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https://news.ycombinator.com/item?id=34420450 https://news.ycombinator.com/item?id=34420450 [...] In 1984 he observed that it took 0.75 - 1.75 seconds to repo
by DonHopkins 5mo ago
https://news.ycombinator.com/item?id=34420450 https://news.ycombinator.com/item?id=34420450
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In 1984 he observed that it took 0.75 - 1.75 seconds to reposition the hand from the keyboard to the mouse, which is a long time for something that you do quite often. `
He tried many different ideas and built several prototypes, then later when he was working at IBM Alameda Research Lab, he had a chance to refine the idea into a product.
He had his father, a material scientist, help by designing the special non-skid rubber that the clitoris was made from.
IBM wouldn't let him ship it until it was measurably as efficient as a mouse for common tasks.
The thing going for it was that it eliminated the 0.75 - 1.75 second hand repositioning penalty, but of course the fundamental problem with it that you can't get around is that it's a relative positioning device, not an absolute positioning device like a mouse. So he had to come up with ways of overcoming that problem.
The trackpoint performs very well for mixed typing and pointing tasks, since you switch between typing and pointing so often, and that adds up to a lot of time, and is a very common way of using computers. The mouse is still better for tasks that are mostly pointing and clicking, but it takes up some prime real-estate on your desk, and there are many situations where a mouse is impossible to use with a laptop.
He also made the observation that when the cursor moved above eye tracking speed, you tended to lose track of it. And also the observation that some of the time you needed to position it finely around a small area, and other times you needed to move it quickly across a large area.
So he came up with a pressure-to-speed "transfer function" that had a non-linear mapping from how hard you were pressing it to how fast the cursor moved.
The mapping had a plateau at "predictable fine positioning speed" (i.e. there was a wide range of light pressure that would map to moving the cursor at one exact slow predictable speed, so you could smoothly cruise the cursor around with a light touch at a speed that was good for exact positioning. Then after the plateau of light pressure, it sloped up smoothly until just below eye tracking speed, where there was another plateau, mapping a wide range of harder pressure to a fast-but-not-so-fast-that-you-lose-track-of-it speed, for coarse positioning without losing the cursor. And then above that there was a fast speed for quickly flicking the cursor to the other side of the screen.
They did lots of user studies and took lots of measurements and performed lots of experiments to determine the best parameters for the pressure-to-speed transfer function, and finally came up with one that was measurably good enough to make IBM happy and ship in products.
So after pooh-pooh-ing the name "Joy Button", IBM finally settled on and trademarked the name "Trackpoint." But one concession they made, was when they published a two page ad spread in Time Magazine with a close-up of the trackpoint, above the slogan "So hot, we had to make it red!"
Another crazy but brilliant innovation he developed was the Thinkpad 755CV [9] that you could remove the back of the LCD screen and lay it down on an overhead projector to project the video! Nobody probably remembers overhead projectors any more, but they were very popular at the time, and that feature could save you a lot of money, and you never had to reboot it three times just to get the video on the projector, like with modern laptops!
[9] http://www.thinkwiki.org/wiki/Category:755CV http://www.thinkwiki.org/wiki/Category:755CV
He also made a prototype Thinkpad with TWO hot red trackpoints on the keyboard, which invitingly resembled a pair of nipples. It was very popular with everyone he tested it on, but unfortunately OS/2 had no idea how to cope with two pointing devices, so there wasn't much use for it, besides being a wonderful ice breaker at parties.
I don't know if his lab is the one that invented the butterfly keyboard, but it was another in a long line of wonderful innovative ideas that were coming out of IBM's research labs and showing up in the Thinkpad at the time.
I learned about this stuff from the talks and demos he gave at his NPUC - New Paradigms for Using Computers [10] workshop that he produced at IBM Alameda Research Labs. [11] -- it was a really great free workshop, including free lunch, with people like Marvin Minsky and John McCarthy!
