Pie menu
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In computer interface design, a pie menu (also known as a radial menu or marking menu) is a circular popup menu where selection depends on direction. A pie menu is made of several "pie slices" around an inactive center and works best with stylus input, and well with a mouse. Pie menus work well with keyboard acceleration, particularly four and eight item menus, on the cursor keys and the number pad.
A goal of pie menus is to provide a smooth, reliable gestural style of interaction for novices and experts. [1]
A slice can lead to another pie menu; selecting this may center the mouse cursor in the new menu.
Pie menus are often context-sensitive, showing different options depending on what the mouse cursor was pointing at when the menu was requested.
Pie menus are drawn as pie slices with a hole in the middle for an easy way to exit the menu.
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[edit] Comparison with other interaction techniques
Pie menus are faster and more reliable to select from than linear menus, because selection depends on direction instead of distance. The circular menu slices are large in size and near the pointer for fast interaction (see Fitts's law). Experienced users use muscle memory without looking at the menu while selecting from it[citation needed]. Nested pie menus can efficiently offer many options, and some pie menus can pop up linear ones[citation needed]. Pie menus just like any popup menu are shown only when requested, resulting in less visual distraction and clutter than toolbars and menu bars that are always shown but come with a higher cognitive load because of the use of higher order cognitive processes associated with memory recall than with visual navigation.
Pie menus show available options, in contrast to invisible mouse gestures. Pie menus that delay appearance until the cursor stops moving reduce intrusiveness to the same level as mouse gestures and pie menus for experienced users. Pie menus take up more screen space than linear menus, and the number of slices in an individual menu must be kept low for effectiveness by using submenus. When using pie menus, submenus may overlap with the parent menu, but the parent menu may become translucent or hidden.
Pie menus are most suited for actions that have been laid out by humans, and have logical grouping choices. Linear menus are most suited for dynamic, large menus that have many possible options, without any logical grouping.[citation needed]
[edit] Usage
Beginner:
- press and release the mouse button assigned to the menu, causing the pie menu to display
- move the mouse into the desired slice
- click the desired action
Exit by clicking the center.
Expert (rely on muscle memory):
- click and hold down the mouse button
- move mouse in the desired action direction (regardless of distance)
- release mouse button
[edit] Notable implementations
- PowerAnimator a commercial 3D modelling program and the first to use marking menus
- Video games: Beyond Good & Evil, Full Throttle, The Legend of Zelda: Twilight Princess, The Curse of Monkey Island, Neverwinter Nights, Normality, The Sims, Perfect Dark, Planescape: Torment, Sacrifice, Second Life, Secret of Mana, Battlefield 2, Freedom Fighters, Ratchet and Clank, Silver, The Temple of Elemental Evil, The Lost City of Malathedra, Crysis, Mass Effect, Bioshock, Warzone 2100, Halo Wars.
- Mozilla and Mozilla Firefox extensions RadialContext and easyGestures
- Maya, a commercial 3D modelling program
- modo, an advanced polygon and subdivision surface modeling package
- Quicksilver via the Constellation plug-in
- Metisse and Unix Desktop Environment, window managers for the X Window System
- Sugar (GUI), GUI implementation for OLPC
[edit] Disadvantages
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- Unavailability of pie menus as standard widgets. Video games often require custom widget development, so pie menu cost is lower.
- Difficulty of adding new widgets to popular user interface toolkits
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[edit] References
- Jack Callahan, Don Hopkins, Mark Weiser, Ben Shneiderman (1988). "An empirical comparison of pie vs. linear menus". Proceedings of ACM CHI Conference on Human Factors in Computing Systems: 95–100.