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	<title>Comments for The New Interface Advocate</title>
	<atom:link href="http://www.hci-matters.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.hci-matters.com/blog</link>
	<description>Clay Barnes talks about HCI, the user experience, and whatever he's in the mood for.</description>
	<pubDate>Thu, 24 Jul 2008 23:27:22 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5.1</generator>
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		<title>Comment on Improved Error Dialog Box by ichthyo</title>
		<link>http://www.hci-matters.com/blog/2008/06/06/improved-error-dialog-box/#comment-1979</link>
		<dc:creator>ichthyo</dc:creator>
		<pubDate>Sat, 21 Jun 2008 15:25:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/?p=45#comment-1979</guid>
		<description>Hi, just saw your blog entry and couldn't resist to post an answer "from the other side of the brick wall". (please note the slightly ironic tone)

Everything you write is desirable, indeed. But, simply put, you are overlooking the nature of the situation which causes the error box to appear.

First, let us distinguish. There are two quite different situations: (a) an alert. (b) a error box. In Situation (a) I (the coder) am in control. I detect some deficiency in my program code and need to alert or query some information from the user. But these usually aren't the problem, because in any halfway decent application, the alert cases are handled already ok and somewhat in the manner you describe above. For example "no printer selected. On your system are the following bla bla bla... please select one from the list below:"

The problem is situation (b). If this situation happens, you can tell with 100% certainity that I (the programmer) *lost* the control about the situation. I am no longer in charge, I couldn't prevent it, because my predictions were wrong and my precautions failed. Now, because I am a overly precautions person (otherwise I wouldn't have survived in the "software factory"), I built a *generic* mechanism into my program to re-gain control on a higher level, trying to abort and cut away the corrupted data as far as possible. So, you can tell for sure, that the text given in the error message visible to the user is always a decoy. At maximum it could run as follows "something went wrong. We don't know what. We see MrmWrmpf is mxwdsxy+fac(2)-10*50+1 and is should be &#38;wx6ed[3]-&#62;XXZZ. We don't know why. We prevented the Application to crash but we don't know if our attempt was successful. Sorry. Shit happens."

Now, if any normal decent feeling person sees such a message, s(he) will be frightened to death and loose all trust into the program, the product or computers in general. Thus, if there is anyone caring for the user or the "customer relationship" in this development project, this person will prevent by all means that the programmers create honest error messages. Consequently, we programmers are all trained in cleverly inventing a wording which gives the impression that everything is harmless and under control and which invokes the feeling in the user, that s(he) has done something terribly wrong.

