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Pick, Click, Flick!: The Story of Interaction Techniques/ Brad A. Myers
- Format:
- Book
- Author/Creator:
- Myers, Brad A., author.
- Series:
- ACM books - Collection 3 ; #57.
- ACM books, 2374-6777 ; #57
- Language:
- English
- Subjects (All):
- Pick, Click, Flick!(Computer Science).
- Genre:
- Electronic books.
- Physical Description:
- 1 PDF (lxiv, 742pages) LuaTEX
- Edition:
- First Edition
- Place of Publication:
- [New York, NY, USA] : Association for Computing Machinery; [2024].
- System Details:
- Mode of access: World Wide Web
- System requirements: Adobe Acrobat Reader
- Contents:
- List of Figures
- List of Tables
- Acknowledgments
- Preface
- Overview:
- Who is this book for:
- Use in classes:
- 2 Introduction 1
- 1.1 Importance of the Topic
- 1.2 What Are Interaction Techniques?
- 1.3 Formal Definitions
- 1.3.1 User and Designer
- 1.3.2 User Interface and Usability
- 1.3.3 Pointing Device
- 1.3.4 Input and Output
- 1.3.5 Graphical User Interface
- 1.3.6 Human-Computer Interaction
- 1.3.7 States and State Diagrams
- 1.3.8 Interaction Technique
- 1.3.9 Other Names
- 1.4 What Is Not an Interaction Technique?
- 1.5 Why Am I Writing this Book?
- 1.6 Value of Interaction Techniques
- 1.7 Need for New Interaction Techniques
- 1.8 Why Are Interaction Techniques Hard to Design?
- 1.8.1 Many Needs
- 1.8.2 Details of the Behavior
- 1.8.3 Abort, Cancel, and Undo
- 1.8.4 The Look
- 1.8.5 Localization and Internationalization
- 1.9 Organization of the Book
- 3 History of Desktop Devices
- 2.1 Introduction
- 2.2 Computer Hardware
- 2.2.1 Mainframes
- 2.2.2 Personal Workstations
- 2.2.3 Personal Computers
- 2.2.4 Other Devices
- 2.3 Display Technologies
- 2.4 Important Systems
- 2.4.1 Sketchpad, 1963
- 2.4.2 NLS, 1968
- 2.4.3 Xerox Alto, 1970s
- 2.4.3.1 Smalltalk, 1976
- 2.4.3.2 Bravo Text Editor, 1974
- 2.4.3.3 Various Drawing and Painting Programs, 1970s
- 2.4.3.4 Xerox Programming Environments, 1980-1981
- 2.4.4 VisiCalc, 1977
- 2.4.5 Spatial Data Management System, 1978
- 2.4.6 Xerox Star, 1981
- 2.4.7 Apple Lisa (1983) and Macintosh (1984)
- 2.4.8 IBM PCs (1981) and Microsoft Windows (1985)
- 2.4.9 Apple HyperCard (1987)
- 2.4.10 Alternate Reality Kit, 1986
- 2.4.11 NeXT, 1985-1997
- 2.4.12 SunWindows, NeWS, Andrew, X, OpenLook, and Motif
- 2.4.13 World Wide Web
- 2.5 Brief Overview of Human-Computer Interaction Technology
- 2.5.1 Interaction and Application Styles
- 2.5.1.1 Command Line Interfaces
- 2.5.1.2 Form Fill-in
- 2.5.1.3 Direct Manipulation of Graphical Objects
- 2.5.1.4 Window Managers
- 2.5.1.5 Drawing and Painting Programs
- 2.5.1.6 Text (Document) Editing
- 2.5.1.7 Spreadsheets
- 2.5.1.8 Hypertext and the World Wide Web
- 2.5.1.9 Computer-aided Design
- 2.5.1.10 Video Games
- 2.5.1.11 Gesture Recognition
- 2.5.1.12 Multimedia
- 2.5.1.13 3D
- 2.5.1.14 Virtual Reality and Augmented Reality
- 2.5.1.15 Computer-supported Cooperative Work
- 2.5.1.16 Natural Language and Speech
- 2.5.2 Implementation Techniques
- 2.5.2.1 User Interface Management Systems and Toolkits
- 2.5.2.2 Interface Builders
- 2.5.2.3 Component Architectures
- 2.6 Chapter Conclusion
- 4 History of Mobile Devices
- 3.1 Introduction
- 3.2 Definitions
- 3.2.1 Mobile Devices and Handheld Devices
- 3.2.2 Touchscreens and Touchpads
- 3.2.3 Palm-size Devices, Tablets, and Wearables
- 3.2.4 Pen Computing
- 3.2.5 Gestures
- 3.2.6 Handwriting Recognition and Hand Printing Recognition
- 3.2.7 Personal Digital Assistants
- 3.2.8 Mobile Phones, Feature Phones, and Smartphones
- 3.3 Calculators
- 3.4 Ubiquitous Computing
- 3.5 Pen Operating Systems
- 3.6 GRiDPad
- 3.7 Microsoft Pen Windows
- 3.8 Apple Newton
- 3.9 General Magic's "Magic Cap" OS
- 3.10 Early Wireless Phones
- 3.11 Early Smartphones
- 3.12 Wireless Networks
- 3.13 Palm
- 3.14 Windows CE, PocketPC, etc.
