throbber
HSINese
`aati
`pianKoes
`
`ceeens
`
`'
`
`APPLE 1012
`
`1
`
`APPLE 1012
`
`

`

`
`
`
`
`2
`
`

`

`WITHDRAWN
`
`PROPERTY OF LIBRARY
`NAVY CENTER FOR
`ARTIFICIAL INTELLIGENCE
`Copy
`lof 2
`
`3
`
`

`

`Advances
`in
`Human—Computer
`Interaction
`
`Volume 3
`
`Edited by
`H. REX HARTSON
`DEBORAH HIX
`
`Virginia Polytechnic Institute and State University
`
`(A) ABLEX PUBLISHING CORPORATION
`
`NORWOOD, NEW JERSEY
`
`4
`
`

`

`Copyright © 1992 by Ablex Publishing Corporation
`All rights reserved. No partof this publication may be reproduced,stored in a
`retrieval system, or transmitted,in any form or by any means, electronic, me-
`chanical, photocopying, microfilming, recording, or otherwise, without per-
`mission of the publisher.
`
`Printed in the United States of America
`
`ISBN: 0-89391-751-6
`
`ISSN 0748—8602
`
`Ablex Publishing Corporation
`355 Chestnut Street
`Norwood, New Jersey 07468
`
`5
`
`

`

`Contents
`
`Preface
`
`Andrew Sears
`Catherine Plaisant
`Ben Shneiderman
`
`Dermot P. Browne
`Robert Summersgill
`
`Jakob Nielsen
`
`Expanding the Scope of Toushscreen
`Application: High Precision, Dragging
`Icons, and Refined Feedback
`
`The User Interface: The Poor Relation
`in Structured Methods
`
`Evaluating the Thinking Aloud Technique
`for Use by Computer Scientists
`
`Richard A. Wagner
`David Levinson
`David Jank
`
`Where East Meets West: Bridging the Gap
`between Anthropology and Computer
`Science
`
`Designing a Scholars’ Electronic Library:
`TheInteraction of Human Factors and
`
`Computer Science Tasks
`
`Hypermedia: Design for Browsing
`
`User Support: Considerations, Features,
`andIssues
`
`The Interactive Transaction System (ITS):
`Tools for Application Development
`
`Martha J. Lindeman
`Charles Crabb
`John R. Bonneau
`Vera Fosnot Werhli
`
`Bernice T. Glenn
`Mark H.Chignell
`
`Alison Lee
`
`Stephen J. Boies
`William E. Bennett
`John D. Gould
`Sharon L. Greene
`Charles Wiecha
`
`Author Index
`Subject Index
`
`34
`
`69
`
`83
`
`105
`
`143
`
`184
`
`229
`
`277
`283
`
`6
`
`

`

`Preface
`
`Whenwestarted working in the field of human-computer interaction
`over ten years ago, there wasn’t a field. We got strange looks from
`people whosaid “HCTisn’t research;it’s just commonsense!” Nowitis
`a fast-growing area of research and development. However, when we
`look aroundat advancesin thefield, we discover that many hard prob-
`lemsare still in front of us.
`The themeofthis series is the cooperation between behavioral scien-
`tists and computer scientists in developing human-computer inter-
`faces. Recognition of the need for multiple roles in interface develop-
`menthas led to increasing diversity in this field. We welcomethis as a
`positive indication of the contributions that a wide variety of perspec-
`tives can bringto bear on the openissuesof the field. This diversity is
`reflected in the present volume, which includes technology, meth-
`odology, techniques, case studies, applications, user support, and tools.
`This is a nice continuation from VolumeII, in which we stated in the
`preface that cooperation was needed in all the major areas of current
`work. Theory, modeling, methodologies, tools, and evaluation were
`included in VolumeII;all those sametopics plus technology and case
`studies are now addressedin this volume.
`In the half-decadesince VolumeI ofthis series appeared, in 1985, we
`have seen a dramatic increase in the conferences, journals, and other
`publications that address HCI issues. The ACM SIGCHI conferences
`have steadily increased in size every year; 1990 saw an unprecedented
`attendance of more than 2,300 participants. In fact, SIGCHI itself has
`been the fastest growing special interest group of the ACM forseveral
`years. Also since that first volume appeared, the ACM UserInterface
`Software and Technology — UIST — Symposium has been created. A
`sizable portion of the annual ACM SIGGRAPHConference is now de-
`voted to user interface work. Also since VolumeI, the Human Factors
`Society Conference has increased its attention to human-computer in-
`teraction, the Interact International Conference has grown, and the HCI
`International Conference has begun.
`
`7
`
`

