C
Input Channels and Interaction Primitives
Pointing and Cursors
102 cards- Types and Properties of Pointing Devices 4
- Absolute and Relative Positioning 5
- Control-Display Gain 4
- Mouse Acceleration Curves 4
- Cursor Hotspots and Hit Testing 4
- Hover States and Their Absence on Touchscreens 4
- Single and Double Click 4
- Drag and Drop 6
- Marquee and Rubber-Band Selection 3
- Right-Click Context Menus 3
- Scroll Wheels and Inertial Scrolling 4
- Target Snapping and Sticky Targets 3
- Area Cursors and Bubble Cursors 3
- Side Effects of Pointing Assistance 3
- Pointing Device Metrics and Throughput 5
- Trackpads and Indirect Touch 5
- Trackballs and Pointing Sticks 5
- Gamepad Joystick Pointing 5
- Cursor Shapes as State Expression 5
- Hover Delay and False Activation 5
- Mouse Button Count and Semantic Allocation 5
- Drag Thresholds and Intent Classification 5
- Two-Finger and Horizontal Scrolling 4
- Multi-Cursor and Multi-User Pointing 4
Touch Input Foundations
85 cards- Finger Contact Area and Touch Centroid 3
- Minimum Touch Target Size 4
- Minimum Touch Target Spacing 3
- Fat-Finger Problem 3
- Finger Occlusion 3
- Touch Offset and Aiming Bias 3
- Touch-Down and Touch-Up Activation 4
- Touch Cancellation Gestures 3
- Accidental Touch and Palm Rejection 3
- Touch Latency and Directness 3
- Thumb Reach Zones 4
- Holding Postures 3
- Touch in Extreme Conditions 3
- Separating Touch Targets from Visual Boundaries 3
- Touch Sensing Principles and Failure Conditions 4
- Touch Event Models and Cancel Events 4
- Touch Sampling Rate and Report Rate 4
- Multitouch Contact Limits 4
- Contact Merging and Splitting 4
- Touch Target Shape and Hit Regions 4
- Edge Touch Distortion and Discrimination 4
- Bounce Clicks and Repeat Triggers 4
- Screen Materials, Films, and Cases 4
- Gloves, Wet Hands, and Extreme Conditions 4
Touchscreen Gestures
125 cards- Tap 3
- Double Tap 3
- Long Press 5
- Drag 4
- Swipe 4
- Fling and Inertia 4
- Pan 3
- Pinch-to-Zoom Out 5
- Spread-to-Zoom In 3
- Two-Finger Rotation 3
- Two-Finger and Multi-Finger Taps 3
- Three- and Four-Finger System Gestures 3
- Edge Swipe Gestures 4
- Back Gestures 3
- Pull to Refresh 4
- Swipe Up to Close and Home 3
- Swipe Actions 4
- Long-Press Drag to Reorder 4
- Gesture Conflicts and Disambiguation 4
- Gesture Discoverability 4
- Gesture Memory Load 3
- Scroll Direction Mapping 3
- Nested Scroll Touch Capture 3
- Accessible Alternatives to Gestures 3
- Long-Press Duration Thresholds and Alternatives 4
- Double-Tap Drag to Zoom 4
- Two-Finger Pull-Down and Shortcut Panels 4
- Gesture Direction Locking 4
- Gesture Velocity Thresholds 4
- Gesture Conflicts with Text Selection 4
- System versus App Gesture Priority 4
- When to Teach Gestures 4
- Gesture Undoability 4
- Cultural and Regional Gesture Differences 4
Mid-air Gestures and Embodied Sensing
125 cards- Definition and Fit of Mid-air Gestures 4
- The Midas Touch Problem 4
- Gesture Onset and Offset Detection 4
- Static Poses versus Dynamic Gestures 3
- Three Dimensions of Gesture Evaluation 4
- Air Pinch 4
- Mid-air Swipe 4
- Flip and Rotation Gestures 3
- Finger Count as Input 4
- Sensing Volume and Interaction Distance 4
- Substitutes for Contact Feedback 4
- Fatigue Cost of Mid-air Gestures 4
- Full-Body Pose and Skeleton Tracking 3
- Gesture Vocabulary Size Limits 4
- Conditions for Entering Engagement 4
- Disengagement and Timeout 4
- Input Attribution and Multi-User Arbitration 4
- Handedness Binding and Bimanual Independence 4
- Re-entry Grace 4
- Interaction Volume versus Capture Range 4
- Coordinate Anchors of the Interaction Volume 4
- Perceiving Interaction-Volume Boundaries 4
- Handling Tracking Loss 4
- Recognition Confidence and Bias Direction 4
- Predefined Fallback Paths 4
- Distinguishing Three-State Feedback 4
- Decoupling Gestures from Consequence Severity 4
