throbber
1
`
`A THREE-STATE MODEL OF GRAPHICAL INPUT*+1
`William A.S. BUXTON
`
`Computer Systems Research Institute, University of Toronto, Toronto, Ontario, Canada M5S 1A4
`
` A
`
` model to help characterize graphical input is presented. It is a refinement of a model first
`introduced by Buxton, Hill and Rowley (1985). The importance of the model is that it can
`characterize both many of the demands of interactive transactions, and many of the capabilities of
`input transducers. Hence, it provides a simple and usable means to aid finding a match between
`the two.
`
`After an introduction, an overview of approaches to categorizing input is presented. The model is
`then described and discussed in terms of a number of different input technologies and techniques.
`
`
`
`
`
`1. INTRODUCTION
`
`All input devices are not created equal in their capabilities, nor input techniques (such as pointing, dragging,
`and rubber-banding) in their demands. The variation in each is both qualitative (types of signals) and
`quantitative (amount of signal, or bandwidth). Because of this variation, it is important that designers be
`able to answer questions like, "What particular demands does dragging make of a transducer, compared to
`selection?" or "How well are these task requirements met by a touch screen or a trackball?" Unfortunately,
`there is little available in the way of help from either theory or guidelines.
`
`If language is a tool of thought, then a start to addressing this shortcoming is to develop a vocabulary
`common to both devices and techniques, and which augments our ability to recognize and explore
`relationships between the two.
`
`In the remainder of this paper, a model which contributes to such a vocabulary is presented. It is a simple
`state-transition model which elucidates a number of properties of both devices and techniques.
`
`
`
`2. TAXONOMIES OF INPUT
`
`Traditionally, input devices have been discussed in terms of their mechanical and electrical properties
`(Foley & Van Dam, 1982; Sherr, 1988). Discussions centre around "joysticks," "trackballs," and "mice," for
`example.
`
`
`* The research reported has been sponsored by the Natural Sciences and Engineering Research Council of
`Canada and Xerox PARC.
`+ Citation: Buxton, W. (1990). A three state model of graphical input. In D. Diaper et al. (Eds),
`Human-Computer Interaction - INTERACT '90. Amsterdam: Elsevier Science Publishers B.V.
`(North-Holland), 449-456.
`1 In the published version of this paper my scholarship was lacking in that I missed a very important
`reference, that of Newman (1968). I have added the reference for now, and will integrate a discussion of
`that classic paper to my text in order to place the two in proper context.
`
`Petitioner Samsung Ex-1040, 0001
`
`

`

`2
`
`
`
`Several studies have attempted to evaluate the technologies from the perspective of human performance.
`Many of these are summarized in Greenstein and Arnaut (1988) and Milner (1988). A common problem
`with such studies, however, is that they are often overly device-specific. While they may say something
`about a particular device in a particular task, many do not contribute significantly to the development of a
`general model of human performance. (There are exceptions, of course, such as Card, English and Burr,
`1978.)
`
`With the objective of isolating more fundamental issues, some researchers have attempted to categorize
`input technologies and/or techniques along dimensions more meaningful than simply "joystick" or
`"trackball." The underlying assumption in such efforts is that better abstractions can lead us from
`phenomenological descriptions to more general models, and hence better analogies.
`
`An early development in this regard was the concept of logical devices (GSPC, 1977, 1979). This
`occurred in the effort to evolve device-independent graphics. The object was to provide standardized
`subroutines that sat between physical input devices and applications. By imposing this intermediate layer,
`applications could be written independent of the idiosyncrasies of specific devices. The result was more
`standardized, general, maintainable, and portable code.
`
`As seen by the application, logical devices were defined in terms of the type of data that they provided.
`There was one logical device for what the designers felt was each generic class of input.
`Consequently, we had the beginnings of a taxonomy based on use. The devices included a pick (for
`selecting objects), a locator, and text.
`
`Foley, Wallace, and Chan (1984) took the notion of logical devices, and cast them more in the human
`perspective than that of the application software. They identified six generic transactions (which were
`more-or-less the counterparts of the GSPC logical devices) that reflected the user's intentions:
`
`• select an object
`
`• position an object in 1, 2, 3 or more dimensions;
`
`• orient an object in 1, 2, 3 or more dimensions;
`
`• ink, i.e., draw a line;
`
`• text, i.e., enter text;
`
`• value, i.e., specify a scalar value.
`
`They then proceeded to enumerate a relatively comprehensive set of techniques and technologies
`capable of articulating each of these basic primitives.
`
`Buxton (1983) introduced a taxonomy of input devices that was more rooted in the human
`motor/sensory system. The concern in this case was the ability of various transducers to capture the
`human gesture appropriate for articulating particular intentions. Consequently, input devices were
`categorized by things such as the property sensed (position, motion, or pressure), the number of
`dimensions sensed, and the muscle groups required to use them.
`
`Recent research at Xerox PARC has built on this work (Card, Mackinlay and Robertson,1990;
`Mackinlay, Card and Robertson, 1990). Their taxonomy captures a broad part of the design space of
`input devices. The model captures both the discrete and continuous properties of devices, (unlike
`that of Buxton, which could only deal with the latter).
`
`Together, this collected research begins to lay a foundation to support design. However, none of the
`models are complete in themselves, and there are still significant gaps. One is the lack of a
`vocabulary that is capable of capturing salient features of interactive techniques and technologies in
`such a way as to afford finding better matches between the two.
`
`Petitioner Samsung Ex-1040, 0002
`
`

