throbber
Fisheye Menus
`Benjamin B. Bederson
`Human-Computer Interaction Lab
`Institute for Advanced Computer Studies
`Computer Science Department
`University of Maryland, College Park, MD 20742
`+1 301 405-2764
`bederson@cs.umd.edu
`
`ABSTRACT
`We introduce “fisheye menus” which apply traditional
`fisheye graphical visualization techniques to linear menus.
`This provides for an efficient mechanism to select items
`from long menus, which are becoming more common as
`menus are used to select data items in, for example, e-
`commerce applications.
` Fisheye menus dynamically
`change the size of menu items to provide a focus area
`around the mouse pointer. This makes it possible to
`present the entire menu on a single screen without requiring
`buttons, scrollbars, or hierarchies.
`A pilot study with 10 users compared user preference of
`fisheye menus with traditional pull-down menus that use
`scrolling arrows, scrollbars, and hierarchies.
` Users
`preferred the fisheye menus for browsing tasks, and
`hierarchical menus for goal-directed tasks.
`Keywords
`Fisheye view, menu selection, widgets,
`visualization.
`INTRODUCTION
`The concept of a "fisheye" distortion in a computer
`interface to present detailed information in context has
`been around a long time. Spence & Apperley introduced
`the idea in 1982 [24]. Furnas then discussed the cognitive
`aspects of how people remember information [7]. Several
`researchers then applied fisheye distortion to a broad
`variety of applications [4, 15, 25]. Several variations of the
`fisheye technique have been explored. They have been
`used in one dimension for word processing [9], access to
`time [12], and for long lists [13, 14]. They have been used
`in two dimensions for tables [17], graphical maps [20] and
`space-scale diagrams [8]. They have even been used in
`three dimensions for document browsing [19]. Some
`applications of fisheye distortion techniques have been
`carefully evaluated, often finding a significant advantage to
`fisheye views [5, 11, 21].
`However, despite the careful investigation of fisheye view
`distortion techniques, and their application to a broad set of
`complex tasks, fisheye views have never been applied to
`
`information
`
`Figure 1: A screen shot of the fisheye menu in use.
`This shows 100 web sites taken from the most popular
`list of PC Magazine.
`
`the mundane challenge of ordinary menus. This paper
`applies standard fisheye techniques to menus in Graphical
`User Interfaces with the goal of improving performance in
`user's ability to select one item from a long list.
`Selecting items from menus is another well-studied area,
`and the trade-offs of menu design are well understood [10,
`16]. Menu design has become quite standard with well-
`grouped menu items in consistent locations using common
`names.
` This
`is appropriate for carefully designed
`applications where every element of the menus can be
`chosen in advance.
`However, with the introduction of the Web and e-
`commerce applications,
`it
`is becoming
`increasingly
`common to use menus for selecting data items, as opposed
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`to selecting operations. For example, menus are used to
`select from a long list of fonts, to select one state out of 50,
`to select one country out of 250, or to select a web site
`from a list of favorites.
`It was this last example that motivated the application of
`fisheye views to menus. Managing ones favorite locations
`on the web is an important application of web browsers, but
`one study showed that most web browser users don't put
`more than about 35 items in their favorite lists before
`resorting to using hierarchies [1]. While hierarchies
`certainly help to organize information, this study found that
`while some people used hierarchies, many stopped adding
`new favorites altogether. The user interface for managing
`favorites may contribute to this. Since web browsers use
`pull-down menus to store favorites, and since these menus
`don't work very well as the number of elements within the
`menu grows, it is not surprising that people don't put more
`than that many items in the menus before using hierarchies.
`Some researchers have looked at alternative interfaces for
`managing web favorites [18], but they have not yet made it
`into commercial products. Also, those approaches are fine-
`tuned to web favorite organization, and may not apply very
`well to other menu selection tasks.
`Selecting data items from menus is different than selecting
`functions because the data items in the menu are likely to
`change from use to use, and there are typically many more
`data elements in a menu than there are in functional menus.
`In addition, since the user is not as familiar with the menu,
`it is more likely that they won't know the exact text of each
`item. Thus, supporting browsing as well as searching is
`important. The length of the menu is crucial in determining
`usability. It takes users a time proportional to the location
`of an item in a menu to access it [6, 22]. However, the real
`problem comes with menus that have more items than fit
`on the screen. AlphaSliders are one approach for selecting
`textual items from a long list in a small space [2]. However
`that approach only displays one item at a time, and does not
`fit into the pull-down menu metaphor.
