Linked by Thom Holwerda on Thu 25th Oct 2007 16:52 UTC
Graphics, User Interfaces This is the first article in a series on common usability and graphical user interface related terms. On the internet, and especially in forum discussions like we all have here on OSNews, it is almost certain that in any given discussion, someone will most likely bring up usability and GUI related terms - things like spatial memory, widgets, consistency, Fitts' Law, and more. The aim of this series is to explain these terms, learn something about their origins, and finally rate their importance in the field of usability and (graphical) user interface design. We start off with spatial memory - my personal favourite.
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3d space...
by hobgoblin on Thu 25th Oct 2007 23:15 UTC
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did said test about 3d space navigation involve true 3d, as in virtual reality, moving around in the world and so on?

or did it involve someone sitting with a mouse and keyboard and try to interact with a 3d world on the other side of a 2d display?

while i cant prove it, i have a feel that there could be a difference between the two.

still, one could maybe say that our world is at best a 2.5d world. as in, we cant really float into the air at will, so for us its two dimentions (forward/back, left/right) with at times some kind of height data added as a secondary condition (upper or lower shelf and so on). so when we move from tree A to tree B to get some fruit, we first move in 2d space down tree A, then in 2d space between the trees, and in the end moves in 2d space up tree B.

a bird on the other hand maybe be more adept at finding things in 3d...

btw, i would love being able to switch of my spatial memory when dealing with menus. more often then not i click and then find out that my memory was faulty or maybe the coordination between it and the movements done where not perfect...

Edited 2007-10-25 23:18

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