Presenting Visual Indicators of Hidden Objects
Generating for display an indicator of hidden objects in response to user input is disclosed. An input for moving a pointer presented in a user interface toward a first virtual boundary is received. The movement of the pointer toward the first virtual boundary is generated for display. An action is triggered in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary. An object is generated for display in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
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This application claims priority to U.S. Provisional Application No. 61/433,197, filed on Jan. 14, 2011, entitled “Presenting Visual Indicators of Hidden Objects,” the entire contents of which is incorporated by reference.
TECHNICAL FIELDThis disclosure relates generally to generating for display visual indicators of hidden objects on a computing device.
BACKGROUNDModern graphical user interfaces present graphical objects or items displayed on a screen to allow users to interact with various applications. Leading personal computer operating systems, such as Apple Mac OS®, provide user interfaces in which a dock is displayed in the user interface for access to applications and system resources. The dock can be any graphical object, such as a taskbar, menu, virtual button or other user interface element that allows a user to link to applications by viewing and selecting icons representing the applications. In addition to application icons, the dock can also include other graphical items that provide information or resources to a user, such as visual indicators of the status of various system components or other visual elements associated with different applications.
In some instances, the dock can be hidden from view when the user does not need access to items in the dock. For example, the user may not need access to the dock when the user interacts with an application or when a particular application is running in full-screen mode. In some implementations, the dock can be automatically hidden from view when the operating system determines that the user does not need to access the dock, such as after a certain amount of time has elapsed since the user's previous selection of an item in the dock. The hiding of the dock can also be performed in response to the user's movement of a visual cursor or pointer, such as automatically hiding the dock after a pointer is moved away from the dock for a certain amount of time. As the pointer is moved back within the region of the user interface previously occupied by the dock, the dock can be automatically presented again to allow the user to interact with the dock.
In certain instances, the hidden dock can reappear in the user interface even when a user does not need access to the dock. For example, if the dock is configured to reappear in the user interface when a pointer moves within the vicinity of the region previously occupied by the dock, the dock may reappear when the user is trying to access the region for a purpose other than retrieving an item from the dock. In some implementations, the dock can be located at an edge of the visible area of the user interface, such as at the bottom or side edge of a screen. When the dock is automatically hidden from view, the edge of the screen can be occupied by other graphical elements, such as portions of a window or application. The user may try to access the graphical elements at the edge of the screen after the dock is hidden from view, but may be hindered after the dock reappears in the user interface when the user-controlled pointer moves within the region. In other words, hidden objects such as the dock can be triggered to appear in a user interface even when reappearance of the hidden object is undesirable to the user.
SUMMARYIn a first general aspect, a method for displaying an indicator of hidden objects in response to user input is disclosed. An input for moving a pointer presented in a user interface toward a first virtual boundary is received. The movement of the pointer toward the first virtual boundary is generated for display. An action is triggered in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary. An object is generated for display in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
Implementations can include any or all of the following features. The first virtual boundary is an edge of a visible area of the user interface. The second virtual boundary is an area beyond a visible area of the user interface. The action includes generating for display a visual indicator of the first virtual boundary or of a potential second action in response to further movement of the pointer. The visual indicator includes at least one of a change to a visual representation of the pointer or a change in color or luminance of a particular object in the user interface. The received input comprises input for a constant rate of movement as the pointer moves across the first virtual boundary, and wherein the action includes displaying movement of the pointer at a modified rate of movement after the pointer moves across the first virtual boundary, the modified rate of movement slower than a rate of movement of the pointer prior to crossing the first virtual boundary. The displayed object is previously hidden from view before receiving the input. The object is a docking element. The method further comprises generating for display a different object in the user interface in response to receiving input for movement of the pointer across a third virtual boundary. The action includes generating for display a first portion of the object in the user interface while a remaining portion of the object is hidden from view, and generated the object for display includes generating for display the remaining portion of the object with the first portion. Displaying the object occurs after a predefined amount of time during which the pointer remains beyond the second virtual boundary.
In a second general aspect, a computer program product is tangibly embodied in a computer-readable storage medium and includes instructions that, when executed, generate for display an indicator of hidden objects in response to user input and perform the following operations. An input for moving a pointer presented in a user interface toward a first virtual boundary is received. The movement of the pointer toward the first virtual boundary is generated for display. An action is triggered in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary. An object is generated for display in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
Implementations can include any or all of the following features. The first virtual boundary is an edge of a visible area of the user interface. The second virtual boundary is an area beyond a visible area of the user interface. The action includes generating for display a visual indicator of the first virtual boundary or of a potential second action in response to further movement of the pointer. The visual indicator includes at least one of a change to a visual representation of the pointer or a change in color or luminance of a particular object in the user interface. The received input comprises input for a constant rate of movement as the pointer moves across the first virtual boundary, and wherein the action includes generating for display movement of the pointer at a modified rate of movement after the pointer moves across the first virtual boundary, the modified rate of movement slower than a rate of movement of the pointer prior to crossing the first virtual boundary. The displayed object is previously hidden from view before receiving the input. The object is a docking element. The instructions can also generate for display a different object in the user interface in response to receiving input for movement of the pointer across a third virtual boundary. The action includes generating for display a first portion of the object in the user interface while a remaining portion of the object is hidden from view, and generating the object for display includes generating for display the remaining portion of the object with the first portion. Generating the object for display occurs after a predefined amount of time during which the pointer remains beyond the second virtual boundary.
