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ABSTRACT
Today's graphical interactive systems largely depend upon pointing actions, i.e. entering an object and selecting it. In this paper we explore whether an alternate paradigm --- crossing boundaries --- may substitute or complement pointing as another fundamental interaction method. We describe an experiment in which we systematically evaluate two target-pointing tasks and four goal-crossing tasks, which differ by the direction of the movement variability constraint (collinear vs. orthogonal) and by the nature of the action (pointing vs. crossing, discrete vs. continuous). We found that participants' temporal performance in each of the six tasks was dependent on the index of difficulty formulated in the same way as in Fitts' law, but that the parameters differ by task. We also found that goal crossing completion time was shorter or no longer than pointing performance under the same index of difficulty. These regularities, as well as qualitative characterizations of crossing actions and their application in HCI, lay the foundation for designing crossing-based user interfaces
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CITED BY 65
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Eun Kyoung Choe , Kristen Shinohara , Parmit K. Chilana , Morgan Dixon , Jacob O. Wobbrock, Exploring the design of accessible goal crossing desktop widgets, Proceedings of the 27th international conference extended abstracts on Human factors in computing systems, April 04-09, 2009, Boston, MA, USA
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Graphical user interfaces (GUI)
Additional Classification:
I.
Computing Methodologies
I.5
PATTERN RECOGNITION
I.5.5
Implementation
Subjects:
Interactive systems
I.6
SIMULATION AND MODELING
I.6.8
Types of Simulation
Subjects:
Continuous
General Terms:
Human Factors,
Measurement,
Performance,
Theory
Keywords:
Fitts' law,
events,
goal crossing,
goal passing,
graphical user interfaces,
input,
input performance,
interaction techniques,
pointing,
widgets
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