`

`vi
`
`PREFACE
`
`One phenomenon that arises in HCI is the introduction of “gee
`whiz” technology, such as data gloves, touchscreens, artificial realities,
`and multimedia. While interfaces using this kindof technology can be
`glamorous and engaging in themselves, they can still be neutral with
`regardto usability. Technology alone can makefancy interfaces, but not
`necessarily good interfaces. Thefirst chapter, by Sears, Plaisant, and
`Shneiderman,is an example of how behavioral analyses coupled with
`software skills can lead to creative ways to improve dramatically the
`usability of existing technology. In the case of touchscreens, technology
`has beenlimited by the imaginations of those who have applied it. This
`team effort has freed up the possibilities of touchscreen applications.
`This relationship betweentherolesis also a key aspect of Chapter2,
`by Browne, Summersgill, and Stradling, that highlights the important
`methodological differences between software development and user
`interface development,especially in the early phases of the life cycle.
`Nielsen’s Chapter 3 also addressesthe needfor bringing the behavioral
`role, and especially the empiricism it offers, into the development pro-
`cess. Because it attempts to make an empirical process usable by com-
`puter scientists during development, this is a specific example of work
`that promotes cooperation amongthe behavioral and computer science
`roles in the interface development process.
`Case studies are also important, especially in a relatively new field
`where there is a need for successstories and examplesto follow. Chap-
`ter 4 by Wagner, Levinson,and Jank and Chapter 5 by Lindeman,Crabb,
`Bonneau, and Wehrli are both examples of case studies of interface
`developmentinvolving cooperatingroles. Chapter4 states the case for
`the role of social behavioralscientists to provide user supportin specif-
`ic application areas through knowledge of information needs. This
`chapter discusses a development project from the perspective of the
`snteraction of a broad variety of team roles, and arguesthat the bound-
`aries of HCl as a discipline must be broadened even more to encompass
`the specific needs of real-world application development. In Chapter5,
`the application is a multimedia document retrieval system, and cooper-
`ation of team roles is stressed throughout the development process
`with continuous emphasis on the user’s environment and support of
`the user in the application.
`In another area of application, Chapter 6 by Glenn and Chignell
`addresses the usability of hypermedia, especially for browsing, again
`makingthe casefor usability to catch up with new technology. Here the
`authors propose that the structural properties of hypermedia, so impor-
`tant in internal design,be used to advantagein providing visual naviga-
`tion landmarksfor the user. This is followed in Chapter7 by Lee, who
`gives thought to the question of user support in general, especially for
`
`8
`
`

`

`PREFACE
`
`vii
`
`computer-based individual work. This chapter makes the case for user
`support as an important elementof the interface and proposesan in-
`teraction history facility as a user support tool.
`Chapter 8, by Boies, Bennett, Gould, Greene, and Wiecha,presents
`an outstanding example of the kind of interactive tools becomingavail-
`able to support concepts such as the ones presentedin earlier chapters.
`This chapteris especially appropriate to complete this volume because
`it ties together methodologies, techniques, and tools—all vitally impor-
`tant areas of HCI research and development.
`We are pleased with this volume andthediversity it represents in
`this exciting field of HCI. We wish to thank the authors who have
`worked hard to maketheir chapters the best possible. Wearealso grate-
`ful to the reviewers whospenta great dealof time critiquing the chap-
`ters. Jo-Anne Lee Bogner and SusanStolarski, our “wondersecretaries”
`over the course of this volume, have kept us in line, on schedule, and
`organized, helping to maketolerable the difficult job of coordinating
`and editing such a volume. We are especially pleased that Ablex Pub-
`lishing continues to encourage usin ourefforts to publish this series, in
`recognition of the importance of the advances that are being made in
`the area of human-computerinteraction.
`
`Rex Hartson
`Debby Hix
`Blacksburg, Virginia
`November 1990
`
`9
`
`