- Necessity of Non-Gesture Paths 4
- Visibility of Capture State 4
- Bystanders and Third Parties 4
- Lighting, Occlusion, and Environmental Conditions 4
- Social Acceptability 4
Stylus and Handwriting
61 cards- Pressure Sensitivity 3
- Pen Tilt and Azimuth 3
- Pen Hover Preview 3
- Palm Rejection 4
- Handwriting Recognition and Correction 3
- Pen Gestures and Marking Menus 3
- Division of Labor Between Pen and Finger 3
- Inking Latency 3
- Pressure Curves and Individual Fitting 4
- Pen Buttons and Eraser Ends 4
- Inking Latency and Predictive Rendering 4
- Visual Offset Between Nib and Ink 4
- Paper Feel, Friction, and Writing Haptics 4
- Handwriting Recognition 4
- Handwriting Correction and Post-editing 4
- Switching Between Handwriting and Typing 4
- Pen Pairing, Battery, and Loss 4
Keyboard and Text Input
110 cards- QWERTY and Layouts 3
- Key Travel and Tactile Confirmation 3
- Shortcut Systems 4
- Modifier Keys 3
- Focus Order 4
- Soft Keyboards and Screen Occupancy 3
- Keyboard Types and Task Fit 3
- T9 versus Full Keyboards 3
- Gesture Typing 3
- Autocomplete 3
- Autocorrect 3
- IME Candidates 3
- Text Selection and Caret Placement 3
- Magnifiers and Fine Caret Control 3
- Clipboard 3
- Undo in Text Input 3
- Path Dependence of Keyboard Layouts 4
- Regional Keyboard Layout Differences 4
- Touch Typing and Homing References 4
- Modifiers and Key Combinations 4
- Dead Keys and Layered Layouts 4
- Focus Order and Keyboard Navigation 4
- Numeric Keypad Layout Differences 4
- Autocapitalization and Formatting 4
- IME State and Switching 4
- IME Candidates and Ranking 4
- Candidate Window Occlusion 4
- Form Autofill 4
- Dedicated Password Keyboards 4
- Text Direction and Caret Behavior 4
- Key Repeat Rate and Dropped Keys 4
Voice Input
60 cards- Wake Words 3
- Endpoint Detection 3
- Types of Recognition Errors 3
- Accent, Dialect, and Code-Switching 7
- Noisy Environments 3
- Hands-Free and Eyes-Free Use 3
- Privacy Visibility of Voice Input 3
- False Wakes 3
- Endpoint Detection and End-of-Utterance 4
- Live Partial Results 4
- Recognition Degradation in Noise 4
- Voice Editing and Spoken Correction 4
- Command Grammar versus Free Expression 4
- Length Limits of Voice Input 4
- Visible Feedback for Voice Input 4
- Switching Between Voice and Keyboard 4
Eye and Head Movement
45 cards- Fixation and Saccade 3
- Dwell Selection 3
- Midas Touch in Eye Input 3
- Gaze-Plus-Confirm Combinations 3
- Head Pointing 3
- Foveated Rendering 3
- Sensitivity of Eye-Tracking Data 3
- Eye-Tracking Calibration 4
- Precision versus Accuracy 4
- Gaze Drift and Recalibration 4
- Blink as Input 4
- Division of Labor Between Eye and Head 4
- Gaze as Implicit Attention Measurement 4
Physiological and Implicit Channels
50 cards- EMG Input 3
- Brain-Computer Interfaces 3
- Heart Rate and Electrodermal Activity 3
- Respiration and Posture Sensing 3
- Implicit Interaction 3
- Cost of Sensor False Positives 7
- Capability Bounds of BCIs 4
- Sensor Fusion 4
- Wearable Fit and Signal Quality 4
- Individual Calibration and Baseline Drift 4
- Latency of Physiological Input 4
- Implicit Interaction and System Initiative 4
- Informed Consent and Correction of Implicit Inferences 4
Physical and Tangible Input
57 cards- Tactile Localization of Physical Keys 3
- Knobs and Continuous Adjustment 3
- Levers and Joysticks 3
- Pressure Input 3
- Tangible Interaction 3
- Shape-Changing Interfaces 3
- Tradeoffs Between Physical and On-Screen Controls 3
- Key Travel, Tactile Detent, and Confirmation 4
- Eyes-Free Key Layout Zoning 4
- Knob Detents and Damping 4
- Levers, Joysticks, and Directional Control 4
- Pressure Input and Force Levels 4
- Mode Problems in Multifunction Physical Controls 4
- Labels and Illumination of Physical Controls 4
- Deformable and Shape-Changing Interfaces 4
- Mechanical Reliability and Lifetime 4