- 3.15 RIM Blackberry
- 3.16 Windows TabletPC
- 3.17 iPod
- 3.18 iPhone
- 3.19 Android
- 3.20 iPad
- 3.21 Chapter Conclusion
- 5 Pointing Devices
- 4.1 Introduction
- 4.2 Cursor and Selection
- 4.3 Mouse Buttons, Press, Hold, Click, Tap, and Drag-Definitions
- 4.4 Lightpen
- 4.5 Arrow Keys
- 4.6 Mouse
- 4.7 Joysticks and Trackballs
- 4.8 IBM TrackPoint
- 4.9 Graphics Tablets
- 4.10 Touchscreens
- 4.11 Remote Interaction
- 4.12 Dimensions for Pointing Devices
- 4.12.1 Direct versus Indirect
- 4.12.2 Absolute versus Relative
- 4.12.3 How Many States Are Supported?
- 4.13 Other Issues
- 4.14 Testing for Speed and Accuracy
- 4.14.1 Fitts' Law
- 4.15 Research About Pointing
- 4.16 Summary of the Considerations for Pointing
- 4.17 Chapter Conclusion
- 6 Scrolling and One-Dimensional Input
- 5.1 Introduction
- 5.2 Auto-Scroll
- 5.3 Knobs
- 5.4 Physical One-Dimensional Sliders
- 5.5 Keys and Physical Buttons
- 5.6 Scrollbars
- 5.6.1 Bravo's Scrollbar, 1974
- 5.6.2 Smalltalk's Scrollbar, 1977
- 5.6.3 Interlisp-D, Symbolics Lisp Machine, XDE Scrollbars, and Andrew, 1980-1984
- 5.6.4 Xerox Star (1981) and Viewpoint (1985)
- 5.6.5 Apple Lisa (1983) and Macintosh (1984) Scrollbars
- 5.6.6 Windows, OpenLook, and NeXT Scrollbars
- 5.6.7 Mobile Device Scrollbars
- 5.6.8 iPhone Scrollbars
- 5.6.9 Variations on Scrollbars
- 5.6.9.1 Showing Other Information in the Bar
- 5.6.9.2 Auto-Hide
- 5.6.9.3 Infinite Scrolling
- 5.7 Using a "Hand" to Scroll
- 5.8 Rate-Controlled Scrolling
- 5.9 Gestures for Scrolling
- 5.9.1 Flick-to-Scroll
- 5.9.2 One- and Two-Finger Scrolling
- 5.10 Sliders
- 5.11 Research on Scrolling and Sliders
- 5.11.1 Evaluating Scrolling Speed
- 5.11.2 Research on Scrolling and Sliders
- 5.12 Summary of the Considerations for Scrolling
- 5.13 Chapter Summary
- 7 Percent-done Progress Indicators
- 6.1 Introduction
- 6.2 History
- 6.3 Implementation
- 6.4 Variations
- 6.5 Design Considerations and Conclusions
- 8 Menus
- 7.1 Definitions
- 7.2 Different Categories of Menus
- 7.3 Dimensions
- 7.3.1 How Many Options Can Be Selected?