`The existing approaches to selecting from one of many
`displayed items in a long list are limited. There are three
`commonly used approaches which are to use scrolling
`arrows at the top and bottom of the list, to use hierarchical
`"cascading" menus to make the list smaller, or to use
`scrollbars. Let us look at each of these approaches in more
`detail.
`Standard GUI toolkits today provide support for long pull-
`down menus by adding small scrolling arrows to the top
`and bottom of the list if the entire list doesn't fit on the
`display. When the user clicks on those arrows, the list is
`scrolled up or down. Each toolkit implements these arrows
`differently, some having fast scrolling if you hold the arrow
`down (Microsoft MFC), and some slow (Swing). Some
`automatically scroll when the mouse is just placed over the
`arrows without clicking (Internet Explorer). However, in
`any case, the user is required to first move the mouse to the
`arrow, and then scroll until the desired element becomes
`
`visible. An additional, but uncommon problem is that if
`the menu is scrolled too far, the mouse must be moved to
`the arrow on the opposite side of the menu, and the user
`must then scroll in the other direction.
`A common alternative to long lists is to use hierarchical
`"cascading" menus. This works by having the application
`developer, or sometimes the user, organize the menu
`elements into groups. Then, one entry that represents each
`group is placed in the menu. When the user selects that
`group element, the members of the group are displayed in a
`second menu off to the side. This approach solves the
`problem of physically navigating a long list, but replaces it
`with a new problem of requiring the user to know what
`group the desired element is in. If the user knows the
`hierarchy structure well,
`then
`this approach works.
`However, if the user does not know the hierarchy structure
`well, then the user must look in each group, which is
`potentially time consuming. Typical applications with
`stable menu structures regularly use hierarchical cascading
`menus because presumably the user will rapidly learn
`where each element belongs. However, it is uncommon in
`practice to find hierarchical menus that are used for
`organizing data driven menus.
`Finally, the last common solution for managing long menus
`is to use a scrollbar that controls the portion of the menu
`that is visible. This seems like an excellent approach
`because it gives fixed time access to menus of any length
`unlike the more common scrolling arrows, which takes
`time proportional to the menu length. However, while
`scrollbars are commonly used in dialog boxes, they are
`rarely if ever used in pull-down menus. Perhaps this is
`because current toolkits do not provide this as a default
`behavior, although it is possible to implement it with some
`toolkits.
`In addition to these visualization methods, nearly all
`toolkits support keyboard shortcuts for selecting menu
`items. There are often modeless shortcuts (such as Ctrl-C
`for "Copy") that select a menu element throughout the
`application, even when the menu is closed. In addition to
`those shortcuts, the keyboard can be used to select items in
`the menu when it is open. Developers can either specify
`which key should apply to each item by specifying a
`"mnemonic", or if it is left unspecified, the first character of
`the item is used. Thus, in an alphabetically sorted list,
`pressing any key will jump the cursor to the first item
`starting with that letter. Pressing it again will move to the
`next item starting with that letter, and so on.
`These keyboard accelerators are very powerful as they
`bypass some of the shortcomings of the mouse-based
`interaction techniques just described. They give users
`direct access to either the target element, or at least to the
`general area if there is more than one element sharing the
`mnemonic. However, despite their power, many users do
`not use them at all. Some users are not aware of them, but
`others are aware of them and choose not to use them
`anyway. Perhaps this is because their hand is already on the
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`mouse and takes too long to reacquire the keyboard, or
`perhaps they don't know the keyboard well enough to
`justify searching for the right key. Or they may not know
`the exact text and actually are browsing the menu. And
`finally, some users may just not like using the keyboard
`when interacting with menus. People that only use the
`mouse for selecting menu items are likely to be the largest
`beneficiaries of fisheye menus.
`FISHEYE MENU DESIGN ISSUES
`We offer a new solution to the problem of menus that have
`more items than fit on the screen by using a fisheye view to
`display the menu elements. In fisheye menus, all of the
`elements are always displayed in a single window that is
`completely visible, but the items near the cursor are
`displayed at full size, and items further away from the
`cursor are displayed at a smaller size. In addition, the
`interline spacing between items is also increased in the
`focus area, and decreased further away from the focus area.
`In this manner, the entire list of items fits on a single
`screen. The items are dynamically scaled so that as the
`cursor moves, a "bubble" of readable items moves with the
`cursor (Figure 1). A fisheye menu applet can be found at
`http://www.cs.umd.edu/hcil/fisheyemenu.
