Pressurized Hierarchical Pie Menu

By: Christian Piron-Chen

CSC490 - Course webpage
Professor: Ravin Balakrishnan



Problem Definition

    Current interaction techniques with hand held devices are marginal at best. They utilize an interface that was developed for traditional computing; utilizing the keyboard, mouse and a large display as a means for user interaction.

    As such, current interface design for such devices do not compliment the medium in which it was meant to be interacted with, resulting in a system that is not ideal for the user.

The Design

    Pressurized Hierarchical Pie Menu (PHPM) is a generic hierarchic menu system that is designed to work within the confines of a limited screen area, while taking advantage of the natural affordance of the stylus pen for input interaction.

    The System utilizes:
    • Pie Menu - Allows for all menu elements to be equally distanced from the center of the circle. The user can thus make equal distanced strokes with the stylus to access them.
    • Pen Pressure - Applying pressure to the screen from the stylus, causes "altitudinal" effects to be applied to the pie menu. Such altitudinal effects try to simulate a sense of going further down within the screen and thus, into another deeper layer of the pie menu. This gives the user a greater variety of menu elements without ever having to traverse the X and Y axis; minimizing the need for screen space.
    • Hierarchy - A menu that includes a menu item from which a submenu descends.

    Click Here for an example
    Note: Different colours signify different altitudinal levels, and hence different content in the pie menu.

The Experiment

    In order to determine the validity of the Pressurized Hierarchical Pie Menu an experiment was carried out, whereby the user had to navigate to a specific element of the menu given the exact graphical representation of the path to take [Expert Behaviour]. The purpose of the experiment was to determine the participant's Error Rate, and Time of Completion, over multiple blocks to see if a learning effect had taken place.

    The Experiment consisted of two users, both of which did 3 blocks of 108 trials (all possible permutations) in a random order.

    Independent Variables:
    • Pie Menus had 4 Pie Slices
    • Pie Menus had 3 Altitude Levels
    • Pie Menus had 1 Depth Level (Hierarchy)

Aggregate Results

    Time of Completion in Milliseconds































    Error rate in percentage































    Error rate in percentage without outliers
























Individual Trial Results

  • User 1:
  • User 2:
  • Conclusions

      The preliminary data gathered from the experiment indicates that as the user gains experience with the system, he/she is better able to interact with it; gaining a quicker time for completion, as well as general trend towards a decreasing error rate. However, the scope of the experiment was rather limited making it insufficient to make any strong inferences or evaluation. The data does show some initial promise but further more rigorous experimentation will be required, particularly with increasing the hierarchical and altitudinal levels.

    References

    Contact Info

      Email: christian.pironchen at utoronto.ca