- 7.3.2 How Many and What Kind of Options Are There?
- 7.3.3 Fixed or Popup?
- 7.3.4 Invalid?
- 7.3.5 Cancellable?
- 7.3.6 Submenus
- 7.3.7 Graphic Design
- 7.3.8 Default Value?
- 7.3.9 Layout
- 7.3.9.1 Pie Menus and Marking Menus
- 7.3.10 Where the Menu Is Displayed
- 7.3.11 Behaviors
- 7.3.11.1 How Many States
- 7.3.11.2 Moving from One Item to Another
- 7.3.11.3 Pointer Operation
- 7.3.11.4 Keyboard Operation
- 7.4 Examples of Historical Menus
- 7.5 Research on How to Organize Menu Contents
- 7.6 Summary of Design Considerations for Menus
- 7.7 Chapter Conclusions
- 9 Text Entry and Editing for Computers and Handhelds
- 8.1 Introduction
- 8.2 Text Entry for Desktops
- 8.2.1 Typewriters
- 8.2.2 Chinese Text Entry
- 8.2.2.1 The Chinese Language
- 8.2.2.2 Chinese Keyboard Typing Methods
- 8.2.2.3 Chinese Text Input Interaction Techniques
- 8.2.3 Chorded Text Entry
- 8.2.4 Other Text Entry for Desktops
- 8.3 Text Entry for Mobile Devices
- 8.3.1 Hand Printing and Handwriting
- 8.3.2 Gestural Alphabets
- 8.3.3 Keypads
- 8.3.3.1 Multi-tap
- 8.3.3.2 T9
- 8.3.4 Small Physical Keyboards
- 8.3.5 Portable Chording Keyboard
- 8.3.6 Virtual Keyboards
- 8.3.6.1 Research on Virtual Keyboard Layouts
- 8.3.6.2 Gestures Over Virtual Keyboards
- 8.3.7 Text Entry on Wearables and Watches
- 8.4 Auto-Fill, Auto-Correction, and Autocomplete
- 8.4.1 Auto-Fill
- 8.4.2 Spell Checking and Auto-Correction on Regular Computers
- 8.4.3 Autocomplete on Regular Computers
- 8.4.4 Auto-Correction and Autocompletion on Mobile Devices
- 8.5 Measuring Text Entry Speed and Accuracy
- 8.5.1 Speed
- 8.5.2 Learning
- 8.5.3 Accuracy
- 8.5.4 Confounds from Auto-Correct and Autocomplete
- 8.5.5 Target Text for Testing
- 8.5.6 Summary of Speed and Accuracies of Popular Methods
- 8.6 Text Editing and Formatting
- 8.6.1 Brief History of Text Editing and Formatting
- 8.6.2 Editing Systems for Code
- 8.6.3 Text Editing Techniques
- 8.6.3.1 Moded versus Modeless Editing
- 8.6.3.2 Positioning the Text Cursor and Selecting Text on Desktops
- 8.6.3.3 Positioning the Text Cursor and Selecting Text on Mobile Devices
- 8.6.3.4 Operations for Editing
- 8.6.4 Multi-User Text Editing
- 8.7 Text Entry Widgets
- 8.8 Typeahead
- 8.9 Summary of Considerations for Designing New Text Entry Methods
- 8.10 Chapter Conclusions
- 10 Forms, Property Sheets, and Dialog Boxes
- 9.1 Introduction
- 9.2 Xerox Star Property Sheets
- 9.3 Apple's Dialog Boxes
- 9.4 Tabbed Dialog Boxes
- 9.5 Toolbars and Ribbons
- 9.6 Typical Built-In Dialog Boxes
- 9.7 Web Pages as Forms
- 9.8 Dialog Boxes on Mobile Devices
- 9.9 Research About Dialog Boxes
- 9.10 Summary of Design Considerations for Dialog Boxes
- 9.11 Chapter Conclusions
- 11 Creating, Selecting, and Manipulating Objects
- 10.1 Introduction
- 10.2 Syntax of Operations
- 10.3 Graphical Object Hierarchies
- 10.4 Creating New Objects and Painting
- 10.5 Selection of Graphics
- 10.5.1 Selecting One or Multiple Objects
- 10.5.2 Clicking on Objects
- 10.5.3 Selecting in a Region
