Search Handbook Cards
Searches card titles, English terms, aliases, and body text.
566 cards matching “visual field”, showing the first 50
- W5.07.1HUD occupies visual fieldInterface and Information DensityHUD elements occupy the visual field
- A1.01.1Visual fieldField of view and the effective viewing areaThe binocular horizontal visual field is far larger than the region of resolvable detail
- A1.19.4Monocular viewing and pathological scotomasThe Blind Spot and Visual Field DefectsMonocular viewing or pathological visual field defects reveal the blind-spot effect
- A2.06.1Figure-ground organizationFigure-groundThe visual field automatically splits into figure and ground
- A5.05.2Looked-but-failed-to-seeInattentional blindnessBeing in the visual field is not the same as being seen
- A1.19.2Binocular overlap masking the blind spotThe Blind Spot and Visual Field DefectsBinocular field overlap keeps the blind spot unnoticed in daily life
- A1.01.2Effective field of viewField of view and the effective viewing areaThe effective field of view is the small area content can be identified in during one fixation
- N1.03.1field of viewField of ViewField of view shapes immersion and peripheral awareness
- A1.19.1Optic disc blind spotThe Blind Spot and Visual Field DefectsThere are no photoreceptors where the optic nerve exits, creating a physiological blind spot
- A1.01.4Viewing distanceField of view and the effective viewing areaViewing distance directly changes how much content the effective field of view covers
- A1.20.5Pupil adaptation conflict in high-contrast scenesPupil regulation and light intakeHigh-contrast scenes create competing demands on pupil size, producing local over- or under-exposure
- A1.08.3Photosensitive seizure risk from flickerCritical Flicker Fusion and Display Refresh RateLow-frequency flicker carries a risk of triggering photosensitive reactions
- W5.07.2Phase-adaptive HUD visibilityInterface and Information DensityInformation should appear and fade with the current phase
- A1.08.5Individual variability beyond standard CFF thresholdsCritical Flicker Fusion and Display Refresh RateSome people still consciously notice flicker beyond conventional thresholds; individual variability is large
- P1.07.6Attention taxEmotional Design vs. EfficiencyEmotional elements cost attention, not just time
- A1.07.4Local light adaptationLight/Dark Adaptation and Adaptation Time ConstantsLocal adaptation completes faster than overall light/dark adaptation
- A1.08.1Critical flicker fusion (CFF)Critical Flicker Fusion and Display Refresh RateFlicker above a critical rate is perceived as steady
- A1.10.1Preattentive parallel processingPreattentive AttributesSome visual features are processed in parallel before attention is allocated
- F7.09.1Large-field translation and scaleParallax and vestibular discomfortLarge translations and scales readily cause discomfort
- X2.01.2Robot motion onset surprisePreviewing Action IntentSudden starts are a major source of discomfort
- W5.01.1HUD information frequency placementHeads-up Displays and Information LayoutHUD placement should follow information viewing frequency
- E2.03.3programmatic label associationLabel PlacementLabel and field must be associated in the accessibility tree
- J2.07.1magnified viewportLow Vision and Screen MagnificationMagnification shrinks the visible field to a tiny viewport
- A5.05.1Inattentional blindnessInattentional blindnessAttention occupied elsewhere means even obvious objects go unseen
- X2.04.1Multimodal robot intent signallingExplicit SignalsLight, sound, and projection can supplement intent
- E2.04.1placeholder-as-label failurePlaceholdersA placeholder vanishes once typing starts, so it cannot serve as a label
- W7.03.2In-game collision risk warningsSpace and SafetyCollision risk needs in-game warnings
- A1.01.3Gaze shift costField of view and the effective viewing areaInterface elements outside the effective field of view require an eye or head movement
- U1.03.3Cardinal-reference advantage in orientation judgmentLength and Angle EncodingAngles near horizontal or vertical are judged more accurately than oblique ones
- Y8.02.2Voice and head-worn interactionHands-Free OperationVoice and head-worn displays are primary alternatives
- A5.09.1Cognitive tunnelingCognitive tunnelingUnder high stress, attention narrows to a single information source
- A1.19.5Avoiding the blind spot angle in monocular display layoutThe Blind Spot and Visual Field DefectsCritical information should not fall exactly on the blind-spot angle in monocular-use scenarios
- W5.07.3Immersion versus information completenessInterface and Information DensityImmersion and information completeness trade off
- A2.06.2Ambiguous figure-ground costs attentionFigure-groundAttention is consumed when figure-ground is ambiguous
- A1.33.3LuningBinocular Vision and Eye DominanceOccluding one eye does not switch off its input, and rivalry can still occur
- J4.10.2general flash area thresholdFlashing and PhotosensitivityLarge, high-contrast flashes are the highest risk
- A1.22.1SaccadeTypes of eye movementThe saccade is a fast, ballistic eye movement used to shift the point of fixation
- E3.13.4cascade blocks cross-level comparisonCascading SelectsCascades are a poor fit when levels must be compared
- A1.05.4Peripheral color vision degradationColor Vision and Opponent-Channel MechanismsColor discrimination drops sharply in peripheral vision
- K4.01.3wrist-raise viewing geometryWrist Raise and GlanceWrist-raise angle limits the visible region
- A1.22.2Smooth pursuitTypes of eye movementSmooth pursuit follows a continuously moving target and needs the target itself to be moving
- A1.10.2Established preattentive channels: color, orientation, size, motionPreattentive AttributesColor, orientation, size, and motion are reliable preattentive channels
- A5.15.3The zoom-lens model of spatial attentionSpatial and object bases of attentionThe spread of spatial attention can narrow or widen like a spotlight
- A1.02.2Peripheral visionDivision of labour between foveal and peripheral visionPeripheral vision has low resolution but is sensitive to motion and luminance change
- K4.02.3handoff state continuityDuration of a Single InteractionHandoff must carry state
- A2.06.3Overlays need explicit figure-ground cuesFigure-groundOverlays need a clear figure-ground relationship with what's beneath
- E2.13.3start-end date co-visibilityDate PickersStart and end dates need comparison in one view
- L2.04.3hybrid NL-parameter controlComplementarity of Parameter Controls and Natural LanguageHaving both beats choosing one
- V3.05.3Persistent visibility of control ownershipTransfer and Arbitration of ControlThe current holder of control must be persistently visible
- F3.03.2saturation pop-outColour and luminance hierarchyHigh-saturation colour jumps the queue