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Crossing-based Interface
{{short description, Type of graphical user interface Crossing-based interfaces are graphical user interfaces that use crossing gestures instead of, or in complement to, pointing. Where a pointing task involves moving a cursor inside a graphical object and pressing a button, a goal-crossing task involves moving a cursor beyond a boundary of a targeted graphical object to trigger an effect. Goal-crossing tasks Goal crossing has been little investigated, despite sometimes being used on today's interfaces (e.g., mouse-over effects, hierarchical menus navigation, auto-retractable taskbars and hot corners). Still, several advantages of crossing over pointing have been identified: * Elongated objects such as hyperlinks are faster to cross than to point. * Several objects can be crossed at the same time within the same gesture. * Crossing allows triggering actions when buttons are not available (e.g., while an object is being dragged). * Crossing-based widgets can be designed to be ...
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Keyboard Shortcuts
In computing, a keyboard shortcut also known as hotkey is a series of one or several computer keyboard, keys to quickly invoke a software program or perform a preprogrammed action. This action may be part of the standard functionality of the operating system or application program, or it may have been written by the user (computing), user in a scripting language. Some integrated Computer keyboard, keyboards also include pointing devices; the definition of exactly what counts as a "key" sometimes differs. The meaning of term "keyboard shortcut" can vary depending on software manufacturer. In Windows, hotkeys consists of a specific key combination used to trigger an action (these are usually system-wide shortcuts that are available in all contexts so long as receiving program is active); mnemonics represent a designated letter in a menu command or toolbar button that when pressed together with the Alt key, activates such command. The term is generally associated with compute ...
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Pie Menu
In user interface design, a pie menu or radial menu is a circular context menu where selection depends on direction. It is a graphical control element. A pie menu is made of several "pie slices" around an inactive center and works best with stylus input, and well with a mouse. Pie slices are drawn with a hole in the middle for an easy way to exit the menu. Pie menus work well with keyboard acceleration, particularly four and eight item menus, on the cursor keys and the number pad. A goal of pie menus is to provide a smooth, reliable gestural style of interaction for novices and experts. A slice can lead to another pie menu; selecting this may center the pointer in the new menu. A marking menu is a variant of this technique that makes the menu less sensitive to variance in gesture size. As a kind of context menu, pie menus are often context-sensitive, showing different options depending on what the pointer was pointing at when the menu was requested. History The first document ...
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Interaction Technique
An interaction technique, user interface technique or input technique is a combination of hardware and software elements that provides a way for computer users to accomplish a single task. For example, one can go back to the previously visited page on a Web browser by either clicking a button, pressing a key, performing a mouse gesture or uttering a speech command. It is a widely used term in human-computer interaction. In particular, the term "new interaction technique" is frequently used to introduce a novel user interface design idea. Definition Although there is no general agreement on the exact meaning of the term "interaction technique", the most popular definition is from the computer graphics literature: A more recent variation is: The computing view From the computer's perspective, an interaction technique involves: * One or several input devices that capture user input, * One or several output devices that display user feedback, * A piece of software that: ...
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Accot-Zhai Steering Law
The steering law in human–computer interaction and ergonomics is a predictive model of human movement that describes the time required to navigate, or ''steer'', through a 2-dimensional tunnel. The tunnel can be thought of as a path or trajectory on a plane that has an associated thickness or width, where the width can vary along the tunnel. The goal of a steering task is to navigate from one end of the tunnel to the other as quickly as possible, without touching the boundaries of the tunnel. A real-world example that approximates this task is driving a car down a road that may have twists and turns, where the car must navigate the road as quickly as possible without touching the sides of the road. The steering law predicts both the instantaneous speed at which we may navigate the tunnel, and the total time required to navigate the entire tunnel. The steering law has been independently discovered and studied three times (Rashevsky, 1959; Drury, 1971; Accot and Zhai, 1997). Its ...