`

`
`
`In what follows, a model (first suggested in Buxton, Hill and Rowley, 1985) is developed which
`provides the start to such a vocabulary. It takes the form of a simple state-transition model and builds
`on the work mentioned above. In particular, it refines the notion of device state introduced in the
`PARC model of Card, Mackinlay and Robertson (1990) and Mackinlay, Card and Robertson (1990).
`
`3
`
`
`
`3. A THREE-STATE MODEL
`
`The model can be introduced within the context of a direct manipulation interface, such as that of the
`Apple Macintosh. Consider moving the mouse without the button pushed. One way to characterize
`the state of the system at this point is as tracking. If, however, we point at an icon, depress the mouse
`button and move the mouse while holding the button down, we have entered a new state, dragging.
`These simple states are represented in Fig. 1.
`
`
`
`Figure 1. Simple 2-State Transaction
`In State 1, moving the mouse causes the tracking symbol to move. Depressing the mouse button
`over an icon permits it to be dragged when the mouse is moved. This is State 2. Releasing the
`mouse button returns to the tracking state, State 1.
`
`Consider now the situation if a touch tablet rather than a mouse was connected to the system. For
`the purpose of the example, let us assume that the touch tablet is capable of sensing only one bit of
`pressure, namely touch or no-touch.
`
`In this case we also get two states, but only one is common to the previous example. This is
`illustrated in Fig. 2. The first state, (State 0), is what we will call out of range, (OOR). In this state,
`any movement of the finger has no effect on the system. It is only when the finger comes in contact
`with the tablet that we enter the State 1, the tracking state seen in the previous example.
`
`
`
`Button up
`
`State
` 1
`
`State
` 2
`
`Button Down
`
`Tracking
`
`Dragging
`
`Petitioner Samsung Ex-1040, 0003
`
`

