interaction
Dead zone
also called deadzone (community), deadband (community), neutral zone (community), stick dead zone (community)
A range of input near the resting position that is deliberately ignored, so tiny unintended movement produces no response at all.
Physical inputs do not rest at zero. A thumbstick that has been leaned on for two years reports a small permanent offset, a trackpad reads a fingertip’s tremor, a tilt sensor picks up the train. If the interface believes all of it, the camera drifts while nobody is touching anything, and the reader learns that the device is broken. A dead zone is the fix, and it is deliberately crude: a range around the neutral position where the input is thrown away and the output is exactly zero. Control engineering has called this a deadband for far longer than games have, and the same idea keeps a thermostat from switching on and off every few seconds.
The pattern is not only about sticks. A pan control that sits silently at centre until you move meaningfully off it, a rotation handle that refuses to report a fraction of a degree, a scrubber that will not scrub until you mean it, a colour picker that snaps to true neutral near the middle of the wheel: all of them are the same trade, spending a little precision near the rest position to buy silence there. The cost is real. Everything inside the band is unreachable, so a control with a wide dead zone can no longer express a small value at all, and the reader feels it as a stick that suddenly lurches.
Which is why the good implementations rescale rather than clip. Clipping means the first sample past the band jumps straight to the value it always had, so the output leaps from zero to eighteen percent in one pixel. Rescaling remaps what is left of the range onto the whole output, so the edge of the band emits nearly nothing and the full deflection still emits everything. It costs one line of arithmetic and it is the difference between a control that feels sticky and one that feels calm. The size should be adjustable, too, because the band a worn controller needs is not the band a new one needs.
Two neighbouring terms are easy to confuse with it. A drag threshold is a distance the pointer must travel before a gesture is allowed to begin, and it is spent once per gesture. A dead zone is a region where input is ignored for as long as the input stays inside it, gesture or no gesture. Hit slop is the opposite move on the same axis: slop grows the region that answers so a near miss counts, while a dead zone shrinks the region that answers so a near miss does not.
Which word?
| If you want | say |
|---|---|
| input near zero is ignored on purpose | dead zone |
| deciding when a press turns into a drag | drag threshold |
Related
See also: Hit slop