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Fitts Law
Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and ergonomics. The law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target. Fitts's law is used to model the act of ''pointing'', either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was initially developed by Paul Fitts. Fitts's law has been shown to apply under a variety of conditions; with many different limbs (hands, feet, the lower lip, head-mounted sights), manipulanda (input devices), physical environments (including underwater), and user populations (young, old, special educational needs, and drugged participants). Original model formulation The original 1954 paper by Paul Morris Fitts proposed a metric to quantify the difficulty of a target se ...
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Steering Law
The steering law in human–computer interaction and ergonomics is a predictive model of human movement that describes the time required to navigate, or ''steer'', through a 2-dimensional tunnel. The tunnel can be thought of as a path or trajectory on a plane that has an associated thickness or width, where the width can vary along the tunnel. The goal of a steering task is to navigate from one end of the tunnel to the other as quickly as possible, without touching the boundaries of the tunnel. A real-world example that approximates this task is driving a car down a road that may have twists and turns, where the car must navigate the road as quickly as possible without touching the sides of the road. The steering law predicts both the instantaneous speed at which we may navigate the tunnel, and the total time required to navigate the entire tunnel. The steering law has been independently discovered and studied three times (Rashevsky, 1959; Drury, 1971; Accot and Zhai, 1997). Its ...
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Fitts' Law
Fitts's law (often cited as Fitts' law) is a predictive model of human movement primarily used in human–computer interaction and ergonomics. The law predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target. Fitts's law is used to model the act of ''pointing'', either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was initially developed by Paul Fitts. Fitts's law has been shown to apply under a variety of conditions; with many different limbs (hands, feet, the lower lip, head-mounted sights), manipulanda (input devices), physical environments (including underwater), and user populations (young, old, special educational needs, and drugged participants). Original model formulation The original 1954 paper by Paul Morris Fitts proposed a metric to quantify the difficulty of a target sel ...
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Speech Recognition
Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the main benefit of searchability. It is also known as automatic speech recognition (ASR), computer speech recognition or speech to text (STT). It incorporates knowledge and research in the computer science, linguistics and computer engineering fields. The reverse process is speech synthesis. Some speech recognition systems require "training" (also called "enrollment") where an individual speaker reads text or isolated vocabulary into the system. The system analyzes the person's specific voice and uses it to fine-tune the recognition of that person's speech, resulting in increased accuracy. Systems that do not use training are called "speaker-independent" systems. Systems that use training are called "speaker dependent". Speech recognition ...
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Double-clicking
A double-click is the act of pressing a computer mouse button twice quickly without moving the mouse. Double-clicking allows two different actions to be associated with the same mouse button. It was developed by Bill Atkinson of Apple Computer (now Apple Inc.) for their Apple Lisa, Lisa project. Often, Point and click#Single click, single-clicking selects (or highlights) an object, while a double-click executes the function associated with that object. Following a link in a modern web browser is accomplished with only a single click, requiring the use of a second mouse button, "click and hold" delay, or modifier key to gain access to actions other than following the link. On touchscreens, the double-click is called "double-tap"; it's not used as much as double-click, but typically it functions as a zoom feature. ("triple-tap" sometimes used to zoom the whole screen.) On icons On most systems, double-clicking an icon in the file manager will perform a default action on the object r ...
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Graphical User Interface
The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of CLIs ( command-line interfaces), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term ''GUI'' tends not to be applied to other lower-display resolution types of interfaces, such as video games (where HUD (''head-up display'') is preferred), or not including flat screens like volumetric displays because ...
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Stylus (computing)
In computing, a stylus (or stylus pen) is a small pen-shaped instrument whose tip position on a computer monitor can be detected. It is used to draw, or make selections by tapping. While devices with touchscreens such as newer computers, mobile devices (smartphones and personal digital assistants), game consoles, and graphics tablets can usually be operated with a fingertip, a stylus provides more accurate and controllable input. The stylus has the same function as a mouse or touchpad as a pointing device; its use is commonly called pen computing. History The earliest computer-related usage for a stylus was in 1643 with Pascal's calculator. The device had rotary dials that would rotate in accordance to the selected numbers, and with gears, drums, and clever engineering, it was capable of addition, subtraction, multiplication, and division (using 9's constant). The user would use a stylus to turn the dials. Later devices of this type include the Arithmometer, in the 1860s; and ...
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