`

`CHAPTER1
`
`A NewEra for High Precision
`Touchscreens
`
`Andrew Sears
`Catherine Plaisant
`Ben Shneiderman
`
`Human-ComputerInteraction Laboratory &
`Department of Computer Science
`University of Maryland
`
`INTRODUCTION
`
`Onegoal of human-computerinteraction research is to reduce the de-
`mandson users when using the computer. This can be done by reduc-
`ing the perceptual and cognitive resources required to understand the
`interface or by reducing the motoreffort to use the interface. The intro-
`duction of alternative input devices, such as the mouse and joystick,
`significantly improved some user interfaces. The touchscreen com-
`bines the advantagesof these other devices with a very direct method of
`inputting information. Users simply point at the item or action of in-
`terest, and it is selected.
`While many input devices allow interfaces to be customized, in-
`creased directness distinguishes touchscreens. Touchscreensare easy
`to learn to use, fast, and result in low error rates when interfaces are
`designed carefully. Many actions which are difficult with a mouse,
`joystick, or keyboard are simple when using a touchscreen. Making
`rapid selections at widely separated locations on the screen, signing
`your name, and dragging the handsof a clock in a circular motion are
`all simple when using a touchscreen, but may be awkwardusing other
`devices. Even when a task can be accomplished with other input de-
`vices, users may have to clear their workspace for the mouse or press
`many keys to movethe cursor.
`
`10
`
`10
`
`

`

`2
`
`SEARS, PLAISANT, AND SHNEIDERMAN
`
`Touchscreens have long been thought of as being simple to use.
`Unfortunately they have a reputation as being practical only for select-
`ing large targets and as being error prone. Recent empirical research, as
`well as advances in touchscreen hardware, have dramatically im-
`proved the performance of touchscreensandthe range of applications
`for which they can be advantageously used. Even with these advances,
`today most touchscreen applications emphasize the metaphorof “but-
`tons” being pressed onthe screen. Tasks such as dragging an object on
`the screen, moving the marker on a slider, or freehand drawing are
`rarely attempted with touchscreens, but webelieve that touchscreens
`can excel in such cases. This chapter presents recent empirical research
`whichcan providea basis for theories of touchscreen usage. We believe
`recent improvements warrant increased use of touchscreens. Human
`factors specialists, psychologists, and computerscientists have a grand
`opportunity to influence further developments andrefine theories in
`these new domains.
`
`ADVANTAGES AND PERCEIVED DISADVANTAGES
`OF TOUCHSCREENS
`
`There are many advantages to touchscreens which have made them
`popular for public access situations.
`
`Advantages
`
`Directness: Oneof the biggest benefits of a touchscreenis its directness.
`Unlike indirect devices such as a mouse, joystick, or keyboard,
`touchscreen users simply point at the desired object, andit is
`selected. There is no need to remember a complex syntax, search
`for the input device, remove visual focus from the objects of in-
`terest, or press multiple keys to movethe cursor. More important-
`ly, there is no need for users to map hand motions to cursor mo-
`tions, as required by manyother input devices. Sliding, dragging,
`andgestural input also benefit from the touchscreen’s directness.
`Speed: Thetouchscreenis the fastest selection device for manytasks.
`Users do not needto reachfor the input device whenitis time to
`makea selection as they often do with a mouseor lightpen. An
`additional advantage in manysituations is the lack of a cursor
`when users are not touching the screen. Users simply touch the
`
`11
`
`11
`
`