Here finally, I should add two clarifications.
1) when a error situation arises, the developer was not "able" to detect/prevent/foresee it. The emphasis is on the ability. In most cases this means, there wasn't the time and/or the budget to do so. Also, in many cases it is due to a shortcoming of the general design, that at this given point we can't "see" and prevent what's going on.
2) there is a more subtle architectural problem involved. Error handling is always a so called "croscutting concern". It is so by its own nature. It's always related to things we can't care for right here, to data we don't have at hand right here. Security is another such concern. If we would try to solve error handling, security, transaction management first class perfect "on location", our code would be messed up to such a degree, that it would be unmaintainable with respect to the primary goals and concerns. Of course, there are a lot of different possible half-way solutions to deal with all those problems -- and the price to pay for this "half-way-ness" are the messy error messages we all love so well.</description>
		<content:encoded><![CDATA[<p>Hi, just saw your blog entry and couldn&#8217;t resist to post an answer &#8220;from the other side of the brick wall&#8221;. (please note the slightly ironic tone)</p>
<p>Everything you write is desirable, indeed. But, simply put, you are overlooking the nature of the situation which causes the error box to appear.</p>
<p>First, let us distinguish. There are two quite different situations: (a) an alert. (b) a error box. In Situation (a) I (the coder) am in control. I detect some deficiency in my program code and need to alert or query some information from the user. But these usually aren&#8217;t the problem, because in any halfway decent application, the alert cases are handled already ok and somewhat in the manner you describe above. For example &#8220;no printer selected. On your system are the following bla bla bla&#8230; please select one from the list below:&#8221;</p>
<p>The problem is situation (b). If this situation happens, you can tell with 100% certainity that I (the programmer) *lost* the control about the situation. I am no longer in charge, I couldn&#8217;t prevent it, because my predictions were wrong and my precautions failed. Now, because I am a overly precautions person (otherwise I wouldn&#8217;t have survived in the &#8220;software factory&#8221;), I built a *generic* mechanism into my program to re-gain control on a higher level, trying to abort and cut away the corrupted data as far as possible. So, you can tell for sure, that the text given in the error message visible to the user is always a decoy. At maximum it could run as follows &#8220;something went wrong. We don&#8217;t know what. We see MrmWrmpf is mxwdsxy+fac(2)-10*50+1 and is should be &amp;wx6ed[3]-&gt;XXZZ. We don&#8217;t know why. We prevented the Application to crash but we don&#8217;t know if our attempt was successful. Sorry. Shit happens.&#8221;</p>
<p>Now, if any normal decent feeling person sees such a message, s(he) will be frightened to death and loose all trust into the program, the product or computers in general. Thus, if there is anyone caring for the user or the &#8220;customer relationship&#8221; in this development project, this person will prevent by all means that the programmers create honest error messages. Consequently, we programmers are all trained in cleverly inventing a wording which gives the impression that everything is harmless and under control and which invokes the feeling in the user, that s(he) has done something terribly wrong.</p>
<p>Here finally, I should add two clarifications.<br />
1) when a error situation arises, the developer was not &#8220;able&#8221; to detect/prevent/foresee it. The emphasis is on the ability. In most cases this means, there wasn&#8217;t the time and/or the budget to do so. Also, in many cases it is due to a shortcoming of the general design, that at this given point we can&#8217;t &#8220;see&#8221; and prevent what&#8217;s going on.<br />
2) there is a more subtle architectural problem involved. Error handling is always a so called &#8220;croscutting concern&#8221;. It is so by its own nature. It&#8217;s always related to things we can&#8217;t care for right here, to data we don&#8217;t have at hand right here. Security is another such concern. If we would try to solve error handling, security, transaction management first class perfect &#8220;on location&#8221;, our code would be messed up to such a degree, that it would be unmaintainable with respect to the primary goals and concerns. Of course, there are a lot of different possible half-way solutions to deal with all those problems &#8212; and the price to pay for this &#8220;half-way-ness&#8221; are the messy error messages we all love so well.</p>
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		<title>Comment on C* Music Player Audioscrobbler/Last.fm patch by matt</title>
		<link>http://www.hci-matters.com/blog/2008/05/06/c-music-player-audioscrobblerlastfm-patch/#comment-1890</link>
		<dc:creator>matt</dc:creator>
		<pubDate>Mon, 16 Jun 2008 17:42:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/2008/05/06/c-music-player-audioscrobblerlastfm-patch/#comment-1890</guid>
		<description>I just wanted to let you know that this is awesome. It seemed like it wasn't functioning properly at first, but I've since left a windows last.fm client logged in perpetually on a different box and now it does. Is that coincidental? I may have made some other config changes around the same time so I'm not sure.

compared to that terrible program, this plugin and cmus shine!</description>
		<content:encoded><![CDATA[<p>I just wanted to let you know that this is awesome. It seemed like it wasn&#8217;t functioning properly at first, but I&#8217;ve since left a windows last.fm client logged in perpetually on a different box and now it does. Is that coincidental? I may have made some other config changes around the same time so I&#8217;m not sure.</p>
<p>compared to that terrible program, this plugin and cmus shine!</p>
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		<title>Comment on Improved Error Dialog Box by Nathan Bell</title>
		<link>http://www.hci-matters.com/blog/2008/06/06/improved-error-dialog-box/#comment-1746</link>
		<dc:creator>Nathan Bell</dc:creator>
		<pubDate>Thu, 12 Jun 2008 23:29:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/?p=45#comment-1746</guid>
		<description>I'm curious, are you advocating for modal error boxes, or is this just a suggestion when you absolute have to have a modal box?  Are there even such cases?

In the wild, my 'favorite' modal errors box experiences are with those that contain hyperlinks to more information, or at the very least are copy and pastable into Google.  What would an error dialog box look like if it assumed a persistent Internet connection?  How would that compare to a screen-long modal error box?</description>
		<content:encoded><![CDATA[<p>I&#8217;m curious, are you advocating for modal error boxes, or is this just a suggestion when you absolute have to have a modal box?  Are there even such cases?</p>
<p>In the wild, my &#8216;favorite&#8217; modal errors box experiences are with those that contain hyperlinks to more information, or at the very least are copy and pastable into Google.  What would an error dialog box look like if it assumed a persistent Internet connection?  How would that compare to a screen-long modal error box?</p>
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		<title>Comment on Lumiera Timeline First Draft by sakalli</title>
		<link>http://www.hci-matters.com/blog/2008/05/21/lumiera-timeline-first-draft/#comment-1134</link>
		<dc:creator>sakalli</dc:creator>
		<pubDate>Tue, 27 May 2008 11:08:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/?p=41#comment-1134</guid>
		<description>hi, bit of a rush, but fwiw a few quick thoughts. apologies if im missing/misunderstaning something explained or stated above already.