[10] http://www.youtube.com/watch?v=sC3SPFfKQMM http://www.youtube.com/watch?v=sC3SPFfKQMM
[11] http://www.youtube.com/watch?v=10AB0yqxGEw http://www.youtube.com/watch?v=10AB0yqxGEw
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- pieterk 5mo agoDescription and images of the two-trackpoint designs in this video at 22:14 by the way: https://youtu.be/Xip158DcRfM?t=1334 https://youtu.be/Xip158DcRfM?t=1334
- DonHopkins 5mo agoThanks for that treasure of a video, just a year old and only 30 views! Well worth watching the whole thing! It's chock full of fascinating behind-the-scenes IBM Palace Intrigue! From the transcript: Ted> One of the most interesting things that we learned with the two track points -- might have one around, I don't know, anyway -- was that instead of putting them symmetrically for the two hands between the J K and M and between the D F and C for example, we put one of them in... Ted> We offset them in some of the experiments, and what we found is if they were in different positions relative to each other on the different keyboards. You could you could remember which one was which much better so you wouldn't get confused. You know, the artist often moves a piece of paper around with one hand and marks it up with the other. So that's an example of what I wanted two Trackpoints for. Maybe that's why Bryon Noem points his nipples in different directions like Kash Patel's drunken lazy googly eyes ("not that there's anything wrong with that"), so he can remember which is which! Since I first met Ted at CHI'88 in Washington DC, he's always been into pie menus! I presented this paper about them at that conference: An Empirical Comparison of Pie vs. Linear Menus; Jack Callahan, Don Hopkins, Mark Weiser (*) and Ben Shneiderman; ACM CHI’88 Conference, Washington DC, 1988. https://donhopkins.medium.com/an-empirical-comparison-of-pie-vs-linear-menus-466c6fdbba4b https://donhopkins.medium.com/an-empirical-comparison-of-pie... Pie Menus: A 30 Year Retrospective (1988-2018): https://donhopkins.medium.com/pie-menus-936fed383ff1 https://donhopkins.medium.com/pie-menus-936fed383ff1 The video transcript continues: Ted> Well, just to give you an example, there's a gesture language built into the firmware. The idea was that how you put your pressure on it -- we made a whole language so that it would be possible to just use the TrackPoint to do all these gestural things to make things happen. We tried to expose it. I doubt it's easy to get your hands on it from any software place on your computer now, but maybe it is. Ted> So yeah, there's a little gesture language built in, and if anybody asked me I probably could go dig up what the... I think you send two characters to it, an A1 for example. I don't know, it's a long time ago, but I'd have to go find out. But yeah, so there's a whole gesture language built into it. Ted> And then at one point I wanted so badly to make the thing vibrate that one of my cutest ideas was -- back before stereo -- I took the speaker, and you could still do it with one, I took the speaker and put it right underneath the TrackPoint. Then I modified the speaker with a little piece of plastic on its voice coil, and I made some electronics so that if you sent it a signal at a low frequency you could use it as a solenoid. Ted> So the same piece of hardware, the same speaker that could make high fidelity sound, had this little pin sticking above it that you'd never run into when you're making noise, but if you ran that voice coil bam up against it, you'd tap the finger. I got that all working. Ted> And then when that didn't make them happy, I designed a TrackPoint -- this is 140 thousandths of an inch in diameter, that post coming out of the strain gauges -- and I built a coil into it and put a fancy magnet in there so it became its own solenoid. I didn't like that as much. Ted> I was much more proud of this speaker turning into a solenoid, because that literally only cost a transistor, whereas making a real solenoid in that tiny post was a little more expensive. But in any case, I never got those into product, though I'd still love it. No kidding. Ted> In fact, what was impressive to me is we came up with this whole understanding of what makes sense to feel. If you're just going zoom across the screen, you're 30,000 feet up, you don't need to feel the texture of every pixel that's on and off. When you're coming into a window at a slower speed, you kind of want to feel that there's a scroll bar, but not the details of that. When you go into the scroll bar, right then you feel it. Or when you're looking at text, feeling every character is interesting. Oh wow. Ted> I had so much fun thinking about this. One problem I have with being honest is that I did a little study -- you know, I don't get around to everything, but I do some -- that showed that for learning, the haptics was very important. Ted> The problem is that for learning how to