tag
pointer
What a mouse or a pen can do that a finger cannot.
44 terms across 5 categories · all tags
component
- Eyedropper
A tool that turns the cursor into a sampler so a colour can be picked from anywhere on screen, usually with a magnified preview of the pixel under it.
- Hover card
A rich preview panel that appears on hover over a link or an avatar, summarising what is behind it.
- Knob
A round control turned by dragging in an arc, borrowed from hardware and mostly found in audio and creative tools.
- Radial menu
A menu whose items sit around the point of invocation, so a choice is made by direction and distance rather than by reading a list.
- Signature pad
A drawing area that captures a handwritten signature by pointer or touch, with a clear control and a baseline to sign on.
- Tooltip
A brief text label shown on hover or keyboard focus that names or explains the element it points at, and carries nothing you can interact with.
pattern
- Interest invoker
A link or button that shows more when a reader shows interest in it, by hovering, focusing or long pressing, with no click and no script deciding what interest means.
- Rage click
A burst of repeated clicks on one spot, the shape frustration takes when a control answers nothing, and the analytics signal that goes looking for it.
interaction
- Click-through
A click that both focuses an inactive surface and reaches the control underneath, instead of being spent activating the window first.
- Context menu
A menu of actions for one specific object, opened on that object by right click, long press, or the context menu key.
- Dead zone
A range of input near the resting position that is deliberately ignored, so tiny unintended movement produces no response at all.
- Double click
Two clicks inside a short interval on the same spot, treated as one gesture that opens, edits, or selects a word rather than activating twice.
- Drag threshold
The small distance a pointer must travel while pressed before the gesture counts as a drag, so a shaky click is not mistaken for one.
- Dwell activation
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.
- Fitts's law
The rule that the time to hit a target grows with its distance and shrinks with its size, which is why screen edges and corners are so easy to reach.
- Focus follows mouse
A focus model in which whatever the pointer is over receives keyboard input, without any click to claim it first.
- Force touch
A press whose depth is part of the input, letting a harder press mean something different from a light one on a pressure sensing surface.
- Hit slop
Invisible padding that extends a control's activatable area beyond its drawn bounds, so a small icon can stay small and still be easy to hit.
- Hit testing
Working out which element sits under a pointer, which decides who receives the event when shapes overlap or transparent areas are in the way.
- Hover
A pointer resting over an element without pressing, a state that exists for mice and pens but has no true equivalent on touch.
- Hover intent
Waiting out a short delay or watching cursor direction before acting on a hover, so a pointer merely passing through does not open anything.
- Look and pinch
Spatial input where the eyes choose the target and a finger pinch commits the action, so selection and activation come from different body parts.
- Marking menu
A radial menu that can be answered before it appears: waiting shows the menu, while a confident stroke in the item's direction selects it outright.
- Middle click
A press of the scroll wheel button, conventionally used to open a link in a new tab, close a tab, or start autoscrolling.
- Modifier key
A key held to change what another input means, so the same click or keystroke can copy instead of move, or add instead of replace.
- Mouse gesture
A command issued by the shape of a pointer stroke, usually with a button held, so a movement stands in for a menu choice.
- Pointer capture
Redirecting all events for one pointer to a chosen element, so a drag keeps reaching the control it started on even when it wanders off.
- Pointer lock
Hiding the cursor and reading only its movement deltas, so input keeps flowing past the edges of the screen instead of stopping at them.
- Pressed state
The look a control takes while it is actually being held down, confirming that the press was received before the action runs.
- Pressure sensitivity
Reading how hard a pen or finger presses, plus tilt and twist, so stroke weight and behaviour vary with the shape of the contact.
- Scrubby slider
A numeric field whose label can be dragged sideways to change the value, giving a slider's feel without a slider taking up room.
- Secondary click
The alternate pointer press, usually the right button or a two-finger tap, reserved for opening contextual actions rather than activating.
- Sticky hover
A hover style that stays applied on a touch device after a tap, because there is no pointer to leave and clear the state.
- Touch target
The area of a control that answers a press, padded out around whatever is drawn so a fingertip can hit it without catching its neighbours.
motion
- 3D tilt
Rotating a card in perspective toward the pointer so it appears to tip in three dimensions, often with a moving highlight to sell the depth.
- Cursor follower
A dot or ring that trails the pointer with a lag and often swells over links, replacing or augmenting the native cursor as a piece of brand motion.
- Dock magnification
Scaling each item in a row by how close the pointer is to it, so the item under the cursor swells, its neighbours ramp down, and the row reads as bulging.
- Hover lift
A card or button that rises a few pixels and deepens its shadow while the pointer is over it, so the whole surface reads as lifted toward the reader.
- Magnetic button
A control that leans toward the cursor as it approaches, translating a fraction of the distance to its centre so it reads as attracted rather than merely hovered.
- Spotlight hover
A soft radial glow centred on the pointer's position inside a card, lighting its surface and border as the cursor moves and going dark when the cursor leaves.
accessibility
- Focus visible
A focus style shown only when focus arrived by keyboard or another non-pointer route, so a mouse click does not leave a ring behind.
- Hoverable, dismissible, persistent
The three conditions content revealed on hover or focus must meet: reachable with the pointer, dismissible without moving focus, and not self-closing.
- Pointer cancellation
Activating a control on pointer release rather than press, so someone who lands on the wrong target can slide off and abort.
- Target spacing
The exception that lets an undersized control pass when no other target falls inside a 24 pixel circle centred on it, trading size for clearance.