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Alan Cooper, Robert Reinmann, David Cronin - About Face 3- The Essentials of Interaction Design (pdf)

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by About Face 3- The Essentials of Interaction Design (pdf)


  DESIGN

  Any scrollable drag-and-drop target must auto-scroll.

  principle

  In early implementations, auto-scrolling worked if you dragged outside of the application’s window. This had two fatal flaws. First, if the application filled the screen, how could you get the cursor outside of the app? Second, if you want to drag the object to another program, how can the app tell the difference between that and the desire to auto-scroll?

  Microsoft developed an intelligent solution to this problem. Basically, it begins auto-scrolling just inside the application’s border instead of just outside the border.

  As the drag cursor approaches the borders of the scrollable window — but is still

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  inside it — a scroll in the direction of the drag is initiated. If the drag cursor comes within about 30 pixels of the bottom of the text area, Word begins to scroll the window’s contents upward. If the drag cursor comes equally close to the top edge of the text area, Word scrolls down.

  Thankfully, in recent times developers have commonly implemented a variable auto-scroll rate as shown in Figure 19-7, where the automatic scrolling increases in speed as the cursor gets closer to the window edge. For example, when the cursor is 30 pixels from the upper edge, the text scrolls down at one line per second. At 15

  pixels, the text scrolls at two lines per second, and so on. This gives the user sufficient control over the auto-scroll to make it useful in a variety of situations.

  Another important detail required by auto-scrolling is a time delay. If autoscrolling begins as soon as the cursor enters the sensitive zone around the edges, it is too easy for a slow-moving user to inadvertently auto-scroll. To cure this, autoscrolling should begin only after the drag-cursor has been in the auto-scroll zone for some reasonable time cushion — about a half-second.

  Fast autoscrolling zone

  Medium autoscrolling zone

  Slow autoscrolling zone

  Figure 19-7 This image expresses the concept of variable-speed auto-scroll, as it could be applied to Windows Explorer. Unfortunately, in Windows XP, auto-scroll scrolls at a single speed that is impossible to control. It would be better if the auto-scroll went faster the closer the cursor gets to the edge of the window (though it’s also important to have a speed limit — it doesn’t help anyone if it goes too fast). To their credit, Microsoft’s idea of auto-scrolling as the cursor approaches the inside edges of the enclosing scrollbox, rather than the outside, is very clever indeed.

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  If a user drags the cursor completely outside of the Word’s scrollable text window, no auto-scrolling occurs. Instead, the repositioning operation will terminate in a program other than Word. For example, if the drag cursor goes outside of Word and is positioned over PowerPoint, when the user releases the mouse button, the selection will be pasted into the PowerPoint slide at the position indicated by the mouse. Furthermore, if the drag cursor moves within three or four millimeters of any of the borders of the PowerPoint Edit window, PowerPoint begins autoscrolling in the appropriate direction. This is a very convenient feature, as the confines of contemporary screens mean that we often find ourselves with a loaded drag cursor and no place to drop its contents.

  Avoiding drag-and-drop twitchiness

  When an object can be either selected or dragged, it is vital that the mouse be biased towards the selection operation. Because it is so difficult to click on something without inadvertently moving the cursor a pixel or two, the frequent act of selecting something must not accidentally cause the program to misinterpret the action as the beginning of a drag-and-drop operation. Users rarely want to drag an object only one or two pixels across the screen. (And even in cases where they do, such as in drawing programs, it’s useful to require a little extra effort to do so, in order to prevent frequent accidental repositioning.)

  In the hardware world, controls like pushbuttons that have mechanical contacts can exhibit what engineers call bounce, which means that the tiny metal contacts of the switch literally bounce when someone presses them. For electrical circuits like doorbells, the milliseconds the bounce takes aren’t meaningful, but in modern electronics, those extra clicks can be significant. The circuitry backing up such switches has special logic to ignore extra transitions if they occur within a few milliseconds of the first one. This keeps your stereo from turning back off a thousandth of a second after you’ve turned it on. This situation is analogous to the oversensitive mouse problem, and the solution is to copy switch makers and debounce the mouse.

  To avoid inadvertent repositioning, programs should establish a drag threshold, in which all mouse-movement messages that arrive after the mouse-down event are ignored unless the movement exceeds a small threshold amount, such as three pixels. This provides some protection against initiating an inadvertent drag operation.

  If a user can keep the mouse button within three pixels of the mouse-down point, the entire click action is interpreted as a selection command, and all tiny, spurious moves are ignored. As soon as the mouse moves beyond the three-pixel threshold, the program can confidently change the operation to a drag. This is shown in Figure 19-8. Whenever an object can be selected and dragged, the drag operation should be debounced.