`

`
`
`4
`
`
`
`Figure 2. State 0-1 Transaction
`Assume a touch tablet. In State 0, moving the finger is out of range (OOR), so has no effect.
`When the finger is in contact with the tablet, the tracking symbol follows the finger's motion (State
`1: tracking). The system returns to State 0 when the finger releases contact from the tablet
`surface.
`
`Each example has one state that the other cannot reach. Lifting a mouse off of one's desk is not
`sensed, and has no effect. No interactive technique can be built that depends on this action.
`Consequently, State 0 (the OOR condition) is undefined. Conversely, without some additional signal,
`the touch tablet is incapable of moving into the dragging state (State 2). To do so would require a
`signal from a supplementary key press or from a threshold crossing on a pressure-sensitive tablet
`(Buxton, Hill and Rowley, 1985).
`
`Figure 3. State 0-1-2 Transaction
`Assume a graphics tablet with stylus. In State 0, the stylus is off of the tablet and the tip switch in
`its open state. Moving the stylus has no effect since it is out of range (OOR). When the stylus is
`in range, the tracking symbol follows the stylus' motion (State 1: tracking). Extra pressure on the
`stylus closes the tip switch, thereby moving the system into State 2.
`
`There are, however, transducers that are capable of sensing all three states. A graphics tablet with a
`stylus would be one example.1 This is illustrated in Fig. 3.
`
`
`
`Release
`
`State
` 0
`
`State
` 1
`
`Touch
`
`Out of
`Range
`
`Tracking
`
`Sty lus Lif t
`
`Tip Switch Open
`
`State
` 0
`
`State
` 1
`
`State
` 2
`
`Sty lus On
`
`Tip Switch Close
`
`Out of
`Range
`
`Tracking
`
`Dragging
`
`Petitioner Samsung Ex-1040, 0004
`
`

`

`
`
`The three states introduced in the above examples are the basic elements of the model. There can
`be some variations. For example, with a multi-button mouse (or the use of multiple clicks), State 2
`becomes a set of states, indexed by button number, as illustrated in Fig. 4.
`
`5
`
`
`
`Figure 4. State 2 Set
`With a multi-button mouse, for example, multiple State 2's are available. For example, selecting
`an object with buttona may cause the selected object to be dragged, whereas selecting the object
`with buttonb may mean that a copy is dragged. Multiple State 2s can also be realized by multiple
`clicks on the mouse, as with the Apple Macintosh, where single clicks are used to select and
`double clicks to "open."
`
`While the model is simple, it will be shown how important properties of devices and interactive
`techniques can be characterized in terms of these three states, and how this representation can be
`used in design. Weaknesses of the the model and areas for future research will also be discussed.
`
`Note that in what follows, states will be referred to by number (State 1, for example) rather than by
`description. The consequences of the action performed in a particular state can vary. For example,
`State 2 could just as easily been "inking" or "rubber banding" as "dragging." The ordinal
`nomenclature is more neutral, and will be used.
`
`
`
` 4. DEVICES AND TRANSACTIONS: TABULATING ATTRIBUTES
`
`Two tables are presented. The first summarizes the demands of a number of transaction types
`expressed in terms of the states and state transitions that they require from a supporting transducer.
`The second summarizes the capabilities of a number of input devices, expressed in terms of this same
`type of state information. By comparing the two tables, a simple means is provided to evaluate the
`match between transducers and transactions.
`
`
`
`
`
`
`
`
`
`Button(a) Up
`
`State
` 2(a)
`
`Drag
`Original
`
`State
` 1
`
`Button(a) Down
`
`Button(b) Up
`
`Tracking
`
`Button(b) Down
`
`State
` 2(b)
`
`Drag
`Copy
`
`Petitioner Samsung Ex-1040, 0005
`
`

`

`6
`
` State State State
`
`0
` 1 2 Notes
`
`√
`
`
`
`√
`
`
`√
`
`
`√
`State 2 motion
`
`√
`State 2 motion
`
`√
`State 2 motion
`√
`State 2 motion
`√
`State 2 motion
`√
`State 2 motion
`
` √
`
`
`
`√
`√
`√
`√
`√
`√
`
` √
`
`
`
`
`
`
`
`
`
`
`
`
`
`
` Transaction
`Point
`Pursuit Track
`Point/Select
`Drag
`Rubber Banding
`Sweep Region
`Pop/Pull Menu
`Ink
`Char Recognition
`
`Table 1: State Characteristics of Several Classes of Transaction
`A number of representative types of transactions are listed showing their state and state transition
`requirements. This table is of use as a means to help verify if a particular transducer is well suited to that
`class of transaction.
`
`
`
`
` Device
`Joystick
`Joystick & Button
`Trackball
`Mouse
`Tablet & Stylus
`Tablet & Puck
`Touch Tablet
`Touch Screen
`Light Pen
`
`Notes
`
`
`
`
`
`
`
` 6
`
`
`6
`
` State State State
`
`0
` 1 2
`
`√
`4
` √3
`
`√
`
`√
`4
`√
`√
`√
`√
`√
`√
`√
`4, 5
` 2
`√2
`√
`√
`
`
` √1
`√
`√
`√
`
` √
`
`1. The puck can be lifted, but shape and weight discourages this.
`2. If State 1 used, then State 2 not available.
`3. Button may require second hand, or (on stick) inhibit motion while held.
`4. Has no built in button. May require second hand. If same hand, result may be interference with
`motion while in State 2.
`5. State 1-0 transition can be used for selection. See below.
`6. Direct device. Interaction is directly on display screen. Special behaviour. See below.
`
`Table 2: State Characteristics of Several Input Devices
`A number of representative input devices are listed showing their state and state transition
`properties. This table is of use as a means to check if a transducer meets the state
`characteristics required by a particular type of transaction.
`
`Petitioner Samsung Ex-1040, 0006
`
`

