From: Hopkins, Don [mailto:Hopkins, Don] Sent: Wednesday, September 30, 1998 9:45 PM To: 'Richard I. Anderson' Cc: dhopkins@maxis.com Subject: RE: BayCHI - Oct. 13 I'm sorry this took so long. We just made a milestone today, so I've been up late working hard all week! The result of the milestone is a nice stable game with many new features, that will be fun to demonstrate at the talk! Here is a title, an abstract, and a short bio. I've put together an outline for the talk, and the next step is editing together the videos I want to show. I don't have the necessary AV equipment but I will ask some friends if I can borrow theirs. I will make a hi-8 tape with excerpts from a bunch of video tapes I've taken. I've ordered Brad Meyers' "All The Widgets" video (I lent out my copy) that has a bunch of good pie menu demos I produced, that I'd like to show at the talk. They should be shipping it to me soon. Would it be possible for me to queue the tape and for an AV person to switch from hi-8 to vhs live during the talk, or would it be better for me to copy the parts I want onto one hi-8 tape? All the Widgets starts out with the most amazing black and white film of Doug Engelbart demonstrating his mouse and chord keyboard with NLS in 1968, that I would love to show if there is time. Almost like the introduction to the outer limits, it captures the fantastic wonder of things we take for granted today. ("We control the horizontal. We control the vertical. Do not attempt to adjust your computer.") I have one of his old mice and a chord keyboard I could bring for show and tell, which might be interesting! -Don Title Natural Selection: The Evolution of Pie Menus Abstract Pie menus are a naturally efficient user interface technique: directional selection of pie slice shaped targets. The cursor starts out in the center of the pie, so all targets are large, nearby, and in different directions. Fitts' Law explains the advantages of pie menus, relating fast selection speed and low error rate to large target size and small distance. Pie menus are easy for novice users, who just follow the directions, and efficient for experienced users, who can quickly "mouse ahead" once they know the way. The practical development and evolution of pie menus has been driven not only by scientific theory and experiments, but also by practical first hand experience using pie menus on a regular basis, and applying them to real world products. User interface design is not so much a process of raw artistic creation, nor the legalistic application of interface guidelines and theories, but more like the exploration and discovery of naturally efficient ways of solving problems given particular sets of constraints. The outcome is different every time because the constraints always vary, but some of the underlying principles are universal. Doug Engelbart believes very strongly that the human-tool co-evolution should be based on rigorous exploratory use in a wide variety of real-world applications. Don Hopkins will discuss the design of various real- and not-so-real-world applications he's developed with pie menus, from his first X10 window manager 11 years ago, to his latest game at Maxis, "The Sims". Bio Don Hopkins has been researching and programming alternative user interfaces across various platforms in different tongues, including Forth, PostScript, Lisp, and ScriptX, and lots of obscure special purpose extension languages. His interests include cellular automata, visual programming, user interfaces, games, networking, real time graphics, toolkits and window managers, object oriented programming, distributed objects and hypermedia, artificial intelligence, reading and writing code, and applying the works of Philip K. Dick and Stanislaw Lem to software design. Don has worked as a migrant research programmer for the University of Maryland Parallel Processing Lab, Heterogeneous Systems Lab, and Human Computer Interaction Lab, as well as The Turing Institute, Carnegie Mellon University, Kaleida Labs, and Interval Research Corporation. He's also worked in the real world as a software developer, programming am Open Look NeWS toolkit in PostScript for Sun Microsystems, porting SimCity to Unix and adding multi-player collaboration for DUX Software, developing a real time visual data flow programming language for Levity and Interval, creating a visual NeWS programming environment for HCIL and Grasshopper Group, and hacking Gosling Emacs for UniPress Software. He's currently working at Maxis on a family simulation game designed by Will Wright.