- 10.5.4 Feedback for Selecting Objects
- 10.5.5 Selecting Pixels for Painting Programs
- 10.6 Specifying Position, Size, and Shape
- 10.6.1 Coordinate Systems
- 10.6.2 Global Parameters-Feedback and Aborting
- 10.6.3 Size and Position for Bounding Boxes
- 10.6.4 Size and Position for Lines, Curves, Polylines, and Freehand Scribbles
- 10.6.5 Grids
- 10.6.6 Snapping
- 10.7 Specifying Colors
- 10.8 Specifying Other Graphical Properties
- 10.9 Specifying Animations and Behaviors
- 10.10 Selection in Spreadsheets
- 10.11 Selections in Linear and Hierarchical Lists
- 10.12 Selection in Consumer Electronics
- 10.13 Brief History of Graphical Editing
- 10.14 Research in Selection and Editing Objects
- 10.15 Summary of Considerations for Selecting and Creating Objects
- 10.16 Chapter Conclusion
- 12 Desktop Metaphors, Window Managers, and Icons
- 11.1 Introduction
- 11.2 Definitions
- 11.3 A Brief History of Window Managers
- 11.4 Input Focus
- 11.5 Overlapping Windows versus Tiled versus Tabbed versus Single Window
- 11.6 Icons
- 11.7 Task Bar and Dock
- 11.8 Decorations for Individual Windows
- 11.9 Interaction Techniques for Windows
- 11.10 Collections of Windows
- 11.11 Alternatives
- 11.11.1 Zoomable User Interface
- 11.11.1.1 SketchPad
- 11.11.1.2 Spatial Data Management System
- 11.11.1.3 PAD, PAD++, and Jazz
- 11.11.2 Timeline Systems
- 11.11.3 The Open Data Model
- 11.11.4 Microsoft Bob
- 11.11.5 Other Organizations
- 11.12 Summary of Considerations for Desktops, Windows, and Icons
- 11.13 Chapter Conclusion
- 13 Interactions in 3D, Virtual and Augmented Reality, and Games
- 12.1 Introduction
- 12.2 Definitions
- 12.3 Why Are 3D-IxTs Difficult
- 12.4 Input Devices for 3D IxTs
- 12.4.1 1D and 2D Input Devices for 3D
- 12.4.2 Early 3D Position Sensors and HMDs
- 12.4.3 Early Tracking of the User's Fingers-Gloves
- 12.4.4 Tracking a Wand
- 12.4.5 Camera-Based Techniques
- 12.4.6 Input Techniques with Haptic Feedback
- 12.4.7 Other Sensors
- 12.5 3D Interaction Techniques
- 12.5.1 IxTs for Games
- 12.5.2 IxTs Using the Mouse
- 12.5.3 IxTs Using 3D Inputs
- 12.5.4 3D Widgets
- 12.6 Summary of Considerations for 3D Interactions
- 12.7 Chapter Conclusion
- 14 Ubiquitous Computing, Physical Widgets, Sensors, Wearables, and Internet of Things (IoT) 13.1 Introduction
- 13.2 Definitions
- 13.3 Turtles to Robots
- 13.4 Physical Objects
- 13.5 Wearables
- 13.6 Handheld Projectors
- 13.7 IoT
- 13.8 Summary of Considerations
- 13.9 Chapter Conclusions
- 15 Gesture Recognition
- 14.1 Introduction and Definitions
- 14.2 Advantages and Disadvantages of Gestures
- 14.2.1 Advantages
- 14.2.2 Disadvantages
- 14.3 Applications for Gestures
- 14.3.1 Gestures for Text Entry
- 14.3.1.1 Recognizing Sign Language Gestures
- 14.3.2 Gestures for Proofreading and Editing Text
- 14.3.3 Gestures for Object Entry and Editing
- 14.3.4 Gestures for Other Commands
- 14.4 Gesture Recognition Algorithms
- 14.5 Evaluating and Improving the Learnability and Accuracy of Gestures