`

`7
`
`
`
`
`
`
`
`
`
`4.1 State 1-0 Transitions and Gestures
`
`Transitions from State 1 to State 0 are not significant in most direct manipulation systems. As
`stylus-driven interfaces using character and gesture recognition become more important, so will this
`class of state transition. The reason is that this signal is a prime cue to delimit characters. You can
`think of it as the need for both the system and the user to be able to sense and agree when the pen has
`left the "paper."
`
`If this cue is to be used in this or other types of transitions, it is important to note that input devices vary
`in how well they signal the transition. In particular, the majority of tablets (touch and otherwise) give
`no explicit signal at all. Rather, the onus is on the application to sense the absence of State 1 tracking
`information, rather than on the transducer to send an explicit signal that the pointing device has gone
`out of range.
`
`Not only does this put an additional burden on the software implementation and execution, it imposes
`an inherent and unacceptable delay in responding to the user's action. Consequently, designers
`relying heavily on this signal should carefully evaluate the technologies under consideration if optimal
`performance and efficiency are desired.
`
`
`
`4.2 Point/Select and State Transitions
`
`Point and select is an integral component of most direct manipulation interfaces. The transaction is
`compound: pointing, which is a continuous task, and selection, which is binary. In our vocabulary,
`the binary selection signal is represented as a state change.
`
`As commonly implemented, the pointing task is undertaken in State 1, and the selection is articulated
`by a State 1-2-1 transition, with no motion in State 2. This can be easily supported with any of the
`devices in Table 2 that have plain check marks (√) in the State 1 and State 2 columns.
`
`Some transducers, including trackballs, many joysticks, and touch tablets do not generally support
`State 2. For the most part this is due to their not having buttons tightly integrated into their design.
`Therefore, they warrant special mention.
`
`One approach to dealing with this is to use a supplementary button. With joysticks and trackballs,
`these are often added to the base. With trackballs, such buttons can often be operated with the same
`hand as the trackball. With joysticks this is not the case, and another limb (hand, foot, etc.) must be
`employed2. As two-handed input becomes increasingly important, using two hands to do the work of
`one may be a waste. The second hand being used to push the joystick or touch tablet button could be
`used more profitably elsewhere.
`
`An alternative method for generating the selection signal is by a State 1-0 transition (assuming a
`device that supports both of these states). An example would be a binary touch tablet, where lifting
`your finger off the tablet while pointing at an object could imply that the object is selected. Note,
`however, that this technique does not extend to support transactions that require motion in State 2
`(see below). An alternative approach, suitable for the touch tablet, is to use a pressure threshold
`
`Petitioner Samsung Ex-1040, 0007
`
`