`The fisheye menu uses all the available screen space, and
`will calculate a distortion function so that the menu items
`always just fill the menu. There are two principal
`parameters of the fisheye menu that the application
`developer can control: maximum font size, and focus
`length. As with traditional menus, the designer can specify
`the font size, which for the fisheye menu translates in to the
`maximum font size, since some elements are rendered
`smaller. However, the designer can also specify the desired
`focus length. This specifies the number of items that are
`rendered at maximum size near the cursor.
`The focus length parameter is important because it controls
`the trade-off between the number of menu items at full size
`versus the size that is used to render the smallest items.
`The fisheye menu dynamically computes the distortion
`function based on the available space and these input
`parameters. So, if the focus length is set to a large number
`(i.e., 20), then this will push the peripheral items to be very
`small, and as the user moves the cursor, there will be a lot
`of distortion. If, however, the focus length is set to a small
`number (i.e., 5), then there will be more room for
`peripheral items and they will all be a bit larger. Figure 2
`shows this trade-off.
`Alphabetic Index
`A fundamental characteristic of the fisheye menu is that
`many of the menu items are too small to read at any given
`position. However, since it is common to organize menu
`items alphabetically for data menus, we can encourage this
`organization for fisheye menus without undue burden.
`Then, users can use their alphabetic knowledge to move the
`cursor to the area they expect the item to be at, thus
`bringing that portion of the menu into focus at which point
`they can read the menu items and select the particular item
`
`Figure 2: The same menu of 100 items displayed with
`varying focus lengths (7, 12, and 20). There is a fixed
`maximum font size.
`they want. This is similar to how people use telephone
`directory books. Despite the fact that items are listed
`sequentially in the phone book, people use their alphabetic
`knowledge to jump to the portion of the phone book where
`they expect the item they are looking for to be. They then
`see where they actually are, and fine-tune their search.
`This telephone book analogy guides the design. One of the
`reasons people can find items in telephone books so
`quickly is that telephone books have index information at
`the top of every page specifying in a large clear font what
`information is on that page. These indices allow users to
`just look at the indices while looking for the right page, and
`then look at the content when they have found the page
`they are looking for. It has been shown that indexes can
`decrease search time with lists [3].
`We designed the fisheye menus to have an alphabetic index
`with the goal of making it easier for users to target the
`portion of the menu that contains the item they are looking
`for. The alphabetic index appears on the left side of the
`menu. Each letter of the alphabet for which there is room
`is displayed in the specified maximum font size.
`The index letters are positioned so that when the pointer is
`moved to the same vertical position as an index letter, the
`first item starting with that letter will be just under the
`mouse pointer. This provides the user with the ability to
`rapidly move to the general area of the list they are
`targeting.
`This is our second design of the index letters. The first
`design always positioned the letters at the current position
`of the first item starting with that letter. Thus, as the
`fisheye focus changed, the index letters would move
`around, following the items. This turned out to be
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`full-size and thus easy to select. But, of course, not all of
`the items are visible anymore as the ends get pushed off the
`screen as the focus area is expanded. Since the menu
`layout is quite different in focus lock mode, the index
`characters become inaccurate, and so they are faded out as
`the focus area is expanded in focus lock mode.
`If users decide to continue looking in a different portion of
`the menu, moving the pointer back to the left side of the
`menu turns off focus lock mode, and the menu returns to
`regular behavior. This focus lock approach to high-
`resolution selection within a fisheye view solves the
`resolution problem at the cost of a small mouse movement.
`We considered several alternative approaches to entering
`the focus lock mode. We first tried using the right button,
`but gave that up as it seemed too unlikely that users would
`discover it on their own – especially since it did not follow
`the standard Windows model of pressing the right button
`for a context-sensitive menu. And, of course, it would not
`work at all for systems without a second mouse button. We
`also considered using the speed of the mouse to determine
`the focus mode, but that seemed to be too unpredictable by
`users. Also, an earlier study of the AlphaSlider confirmed
`this intuition [2].
`We ended up with the current design, which offers an
`affordance for the focus lock feature. There is a subtly
`shaded box on the right side of the menu that moves up and
`down with the focus. This was intended to draw user’s
`attention to the right side of the menu. In addition, the two
`small arrows on the right side are intended to suggest to
`users that they can move the pointer up and down in focus
`lock mode. When the pointer is moved towards the arrows,
`
`Figure 4: A fisheye menu in focus lock mode whose
`focus area is being extended upwards
`the focus area
`is extended, and
`the arrows move
`accordingly. The users can thus discover that the focus can
`
`Figure 3: The same menu displayed with the cursor at
`three positions.