- 14.6 Funny
- 14.7 Summary of Considerations for Gesture Recognition
- 14.8 Chapter Conclusions
- 16 Undo, Redo, Repeat, Cancel, Command History, and Macro Recording
- 15.1 Introduction
- 15.2 Definitions
- 15.3 History of Undo/Redo
- 15.4 Cancel or Abort
- 15.5 Unit of Undo
- 15.6 What Can Be Undone
- 15.7 Redo/Repeat
- 15.8 Undo/Redo Models
- 15.8.1 Single-level Undo
- 15.8.2 Multi-level Undo
- 15.8.2.1 Linear Model
- 15.8.2.2 Emacs Model
- 15.8.2.3 Tree Model
- 15.8.3 Selective Undo
- 15.8.3.1 Selective Undo by Region
- 15.8.3.2 Script Model
- 15.8.3.3 Inverse Model
- 15.9 The Back Button
- 15.10 Multi-user Undo
- 15.11 Scope of Undo
- 15.12 Implementing Undo and the Command Object Pattern
- 15.13 Macro Recording and Programming by Example
- 15.14 Summary of Considerations for Undo/Redo
- 15.15 Chapter Conclusions
- 17 Interaction Techniques for Help
- 16.1 Introduction
- 16.2 Status Bar
- 16.3 Tooltips
- 16.4 Autocomplete as Help
- 16.5 Help Modes
- 16.5.1 Ask About a Screen Item
- 16.5.2 Stencils
- 16.6 Considerations for Help and Chapter Conclusions
- 18 Interaction Techniques for People with Disabilities
- 17.1 Introduction
- 17.2 Related Concepts and Definitions
- 17.3 Kinds and Causes of Disabilities
- 17.3.1 Muscular Problems
- 17.3.2 Visual Impairment and Blindness
- 17.3.3 Deafness and Hearing Loss
- 17.4 Interaction Techniques Related to Disabilities
- 17.4.1 Adaptive Input Devices
- 17.4.2 Selecting Items by Scanning
- 17.4.3 Text Entry
- 17.4.4 Augmentative and Alternative Communication Devices
- 17.4.5 Brain-Computer Interfaces
- 17.5 Screen Readers
- 17.6 Adaptations Built into PC and Macintosh
- 17.7 Adaptations Built into Smartphones and Tablets
- 17.8 Web, App, and Consumer Electronics Accessibility
- 17.9 Summary of Consideration for Interaction Techniques for People with Disabilities
- 17.10 Chapter Conclusions
- 19 Intelligent Interfaces: Artificial Intelligence in Interaction Techniques, Speech Recognition, and Conversational Agents
- 18.1 Introduction
- 18.2 Definitions
- 18.3 Speech and Natural Language Interfaces
- 18.3.1 Kinds of Dialogs and What Can Be Said
- 18.3.2 How Users Provide Input
- 18.3.3 Feedback, Verifying, and Correcting
- 18.3.4 System Actions
- 18.4 Multi-Modal Interaction Techniques
- 18.5 Embodied Intelligent Agents
- 18.6 Algorithms and Machine Learning for Content Selection
- 18.7 Other "Intelligent" Interfaces
- 18.8 Challenges, Risks, and Controversy About Intelligent Interfaces
- 18.9 Summary of Considerations for Intelligent Interfaces
- 18.10 Chapter Conclusions
- 20 Formal and Informal Models, Metaphors, and Patterns for the Design of Interaction Techniques
- 19.1 Introduction
- 19.2 "Model"
- 19.3 Metaphors and UI Design Patterns for UIs
- 19.4 State Transition Diagrams
- 19.5 Input Device Models
- 19.5.1 Foley and Wallace (1974) and Chan (1984)
- 19.5.2 Buxton's Classification (1983)
- 19.5.3 Card, Mackinlay, Robertson Model (1990)
- 19.6 Pragmatic, Lexical, Syntactic, Semantic, and Conceptual Level Model