`

`8
`
`
`
`crossing to signal the state change (Buxton, Hill, Rowley, 1985). This, however, requires a pressure
`sensing transducer.
`
`The selection signal can also be generated via a timeout cue. That is, if I point at something and
`remain in that position for some interval ∆t, then that object is deemed selected. The problem with
`this technique, however, is that the speed of interaction is limited by the requisite ∆t interval.
`
`
`
`4.3 Continuous Motion in State 2
`
`Unlike point and select, most of the transactions employing State 2 require continuous motion in that
`state. These include:
`
`• dragging: as with icons;
`
`• rubber-banding: as with lines, windows, or sweeping out regions on the screen;
`
`• pull-down menus;
`
`• inking: as with painting or drawing;
`
`• character recognition: which may or may not leave an ink trail.
`
`Consequently, two prerequisites of any supporting technology are:
`
`• State 1 to/from State-2 transitions
`
`• Ease of motion while maintaining State 2.
`
`The first is more obvious than the second, and has been discussed in the previous section.
`
`It is this more obscure second point which presents the biggest potential impediment to performance.
`For example, this paper is being written on a Macintosh Portable which uses a trackball. While
`pointing and selecting work reasonably well, this class of transaction does not. Even though both
`requisite states are accessible, maintaining continuous motion in State 2 requires holding down a
`space-bar like button with the thumb, while operating the trackball with the fingers of the same hand.
`Consequently the hand is under tension, and the acuity of motion is seriously affected, compared to
`State 1, where the hand is in a relaxed state.
`
`
`
`4.4 Direct Input Devices are Special
`
`Direct input devices are devices where input takes place directly on the display surface. The two
`primary examples of this class of device are light pens and touch screens.
`
`In terms of the model under discussion, these devices have an important property: in some cases
`(especially with touch screens), the pointing device itself (stylus or finger) is the tracking "symbol."
`What this means is that they "track" when out of range. In this usage, we would describe these
`devices as making transitions directly between State 0 and State 2, as illustrated in Fig. 5.
`
`
`
`
`Petitioner Samsung Ex-1040, 0008
`
`

`

`9
`
`
`
`
`
`
`Figure 5. State 0-2 Transitions
`With direct devices such as a light pen and touch screen, the pointing device (pen and finger,
`respectively, is the tracking mechanism. Hence, State 1 is bypassed. Since the tracking is
`passive (the system does not know what is being pointed at until contact), this tracking state
`should not be considered as State 1.
`
`
`
`Another way that one might think of characterizing this would be as a simple State 1-2 transition, as
`shown in Fig. 1. There are at least two reasons that this is not done, however. First, in this case the
`tracking is passive. The system has no sense of what the finger is pointing at until it comes into
`contact. This is a significant difference.
`
`Second, there are examples where these same direct devices are used with an explicit State 1. For
`example, light pens generally employ an explicit tracking symbol. Touch screens can also be used in this
`way, as been shown by Potter, Shneiderman, and Weldon (1988), and Sears and Shneiderman (1989),
`among others. In these touch screen examples, the purpose was to improve pointing accuracy. Without
`going into the effectiveness of the technique, what is important is that this type of usage converts the direct
`technology into a State 0-1 device.
`
`Consider the case of the touch screen for a moment. Choosing this approach means that the price paid for
`the increased accuracy is direct access to State-2 dependent transactions (such as selection and dragging).
`Anything beyond pointing (however accurately) requires special new procedures (as discussed above in
`Sections 4.1 and 4.2).
`
`
`
`5. SUMMARY AND CONCLUSIONS
`
`A state-transition model has been presented that captures many important aspects of input devices
`and techniques. As such, it provides a means of aiding the designer in evaluating the match between
`the two. While discussed in the context of well-known devices, the model can be applied to newer
`classes of transducers such as the VPL dataglove (Zimmerman, Lanier, Blanchard,Bryson & Harvill,
`1987).
`
`The model goes beyond that previously introduced by Buxton (1983) in that it deals with the
`continuous and discrete components of transducers in an integrated manner. However, it has some
`weaknesses. In particular, in its current form it does not cope well with representing transducers
`
`Release
`Contact
`
`State
` 0
`
`State
` 2
`
`Contact
`
`Passiv e
`Tracking
`
`Selection
`
`Petitioner Samsung Ex-1040, 0009
`
`

