The components of graphical user interfaces can be made to
dynamically expand as the cursor approaches, providing visually
appealing effects. Expansion can be implemented in a variety of
ways: in some cases the targets expand visually while maintaining
a constant smaller motor-space for selection; and in others both
the visual and motor-spaces of the objects are enlarged. Previous
research by McGuffin & Balakrishnan [15], and confirmed by
Zhai et al. [19], has shown that enlarged motor-space expansion
improves acquisition performance. It remains unclear, however,
what proportion of the performance improvement is due to the
enlarged motor-space, and what to the confirmation of the overtarget
state provided by visual expansion. We report on two
experiments which indicate that for small targets, visual
expansion in unaltered motor-space results in similar performance
gains to enlarged motor-spaces. These experiments are based on
tasks where users are unable to anticipate the behaviour of the
targets. Implications for commercial use of visual expansion in
unaltered motor-space are discussed.
Andrew Gin
Cascading menus are used in almost all graphical user interfaces.
Most current cascade widgets implement an explicit delay
between the cursor entering/leaving a parent cascade menu item
and posting/unposting the associated menu. The delay allows
users to make small steering errors while dragging across items,
and it allows optimal diagonal paths from parent to cascade items.
However, the delay slows the pace of interaction for users who
wait for the delay to expire, and it demands jerky discrete
movements for experts who wish to pre-empt the delay by
clicking. This paper describes
Enlarged activation area MenUs
(EMUs), which have two features: first, they increase the area of
the parent menu associated with each cascade; second, they
eliminate the posting and unposting delay. An evaluation shows
that EMUs allow cascade items to be selected up to 29% faster
than traditional menus, without harming top-level item selection
times. They also have a positive smoothing effect on menu
selections, allowing continuous sweeping selections in contrast to
discrete movements that are punctuated with clicks.
Stephen Brewster
This paper examines how multimodal feedback assists
target acquisition in graphical
user interfaces. All combinations of three feedback modes are analysed: non-speech
audio, tactile, and pseudo-haptic 'sticky' feedback. The tactile conditions used
stimulation through vibration (rather than force-feedback), and the sticky conditions
were implemented by dynamically reconfiguring mouse control-display gain as the
cursor entered the target. Results show that for small, discretely located targets all
feedback modes reduce targeting times, with stickiness providing substantial
improvements. Furthermore, stickiness and tactile appear to combine well. However,
the results of a more ecologically-oriented menu-selection task show the need for
caution, revealing that excessive feedback can damage interaction though 'noise' that
interferes with the acquisition of neighbouring targets.
Julian Looser
3D first-person shooter games provide highly polished, compelling and entertaining
environments that
far out-strip the refinement of most research systems. Many also provide extensive
support for tailoring
the environment, allowing researchers to adapt them to specific research agendas.
This paper examines
using 3D first-person shooter game environments for motivating participants in Fitts'
Law studies. In
particular, we examine whether the first-person metaphor for target acquisition, which
involves rotating
the world to pan the target to the screen-centre, is accurately modelled by Fitts' Law,
and whether the
resultant Fitts' metrics are representative of traditional cursor-based acquisition.
Results show
excellent Fitts' modelling, with metrics that are similar to traditional pointing.
Andrew Firth
This paper describes the design and
comparative evaluation of three methods
that aid the acquisition of small targets. The first method, called 'bubble
targets', increases the effective width of the target as the pointer approaches.
The second method uses a form of 'stickyness' to restrict movement as the
pointer passes over an object. In the third method, called 'goal-crossing', the
user simultaneously presses two mouse buttons before passing the pointer
over the item. Goal-crossing overcomes the need for the user to decelerate the
mouse when acquiring the target. Two evaluations were conducted, with the
first (n=37) based on the acquisition of abstract targets for Fittst Law
modelling, and the second based on an ecologically oriented window resizing
task (n=11). Both showed that goal-crossing allowed the fastest target
acquisition, but that it produced high error rates and was unpopular with
participants. The 'bubble' and 'sticky' techniques also allowed faster target
acquisition than the traditional approach, and users were enthusiastic about
them. Fitts' Law accurately modelled all techniques. Implications of the
results for general user interface design are briefly discussed.