first off, great job clay. nice to see something concrete to think about. well done.

from a user perspective i would like to propose a guiding principle which wouol state that everything should be as minimal as possible. as little graphical clutter on the page as possible.

stemming from that idea and usability it would be preferrable if for example two clips with a crossfade can stay on the same track with a superimposed clip that refers to the crossfade. by chosing the fade you could open a dialog with specs and by dragging the edges you could make it smaller or bigger.

also would prefer if effects etc would not need its own track to make the graphical representation calmer. maybe a slight shift in hue of the track or similar solutions could be considered.

while i like the colors estethically that you have chosen, it would be useful if as much neutral gray as possible would be used because that disturbs less when judging color, even though you judge it in a broadcast monitor next to the computer monitor. the way we see colour is very relative to colour around us. but perhaps this would be up to the user to configure.

while editing i very rarely need/want to see thumbnails on the tracks itself so while useful it would be great if this would be optional. simply a way to toggle them on and off. same goes for the sound waves.

ok. will try to study the proposal in more detail and come back if i think of something else. but anyway, thanks for the work you put in this!

cheers,
/sami</description>
		<content:encoded><![CDATA[<p>hi, bit of a rush, but fwiw a few quick thoughts. apologies if im missing/misunderstaning something explained or stated above already.</p>
<p>first off, great job clay. nice to see something concrete to think about. well done.</p>
<p>from a user perspective i would like to propose a guiding principle which wouol state that everything should be as minimal as possible. as little graphical clutter on the page as possible.</p>
<p>stemming from that idea and usability it would be preferrable if for example two clips with a crossfade can stay on the same track with a superimposed clip that refers to the crossfade. by chosing the fade you could open a dialog with specs and by dragging the edges you could make it smaller or bigger.</p>
<p>also would prefer if effects etc would not need its own track to make the graphical representation calmer. maybe a slight shift in hue of the track or similar solutions could be considered.</p>
<p>while i like the colors estethically that you have chosen, it would be useful if as much neutral gray as possible would be used because that disturbs less when judging color, even though you judge it in a broadcast monitor next to the computer monitor. the way we see colour is very relative to colour around us. but perhaps this would be up to the user to configure.</p>
<p>while editing i very rarely need/want to see thumbnails on the tracks itself so while useful it would be great if this would be optional. simply a way to toggle them on and off. same goes for the sound waves.</p>
<p>ok. will try to study the proposal in more detail and come back if i think of something else. but anyway, thanks for the work you put in this!</p>
<p>cheers,<br />
/sami</p>
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		<title>Comment on Lumiera Timeline First Draft by ichthyo</title>
		<link>http://www.hci-matters.com/blog/2008/05/21/lumiera-timeline-first-draft/#comment-986</link>
		<dc:creator>ichthyo</dc:creator>
		<pubDate>Fri, 23 May 2008 03:06:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/?p=41#comment-986</guid>
		<description>agreed. looks very good and moreover is well in line with the capabilities of the middle layer I am currently implementing.

Of course there are some possible more complicated features on top of what is proposed here, but, Robert, if I understand you right, you care for creating a UI design which makes handling the basic cases very steamlined and accessible.

some random interesting points
- you create sort-of "sub-tracks" within each track for each of the contained media types (here video and audio). To me this seems a good idea, as I am myself pushing the Idea (and implementing the necessary infrastructure) of the clips being typically multi-channel. So, rather than having a Audio and Video section, separate Video and audio tracks, and then having to solve the problem how to "link" audio to video, I favour to treat each clip as a compound of related media streams. Of course then you can split off (or merge in) individual streams with an separate command, exactly as you proposed

- btw., note this could include the handling of different but related tracks within one clip. E.g various separate sound pickups and overdubbed dialogue, or several video streams with different viewangle. Of course, then you'd need some additional mechanism to control the mixing or the selection of the current viewangle, probably by attaching some local lables/tags directly to the individual streams within a clip -- and we'd have to consider how to handle these conveniently.