`
`distracting and not useful. By the time a user moved the
`pointer to the position an index letter was at, that index
`letter would have moved (since the focus and thus item
`positioning would have changed.) We quickly realized the
`value of the index letters was to inform pointer motion, and
`shifted to the current stable design described above. Figure
`3 shows the fisheye menu at different focus points.
`High-Resolution Selection (Focus Lock Mode)
`One difficulty with the fisheye menu mechanism as
`described so far is that small mouse movements result in a
`change of fisheye focus. With traditional menus, the
`mouse must move over the full height of a menu item to
`change the focus to the next item. However, with fisheye
`menus, the amount the mouse must move to go to the next
`item is equal to the smallest font size in the menu. This is a
`fundamental result of the fisheye algorithm since all of the
`menu items must be selectable by pointer movement in the
`fixed vertical space of the menu.
`This is a significant liability because despite the fact that
`the focused elements are large and plainly readable, they
`are difficult to select.
`We overcame this problem by offering a "focus lock" mode
`to the fisheye menu. Users operate the menu as described
`above until they get near the item of interest. They then
`move the pointer to the right side of the menu, which locks
`the focus on the item the cursor is over. Then, when users
`move the pointer up and down, the focus stays fixed, but
`individual menu elements can still be selected. The focus
`region on the right side of the menu gets highlighted to
`indicate that the menu is in focus lock mode.
`Further, if the pointer is moved above or below the focus
`region (staying on the right side of the menu), the focus
`area is expanded. Eventually all of the menu items become
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`Item
`Size
`
`Focus
`length
`
`Max font size
`
`Min font size
`
`Item Number
`
`Figure 5: The basic Degree of Interest function used for
`the fisheye menu.
`be extended. Figure 4 shows the focus lock mode with the
`focus area being extended upwards.
`IMPLEMENTATION
`The fisheye menu is a drop-in replacement for Java's
`standard "JMenu" component in the Swing GUI toolkit.
`This new widget, called FishEyeMenu, is written in Java 1,
`and works for applications and applets. This means that
`any Java code that currently uses traditional Swing menus
`can switch to using the fisheye menus with a one-word
`change by replacing “new
`JMenu()” with “new
`FishEyeMenu()”1.
`The standard approach to implementing fisheye distortion
`techniques is to compute a "Degree of Interest" (DOI)
`function for each element to be displayed. The DOI
`function calculates whether to display an item or not, and it
`calculates the item's size. Typical degree of interest
`functions include both the distance of an item from the
`focus point as well as the item's a priori importance [7].
`Thus, certain landmark items may be shown at a large size
`even though they are far from the focus point.
`The fisheye menu uses a very simple DOI function that
`only includes distance from the focus point, and does not
`use a priori importance. A simple function that captures the
`essence of the fisheye menu is shown in Figure 5. It keeps
`several menu items near the focus point at the maximum
`size, where the exact number is specifiable. Then, the
`menu items get smaller, one point in font size at a time
`until the minimum font size is reached at which time, all
`more distant items stay at the minimum font size.
`Using this DOI function, the fisheye menu calculates the
`largest minimum size font that will result in a menu that fits
`on the screen. If there are so many items in the menu, or if
`there is so little available screen space that there is not
`enough room for the menu, then the DOI function
`parameters are adjusted so there is enough room. First, the
`focus length is reduced. If there is still not enough room
`
`1 Note that the online applet uses Java 2 to decrease the
`portability problems associated with accessing Swing
`from Java 1.
`
`when the focus length is set to 1, then the maximum font
`size is reduced.
`Complexities
`In practice, the DOI function is actually a little more
`complex than just described for two reasons. The first
`reason is that we want the menu items to be visually stable
`outside of the focus area. That is, if the focus is on the first
`half of the menu, it is important that the second half of the
`menu doesn't move at all as the focus changes. The fisheye
`menu is stable using the above DOI function when the
`focus is not near one of the ends of the menu. However,
`when it is near the ends of the menu, there is a surprising
`side effect of the algorithm, which results in the entire
`menu shifting.
`Since we render each item based on the position of the item
`before it, one item alone changing size will slide all other
`lower menu items up or down. Moving the focus in the
`middle of the menu doesn't cause a problem because for
`every item that gets bigger, another items gets smaller by
`the same amount. To understand the issue here, let us look
`at the simplest case where the focus is on the first item in
`the menu. In this case, there are no items before the focus
`item to get rendered, and the items after the focus item get
`smaller until the minimum size is reached. Compare this
`with the focus being on the second item in the menu. Now,
`one item before the focus is rendered at a large size while
`the items after the focus get smaller in the same way.