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  mouse-down

  coordinate

  6 px

  uncommitted zone,

  interpret as selection

  6 px

  commit to move

  Figure 19-8 Any object that can be both selected and dragged must be debounced. When the user clicks on the object, the action must be interpreted as a selection rather than a drag, even if the user accidentally moves the mouse a pixel or two between the click and the release. The program must ignore any mouse movement as long as it stays within the uncommitted zone, which extends three pixels in each direction. After the cursor moves more than three pixels away from the mouse-down coordinate, the action changes to a drag, and the object is considered “in play.” This is called a drag threshold.

  DESIGN

  Debounce all drags.

  principle

  Some applications may require more complex drag thresholds. Three-dimensional applications often require drag thresholds that enable movement in three projected axes on the screen. Another such example arose in the design of a report generator for one of our clients. A user could reposition columns on the report by dragging them horizontally; for example, he could put the First Name column to the left of the Last Name column by dragging it into position from anywhere in the column.

  This was, by far, the most frequently used drag-and-drop idiom. There was, however, another, infrequently used, drag operation. This one allowed the values in one column to be interspersed vertically with the values of another column — for example, an address field and a state field (see Figure 19-9).

  We wanted to follow the persona’s mental model and enable him to drag the values of one column on top of the values of another to perform this stacking operation, but this conflicted with the simple horizontal reordering of columns. We solved the problem by differentiating between horizontal drags and vertical drags. If a user dragged the column left or right, it meant that he was repositioning the column as a unit. If the user dragged the column up or down, it meant that he was interspers-ing the values of one column with the values of another.

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  Name

  Address

  City

  1 Ginger Beef

  342 Easton Lane

  Waltham

  2 C
. U. Lator

  339 Disk Drive

  Borham

  3 Justin Case

  68 Elm

  Albion

  4 Creighton Barrel

  9348 N. Blenheim

  Five Island

  5 Dewey Decimal

  1003 Water St.

  Freeport

  Name

  Address / City

  1 Ginger Beef

  342 Easton Lane

  Waltham

  2 C. U. Lator

  339 Disk Drive

  Borham

  3 Justin Case

  68 Elm

  Albion

  4 Creighton Barrel

  9348 N. Blenheim

  Five

  Island

  5 Dewey Decimal

  1003 Water St.

  Freeport

  Figure 19-9 This report-generator program offered an interesting feature that enabled the contents of one column to be interspersed with the contents of another by dragging and dropping it. This direct-manipulation action conflicted with the more frequent drag-and-drop action of reordering the columns (like moving City to the left of Address). We used a special, two-axis drag threshold to accomplish this.

  Because the horizontal drag was the predominant user action, and vertical drags were rare, we biased the drag threshold towards the horizontal axis. Instead of a square uncommitted zone, we created the spool-shaped zone shown in Figure 19-10. By setting the horizontal-motion threshold at four pixels, it didn’t take a big movement to commit users to the normal horizontal move, while still insulating users from an inadvertent vertical move. To commit to the far less frequent vertical move, the user had to move the cursor eight pixels on the vertical axis without deviating more than four pixels left or right. The motion is quite natural and easily learned.

  This axially nonsymmetric threshold can be used in other ways, too. Visio implements a similar idiom to differentiate between drawing a straight and a curved line.

  Fine scrolling

  The weakness of the mouse as a precision pointing tool is readily apparent, particularly when dragging objects around in drawing programs. It is darned hard to drag something to the exact desired spot, especially when the screen resolution is 72

  pixels per inch and the mouse is running at a six-to-one ratio to the screen. To move the cursor one pixel, you must move the mouse about 1/500th of an inch. Not easy to do.

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  commit to vertical move

  mouse-down

  coordinate

  commit to

  16 px

  horizontal move

  uncommitted zone

  8 px

  Figure 19-10 This spool-shaped drag threshold allowed a bias towards horizontal dragging in a client’s program. Horizontal dragging was, by far, the most frequently used type of drag in this application. This drag threshold made it difficult for a user to inadvertently begin a vertical drag. However, if the user really wanted to drag vertically, a bold move either up or down would cause the program to commit to the vertical mode with a minimum of excise.

  This is solved by adding a fine scrolling function, whereby users can quickly shift into a mode that allows much finer resolution for mouse-based manipulation of objects. During a drag, if a user decides that he needs more precise maneuvering, he can change the ratio of the mouse’s movement to the object’s movement on the screen. Any program that might demand precise alignment must offer a fine scrolling facility. This includes, at a minimum, all drawing and painting programs, presentation programs, and image-manipulation programs.

  DESIGN

  Any program that demands precise alignment must offer a vernier.

  principle

  There are several variants of this idiom. Commonly, using a meta-key while dragging puts the mouse into vernier mode. In vernier mode, every 10 pixels of mouse movement will be interpreted as a single pixel of object movement.

  Another effective method is to make the arrow keys active during a drag operation.