`

`A NEW ERA FOR HIGH PRECISION TOUCHSCREENS
`
`3
`
`desired location rather than touching a cursor and draggingit to
`the desired location.
`Ease of learning: Touchscreens are easy to learn to use. Once users
`realize that they must simply touch the screen to interact with the
`computer, they quickly master simple actions such as touching
`buttons or dragging itemsacross the screen. Unlike the mouse or
`tablet, there is no needto learn and practice spatial reorientation
`and hand-eye coordination (Nielsen & Lyngbaek, 1990).
`Flexibility: Touchscreen interfaces offer flexibility not available with a
`keyboard. Each interface can be customized for each specific task
`performed. Users can choose which keyboard layout they prefer,
`QWERTY, Alphabetic, or Dvorak, since it is displayed on the
`screen.
`
`No movingparts: The lack of moving parts contributes to the durability
`of touchscreens that has made them popular for applications such
`as information kiosks at amusement parks, office buildings, or
`museums. Unlike a mouse or keyboard, only the touchscreen
`must be accessible to users, making loss or damage of hardware
`less likely. One system, an information kiosk developed for the
`Smithsonian, traveled to museums across the country for two
`years. These touchscreens were heavily used and neverfailed.
`However, the video monitors did ultimately fail from abuse dur-
`ing shipping.
`No additional desk space: Touchscreensfree desk space for other uses.
`Many input devices, such as the keyboard and mouse, require
`desk space which maybe very limited. A related benefit is that the
`touchscreenis in a fixed location. Unlike the mouse or lightpen
`there is no need to search for the device which may be hidden
`underpapers. If the user is currently working with the computer,
`the screen must be accessible. This is particularly useful for ap-
`plications requiring only occasional pointing.
`
`Perceived Disadvantages
`
`There are also some problems that have been associated with touch-
`screens. Many of these problems have been overcomeor reduced by
`improvements in touchscreen technology or design strategies that have
`been developed for touchscreen interfaces.
`
`Lowresolution: This is one of the biggest misconceptions about touch-
`screens. Many people have reported on the low resolution of
`touchscreens. Someresearchers have claimed that the resolution
`of a touchscreenis limited bythe size of users’ fingers, and others
`
`12
`
`12
`
`

`

`4
`
`SEARS, PLAISANT, AND SHNEIDERMAN
`
`have claimedthatselection of single characters would be slowifit
`was even possible. Recent research has shownthat targets 0.4 x
`0.6mm could be selected with touchscreens (Sears & Shneider-
`man, 1991). The same research concluded that targets 1.7 x
`2.2mm could beselected as fast with a touchscreen as they could
`with a mouse, with similar errorrates.
`Arm fatigue: This could be one of the mostsignificant problems with
`touchscreens. Using a touchscreen at the angle most monitors are
`currently mounted can lead to arm fatigue, making them difficult
`to use for extended periodsof time. Renewedinterest in reducing
`fatigue appears to have resulted in simple changes to the touch-
`screen positionthatwill significantly reduce this problem (see the
`section on Workstation Design on page 24 for more details).
`Parallax: When touchscreens werefirst introduced, the infrared tech-
`nology was prevalent. Early infrared touchscreens had the touch
`sensing devices mounted abovethe surface of the monitor. When
`users’ fingers were close enoughto the screen, the infrared beams
`would be broken, resulting in a touch. This could occur long
`before the user meant to touch the screen. Newerinfrared touch-
`screens, and all other technologies, sense touches much closerto
`the monitor surface, if not directly on the surface, reducing the
`problem with parallax. Software strategies have also been ex-
`plored that reduce problems created by residual parallax by cor-
`recting for offsets created by the parallax and providing feedback
`to users about their exact position.
`Glare and smudges: Glare and smudgeson the monitor are of concern
`to many designers. Mounting the monitorat a better angle, using
`lightly ground glass surfaces, and paying careful attention to the
`lighting near the workstation can significantly reduce the glare
`problem. Smudgesare unattractive and can obscurethe display.
`Reducing smudges simply requires users to clean the monitor
`occasionally. On the other hand wefind that some touchscreens
`have less problems with accumulating dust
`than standard
`monitors. In our laboratory environment, we find ourselves clean-
`ing the mouse pad and mechanicalparts more often than we clean
`the touchscreens.
`Obscuring of the screen: Thefact that users use their fingers to make a
`selection by touching the screen implies that the users’ hand will
`obscure a part of the screen. Careful design of the interface, plac-
`ing selectable items in locations that will keep the user’s hand
`from obscuring the screen, can significantly reduce this problem.
`Whenpossible, the handedness of users should be considered
`
`13
`
`13
`
`

