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[[Image:Foldndrop.png|thumb|right|Fold n' Drop, a [[Crossing-based interface|crossing-based]] interaction technique for dragging and dropping files between overlapping windows.]]
An '''interaction technique''', '''user interface technique''' or '''input technique''' is a combination of [[
== Definition ==
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Although there is no general agreement on the exact meaning of the term "interaction technique", the most popular definition is from the [[computer graphics]] literature:
{{"|An interaction technique is a way of using a physical input/output device to perform a generic task in a human-computer dialogue.
A more recent variation is:
{{"|An interaction technique is the fusion of input and output, consisting of all software and hardware elements, that provides a way for the user to accomplish a task.
=== The computing view ===
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=== The user's view ===
From the user's perspective, an interaction technique is a way to perform a single computing task and can be informally expressed with user instructions or [[
=== The designer's view ===
From the user interface designer's perspective, an interaction technique is a well-defined solution to a specific [[user interface design]] problem. Interaction techniques as conceptual ideas can be refined, extended, modified and combined. For example, [[contextual menu
=== Level of granularity ===
Interaction techniques are usually fine-grained entities. For example, a [[desktop environment]] is too complex to be an interaction technique, whereas [[
== Interaction tasks and ___domain objects ==
An [[interaction task]] is "the unit of an entry of information by the user"
Interaction techniques are the glue between physical I/O devices and interaction tasks or ___domain objects.<ref name="mbl"/><ref name="dragicevic">P. Dragicevic and J-D Fekete (2004) The Input Configurator toolkit: towards high input adaptability in interactive applications. In Proceedings of the Working Conference on Advanced Visual interfaces.</ref> Different types of interaction techniques can be used to map a specific device to a specific ___domain object. For example, different [[
In general, the less compatible the device is with the ___domain object, the more complex the interaction technique.<ref name="buxton">W. Buxton (1986) There's More to Interaction than Meets the Eye: Some Issues in Manual
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New Jersey, 319-337.</ref> For example, using a mouse to specify a 2D point involves a trivial interaction technique, whereas using a mouse to rotate a 3D object requires more creativity to design the technique and more lines of code to implement it.
A current trend is to avoid complex interaction techniques by matching physical devices with the task as close as possible,<ref name="buxton"/>
== Interaction style ==
Interaction techniques that share the same [[
== Visualization technique ==
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== Research and innovation ==
A large part of research in [[human-computer interaction]] involves exploring easier-to-learn or more efficient interaction techniques for common computing tasks. This includes inventing new ([[post-WIMP]]) interaction techniques, possibly relying on methods from [[user interface design]], and assessing their efficiency with respect to existing techniques using methods from [[experimental psychology]]. Examples of scientific venues in these topics are the [http://www.acm.org/uist UIST] and the [[
== See also ==
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== External links ==
* [http://www.acm.org/uist/archive/html/videos.html UIST video archive]
* [http://designinginterfaces.com/ Patterns for effective interaction design]
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{{reflist}}
{{DEFAULTSORT:Interaction Technique}}
[[Category:User interface techniques]]
[[Category:User interface]]
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