer games. Another reason for their dominance of the games market is their relative familiarity to users, and their likeness to aircraft joysticks: aircraft are a favourite basis for games, leading to familiarity with the joystick that can be used for more obscure entertainment ideas.


Chapter 2 The computer Touch-sensitive screens (touchscreens) Page 66

Touch-sensitive screens (touchscreens)


Chapter 2 The computer Touch-sensitive screens (touchscreens) Page 66

Touchscreens are another method of allowing the user to point and select objects on the screen, but they are much more direct than the mouse, as they detect the presence of the user's finger, or a stylus, on the screen itself. They work in one of a number of different ways: by the finger (or stylus) interrupting a matrix of light beams, or by capacitance changes on a grid overlaying the screen, or by ultrasonic reflections. Because the user indicates exactly which item is required by pointing to it, no mapping is required and therefore this is a direct device.


Chapter 2 The computer Touch-sensitive screens (touchscreens) Page 66

The touchscreen is very fast, and requires no specialized pointing device. It is especially good for selecting items from menus displayed on the screen. Because the screen acts as an input device as well as an output device, there is no separate hardware to become damaged or destroyed by dirt; this makes touchscreens suitable for use in hostile environments. They are also relatively intuitive to use and have been used successfully as an interface to information systems for the general public.


Chapter 2 The computer Touch-sensitive screens (touchscreens) Page 66

They suffer from a number of disadvantages, however. Using the finger to point is not always suitable, as it can leave greasy marks on the screen, and, being a fairly blunt instrument, it is quite inaccurate. This means that the selection of small regions is very difficult, as is accurate drawing. Moreover, lifting the arm to point to a vertical screen is very tiring, and also means that the screen has to be within about a metre of the user to enable it to be reached, and this can make it too close for comfort. Recent research has shown that the optimal angle for the screen is about 15 degrees up from the horizontal.


Search results for screens
Showing 11 to 20 of 281 [<< prev] [next >>] [new search]

processed in 0.005 seconds


feedback to feedback@hcibook.com hosted by hiraeth mixed media