- as cehteh already pointed out, besides the simple effect stack attached to a individual clip, we are planning to have more elaborate wiring and routing capabilities. But this is no  argument against your proposed design. Personally I think it's a good idea to keep these effect stacks (as attached to an individual clip) rather simple in structure. I'd rather keep them mostly linear (with the exception of "send nodes" which can be wired to every other input port or attached to a probe monitor). Also I want to limit the media type /within/ such a stack to be the same as provided by the clip's source, thus disallowing any non-trivial conversion.

- but outside such a linear effect stack, the output of any clip can be wired rather freely, and my preference is to bring in a rule based approach here. Specifically, you can send it up the track-tree to use the next-reachable output connection, directly (hard) wire it to the entry port of a "virtual clip" on another track, or plug it to a global pipe (master bus). Any of those non-local connections can include conversions (e.g. from mono sound to stereo)

- regarding the problem of the small handles: Richard Spindler recently showed a rubber curve widget with the interesting feature to display enlarged handles (here of the bezier ctrl points) only when the mouse is near by

- another feature closely related is to provide inline handles for fading in/out. This is not to replace a global fade automation or the transitions between overlapping clips, but in practice it's a real simplification. Ardour provides such fade handles btw. I'd propose to extend these fade handles to the effects too. So you could "fade into" an applied effect, and consequently you could avoid to make an explicit transition to another track/clip in many cases. To make it more clear, assume you applied a colour correction to some range. Now, if you'd drag the fade-in handle of this effect, internally the Proc-Layer would create a local crossfade of the data with and without colour correction, so the effect is introduced softly and without jump.

- you mention 'composite' effects; if I understood you correct in our recent IRC discussion, the idea is to be able to create sort of "macro effect stacks" out of the simple effects. I am looking ahead at your ideas how to handle the more intricate HCI problems in relation with such a feature, basically because I'd consider this rather important and helpful (but non-trivial from an interface and workflow POV)

Hermann</description>
		<content:encoded><![CDATA[<p>agreed. looks very good and moreover is well in line with the capabilities of the middle layer I am currently implementing.</p>
<p>Of course there are some possible more complicated features on top of what is proposed here, but, Robert, if I understand you right, you care for creating a UI design which makes handling the basic cases very steamlined and accessible.</p>
<p>some random interesting points<br />
- you create sort-of &#8220;sub-tracks&#8221; within each track for each of the contained media types (here video and audio). To me this seems a good idea, as I am myself pushing the Idea (and implementing the necessary infrastructure) of the clips being typically multi-channel. So, rather than having a Audio and Video section, separate Video and audio tracks, and then having to solve the problem how to &#8220;link&#8221; audio to video, I favour to treat each clip as a compound of related media streams. Of course then you can split off (or merge in) individual streams with an separate command, exactly as you proposed</p>
<p>- btw., note this could include the handling of different but related tracks within one clip. E.g various separate sound pickups and overdubbed dialogue, or several video streams with different viewangle. Of course, then you&#8217;d need some additional mechanism to control the mixing or the selection of the current viewangle, probably by attaching some local lables/tags directly to the individual streams within a clip &#8212; and we&#8217;d have to consider how to handle these conveniently.</p>
<p>- as cehteh already pointed out, besides the simple effect stack attached to a individual clip, we are planning to have more elaborate wiring and routing capabilities. But this is no  argument against your proposed design. Personally I think it&#8217;s a good idea to keep these effect stacks (as attached to an individual clip) rather simple in structure. I&#8217;d rather keep them mostly linear (with the exception of &#8220;send nodes&#8221; which can be wired to every other input port or attached to a probe monitor). Also I want to limit the media type /within/ such a stack to be the same as provided by the clip&#8217;s source, thus disallowing any non-trivial conversion.</p>
<p>- but outside such a linear effect stack, the output of any clip can be wired rather freely, and my preference is to bring in a rule based approach here. Specifically, you can send it up the track-tree to use the next-reachable output connection, directly (hard) wire it to the entry port of a &#8220;virtual clip&#8221; on another track, or plug it to a global pipe (master bus). Any of those non-local connections can include conversions (e.g. from mono sound to stereo)</p>
<p>- regarding the problem of the small handles: Richard Spindler recently showed a rubber curve widget with the interesting feature to display enlarged handles (here of the bezier ctrl points) only when the mouse is near by</p>
<p>- another feature closely related is to provide inline handles for fading in/out. This is not to replace a global fade automation or the transitions between overlapping clips, but in practice it&#8217;s a real simplification. Ardour provides such fade handles btw. I&#8217;d propose to extend these fade handles to the effects too. So you could &#8220;fade into&#8221; an applied effect, and consequently you could avoid to make an explicit transition to another track/clip in many cases. To make it more clear, assume you applied a colour correction to some range. Now, if you&#8217;d drag the fade-in handle of this effect, internally the Proc-Layer would create a local crossfade of the data with and without colour correction, so the effect is introduced softly and without jump.</p>
<p>- you mention &#8216;composite&#8217; effects; if I understood you correct in our recent IRC discussion, the idea is to be able to create sort of &#8220;macro effect stacks&#8221; out of the simple effects. I am looking ahead at your ideas how to handle the more intricate HCI problems in relation with such a feature, basically because I&#8217;d consider this rather important and helpful (but non-trivial from an interface and workflow POV)</p>
<p>Hermann</p>
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		<title>Comment on Lumiera Timeline First Draft by cehteh</title>
		<link>http://www.hci-matters.com/blog/2008/05/21/lumiera-timeline-first-draft/#comment-964</link>
		<dc:creator>cehteh</dc:creator>
		<pubDate>Thu, 22 May 2008 13:09:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/?p=41#comment-964</guid>
		<description>First of all: this looks very good