  While holding down the mouse button, a user can manipulate the arrow keys to move the selection up, down, left, or right — one pixel at a time. The drag operation is still terminated by releasing the mouse button.

  The problem with such a vernier is that the simple act of releasing the mouse button can often cause a user’s hand to shift a pixel or two, causing the perfectly placed object to slip out of alignment just at the moment of acceptance. The solution to this is, upon receipt of the first vernier keystroke, to desensitize the mouse. This is

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  accomplished by making the mouse ignore all subsequent movements under some reasonable threshold, say five pixels. This means that a user can make the initial gross movements with the mouse, then make a final, precise placement with the arrow keys, and release the mouse button without disturbing the placement. If the user wants to make additional gross movements after beginning the vernier, he simply moves the mouse beyond the threshold, and the system shifts back out of vernier mode.

  If the arrow keys are not otherwise spoken for in the interface, as in a drawing program, they can be used to control vernier movement of the selected object. This means that a user does not have to hold the mouse button down. Adobe Illustrator and Photoshop do this, as does PowerPoint. In PowerPoint, the arrow keys move the selected object one step on the grid — about 2 millimeters using the default grid settings. If you hold the Alt key down while using the arrow keys, the movement is one pixel per arrow keystroke.

  Control Manipulation

  Controls are the fundamental building blocks of the modern graphical user interface. While we discuss the topic in detail in Chapter 21, in our current discussion of direct manipulation it is worth addressing the mouse interactions required by several controls.

  Many controls, particularly menus, require the moderately difficult motion of a click-and-drag rather than a mere click. This direct-manipulation operation is more demanding of users because of its juxtaposition of fine motions with gross motions to click, drag, and then release the mouse button. Although menus are not used as frequently as toolbar controls, they are still used very often, particularly by new or infrequent users. Thus, we find one of the more intractable conundrums of GUI design: The menu is the primary control for beginners, yet it is one of the more difficult controls to physically operate.

  There is no solution to this problem other than to provide additional idioms to accomplish the same task. If a function is available from the menu, and it is one that will be used more than just rarely, make sure to provide idioms for invoking the function that don’t require a click-and-drag operation, such as a toolbar button.

  One nice feature in Windows, which Mac OS has also adopted, is the capability to work its menus with a series of single clicks rather than clicking and dragging. You click on the menu, and it drops down. You point to the desired item, click once to select it and close the menu. Microsoft further extended this idea by putting programs into a sort of menu mode as soon as you click once on any menu. When in

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  this mode, all the top-level menus in the program and all the items on those menus are active, just as though you were clicking and dragging. As you move the mouse around, each menu, in turn, drops down without your having to use the mouse button at all.

  This can be disconcerting if you are unfamiliar with it, but after the initial shock has worn off, the behavior is a definite improvement over having to hold the mouse button down, mostly because it is easier on the wrist.

  Palette Tools

  In many drawing and painting programs, when a user selects a tool from a palette the cursor changes so that
it will perform specific functions upon clicking and dragging. Palette tools have their own unique behaviors, which are worthy of separate mention here. There are two basic variants of palette tool behavior: modal tools and charged cursor tools.

  Modal tools

  With modal tools, the user selects a tool from a list or specialized toolbar, usually called a toolbox or palette. The display area of the program is then completely in that tool’s mode: It will only do that one tool’s job. The cursor usually changes to indicate the active tool.

  When a user clicks and drags with the tool on the drawing area, the tool does its thing. If the active tool is a spray can, for example, the program enters Spray Can mode and it can only spray. The tool can be used over and over, spraying as much ink as the user desires until he clicks on a different tool. If the user wants to use some other tool on the graphic, like an eraser, he must return to the toolbox and select the eraser tool. The program then enters Eraser mode and on the canvas, the cursor will only erase things until the user chooses another tool. There is usually a selection-cursor tool on the palette to let the user return the cursor to a selection-oriented pointer, as in Adobe Photoshop, for example.

  Modal tools work for tools that perform actions on drawings — such as an eraser —

  or for shapes that can be drawn — such as ellipses. The cursor can become an eraser tool and erase anything previously entered, or it can become an ellipse tool and draw any number of new ellipses. The mouse-down event anchors a corner or center of the shape (or its bounding-box), the user drags to stretch out the shape to the desired size and aspect, and the mouse-up event confirms the draw.

  Modal tools are not bothersome in a program like Paint, where the number of drawing tools is very small. In a more advanced drawing program, such as Adobe

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  Photoshop, however, the modality is very disruptive because, as users get more facile with the cursor and the tools, the percentage of time and motion devoted to selecting and deselecting tools — the excise — increases dramatically. Modal tools are excellent idioms for introducing users to the range of features of such a program, but they don’t usually scale well for intermediate users of more sophisticated programs. Luckily, Photoshop makes extensive use of keyboard commands for power users.

 

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