Forum Index > Canvas for OneNote
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Vladimir Tsvetkov 35 months ago
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While watching the first video my first question arose: What have driven the
decision to use the primary button of the pointing device for zoom in, and the
secondary button for zoom out, instead of using the wheel?
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Vladimir Tsvetkov 35 months ago
ActivityRank: 0
In the third video I understood that the user can also use the wheel... and
here comes another question: Why having two different ways for zooming? Isn't
the user going to lose time in first deciding which type of interaction to use
(buttons or wheel) and then interact, instead of having just one consistent way
of interacting? ...and one more question: Why having a mode in which the wheel
is used for completely different interaction (I refer to the typical way of
scrolling through content when a page is 100%), instead of using panning
consistently? That's ruining the possibility of having a interface able to
provide monotony to the user, don't you think?
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Ian Gilman 35 months ago
ActivityRank: 0
Good points, Vladimir. One of the things we've been discussing is that there
don't seem to be any consistent guidelines for ZUI usability. One of my hopes
for this community site is that we can start to get such things together,
perhaps in the form of a pattern language. In fact, I've gone ahead and made a
page to get things rolling: http://grou.ps/zooming/wiki/69393
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Nathan Fish 35 months ago
ActivityRank: 0
Great feedback, and agree with Ian - standards will be wondeful!. Here's some
background to our decisions (none of them we are attached to, it was just for
trying the prototype): Why the left mouse button = zoom Looking at a
good set of usability data (old, and studies we ran in the lab), majority of
people didn't ever try to use the wheel to zoom. In fact, many people don't use
the wheel at all. We wanted to make sure people got that this was a zooming
surface, so decided to make the default behavior zoom in and right click zoom
out. Results: very discoverable, novices and experts alike. Bit hard to digest
for some. Right click = zoom out also meant no context menu (you could argue
that's good or bad I suppose |
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Vladimir Tsvetkov 35 months ago
ActivityRank: 0
I have a story with a moral very suitable for my response - Jef Raskin used
this story while discussing the terms natural and intuitive in regards with
user interfaces. Remember the Star Trek episode in which the crew got back in
time? There was a funny moment where Data (the android) was trying to give
voice commands to the computer mouse. The point is that in order to make an
effective interface, you need to focus not that much on previous user
experiences, but instead on human cognetics and ergonomics. What do I
mean by that? By the time the mouse was first released in the market, there was
a study with a case group of people totally unaware of how to use a mouse. At
this time the most wide spread interface was the TV game consoles' joystick. So
people familiar with the joystick used to take the mouse with one hand, turning
it upside down, so they can scroll the ball with the other hand (this is the
time before the optical mouse) and click the buttons with the hand that holds
the mouse. My point is that is takes exactly 20 seconds to teach someone how to
use a mouse, no matter of the user's previous experience. There is no logical
reason to prefer making things in a manner that they look and behave like
something familiar to the user (the marketing word for that is natural
or intuitive, but in order to create natural and intuitive stuff we need
to duplicate the design flaws in the interfaces that our potential users are
familiar with), when you can make something which the user can learn in 20
seconds. Well, off course there are plenty of logical reasons to stick to
things familiar to the user, but there is more powerful approach - if you have
time check my latest blog post where I've published a
comparison made by B. Bederson between physical and metaphorical user
interfaces.
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