`

`A NEW ERAFOR HIGH PRECISION TOUCHSCREENS
`
`5
`
`whendesigninginterfaces, or users could be allowed to customize
`the software for the left or right hand.
`Limited tactile feedback: Visual and audible feedback should be used
`to compensate for limited tactile feedback in button applications.
`Tactile feedback is particularly important when performing rapid
`button presses without watching the screen. An exampleis typing
`on a touchscreen. Whenusers type on a traditional keyboard, the
`edges of the keys help orient their hands and the motion of the
`keys indicates when they are pressed. Thesecuesare not available
`with touchscreen keyboards. Visual and audible feedback can sup-
`plement the physical contact with the screen to help compensate
`for the absence of key motion,but identifying whenthe edgeof the
`touchscreen key is touched is more difficult. When performing
`tasks that involve sliding and dragging, the friction between the
`users’ finger and the screen provides sometactile feedback. Al-
`though this problem is not uniqueto touchscreens, it is an impor-
`tant consideration when designing touchscreen interfaces. Cur-
`rently research is being conductedto improve user performancefor
`“typing” with touchscreens(Sears, 1990; Sears, Revis, Crittenden,
`& Shneiderman, 1991; Plaisant & Sears, 1991).
`their
`Undesired touches: When using touchscreens users may rest
`hands on the screen for extra support or to reduce arm strain, or
`they may inadvertently touch the screen with anotherfinger. This
`causes touchscreen hardwareto lose track of the location users
`wish to touch. Research with touchscreens that recognize multi-
`ple touch locations may proveuseful in eliminating this problem.
`Price: Touchscreen prices are getting lower, butarestill relatively ex-
`pensive. Touchscreens range from approximately 350 to over
`1,000 dollars. This is considerably more than most mice,
`joysticks, or lightpens.
`
`Manyof these problems have either been overcome or reduced, and
`usage is steadily increasing. Many of the problems associated with
`parallax and glare have been overcome by advances in touchscreen
`hardware. Design guidelines can significantly reduce the problemsas-
`sociated with obscuring the screen, the lack of tactile feedback, and
`undesired touches. There is renewed humanfactors research into re-
`ducing fatigue that appears promising. The price of touchscreens is
`decreasing as technology improves and touchscreen useincreases. It is
`anticipated that when manufacturers begin producing monitors with
`touchscreensinstalled at the factory, the price of touchscreens should
`drop significantly.
`
`14
`
`14
`
`

`

`6
`
`SEARS, PLAISANT, AND SHNEIDERMAN
`
`the historical prejudices
`We cannot resist mentioning some of
`against the touchscreen. Many of the pioneer touchscreens did have
`severe limitations. As a result, many peoplestill picture touchscreens
`as low-precision, high-error rate input devices. Touchscreens can be
`reliably used to select relatively small targets (approximately 2 mm
`square). Touchscreens do not require a large and intrusive frame glued
`or taped on a monitor as manyearly versions did. They can be mounted
`directly onto the surface of the monitor and all supplemental hardware
`can be installed inside the monitor. In summary, touchscreens have
`improved dramatically in recent years, and, as a result, high-precision,
`low-error rate tasks can now be performed using a touchscreen. Now
`researchers can explore newstrategies and applications to guide practi-
`tioners,
`
`COMPARISON WITH OTHER INPUT DEVICES
`
`Touchscreens have been compared empirically to mice, lightpens, key-
`boards, joysticks, and other devices. The majority of human factors
`studies tested touchscreens against various devices for selecting pre-
`defined, stationary targets. Time and error rates were measured, and
`some studies measured usersatisfaction. In general, these studies have
`shownthat touchscreens are the fastest device for selecting stationary
`targets (Muratore, 1987; Ostroff & Shneiderman, 1988; Ahlstr6m & Len-
`man, 1987; Karat, McDonald, & Anderson, 1986). Unfortunately, touch-
`screens have also been shownto be the most error-prone input device
`(Muratore, 1987; Ahlstrom & Lenman, 1987). However, muchofthis
`research emphasizedrelatively large targets, and few usedalternative
`selection strategies that may improve user performance, making this
`research of limited use for higher resolution tasks, such as character
`selection or graphics input.
`A recent study (Sears & Shneiderman, 1991) compared the touch-
`screen to the mouseforthe selection of various size targets when using
`thelift-off selection strategy (the lift-off strategy will be described in the
`following section). This study showedthat usingthis selection strategy
`can result in very low error rates for the touchscreen, It also showed
`that selection of very small targets (0.4 < 0.6mm) is possible with the
`touchscreen, refuting claims that the size of the user’s finger determines
`the minimumtarget size. This study showedthat selecting targets that
`are approximately the size of a character is as fast with a touchscreen as
`with a mouse.
`Other studies have compared various input devices for selection
`tasks when users must also type on a keyboard. One study compared a
`
`15
`
`15
`
`