- 19.7 Human Performance Models
- 19.7.1 Keystroke-level Model
- 19.7.2 Goals, Operators, Methods, and Selection Rules
- 19.8 Other Models
- 19.9 Considerations for Models
- 19.10 Chapter Conclusions
- 21 Tools and Models for Using and Implementing Interaction Techniques
- 20.1 Introduction
- 20.2 Why Hard to Implement
- 20.3 Definitions
- 20.4 Why Tools Are Important
- 20.5 Toolkits and Frameworks
- 20.5.1 Look and Feel
- 20.5.2 Frameworks
- 20.5.3 Toolkit and Framework Class Hierarchies
- 20.5.4 Research Toolkits and Frameworks
- 20.6 Geometry and Layout Management
- 20.6.1 Absolute Layout
- 20.6.2 General Constraints
- 20.6.3 Layout Managers
- 20.6.3.1 Special Values for Coordinates
- 20.6.3.2 Special Kinds of Containers
- 20.6.3.3 Stretchy Spacers
- 20.7 Resource Files and Internationalization
- 20.8 Interactive and Graphical Tools for Building UIs
- 20.9 Interactive Prototyping Tools
- 20.9.1 Kinds of Prototyping Tools
- 20.9.2 Examples of Prototyping Tools
- 20.9.3 Research on Prototyping Tools
- 20.10 Automatic Creation from Models
- 20.11 Tools for 3D, AR/VR/XR Interactions
- 20.12 Models and Patterns for the Implementation
- 20.12.1 Early Models
- 20.12.2 Event Model
- 20.12.3 Listener Pattern
- 20.12.4 Interactors Model
- 20.12.5 Imaging Model
- 20.12.5.1 Retained Object Model
- 20.12.6 Model-View-Controller
- 20.12.6.1 Model-View
- 20.12.7 Document Model
- 20.13 Considerations for the Implementation
- 20.14 Chapter Conclusions
- 22 21 Methods for Designing and Evaluating Interaction Techniques
- 21.1 Introduction
- 21.2 Methods for Needs Finding
- 21.3 Methods for Design
- 21.3.1 Graphic Design
- 21.3.2 Prototyping and Implementing
- 21.4 Methods for Evaluation
- 21.4.1 Usability Evaluation
- 21.4.2 Controlled Experiments
- 21.5 Considerations and Chapter Conclusions
- 23 Legal Issues and Patents
- 22.1 Introduction
- 22.2 Copyrights
- 22.3 Trademarks
- 22.4 Trade Secrets
- 22.5 Patents
- 22.5.1 Patent Controversies
- 22.6 Considerations for Intellectual Property and Chapter Conclusions
- 24 Interview: Larry Tesler
- 23.1 Short Bio of Larry Tesler
- 23.2 User Studies-Stanford Card Stunt Program
- 23.3 Blank Screen Study
- 23.4 RCG User Study
- 23.5 Cut and Paste
- 23.6 Modeless Software and the Gypsy Text Editor-The Shift Away from Moded Software
- 23.7 The Gypsy Text Editor
- 23.8 Other Problems with Modes
- 23.9 Interaction Techniques at Apple
- 25 Interview: David Canfield Smith
- 24.1 Short Bio of David Canfield Smith
- 24.2 The Story of Icons
- 24.3 Pygmalion
- 24.4 Xerox Star
- 24.5 Techniques for Reducing System Commands
- 24.5.1 Universal Commands
- 24.5.2 Creation by Copying
- 24.5.3 Property Sheets
- 24.6 Other Star Designs
- 26 Interview: Bill Buxton
- 25.1 Short Bio of Bill Buxton
- 25.2 Interacting with Two Hands
- 25.3 Adjusting Values
- 25.4 Future
- 27 Interview: Norm Cox
- 26.1 Short Bio of Norm Cox
- 26.2 Visual Icon Design
- 26.3 Legal Consulting
- 26.4 Interaction Design for Scrolling
