Differences between revisions 1 and 5 (spanning 4 versions)
Revision 1 as of 2011-02-21 10:53:49
Size: 747
Editor: shoobe01
Comment:
Revision 5 as of 2011-03-30 04:42:24
Size: 3526
Editor: shoobe01
Comment:
Deletions are marked like this. Additions are marked like this.
Line 2: Line 2:

See the excellent thumbwheel on this page:
http://www.space1.com/Artifacts/Space_Shuttle_Artifacts/Controls___Displays/controls___displays.html

Note how it works. VERY discrete clicks, vs. the vague rolling of many of them. Use the concept of an ideal machine-era thumbwheel, for all gestures. Even to suggesting haptic feedback for individual clicks.

As far as pushbutton to go up and down, those also existed in machine era!
http://www.digitran-switches.com/specsheets/pushbutton.pdf
Reference the difference between bidirectional and uni-directional. Use unidirectional if you are only going to increase, generally (e.g. snooze in incremental minutes, starts at minimum size). Either reduce the size of the other direction, allow direct input, or just assume circular input will work fine.

And even this: (the space shuttle one is not dissimilar)
http://www.digitran-switches.com/specsheets/leverswitch.pdf
Just as an example of how in the machine era multiple interfaces existed to meet specialized needs. Feel free to explore interactive design alternatives, as long as you meet the principles in this pattern and good design in general...


== Problem ==

== Solution ==
basically a special version of the previous form element, pick from a list. Used here as it was in the machine era antecedant thumbwheel (find the generic machine name) for space concerns.

Key is how they are grouped, so you have one for minutes next to one for hours, in a single line...

Increment (and usually decrement)... usually numeric only...

also can usually directly enter values...


== Variations ==
See the hardware. maybe:
 * Click wheel - by gesture
 * Hardware up/down -
 * Increment button (good for say snooze. Goes around, but no decrement button)
 * Increment and decrement buttons
 * look at hardware links... more types I forgot about???

Click wheel gesture can be combined with the increment buttons...


== Interaction Details ==
Should Always accept direct entry of values, type on keypad or if you select the field then a virtual kb comes up...

Only present the coarsest acceptable values in the thumbwheel... e.g. calendars should only go to 15 minute increments, and if you need more precision, type it.

Circular, yes. Each is subsidiary. Do not have say a minute also change the hour, when it goes across an hour. People get super focused, so will not notice they changed the hour...


== Presentation Details ==
Often presented as though they are machinery, with the numbers disappearing on a circular plane. But do not have to...


== Antipatterns ==
don't do click wheels without haptics

Either do not obscure the input, or always allow some other feedback of incrementing


== Examples ==

Or, more likely, their alternatives. The Galaxy has some nice ones. The gist is that we think that obscuring the number is dumb, and you need alternative methods (up/down arrows, direct entry... click and get numpad even if softkb only) and scrolling as machine-era interface should be left as secondary; also, if you must scroll, click detents; ALSO: here and select list above, make sure the list is the right choice (can it be a series of buttons instead, to reduce number of clicks?), and pick good values. E.g. scroller for minutes on a calendar should usually be at 15 min intervals, and direct entry required for any odd numbers. This is not with select lists, because it's evolved to a special case only on mobile. So: a mobile pattern!

See the excellent thumbwheel on this page: http://www.space1.com/Artifacts/Space_Shuttle_Artifacts/Controls___Displays/controls___displays.html

Note how it works. VERY discrete clicks, vs. the vague rolling of many of them. Use the concept of an ideal machine-era thumbwheel, for all gestures. Even to suggesting haptic feedback for individual clicks.

As far as pushbutton to go up and down, those also existed in machine era! http://www.digitran-switches.com/specsheets/pushbutton.pdf Reference the difference between bidirectional and uni-directional. Use unidirectional if you are only going to increase, generally (e.g. snooze in incremental minutes, starts at minimum size). Either reduce the size of the other direction, allow direct input, or just assume circular input will work fine.

And even this: (the space shuttle one is not dissimilar) http://www.digitran-switches.com/specsheets/leverswitch.pdf Just as an example of how in the machine era multiple interfaces existed to meet specialized needs. Feel free to explore interactive design alternatives, as long as you meet the principles in this pattern and good design in general...

Problem

Solution

basically a special version of the previous form element, pick from a list. Used here as it was in the machine era antecedant thumbwheel (find the generic machine name) for space concerns.

Key is how they are grouped, so you have one for minutes next to one for hours, in a single line...

Increment (and usually decrement)... usually numeric only...

also can usually directly enter values...

Variations

See the hardware. maybe:

  • Click wheel - by gesture
  • Hardware up/down -
  • Increment button (good for say snooze. Goes around, but no decrement button)
  • Increment and decrement buttons
  • look at hardware links... more types I forgot about???

Click wheel gesture can be combined with the increment buttons...

Interaction Details

Should Always accept direct entry of values, type on keypad or if you select the field then a virtual kb comes up...

Only present the coarsest acceptable values in the thumbwheel... e.g. calendars should only go to 15 minute increments, and if you need more precision, type it.

Circular, yes. Each is subsidiary. Do not have say a minute also change the hour, when it goes across an hour. People get super focused, so will not notice they changed the hour...

Presentation Details

Often presented as though they are machinery, with the numbers disappearing on a circular plane. But do not have to...

Antipatterns

don't do click wheels without haptics

Either do not obscure the input, or always allow some other feedback of incrementing

Examples

Mechanical Style Controls (last edited 2012-09-27 21:18:46 by shoobe01)