Movement fitts law Flashcards

(11 cards)

1
Q

Fitts’ Law

A

Fitts’ Law is a model of human performance

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2
Q

Fitts’ Experiment – Apparatus

A
  • Four distances (D):
    2, 4, 8, 16 inch
  • Four widths (W):
    0.25, 0.5, 1, 2 inch
  • 16 combinations
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3
Q

Fitt’s Experiment – Conclusions

A
  • Movement time depends on the task
  • A pointing task has two properties that affect performance
  • Target distance (= Amplitude of the movement)
  • Target width (= Tolerance for landing on the target)
  • When a target is nearer, we can reach it faster
  • When a target is smaller, we have to slow down to land on it
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4
Q

Index of Difficulty (ID)

A

ID = log2(D/W +1)

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5
Q

Building a Fitts’ Law Model - Formulation

A

Movement time
depends on task
difficulty

The relationship
is linear
* Fitts’ Law:
𝑀𝑇 =𝑎+𝑏∗ID

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6
Q

Fitts’ Law – Generalisation

A
  • Distance (D): Distance of the target
  • Width (W): width of the target in the
    direction of the movement
  • ID: index of difficulty of the task, in bits
  • b: rate at which time increases with
    task difficulty, in seconds/bit
  • a is a time constant, in seconds

MT= a+b * ID = a+b * log2(D/W +1)

  • D, W and ID are properties of the
    movement task
  • independent
    of the device
    used for the movement
  • a and b are
    device-dependent, on
    the device and body part used to
    perform the movement
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7
Q

Speed-Accuracy Trade-off

A
  • Fitts’ Law captures the speed-accuracy trade-off in movement
  • We move faster, when we don’t have to be accurate
  • We can be more accurate, when we move more slowly
  • The speed-accuracy trade-off is a fundamental property of
    input in user interfaces
  • When we move faster, we make more errors
  • Pointing with less precision
  • Typing errors
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8
Q

Factor of Device

A

Speed and accuracy of user input depend on the input method.

Influencing factors include:

User’s motor movements (e.g., eyes, hands, head)

Input devices used (e.g., mouse, trackpad, joystick)

How movements are mapped to the screen (e.g., control-display gain, transfer functions)

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9
Q

Example: Control-Display Gain (CD Gain)

A

CDgain = Vdisplay/ Vcontrol

CD gain > 1: less movement of the input
device needed, for faster cursor movement
on the display (coarse pointing)

High CD gain = Flick the mouse a little, and the pointer flies across the screen.

Low CD gain = Move the mouse a lot, and the pointer moves just a little — good for accuracy.

*CD gain <1: cursor moves more slowly than
the input device, for precise input
(fine positioning)

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10
Q

Throughput

A

Throughput is how much data passes through a system over time.

It depends on bandwidth (speed) and signal-to-noise ratio (accuracy).

It combines speed and accuracy into one efficiency measure, given in bits per second.

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11
Q

Throughput in Fitts’ Law

A

Fitts’ Law defines throughput TP as a measure of input efficiency

TP = ID/MT

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