`Thus, more space is taken altogether, and the entire menu
`shifts down a little bit. The entire menu continues to grow
`as the focus moves down from the end until the distortion
`no longer goes to the end of the menu and the menu
`becomes stable.
`Our solution is to increase the size of the focus area just
`enough to account for the smaller number of focus items
`when the focus point is near the menu end. This way, the
`total amount of space used by the focus area is always
`constant, and the entire menu remains visually stable.
`The fisheye menu uses this modified DOI function to
`calculate the required size of the popup menu. This leads
`to the second reason that our DOI function is more
`complex in practice. We use integer calculations since text
`is only rendered in integer sizes, and so the popup menu
`size can end up being substantially smaller than the
`available space. We want to use as large a menu size as
`possible since the bigger the menu is, the more items we
`can render in a large enough font to read, and the more
`usable the fisheye menu will be.
`Once the minimum size font is calculated, a menu that uses
`all the available screen space is created. Then the DOI
`function is modified using the same technique that we used
`to solve the first problem - the focus area is expanded until
`the text fills up the full menu space.
`One remaining issue has to do with the alphabetic index.
`Since the index characters are always rendered at full size,
`they would overlap each other when they are far from the
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`focus area, since the associated menu items at that point are
`quite small. The fisheye menu avoids this overlapping
`problem by simply not rendering indices that would
`overlap with another. Thus, in the periphery, not every
`index character is shown.
`The fisheye menu is implemented by pre-calculating the
`size of every item and the space between each item for each
`focus position, and storing that information in look-up-
`tables. This pre-calculation is necessary in order to
`calculate the position of the index letters. This also
`improves performance since there is very little calculation
`during rendering. One final, but important optimization is
`the use of region management. Since the fisheye menu is
`visually stable, only the changing focus portion of the
`menu changes as the pointer moves. Our implementation
`keeps track of the area on the screen that changes, and only
`renders that portion. Thus, for a menu of 200 items,
`typically less than 30 items need to be rendered for each
`mouse movement.
`EVALUATION
`We conducted a pilot study of fisheye menus comparing
`user preference of them against the three menu mechanisms
`commonly used today: arrow buttons to scroll up and
`down, scrollbars, and hierarchies. The intent of this study
`was to get a preliminary idea of whether fisheye menus had
`potential. We did not expect that the results of this study
`would provide a definitive understanding of whether
`fisheye menus were faster, more appropriate, or preferable
`for tasks. Rather, we hoped to get a rough idea of user’s
`preferences that would let us know if our intuitions were
`realistic, and to inform future evaluations.
`We picked 10 users that were not from our lab, and were
`not familiar with fisheye menus before the study. Five of
`the subjects were computer science students with
`programming experience, and five of the subjects were
`administrative staff that work in our building, and did not
`have programming experience. We felt that looking at
`programmers vs. non-programmers was important because
`fisheye menus are somewhat technical, and we sensed that
`people with
`less
`technical experience may not feel
`immediately comfortable with them. As it turned out, there
`was a difference between these two classes of users that
`will be reported in the Results section.
`Seven of the subjects were female and three were male.
`Five were in there 20’s, two were in their 30’s, two were in
`their 40’s, and one was over 50. All but one reported using
`computers more than 20 hours per week.
`The test was entirely automated using a custom Java
`program.
` The
`program
`requested
`demographic
`information, and explained that the purpose of the test was
`to get feedback on the four types of menus for selecting an
`item from a list. The subjects were then instructed to try
`out each of the menu types, spending as much time as they
`liked. At that point, they were instructed to ask any
`questions about how the menus worked (the test was
`administered by the author of this paper.)
`
`The four menu types were labeled ArrowBar, ScrollBar,
`Hierarchy, and Fisheye. All menu items were ordered
`alphabetically. The ArrowBar was implemented with
`arrows at the top and bottom of the screen. When the
`arrows were pressed, the list would scroll at a rate of 20
`items per second. The ScrollBar was implemented with a
`standard scrollbar on the right side of the menu that could
`be used to scroll the menu. The Hierarchy was constructed
`with one menu item for each letter of the alphabet. Menu
`items were placed in cascading menus under the first letter
`of the text of that item. Finally, the Fisheye menu was that
`described in this paper. Each of these menus are available
`for trial at the fisheye menu website.
