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the Hick Hyman Law describes the time it takes for a person to make a decision as a result of the possible choices he or she has; that is, increasing the number of choices will increase the decision time logarithmically. Given n equally probable choices, the average reaction time T required to choose among them is approximately where b is a constant that can be determined empirically by fitting a line to measured data. Operation of logarithm here expresses depth of "choice tree" hierarchy. Basically log2 means that you perform binary search. According to Card, Moran, and Newell (1983), the +1 is "because there is uncertainty about whether to respond or not, as well as about which response to make." 1-1 6-1

the Hick Hyman Law Intuitively, one can reason that the law has a logarithmic form because people subdivide the total collection of choices into categories, eliminating about half of the remaining choices at each step, rather than considering each and every choice one-by-one, requiring linear time. Hick's law is sometimes cited to justify menu design decisions. However, applying the model to menus must be done with care. For example, to find a given word (e.g. the name of a command) in a randomly ordered word list (e.g. a menu), scanning of each word in the list is required, consuming linear time, so Hick's law does not apply. However, if the list is alphabetical and the user knows the name of the command, he or she may be able to use a subdividing strategy that works in logarithmic time.. 1-2 6-2

Fitts's law is a model of human movement primarily used in human computer interaction and ergonomics that predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target. Fitts's law is used to model the act of pointing, either by physically touching an object with a hand or finger, or virtually, by pointing to an object on a computer monitor using a pointing device. It was proposed by Paul Fitts in 1954. T is the average time taken to complete the movement. a represents the start/stop time of the device (intercept) and b stands for the inherent speed of the device (slope). These constants from experimentally fitting a straight line to measured data. D is the distance from the starting point to the center of the target. (some use the symbol A) W is the width of the target measured along the axis of motion. W can also be thought of as the allowed error tolerance in the final position, since the final point of the motion must fall within ± W 2 of the target's center. 1-3. 6-3

CHAPTER 6: Menu Selection, Form Fill-In, and Dialog Boxes Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs Addison Wesley is an imprint of

Task-Related Organization "The primary goal for menu, form fill-in, and dialog-box designers is to create a sensible, comprehensible, memorable, and convenient organization relevant to the user's task." 1-5 6-5

Single Menus Binary Menus Mnemonic letters Radio Buttons Button Choice 3. What is your marital status? o Single o Married o Widowed/divorced/separated 1-6 6-6

Single Menus (cont.) Multiple-item Menus Multiple-selection menus or check boxes 1-7 6-7

Single Menus (cont.) Pull-down, pop-up, and toolbar menus Pull-down menus Always available to the user by making selections on a top menu bar Pull-down menus (cont.) Key board shortcuts E.g., Ctrl-C important to support expert user efficiency Toolbars, iconic menus, and palletes Offers actions on a displayed object Pop-up menus Appear on a display in response to a check or tap with a pointing device. 1-8 6-8

Single Menus (cont.) 1-9 6-9

Single Menus (cont.) To see updates from friends, photos and feeds, the Zumobi Ziibii interface (http://www.zumobi.com) allows users to choose between two styles of presentation. On the left is a static list of text/image items with a gestural swipe used to control paging, and on the right is a dynamic scrolling ticker (called River ) which horizontally scrolls titles and images across the screen. 1-10 6-10

Single Menus (cont.) 1-11 6-11

Single Menus (cont.) Menus for long lists Scrolling menus, combo boxes, and fisheye menus Scrolling menus display the first portion of the menu and an additional menu item, typically an arrow that leads to the next set of items in the menu sequence. Combo boxes combine a scrolling menu with a text-entry filed. Fisheye menus display all of the menu items on the screen at once, but show only items near the cursor at full size. 1-12 6-12

Single Menus (cont.) Menus for long lists (cont.) Sliders and alphasliders When items consist of ranges or numerical values, a slider is a natural choice to allow the selection of a value. The alphaslider uses multiple levels of granularity in moving the slider thumb and therefore can support tens or hundreds of thousand of items. 1-13 6-13

Single Menus (cont.) Menus for long lists (cont.) Two-dimensional menus Fast and vast two-dimensional menus give users a good overview of the choices, reduce the number of required actions, and allow rapid selection. 1-14 6-14

Single Menus (cont.) 1-15 6-15

Single Menus (cont.) Embedded menus and hotlinks Embedded menus are an alternative to explicit menus It is natural to allow users reading about people, events, and places to retrieve detailed information by selecting menus in context. 1-16 6-16