`

`A NEW ERA FOR HIGH PRECISION TOUCHSCREENS
`
`7
`
`touchscreen, mouse, and keyboardfor a selection task. Results indicate
`that the touchscreen waspreferred for tasks that do not involve a typing
`subtask, and the keyboard was preferred whenthe typing subtask was
`included. The touchscreen was preferred to the mousein both situa-
`tions. The touchscreen wasalso the fastest device for cursor position-
`ing in both situations (Karat et al., 1986).
`Unfortunately, there have been few comparisons of the touchscreen
`to other input devicesfor tasks other than target selection. Tasks such
`as dragging objects and outlining an object offer new opportunities for
`researchers. Informal observations indicate that tasks involving uncon-
`strained movements maybesignificantly easier with the touchscreen
`than many other devices. Of course, a stylus interface or tablet may
`prove superior for sometasks dueto their similarity to writing with a
`pen. Additional studies are needed to understandthe range of tasks for
`which touchscreens can and cannotbe used.
`Overall, touchscreens appearto be the fastest device for selecting
`relatively large targets. They can also be used for selecting smaller
`targets if the correct selection strategies are used. Error rates can also be
`reducedto a point wherethey are negligible if the correct strategies are
`used. Tasks such as dragging objects on the screen or marking the
`border of an irregular region, also appear to be very promising with
`touchscreens. The last section of this chapter contains references to
`many papers dealing with touchscreens.
`
`DESIGNING TOUCHSCREEN APPLICATIONS
`
`A Modelof User Interaction
`
`We might consider a modelof operation that divides touchscreen usage
`into seven stages. These are based on the syntactic/semantic (Shneider-
`man, 1987) and seven stages (Norman, 1988) models. Theuser:
`
`1. Formulates a plan of what needs to be done in the task domain,
`2. Examines the current computerscreen to identify all touchable and
`nontouchable areas that represent actions and objects relevant to
`the task,
`Identifies the desired touchable area by the action or object,
`3.
`4. Reachesoutto touch (the syntax is simply a touch) the desired area
`and receives feedback from hand position and from on-screen
`changes(a cursor, selectable areas inverting,etc.),
`5. Confirms that the finger is on the desired touchable area andlifts-
`off to activate,
`
`16
`
`16
`
`

