Path: utzoo!mnetor!uunet!mcvax!ukc!its63b!hwcs!gilbert From: gilbert@cs.hw.ac.uk (Gilbert Cockton) Newsgroups: comp.cog-eng Subject: Re: introducing use of a mouse Message-ID: <1768@brahma.cs.hw.ac.uk> Date: 7 Apr 88 09:26:08 GMT References: <987@pbhyc.PacBell.COM> <951@daisy.UUCP> Reply-To: gilbert@cs.hw.ac.uk (Gilbert Cockton) Organization: Computer Science, Heriot-Watt U., Scotland Lines: 26 In article <951@daisy.UUCP> klee@daisy.UUCP (Ken Lee) writes: >The mouse is a tool, not an end to itself. Learning to use the mouse >must take place within the context of the application. >a keyboard differs quite a bit between applications that use it for text The mouse is not always an obvious tool. See Card, Moran and Newell chapter on input devices in the Psychology of Human-Computer Interaction (Lawrence Erlbaum). The chapter all too briefly hints at some of the problems which novices had with mice. I have observed some of them myself. Common problems are: * having the tail point towards you (hold mouse wrong way around) * treating mouse as absolute, not relative positioning device. Mouse kept on pad/confusion when mouse forced up against keyboard Can you really lift it up and put it back? * treating mouse as non-mechanical/optical device Mouse expected to work off pad/surface * difficulty in adapting to tracking behaviour, especially with software cursors. Mouse is an indirect pointing device with variable control to display ratio In a nutshell, users WILL form application independent models of mice which are wrong. A very short fact sheet will help them to develop a proper model of the mouse in question. Any human factors specialist should know enough about input devices to anticipate many of the problems. There are mnay survey papers here