vocab.design

interaction · a11y

Dwell activation

also called dwell click (community), hover to activate (community), gaze dwell (community)

Committing an action by keeping a pointer or gaze still on a target for a set time, for input methods that have no click of their own.

Dwell activation is an access method first and a design flourish a distant second. Someone driving a pointer with their eyes, with a head tracker, or with a mouse stick can move it accurately enough to land on a button, but has no button of their own to press once they get there. Dwelling supplies the missing half of the gesture: rest on the target, a countdown runs, and when it finishes the system issues a click. Windows ships this as a system feature for eye control, assistive software has offered dwell clicking for decades, and every gaze-driven headset and communication device is built on it. Design for it and you are designing for people who have no alternative, which is a different bar from designing a convenience.

The countdown is the whole tuning problem, and it cuts both ways. Too short and the interface fires under a glance, because a pointer driven by gaze goes wherever attention goes and attention wanders across a screen constantly. That failure has a name in the eye tracking literature, the Midas touch, and it makes an interface exhausting: everything you look at happens. Too long and every action costs a second of holding perfectly still, which is tiring in a different way and multiplies across a sentence typed one letter at a time. The usual answer is to make the time adjustable, per person rather than per interface, which means an interface must not depend on any particular number being fast.

Three things make a dwell target usable. It has to be big, because it must be held rather than merely reached, and a control that fits an eye tracker’s jitter is considerably larger than one that fits a finger. It has to show the countdown, since a hold with no visible progress is indistinguishable from an interface that has stopped responding, and the same indicator doubles as the escape route: seeing the ring fill is what tells someone to look away in time. And it must not be surrounded by other dwell targets, because the pointer travels across whatever lies between the start and the destination, and anything it crosses is a hold beginning.

The family resemblance is worth keeping straight, because three terms describe holding still in three different modes. A long press is a press held, on a control the finger is already touching. Spring loading is a drag held, over a container the pointer is carrying something across. Dwell activation is a hover held, with nothing pressed and nothing carried, which is why it is the only one of the three that has to work as a complete substitute for clicking rather than as an extra gesture layered on top of one.

Which word?

If you wantsay
holding still is the only way to clickdwell activation
input is a single button and time, not a pointerswitch access
telling a deliberate hover from one passing throughhover intent

Related

See also: Look and pinch

Sources