Now some annotations:

- the curves need to be *way* bigger, this could be done with some kind of zoom or a dedicated curve view of course (having the small curves in the effect is good too)

- The 'renderpipe' in lumiera is a graph, effects, decoders, encoders, .. everything. We already (?) agreed to make tracks like trees, a video track with 2 sound channel could be represented this way, but different layouts are possible, yet lumiera will be able to load other projects as subproject into this hierarchical tracks. Thumbnails (for video, waveforms for audio) and compositor/viewer windows are then attached to nodes in this graph (for example you can have two viewers, one showing a track before an effect got applied, another after it got applied). You might notice this 'tree' is not sufficient to represent a graph, this needs further tools, I am thinking about some 'wiring' over the timeline, kind of patch panel, others want a node editor, finally we like need both :).

- You showing that effects and tracks are grouped by dashed boxes, which is rather limiting to the layout how you can organize things on screen and how things get wired together, we need some  more flexible way for this, also sometimes one wants to see only video or only audio and such.

- For ergonomic working the (+) and arrows you suggested for dragging are somewhat small, aiming to small screen areas for clicking is no fun, I already find that very inconvenient in cinelerra (hitting and dragging frame borders). One solution would be to make this areas bigger and/or use keyboard modifiers, then the whole effect/track area acts like you nudge the start/end point when dragged together with shift or ctrl or so.

- You mention 'composite' effects, these will be really essential for Lumiera, we plan to implement very basic effects only and more complicated effects will be compiled by stacking some simple effects together. I think using the 'tree' feature as mentioned above will be more convenient and orthogonal than make a dedicated composite track.

- You show that some things (audio) tracks can be hidden, for tree like organization this would be just a tree collapse.

