Well, I think skin designers might want things like that left up to them. I don't know, I'm not a skin designer!
On that front though, this problem could also be fixed by people not making skins where the top right isn't a close button.
In case anyone is interested in why I'm so insistent that the top right corner should be the close button, I've whipped up a
quick explanation of Fitt's law, primarily for interface & skin designers I guess:
Fitt's LawFitt's Law is, according to Wikipedia:
"a model of human movement which predicts the time
required to rapidly move to a target area, as a function of the
distance to the target and the size of the target"
Wikipedia also gives the mathematical equation which represents it:
Well that's great ZoFreX, but what the hell does that mean?
Well, let's first simplify the equation.
a and
b are constants that are fit to the data (i.e. these are modified to represent the person / input device / how drunk the person is), so let's just get rid of them. If
x is bigger than
y then log(
x) is bigger than log(
y) so for understanding the impact of
D and
W, we can get rid of the logarithm for now (we will revisit it later).
So now we have:
This is completely wrong mathematically of course. But all we need to know is, that as
D gets bigger,
T gets bigger, and as
W gets bigger,
T gets smaller.
But lets get rid of the equation completely, because they rarely help actually understand something. What we have is simple:
The further you need to travel, the longer it takes, and the bigger the target you need to hit, the less time it takes. Wow, that turned out to be a pretty obvious law. Let's take a look at it in practice:
Fig 1: About to move the mouse cursor to the button marked "target" Fig 2: The distance to the target and width of the target (width measured against the axis of motion) The red arrow is the distance, and the fuschia arrow is the "width" of the target. It makes sense that if we're closer, we will take less time, and if the target is bigger, it's easier to hit.
That's Very Interesting, But What Does That Have To Do With Buttons In The Corner Of The Screen?Well, consider a target that's at the very edge of the screen:
Mouse cursor poised to move to the top right corner of the screen Distance to target The distance is straightforward, but how wide is the target? As we're headed to a target area 1 pixel big, you might be tempted to say
W = 1, but you'd be wrong. Instead of thinking of W as width, think of it as error tolerance: If the user aims for the center of the target, then
W/2 is the amount they can mess up by. Obviously, larger error tolerance = faster user operation, as they can be less precise. Well, how far wrong can you go and still be at the edge of the screen?
As far as you like! You can keep moving the pointer and it goes nowhere, so
W is effectively equal to infinity:
Target width is effectively infinite What does this imply for how fast the user can get there? Well, we showed earlier that the larger the target area, the faster they can move. You can't get larger than infinity, and so
it is faster to move to the edge of the screen than to any other position on the screen.
Appendix A: You said you would revisit that logarithm laterYes. When you see a binary logarithm in algorithms, you know the problem is being divided up in a 50/50 strategy. For an example, the way computers (and, on an interesting HCI note, humans!) search through a list of objects that is in some order (say, 1, 3, 4, 5, 7, 12, 24, 25, 30). If you want to find the number 25, it would be ineffecient to start at the first item in the list and work your way through. Instead:
Jump to the middle of the list Is the number there what we're looking for? If yes, we're done! If the number is less than what we're looking for, then all the numbers higher than this form the list we want to search in If the number is more than what we're looking for, then all the numbers higher than this form the list we want to search in Repeat on this new list |
In Fitt's law, this division comes in how users move the mouse. While the distance is still large, they move quickly. As they get closer to the target, they slow down to gain accuracy. This can be crudely thought of as, in each given time period, the user halving their distance to the target:
Appendix B: Further ReadingWikipedia article on Fitt's Law - In depth, well written, and has a much tighter mathematical demonstration of where the logarithm comes from
I hope that's helpful / interesting to someone, and if you have any questions just ask