Handbook

Search Handbook Cards

Searches card titles, English terms, aliases, and body text.

566 cards matching “visual field”, showing the first 50

  1. W5.07.1HUD occupies visual fieldInterface and Information Density
    HUD elements occupy the visual field
  2. A1.01.1Visual fieldField of view and the effective viewing area
    The binocular horizontal visual field is far larger than the region of resolvable detail
  3. A1.19.4Monocular viewing and pathological scotomasThe Blind Spot and Visual Field Defects
    Monocular viewing or pathological visual field defects reveal the blind-spot effect
  4. A2.06.1Figure-ground organizationFigure-ground
    The visual field automatically splits into figure and ground
  5. A5.05.2Looked-but-failed-to-seeInattentional blindness
    Being in the visual field is not the same as being seen
  6. A1.19.2Binocular overlap masking the blind spotThe Blind Spot and Visual Field Defects
    Binocular field overlap keeps the blind spot unnoticed in daily life
  7. A1.01.2Effective field of viewField of view and the effective viewing area
    The effective field of view is the small area content can be identified in during one fixation
  8. N1.03.1field of viewField of View
    Field of view shapes immersion and peripheral awareness
  9. A1.19.1Optic disc blind spotThe Blind Spot and Visual Field Defects
    There are no photoreceptors where the optic nerve exits, creating a physiological blind spot
  10. A1.01.4Viewing distanceField of view and the effective viewing area
    Viewing distance directly changes how much content the effective field of view covers
  11. A1.20.5Pupil adaptation conflict in high-contrast scenesPupil regulation and light intake
    High-contrast scenes create competing demands on pupil size, producing local over- or under-exposure
  12. A1.08.3Photosensitive seizure risk from flickerCritical Flicker Fusion and Display Refresh Rate
    Low-frequency flicker carries a risk of triggering photosensitive reactions
  13. W5.07.2Phase-adaptive HUD visibilityInterface and Information Density
    Information should appear and fade with the current phase
  14. A1.08.5Individual variability beyond standard CFF thresholdsCritical Flicker Fusion and Display Refresh Rate
    Some people still consciously notice flicker beyond conventional thresholds; individual variability is large
  15. P1.07.6Attention taxEmotional Design vs. Efficiency
    Emotional elements cost attention, not just time
  16. A1.07.4Local light adaptationLight/Dark Adaptation and Adaptation Time Constants
    Local adaptation completes faster than overall light/dark adaptation
  17. A1.08.1Critical flicker fusion (CFF)Critical Flicker Fusion and Display Refresh Rate
    Flicker above a critical rate is perceived as steady
  18. A1.10.1Preattentive parallel processingPreattentive Attributes
    Some visual features are processed in parallel before attention is allocated
  19. F7.09.1Large-field translation and scaleParallax and vestibular discomfort
    Large translations and scales readily cause discomfort
  20. X2.01.2Robot motion onset surprisePreviewing Action Intent
    Sudden starts are a major source of discomfort
  21. W5.01.1HUD information frequency placementHeads-up Displays and Information Layout
    HUD placement should follow information viewing frequency
  22. E2.03.3programmatic label associationLabel Placement
    Label and field must be associated in the accessibility tree
  23. J2.07.1magnified viewportLow Vision and Screen Magnification
    Magnification shrinks the visible field to a tiny viewport
  24. A5.05.1Inattentional blindnessInattentional blindness
    Attention occupied elsewhere means even obvious objects go unseen
  25. X2.04.1Multimodal robot intent signallingExplicit Signals
    Light, sound, and projection can supplement intent
  26. E2.04.1placeholder-as-label failurePlaceholders
    A placeholder vanishes once typing starts, so it cannot serve as a label
  27. W7.03.2In-game collision risk warningsSpace and Safety
    Collision risk needs in-game warnings
  28. A1.01.3Gaze shift costField of view and the effective viewing area
    Interface elements outside the effective field of view require an eye or head movement
  29. U1.03.3Cardinal-reference advantage in orientation judgmentLength and Angle Encoding
    Angles near horizontal or vertical are judged more accurately than oblique ones
  30. Y8.02.2Voice and head-worn interactionHands-Free Operation
    Voice and head-worn displays are primary alternatives
  31. A5.09.1Cognitive tunnelingCognitive tunneling
    Under high stress, attention narrows to a single information source
  32. A1.19.5Avoiding the blind spot angle in monocular display layoutThe Blind Spot and Visual Field Defects
    Critical information should not fall exactly on the blind-spot angle in monocular-use scenarios
  33. W5.07.3Immersion versus information completenessInterface and Information Density
    Immersion and information completeness trade off
  34. A2.06.2Ambiguous figure-ground costs attentionFigure-ground
    Attention is consumed when figure-ground is ambiguous
  35. A1.33.3LuningBinocular Vision and Eye Dominance
    Occluding one eye does not switch off its input, and rivalry can still occur
  36. J4.10.2general flash area thresholdFlashing and Photosensitivity
    Large, high-contrast flashes are the highest risk
  37. A1.22.1SaccadeTypes of eye movement
    The saccade is a fast, ballistic eye movement used to shift the point of fixation
  38. E3.13.4cascade blocks cross-level comparisonCascading Selects
    Cascades are a poor fit when levels must be compared
  39. A1.05.4Peripheral color vision degradationColor Vision and Opponent-Channel Mechanisms
    Color discrimination drops sharply in peripheral vision
  40. K4.01.3wrist-raise viewing geometryWrist Raise and Glance
    Wrist-raise angle limits the visible region
  41. A1.22.2Smooth pursuitTypes of eye movement
    Smooth pursuit follows a continuously moving target and needs the target itself to be moving
  42. A1.10.2Established preattentive channels: color, orientation, size, motionPreattentive Attributes
    Color, orientation, size, and motion are reliable preattentive channels
  43. A5.15.3The zoom-lens model of spatial attentionSpatial and object bases of attention
    The spread of spatial attention can narrow or widen like a spotlight
  44. A1.02.2Peripheral visionDivision of labour between foveal and peripheral vision
    Peripheral vision has low resolution but is sensitive to motion and luminance change
  45. K4.02.3handoff state continuityDuration of a Single Interaction
    Handoff must carry state
  46. A2.06.3Overlays need explicit figure-ground cuesFigure-ground
    Overlays need a clear figure-ground relationship with what's beneath
  47. E2.13.3start-end date co-visibilityDate Pickers
    Start and end dates need comparison in one view
  48. L2.04.3hybrid NL-parameter controlComplementarity of Parameter Controls and Natural Language
    Having both beats choosing one
  49. V3.05.3Persistent visibility of control ownershipTransfer and Arbitration of Control
    The current holder of control must be persistently visible
  50. F3.03.2saturation pop-outColour and luminance hierarchy
    High-saturation colour jumps the queue