  Christian</description>
		<content:encoded><![CDATA[<p>First of all: this looks very good</p>
<p>Now some annotations:</p>
<p>- the curves need to be *way* bigger, this could be done with some kind of zoom or a dedicated curve view of course (having the small curves in the effect is good too)</p>
<p>- The &#8216;renderpipe&#8217; in lumiera is a graph, effects, decoders, encoders, .. everything. We already (?) agreed to make tracks like trees, a video track with 2 sound channel could be represented this way, but different layouts are possible, yet lumiera will be able to load other projects as subproject into this hierarchical tracks. Thumbnails (for video, waveforms for audio) and compositor/viewer windows are then attached to nodes in this graph (for example you can have two viewers, one showing a track before an effect got applied, another after it got applied). You might notice this &#8216;tree&#8217; is not sufficient to represent a graph, this needs further tools, I am thinking about some &#8216;wiring&#8217; over the timeline, kind of patch panel, others want a node editor, finally we like need both :).</p>
<p>- You showing that effects and tracks are grouped by dashed boxes, which is rather limiting to the layout how you can organize things on screen and how things get wired together, we need some  more flexible way for this, also sometimes one wants to see only video or only audio and such.</p>
<p>- For ergonomic working the (+) and arrows you suggested for dragging are somewhat small, aiming to small screen areas for clicking is no fun, I already find that very inconvenient in cinelerra (hitting and dragging frame borders). One solution would be to make this areas bigger and/or use keyboard modifiers, then the whole effect/track area acts like you nudge the start/end point when dragged together with shift or ctrl or so.</p>
<p>- You mention &#8216;composite&#8217; effects, these will be really essential for Lumiera, we plan to implement very basic effects only and more complicated effects will be compiled by stacking some simple effects together. I think using the &#8216;tree&#8217; feature as mentioned above will be more convenient and orthogonal than make a dedicated composite track.</p>
<p>- You show that some things (audio) tracks can be hidden, for tree like organization this would be just a tree collapse.</p>
<p>  Christian</p>
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		<title>Comment on The misused mouse, part 1: The story of the mouse&#8217;s decline by The New Interface Advocate :: The only two interface designs ever conceived:</title>
		<link>http://www.hci-matters.com/blog/2007/06/16/the-mouse-based-gui-misunderstood-misused-abused/#comment-854</link>
		<dc:creator>The New Interface Advocate :: The only two interface designs ever conceived:</dc:creator>
		<pubDate>Mon, 19 May 2008 03:25:14 +0000</pubDate>
		<guid isPermaLink="false">http://hciadvocate.com/blog/?p=8#comment-854</guid>
		<description>[...] usually attributed to the hardware difference&#8212;the mouse&#8212;which, while good at its job, has its shortcomings. The real credit, however, belongs to the groundbreaking design of an interface which, instead of [...]</description>
		<content:encoded><![CDATA[<p>[...] usually attributed to the hardware difference&#8212;the mouse&#8212;which, while good at its job, has its shortcomings. The real credit, however, belongs to the groundbreaking design of an interface which, instead of [...]</p>
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		<title>Comment on Everybody Loves Regular Expressions! by Ian00</title>
		<link>http://www.hci-matters.com/blog/2008/04/23/everybody-loves-regular-expressions/#comment-822</link>
		<dc:creator>Ian00</dc:creator>
		<pubDate>Thu, 24 Apr 2008 03:39:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.hci-matters.com/blog/2008/04/23/everybody-loves-regular-expressions/#comment-822</guid>
		<description>Thank you.</description>
		<content:encoded><![CDATA[<p>Thank you.</p>
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		<title>Comment on Throw out that mouse&#8212;you upgraded to a keyboard! by admin</title>
		<link>http://www.hci-matters.com/blog/2007/06/11/7/#comment-814</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 06 Mar 2008 09:50:09 +0000</pubDate>
		<guid isPermaLink="false">http://hciadvocate.com/blog/?p=7#comment-814</guid>
		<description>@George---Well, if you don't have the a Meta4-labled key, you can always pick a redundant key (one of the Ctrl or Alt keys comes to mind) and use xmodmap to bind it.  However, if you really love your Model M (I assume that's the one), then perahaps you might consider the Happy Hacker (or another modern keyboard that usees the same mechanical switches as your old clicky).  Also, the most recent Model M revision (UB40R46) is identical to the older models, but has the new "Meta4" and "Menu" keys.</description>
		<content:encoded><![CDATA[<p>@George&#8212;Well, if you don&#8217;t have the a Meta4-labled key, you can always pick a redundant key (one of the Ctrl or Alt keys comes to mind) and use xmodmap to bind it.  However, if you really love your Model M (I assume that&#8217;s the one), then perahaps you might consider the Happy Hacker (or another modern keyboard that usees the same mechanical switches as your old clicky).  Also, the most recent Model M revision (UB40R46) is identical to the older models, but has the new &#8220;Meta4&#8243; and &#8220;Menu&#8221; keys.</p>
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		<title>Comment on Throw out that mouse&#8212;you upgraded to a keyboard! by George</title>
		<link>http://www.hci-matters.com/blog/2007/06/11/7/#comment-810</link>
		<dc:creator>George</dc:creator>
		<pubDate>Sat, 02 Feb 2008 20:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://hciadvocate.com/blog/?p=7#comment-810</guid>
		<description>You missed a possibility...  What about users that don't have a metaphor key?  (Especially for users old IBM Ps/2 style keyboards which will only be pried from our cold, dead hands...)

:)</description>
		<content:encoded><![CDATA[<p>You missed a possibility&#8230;  What about users that don&#8217;t have a metaphor key?  (Especially for users old IBM Ps/2 style keyboards which will only be pried from our cold, dead hands&#8230;)</p>
<p>:)</p>
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