`

`8
`
`SEARS, PLAISANT, AND SHNEIDERMAN
`
`6. Confirms that the desired touchable area has been activated,
`7.
`Interprets and evaluates the result of the touch in terms of whether
`the task domain goalis furthered.
`
`This model describes interaction whenthelift-off selection strategy is
`used with a touchscreen. Simple modifications can adapt this model
`for other selection strategies, or for other input devices.
`The central benefit of using a pointing device rather than a keyboard
`is reducing the syntactic load by replacing typing with pointing. The
`directness of touchscreensfurther simplifies the task by allowing users
`to simply point directly at the object or action. Instead of detailed
`instructions about whatto type (the syntax) to select an action or object,
`users simply touch a visual representation of the object or action (the
`semantic description). Touchscreens avoid the distraction of looking
`from the screen to the input device and back while remembering the
`desired syntax. If designers choose a properset of touchable objects and
`actions, then progress can be rapid with low errorrates.
`Thetraditional touchscreen strategy has been Jand-on, in which the
`first location that users’ touch initiated an action. This is acceptable,
`even preferable, when there are a few large targets. However, as the task
`domain complexity increases, the numberof choices can increase dra-
`matically and underminethe efficacy of the land-on strategy.
`With high resolution touchscreens that support continuous feed-
`back, the finger touch may producea cursorthat can be dragged across
`the screen, and activation occurs when thefingeris lifted off the sur-
`face. This can not only improvetheselection of menu items or buttons
`but also open a new world ofinteraction techniques suchasthe direct
`manipulation of metaphors (moving a cursor ona slider, selecting a
`color on a color wheel, etc.), freehand drawing, and symbolic gestural
`input. There are manyother possible strategies and combinations of
`strategies that can be used.
`The following sections will discuss various interaction techniques,
`and how each technique can be used with a touchscreen.
`
`Traditional Button or Menu Selection
`
`Menuorbutton selection tasks typically require the selection of pre-
`defined targets represented on the screen. The majority of current ap-
`plications for touchscreens involve tasks such as these. This section
`discusses factors that play important roles in button selection tasks
`including the visual representation, size, and location of targets and
`several alternative selection strategies.
`Visual representation of touchable areas. Users are constantly con-
`
`17
`
`17
`
`

`

`A NEW ERA FOR HIGH PRECISION TOUCHSCREENS
`
`9
`
`fronted with the question of what is a touchable area. A consistent
`principle or small set of principles greatly reduces the burden on users
`(Apple, 1987). Possibilities include: realistic button shapes, rounded
`rectangles, shadowed boxes, distinctive color text, distinctive color
`background,
`tabs on a book, or standard icons. Designers must re-
`memberthatit can be frustrating for users whoidentify what they think
`is a selectable object, try to select it, and discoverthatit is not selecta-
`ble after all. If instructions or icons are used, they should be chosen to
`be consistent with the tasks and users’ expectations.
`There is no simple solution for indicating whatis selectable. In some
`systems,all selectable objects appear in the same shape (Figure 2) or
`color (Figure 1). Once users learn this rule, all targets can easily be
`identified. Other systems place simple instructions on the screen, pos-
`sibly near each different target. The instructions may be as simple as
`“Touch the desired amount,” indicating whatis selectable and how to
`select it (Figure 3). The goal is to choose an option that works best for
`the tasks being performed, and to be consistent once the choice has
`been made.
`Making objects significantly different from the remainder of the
`screen can result in users ignoring the remainderof the screen. In some
`
`GOVA - Introduction
`
`PAGE 1 OF 2
`
`Welcome to GOVA,
`
`the Guide to Opportunities in Volunteer Archaeology.
`
`GOVA will tell you about archaeological projects all over the world
`
`(see Map
`
`9)
`
`that welcomes volunteers. You can use GOVA to answer
`
`practical questions like how to join a dig, or how much it costs.
`
`To Use GOVA, simply touch a blue word with your fingertip-- not your
`
`fingernail-- and release.
`
`For example,
`
`if you touch the blue word
`
`"volunteers" at the third line of this page, you will get an article
`about volunteers.
`
`To turn to the next page touch the blue word NEXT PAGE.
`
`INDEX
`
`RETURN TO MAP 9, THE WORLD
`
`NEXT PAGE
`
`RESTART
`
`Touch a highlighted word with your fingertip
`Figure 1. Hyperties, a hypertext system, allows users to traverse a database
`of articles including text, graphic and videodisc images. All selectable items
`are in bold (these appear in light blue on the actual system).
`
`18
`
`18
`
`