- 26.5 Mnemonic Gestures for Interacting with a Device
- 28 Interview: Dan Bricklin
- 27.1 Short Bio of Dan Bricklin
- 27.2 VisiCalc
- 27.3 Dan Bricklin's Demo
- 27.4 Chapter Conclusions
- 29 Interview: Bill Atkinson
- 28.1 Short Bio of Bill Atkinson
- 28.2 Initial Designs of the Lisa
- 28.3 HyperCard
- 28.4 General Magic
- 30 Interview: Bruce Horn
- 29.1 Short Bio of Bruce Horn
- 29.2 PARC and Smalltalk
- 29.3 Apple Macintosh
- 31 Interview: Rob Haitani
- 30.1 Short Bio of Rob Haitani
- 30.2 Casio Zoomer
- 30.3 Palm Pilot
- 32 Interview: Tandy Trower
- 31.1 Short Bio of Tandy Trower
- 31.2 Precursors to Microsoft Windows
- 31.3 Microsoft Windows 1.0, 2.0, and 3.0
- 31.4 Graphic Design
- 31.5 Microsoft's User Interface Design Group and Visual Basic
- 31.6 Windows NT and Windows 95
- 31.7 Microsoft Bob and the Windows Assistant
- 31.8 Other Microsoft Products
- 33 Interview: Loren Brichter
- 32.1 Short Bio of Loren Brichter
- 32.2 Pull-to-Refresh
- 32.3 Other Spring-Action Interactions
- 32.4 Pull-to-Refresh Patent
- 34 Interview: Don Hopkins
- 33.1 Short Bio of Don Hopkins
- 33.2 Definitions and Key Properties of Pie Menus
- 33.3 History of Pie Menus
- 35 Interview: Ted Selker
- 34.1 Short Bio of Ted Selker
- 34.2 Origins of the Pointing Stick
- 34.3 Refining the TrackPoint
- 36 Interview: Shumin Zhai
- 35.1 Short Bio of Shumin Zhai
- 35.2 Effective Text Entry Requirements
- 35.3 Origins of Shape Writing
- 35.4 ShapeWriter
- 35.5 Algorithms
- 35.6 Pixel Squeeze-to-Assist in Google Pixel 2 Phone
- 37 Interview: Gregg Vanderheiden
- 36.1 Short Bio of Gregg Vanderheiden
- 36.2 Personal History
- 36.3 Digital Affinity
- 36.4 Morphic
- 36.5 Accessibility Today and Tomorrow
- 36.6 Info-bot
- 36.7 Chapter Conclusions
- 38 Interview: Chris Harrison
- 37.1 Short Bio of Chris Harrison
- 37.2 Context
- 37.3 Using the Body for Input/Output
- 37.4 Increasing the Richness of Touch Interfaces
- 39 Interview: Julia Schwarz
- 38.1 Short Bio of Julia Schwarz
- 38.2 Devices
- 38.3 HoloLens 2 Interaction Model
- 38.4 HoloLens 2 Prototypes and Interactions
- 38.5 Mixed Reality Toolkit
- 38.6 Chapter Conclusions
- 40 Future of Interaction Techniques
- 39.1 IxT Class Projects
- 39.1.1 New Smartphone Interaction Techniques
- 39.1.2 New Smartwatch Interaction Techniques
- 39.1.3 AR, VR, and 3D Interaction Techniques
- 39.1.4 Wikipedia Entries
- 39.1.5 Comparison and Testing of Historical and Current Interaction Techniques
- 39.1.6 New Testing Methods
- 39.1.7 Parts of This Book
- 39.2 Other Important Future Work
- 39.2.1 UIs for Conversational Agents
- 39.2.2 Better Text Entry
- 39.2.3 IxTs for 3D and Virtual and Augmented Reality
- 39.2.4 Two-Handed Interfaces
- 39.2.5 Brain Interfaces
- 39.2.6 Other GUI IxTs
- 39.2.7 Open Data Model
- 41 Conclusions
- Bibliography
- Index
- Author's Biography
- Other Format:
- Print version:
- ISBN:
- 3617448
- 9798400709500
- 9798400709487
- Access Restriction:
- Restricted for use by site license.
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