On Wed, 15 Jun 2011 09:23:56 -0700
David Leimbach <leim...@gmail.com> wrote:

> http://news.ycombinator.com/item?id=2657135
> 
> Dave

Has anyone read the last few posts on this YC thread? Specifically the ones on 
game playing. The particular point which interested me was that game players 
can get so fast they must have developed muscle memory for mouse operations. I 
reflected on when I used to build a lot in Second Life, back when it had the 
"pie menu" - a circular menu with eight pie-shaped segments. I didn't need to 
look at that menu to know which segment I was selecting. It would just be a 
flicker in the corner of my screen as I opened it and selected the option I 
wanted in one barely-thought-about action, even through multiple levels of the 
menu. "Take Copy" (for instance) involved a right-click, the bottom segment for 
"More..." and then the top segment for "Take Copy" itself. All that became one 
action, the details completely instinctual. The audio feedback may have helped; 
it certainly told you by it's absence if you accidentally clicked on the sky 
instead of the object you were working on, but I'm di
 gressing.

I'm quite certain you can develop muscle memory for mouse actions in some 
situations. I'm very interested in determining exactly what situations and how 
to apply it in a more serious context. Chording can become instinctual if your 
fingers are up to the task but remembering that pie menu from Second Life, I 
wonder if such a thing would be just as efficient for text.

I find Rio's menus inefficient as they are, and I'm wondering why. One point is 
that the menus appear with the last chosen item selected, which means the 
pointer is not in a consistent position relative to the menu when it is opened. 
(I generally don't remember what my last menu operation was.) Another may be 
that the vertical stack of relatively narrow lines is just unsuitable for 
developing muscle memory; this certainly applies to me. I think direction is 
probably a more valuable property than distance when trying to develop muscle 
memory. SL's pie menu had relatively narrow but deep segments; the direction 
mattered much more than the distance, and that seemed just right to me.

Acme is a curious case. I think it's safe to say starting with the pointer in a 
consistent position relative to the interface is essential to building mouse 
muscle memory. Second Life always opened the pie menu with the pointer in the 
center. If the pointer was too near the edge of the window it was moved to the 
center of the opened menu. I've no doubt consistency is achieved in other 
games, albeit in different ways. In the worst case the player can leave the 
pointer on a particular icon. I've noticed I move the pointer to a fairly 
consistent 'rest spot' even in Second Life. Acme warps the pointer around in a 
way that fits with this idea up to a point, but then it spoils it by placing 
Del and Put somewhat inconsistently. It's not all bad, but I have to use my 
eyes for Put almost every single time.

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