`

`10
`SEARS, PLAISANT, AND SHNEIDERMAN
`situations, designers may not wantto make it obvious whatis selecta-
`ble: when the designer wantsto force users to explore the entire screen,
`whenalmost everything is selectable, or when an existing image cannot
`be overlaid oraltered. In these situations, the designer can either force
`users to select what they think is selectable, or a mechanism can be
`provided to reveal all selectable regions. A special key or a “Reveal”
`button may makeall targets temporarily visible. Targets may also be
`shown whenuserstry to touch a nonselectableregion. This method can
`be both frustrating and slow if there are many selectable regions on the
`screen, making a “Reveal” button preferable whenpossible.
`As a general guideline, if users have specific goals, making targets
`obvious may speed performance. However, if the purposeis to explore
`and gain general knowledge about the system, it may be desirable to
`make the targets blend in with the remainderof the screen.
`Feedback. Feedback plays an importantrole in every user interface.
`Feedback indicates wherethe useris currently touchingthe screen, that
`an action could be taken, or that an action has been taken. Feedback
`provides confirmation to usersthat the correct actions are aboutto be or
`have been performed,as described in the modelpresented earlier.
`If users are allowed to drag their fingers before makinga selection it
`is often advantageous to provide a cursor near the users’ fingers show-
`ing exactly wherea selection will be madeif theylift their fingers. This
`is particularly important if the targets are very small, less important if
`targets are large. It
`is also important to indicate when a selection is
`possible.If the lift-off strategy (or any other strategy that uses the re-
`movalof the users’ fingers as input) is used, then as users drag their
`fingers onto a target, users should receive feedback that a selection
`could be made. This could be visual, by inverting or flashing the target,
`or audible, by making a short tone. Once a selection has been made,
`feedback should indicatethat an action is about to be taken. This confir-
`mation could be visual or audible. Visual confirmation has the advan-
`tage that the specific action to be taken could be indicated(the selected
`target could be inverted temporarily indicating exactly whataction will
`be taken). Audible feedback has the advantage that users eyes can beoff
`the targets, however, audible tones are more difficult to distinguish
`(making them less useful for indicating the exact action to be taken). If
`audible feedback is to be used, the volume must be set carefully. If the
`system is used in a public place or in an open workarea, loud tones
`may be very annoying;if the tones are too soft, they may be missed.
`User control is useful in this situation.
`Feedback about possible selections can often replace the cursor. In
`the examplein Figure 4, as users drag their fingers across the calendar,
`
`19
`
`19
`
`

`

`A NEW ERA FOR HIGH PRECISION TOUCHSCREENS
`
`11
`
`they select a day by lifting their fingers when the des

This document is available on Docket Alarm but you must sign up to view it.


Or .

Accessing this document will incur an additional charge of $.

After purchase, you can access this document again without charge.

Accept $ Charge
throbber

Still Working On It

This document is taking longer than usual to download. This can happen if we need to contact the court directly to obtain the document and their servers are running slowly.

Give it another minute or two to complete, and then try the refresh button.

throbber

A few More Minutes ... Still Working

It can take up to 5 minutes for us to download a document if the court servers are running slowly.

Thank you for your continued patience.

This document could not be displayed.

We could not find this document within its docket. Please go back to the docket page and check the link. If that does not work, go back to the docket and refresh it to pull the newest information.

Your account does not support viewing this document.

You need a Paid Account to view this document. Click here to change your account type.

Your account does not support viewing this document.

Set your membership status to view this document.

With a Docket Alarm membership, you'll get a whole lot more, including:

  • Up-to-date information for this case.
  • Email alerts whenever there is an update.
  • Full text search for other cases.
  • Get email alerts whenever a new case matches your search.

Become a Member

One Moment Please

The filing “” is large (MB) and is being downloaded.

Please refresh this page in a few minutes to see if the filing has been downloaded. The filing will also be emailed to you when the download completes.

Your document is on its way!

If you do not receive the document in five minutes, contact support at support@docketalarm.com.

Sealed Document

We are unable to display this document, it may be under a court ordered seal.

If you have proper credentials to access the file, you may proceed directly to the court's system using your government issued username and password.


Access Government Site

We are redirecting you
to a mobile optimized page.





Document Unreadable or Corrupt

Refresh this Document
Go to the Docket

We are unable to display this document.

Refresh this Document
Go to the Docket