Single Menus (cont.) 1-17 6-17

Combination of multiple menus Linear menu sequences and simultaneous menus Linear Guide the user through complex decision-making process. E.g. cue cards or "Wizards" Effective for novice users performing simple tasks Simultaneous Present multiple active menus at the same time and allows users to enter choices in any order 1-18 6-18

Combination of multiple menus (cont.) Tree-structured menus Designers can form categories of similar items to create a tree structure E.g., fonts, size style, spacing Fast retrieved if natural and comprehensive Use terminology from the task domain Expanding menus maintain the full context of each choice E.g., Windows Explorer 1-19 6-19

Combination of multiple menus (cont.) Menu Maps Menu maps can help users stay oriented in a large menu tree Effective for providing overviews to minimize user disorientation. Acyclic and Cyclic Networks Useful for social relationships transportation routing scientific-journal citations Can cause confusion and disorientation. 1-20 6-20

Content Organization Task-related grouping in tree organization Create groups of logically similar items Form groups that cover all possibilities Make sure that items are nonoverlapping Use familiar terminology, but ensure that items are distinct from one another 1-21 6-21

Content Organization (cont.) Item Presentation Sequence The order of items in the menu is important, and should take natural sequence into account when possible: Time Numeric ordering Physical properties When cases have no task-related orderings, the designer must choose from such possibilities as: Alphabetic sequence of terms Grouping of related items Most frequently used items first Most important items first. 1-22 6-22

Content Organization (cont.) Adaptive menus in Microsoft Office. A font-selection menu lists the recently used fonts near the top of the menu (as well as in the full list), making it easier to quickly select the popular fonts. 1-23 6-23

Content Organization (cont.) Menu layout 1-24 6-24

Content Organization (cont.) Menu layout (cont.) Titles For single menus, use a simple descriptive title. For tree-structured menus, use the exact same words in the higher-level menu items as in the titles for the next lower-level menu. E.g. if a menu item is called Business and Financial Services, the next screen should have that phrase as its title. 1-25 6-25

Content Organization (cont.) Menu layout Titles (cont.) Phrasing of menu items Use familiar and consistent terminology Ensure that items are distinct from one another Use consistent and concise phrasing Bring the keyword to the left 1-26 6-26

Content Organization (cont.) Menu layout (cont.) Graphic layout and design Constraints screen width and length display rate character set highlighting techniques 1-27 6-27

Content Organization (cont.) Menu layout (cont.) Establish guidelines for consistency of at least these menu components: Titles Item placement Instructions Error messages Status reports 1-28 6-28

Content Organization (cont.) Menu layout (cont.) Techniques Indentation Upper/lower case characters Symbols such as * or - to create separators or outlines Position markers Cascading or walking menus Magic lens 1-29 6-29

Fast Movement Through Menus Keyboard shortcuts Supports expert use Can make translation to a foreign language more difficult Bookmarks in browsers User configured toolbars 1-30 6-30

Data Entry with Menus: Form Fill-in, Dialog Boxes, and Alternatives Novel design combining menus and direct manipulation Pie menus (example here) Control menus Marking menus Flow menus Toolglass 1-31 6-31

Audio Menus and Menus for Small Displays Menu systems in small displays and situations where hands and eyes are busy are a challenge. Audio menus Verbal prompts and option descriptions Input is normally verbal or keypad Not persistent, like a visual display, so memorization is required. Request users can avoid listening to options 1-32 6-32

Audio Menus and Menus for Small Displays (cont.) Menu for small displays E.g., entertainment, communication services Learnability is a key issue Hardware buttons Navigation, select Expect interactions Tap interface GPS and radio frequency identification provides same automatic input 1-33 6-33

Audio Menus and Menus for Small Displays (cont.) Telephone menus use soft keys to present context-dependent menu items. The convention used here is to consistently place selections on the left side and back or exit options on the right side. Hard buttons control the connect and disconnect functions. Dedicated buttons facilitate scrolling through lists. The current position in the list is indicated on the right side of the screen. 1-34 6-34

Audio Menus and Menus for Small Displays (cont.) The Zumobi interface (http://www.zumobi.com) on a mobile phone starts with four tiles using a two-level zoom interaction to see the tile details (left side). The user can specify which tiles are in their zoomspace. Then, when they become more familiar with the interface, they can add up to a total of 16 tiles using a three-level zoom interaction to smoothly go between overview, zone view, and detail view (right side). The application accommodates thumb use on touchscreens, numeric key pads for zone-based zooming, 4-way D-Pads, and even thumb-roller controllers. 1-35 6-35