`Then, the subject was instructed to select three different
`specific items from each menu. Each menu was populated
`with 100 websites that were selected from the list of most
`popular websites from PC magazine (with four well known
`universities that replaced four entries that did not have a
`short descriptive title.) The items that the subjects were told
`to select were chosen from near the beginning, middle, and
`end of each list. The subjects were also asked to browse
`the lists for a website they would like to visit. The selected
`item was displayed for
`the user
`to see, however,
`information was not logged as to whether to the subjects
`correctly selected the specified item.
`The subjects were asked to rate the menus. They were
`asked to rate each menu using a 9-point Likert scale
`according to seven characteristics taken from QUIS – the
`Questionnaire for User Interface Satisfaction [23]. The
`seven characteristics were:
`•
`terrible – wonderful
`•
`frustrating – satisfying
`•
`difficult – easy
`•
`slow – fast
`•
`hard to learn – easy to learn
`•
`boring – fun
`•
`annoying – pleasant
`Finally, the subjects were asked to rank the four menu
`types in order of preference for goal-directed tasks and
`browsing tasks. They were also offered the option of
`typing in any comments they had about the four menu
`types.
`Results
`The average subjective satisfaction of the four menu types
`was recorded for all users, and separated by programmer
`vs. non-programmer. For all users, on a scale from 1 – 9
`(with 9 being most positive), Hierarchy was the favorite
`(6.8), Fisheye (6.4) was rated slightly higher than Scrollbar
`(6.2), and ArrowBar (4.9) was the lowest.
`When split by programmer, an interesting difference
`appears. The ratings of ArrowBar and ScrollBar did not
`change very much, but Fisheye and Hierarchy did. For
`programmers, Fisheye (7.0) and Hierarchy (6.9) were about
`the same. For non-programmers, the spread between
`Fisheye (5.8) and Hierarchy (6.8) substantially increased.
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`“Once one understands that one has to go to the
`colored area in Fisheye it becomes easier. But if one
`doesn’t know that it’s frustrating.”
`Analysis
`While the study contained a small number of subjects and
`the results were not analyzed statistically, we noted some
`trends. These should be interpreted with caution, but do
`seem to make sense. The test was administered without a
`description of what fisheye menus were or how they
`worked. Instead, the subjects were told to play with them
`for as long as they wanted and only then could they ask
`questions.
`By observing this initial exposure to fisheye menus, and by
`responding to the subjects’ questions, it was clear that at
`least in the minute or two that they tried them, most
`subjects did not understand how to use the fisheye menu
`fully. All of the subjects quickly discovered that moving
`the mouse up and down on the left side of the menu
`operated the basic fisheye functionality. However, several
`were confused about the exact function of the alphabetic
`index on the left side. Several users tried clicking on them
`– which
`just selected
`the
`item
`that was currently
`highlighted. After one or two tries with this, they then
`realized that the index was just informative, and not
`interactive.
`A more important problem was that only a single subject
`truly discovered how the “focus lock” mode on the right
`side of the menu worked. Despite the visual feedback,
`subjects were just not expecting to have different behavior
`when the mouse pointer was on different sides of the menu.
`Some subjects never moved the pointer to the right side and
`so never discovered that behavior at all. Other subjects
`moved the pointer to the right side of the menu accidentally
`or erratically. They just noticed that the menu would
`sometimes change behavior in an inconsistent manner.
`They did not correlate the change in menu behavior with
`the side of the menu that the pointer was over.
`Once the subjects were done exploring the menus and
`asked questions, the focus-lock mode was explained.
`Interestingly enough, all 10 subjects completely understood
`how it worked in just a few seconds of explanation. Thus,
`the visual design of the menu clearly needs some work to
`make the focus-lock mode more discoverable.
`Another major lesson learned from these studies is that
`subjects’ response varied widely. Looking at the average
`results only tells part of the story. Two of the subjects did
`not like the fisheye menus at all. It had nothing to do with
`the difficulty they had to discover how they worked.
`Rather they just didn’t like them. One of those users
`reported that the small menu items made her feel badly
`because she felt that her eyesight was poor.
`On the other hand, several of the users were eager to start
`using fisheye menus in their regular work immediately.
`This bimodal preference suggests that fisheye menus, if
`
`When looking at the individual questions, we see that the
`subjects had widely differing opinions about Hierarchy vs.
`Fisheye in different categories. Hierarchy was preferred
`over Fisheye in the three categories of ‘frustrating –
`satisfying’, ‘hard – easy’, and ‘har

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