use a TrackPoint, you learn within 45 seconds you're better than a mouse for text editing, but after 40 minutes you're better than a mouse for everything. So the point is, well, if you get better than everything in 40 minutes, why do we need this haptics? Let's not waste the money. Here's some more email correspondence between us about that, during the OLPC project, when he was at MIT Media Lab, and we were collaborating on the OLCP design: Don> Ted, I added a comment to the OLPC bug #369, "Incompatibilities between trackpad precision and the current rollover UI design", and added you as the CC: address. (Maybe you don't want to be CC'ed about every change to that bug, so I'll remove your address from the CC field if you prefer.) https://web.archive.org/web/20201104094105/http://dev.laptop.org/ticket/369#comment:9 https://web.archive.org/web/20201104094105/http://dev.laptop... Incompatibilities between trackpad precision and the current rollover UI design Don> Consider using pie menus, which are based purely on the direction of motion, and exploit Fitts' law by putting each menu item target adjacent to the cursor, but in a different direction, with a large pie-slice shaped area (which extends to the screen edge). Since pie menus are based on direction instead of distance, and the targets are large and wedge-shaped, the mouse acceleration actually increases the user's control over the direction by quickly moving the cursor out further away from the menu center, giving them more "leverage" and angular precision. Don> Also: Please talk to Ted Selker (selker@media.mit.edu) about all his work that went into developing the Trackpoint's mapping from pressure to mouse motion. The transfer function (pressure => cursor speed mapping curve) has two plateaus: one at the low end at "fine positioning" speed, and one at the high end just below "eye tracking" speed, so moderately quick motion does not move the cursor too fast for the eye to follow. Of course it has to be adjusted for the fine resolution of the OLPC screen, and the properties of the touch pad. Perhaps somebody could develop an X extension that implemented a smarter kind of mouse acceleration behavior, that can be configured with any curve. Note that IBM has patented the Trackpoint hardware and transfer function, so check with Ted about what's allowed, or if IBM will donate rights to use the patent to the OLPC project. Ted> Don, thanks for the nod, the transfer function on the Trackpoint is actually quite fancy (it has a different affordances for pixel selection (plateau), character selection (plateau), "thing" selection (~maximum of eye speed) and window selection (turbo) it also has "negative inertia to speed stops and starts", its achilles heel... Bad mechanical decisions makes it have a sensor problem that makes it always try to assess finger off to recalibrate.... Ted> It also has a gesture recognizer built in with the dynamics of finger press, NSWE that are accessible from the api. The api also lets you get your hands on the 16bit A/D converters to make things like the "science" education wand physics teaching stuff that we used to show around. OLCP Sugar Pie Menus Discussion: https://donhopkins.medium.com/olpc-sugar-pie-menu-discussion-738577e54516 https://donhopkins.medium.com/olpc-sugar-pie-menu-discussion... >Excerpts from the discussion on the OLPC Sugar developer discussion list about pie menus for PyGTK and OLPC Sugar. The OLPC pie menu thread picked up exactly where the TrackPoint discussion leaves off: input devices are not just pointing devices, they are little languages. Bug #369 was about the mismatch between the XO's touchpad precision and Sugar's rollover-heavy UI, but the discussion quickly widened into a concrete design proposal: use pie menus because they depend on direction rather than distance, give the user big forgiving targets, exploit Fitts' law, and turn common commands into learnable gestures. Eben saw how pie menus could fit Sugar: contextual object actions, activity-level commands, and especially handheld mode, where four or eight menu directions map naturally onto the XO's game-pad buttons. Marco pushed back in the right places: implementation cost, screen-edge behavior, global-vs-contextual confusion, and the danger of hiding bad interface design in an "advanced" menu. My response was basically: prototype it, feel it, and keep the model crisp. Pie menus work best when they are predictable, spatially stable, self-revealing for beginners, and fast enough for experts to "mouse ahead" without waiting for the menu to draw. That is also why Ted's TrackPoint work fits so well here. His pressure curves, plateaus, gesture recognizer, and haptic experiments were all about shaping raw motion into meaningful action. The OLPC pie menu discussion was the same design problem from the other side: how to make a small, cheap, imprecise input device feel precise, memorable, forgiving, and fun.