Abstract

Pointing techniques that offer users multiple trajectories to a target have the potential to reduce pointing time by allowing a shorter than normal movement distance. However, such techniques potentially introduce additional elements into the pointing task involving identification of the alternative trajectories, assessment of their relative performance, and selection of the one to use. These additional tasks may reduce or negate the benefits of offering shorter paths. To better understand these issues, we developed a methodology for controlling the relative benefits of alternative target trajectories, and used it to evaluate three interfaces—a ‘pointer wrapping’ technique that allows the cursor to traverse from one screen edge to the opposing edge, and a system allowing users to choose between multiple cursors in two configurations (‘Ninja cursors’). We found that performance with these techniques was significantly worse than that predicted by Fitts' law for a single cursor, suggesting that the additional elements in their use are significant. Detailed analysis of behaviour during acquisitions showed that much of this cost is accrued in the mental preparation that precedes motor action, and in additional volatility in the pointing movements. We discuss how the method and findings may assist those developing enhanced pointing techniques.

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