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Point and click

Point and click is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Point and click rather than just read about it. In short: Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (pointing) and then pressing a button on a mouse or other pointing device (clicking). An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document.

Key takeaways

  • Point and click belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Point and click to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Point and click from memory before moving on to harder problems.

Reference excerpt

Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (pointing) and then pressing a button on a mouse or other pointing device (clicking). An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document. User interfaces, for example graphical user interfaces, are sometimes described as "point-and-click interfaces", often to suggest that they are very easy to use, requiring that the user simply point to indicate their wishes. Describing software this way implies that the interface can be controlled solely through a pointing device, with minimal or no input from the keyboard, as with many graphical user interfaces.

In some systems, such as Internet Explorer, moving the pointer over a link (or other GUI control) and waiting for a split-second will cause a tooltip to be displayed.

Single click A single click or "click" is the act of pressing a computer mouse button once without moving the mouse. Single clicking is usually a primary action of the mouse. Single clicking, by default in many operating systems, selects (or highlights) an object while double-clicking executes or opens the object. The single-click has many advantages over double click due to the reduced time needed to complete the action. The single-click or one-click phrase has also been used to apply to the commercial field as a competitive advantage. The slogan "single click" or "one-click" commonly advertises services' ease of use.

On icons By default on most computer systems, for a person to select a certain software function, they will have to click on the left button. An example of this can be a person clicking on an icon. Similarly, clicking on the right button will present the user with a text menu to select more actions. These actions can range from open, explore, properties, etc. In terms of entertainment software, point-and-click interfaces are common input methods, usually offering a 'menu' or 'icon bar' interface that functions expectedly. In other games, the character explores different areas within the game world. To move to another area, the player will move the cursor to one point of the screen, where the cursor will turn into an arrow. Clicking will then move the player to that area.

On text In many text processing programs, such as web browsers or word processors, clicking on text moves the cursor to that location. Clicking and holding the left button allows users to highlight the selected text. This enables more options to edit or use the text.

Double click

A double click is most commonly used with a computer mouse when the pointer is placed over an icon or object and the button is quickly pressed twice without moving the mouse.

Fitts's Law Fitts's law can be used to quantify the time required to perform a point-and-click action.

T = a + b log 2 ⁡ ( 1 + D W ) {\displaystyle T=a+b\log _{2}{\Bigg (}1+{\frac {D}{W}}{\Bigg )}}

where:

T {\displaystyle T} is the average time taken to complete a single movement.

a {\displaystyle a} represents the start/stop time of the device and b {\displaystyle b} stands for the inherent speed of the device. These constants can be determined experimentally by fitting a straight line to measured data.

D {\displaystyle D} is the distance from the starting point to the center of the target.

W {\displaystyle W} is the width of the target measured along the axis of motion. W {\displaystyle W} can also be thought of as the allowed error tolerance in the final position since the final point of the motion must fall within ± W 2 {\displaystyle \pm {\frac {W}{2}}} of the target's centre.

See also

Double-click Triple-click Mouse chording Drag and drop Graphical user interface Mystery meat navigation#"Click here" 1-Click (one-click buying) Point-and-click adventure game

References

Worked examples

Example 1 — a first encounter with Point and click

Start with the simplest possible case. Write down what Point and click claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Point and click before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Point and click ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Point and click

In research
Point and click appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Point and click in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Point and click is common in secondary-school and first-year university syllabi. It links to neighbouring topics User interface techniques, so understanding it makes those chapters shorter.
In everyday life
Look for Point and click outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Point and click in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Point and click means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Point and click out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Point and click in simple terms?

Point and click are one of the actions of a computer user moving a pointer to a certain location on a screen (pointing) and then pressing a button on a mouse or other pointing device (clicking). An example of point and click is in hypermedia, where users click on hyperlinks to navigate from documen…

Why does Point and click matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Point and click?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Point and click.

Tags

  • User interface techniques

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