`

`10
`
`
`
`capable of pressure sensing on their surface or their buttons (for example, a stylus with a pressure
`sensitive tip switch used to control line thickness in a drawing program).
`
`Despite these limitations, the model provides a useful conceptualization of some of the basic
`properties of input devices and interactive techniques. Further research is required to expand and
`refine it.
`
`
`
`
`
`ACKNOWLEDGEMENTS
`
`I would like to acknowledge the contribution of the members of the Input Research Group at the University
`of Toronto and colleagues at Xerox PARC who provided the forum to discuss and refine the ideas contained
`in this paper. In particular, I would like to acknowledge Abigail Sellen and Gordon Kurtenbach who made
`many helpful comments on the manuscript. This work has been supported by the Natural Science and
`Engineering Research Council of Canada and Xerox PARC.
`
`
`
`NOTES
`
`1. For the example, we are assuming that stylus position is only sensed when in contact with the tablet.
`This is done for purposes of simplicity and does not detract from the model.
`
`2. I distinguish between joysticks with buttons integrated on the stick, and those that do not. With the
`former, the stick and button can be operated with one hand. With the latter, two handed operation is
`required. Note, however, that in the former case operation of the button may affect performance of
`operation of the stick.
`
`
`
`REFERENCES
`
`Buxton, W. (1983). Lexical and Pragmatic Considerations of Input Structures. Computer Graphics, 17
`(1), 31-37.
`Buxton, W. Hill, R. & Rowley, P. (1985). Issues and Techniques in Touch-Sensitive Tablet Input,
`Computer Graphics, 19(3), Proceedings of SIGGRAPH '85, 215-224.
`Card, S., English & Burr. (1978), Evaluation of Mouse, Rate-Controlled Isometric Joystick, Step Keys and
`Text Keys for Text Selection on a CRT, Ergonomics, 21(8), 601-613.
`Card, S., Mackinlay, J. D. & Robertson, G. G. (1990). The design space of input devices. Proceedings
`of CHI '90, ACM Conference on Human Factors in Software, in press.
`Foley, J. & Van Dam, A. (1982). Fundamentals of Interactive Computer Graphics, Reading, MA:
`Addison-Wesley.
`Foley, J.D., Wallace, V.L. & Chan, P. (1984). The Human Factors of Computer Graphics Interaction
`Techniques. IEEE Computer Graphics and Applications, 4 (11), 13-48.
`Greenstein, Joel S. & Arnaut, Lynn Y. (1988). Input Devices. In Helander, M. (Ed.). Handbook of
`HCI. Amsterdam: North-Holland, 495-519.
`GSPC (1977). Status Report of the Graphics Standards Planning Committee, Computer Graphics, 11(3).
`GSPC (1979). Status Report of the Graphics Standards Planning Committee, Computer Graphics, 13(3).
`Mackinlay, J. D., Card, S. & Robertson, G. G. (1990). A semantic analysis of the design space of input
`devices. Human-Computer Interaction, in press.
`Milner, N. (1988). A review of human performance and preferences with different input devices to
`computer systems., in D. Jones & R. Winder (Eds.). People and Computers IV, Proceedings of
`
`Petitioner Samsung Ex-1040, 0010
`
`

`

`11
`
`
`
`the Fourth Conference of the British Computer Society Human-Computer Interaction Specialist
`Group. Cambridge: Cambridge University Press, 341-362.
`Newman, W.M. (1968b). A System for Interactive Graphical Programming. Proceedings of the AFIPS
`Spring Joint Computer Conference, 47-54.
`
`Potter, R., Shneiderman, B. & Weldon, L. (1988). Improving the accuracy of touch screens: an
`experimental evaluation of three strategies. Proceedings of CHI'88, 27-32.
`Sears, A. & Shneiderman, B. (1989). High precision touchscreens: design strategies and comparisons
`with a mouse, CAR-TR-450. College Park, Maryland: Center for Automation Research, University
`of Maryland.
`Sherr, S. (Ed.)(1988). Input Devices. Boston: Academic Press.
`Zimmerman, T.G., Lanier, J., Blanchard, C., Bryson, S. & Harvill, Y. (1987). A Hand Gesture Interface
`Device, Proceedings of CHI+GI '87, 189-192.
`
`
`
`
`
`Petitioner Samsung Ex-1040, 0011
`
`

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