The details of one or more implementations of managing items in a user interface are set forth in the accompanying drawings and the description below. Other features, aspects, and advantages will become apparent from the description, the drawings, and the claims.
Like reference symbols in the various drawings indicate like elements.
DETAILED DESCRIPTION Exemplary User Interfaces for Presenting Visual Indicators of Hidden Objects in a User InterfaceIn the illustrated example, icons (120, 122, 124, 126, 128, 130, 132) are generated for display in the dock 150, and each icon corresponds to a shortcut to a particular application. The icons in the dock can be moved around, rearranged, deleted, modified, and recreated. Various features can be included with the dock 150 to facilitate user navigation of icons contained in the dock or to enhance the utility and presentation of the dock 150. For example, in some implementations, the icons in the dock 150 can be visually altered based on movement and/or location of the pointer 112. As the pointer 112 hovers over a particular icon, for example, the icon can be enlarged, brightened, animated, or visually enhanced with respect to the other icons in the dock 150 to indicate to the user which icon would be selected if the user enters an appropriate input. Further, when multiple icons are contained in the dock 150, the dock 150 may not have space to display each icon. As the pointer 112 moves across the icons presented in the dock 150, the icons can shift to the left or right as necessary to create the effect of scrolling through the available icons in the dock 150.
In some instances, the dock 150 can be automatically hidden from view when the user is not accessing items in the dock 150 and redisplayed when the user chooses to access the dock 150 again. The dock 150 can be hidden from view based on the location of the pointer 112 relative to the dock 150. In some implementations, if the pointer 112 moves beyond a certain point away from the dock 150, the dock 150 is automatically removed from the visible area of the user interface. The movement of the pointer 112 back within the edge of the screen where the dock 150 was previously located can trigger redisplaying the dock 150 again. Certain animations can also be associated with each action involving the dock 150. As the dock 150 is temporarily hidden from view, for example, the animation can include several frames depicting the dock 150 sliding or shifting off the visible area of the user interface. A similar animation can be shown as the dock 150 reappears in the user interface. The automatic hiding and displaying of the dock 150, however, can in certain instances interfere with the user's interactions with the desktop environment. For example, the user may need to access a graphical object within the region that was previously occupied by the dock 150. Movement of the mouse in the particular region, however, can trigger the dock 150 to reappear in the user interface and interfere with the user's original intention. Accordingly, various indicators can be presented to a user to delay the full display of a hidden dock 150 and inform the user of the action(s) required to display the dock 150 or to keep the dock 150 hidden according to the user's needs.
Exemplary Actions for Triggering Indicators of Hidden ObjectsAs described above, however, the dock 150 may reappear in the user interface unexpectedly when the user accidentally moves the pointer 112 into region 250 or when the user intends to access an object in the region 250 other than the dock 150. Accordingly, as described below with respect to
In certain implementations, the intermediate action can be a partial display of the dock 150. As the pointer 112 crosses the first virtual boundary 270 into region 250, an upper portion of the dock 150 can be displayed and maintained in a fixed position until the pointer 112 is moved back above the first virtual boundary 270 again or until the pointer 112 moves across other virtual boundaries that trigger full display of the dock 150. In addition to or instead of partial display of the dock 150, other intermediate actions can also be triggered when the pointer 112 crosses the first virtual boundary 270, as will be described below.
The intermediate action illustrated in
The use of virtual boundaries can be extended to include additional features for presenting objects in the user interface.
In
Further, other actions can be used to trigger toggling between different visual objects. Example actions that can be used to trigger toggling between docks can include maintaining the position of the pointer 112 for at least a predefined amount of time to trigger a switch in the dock, performing a particular gesture pattern with the pointer 112, performing a quick gesture with the pointer 112, or other actions using the pointer 112.
Exemplary Indicators of Hidden ObjectsFurther, the pointer 112 can be visually altered in other ways as the pointer 112 crosses a threshold. In some instances, the pointer 112 can be visually enlarged or compressed after the pointer 112 has entered a region in the vicinity of the dock. Still further, the visual appearance of the pointer 112 can be dynamically modified based on movement of the pointer 112 through the region below the virtual boundary 470. As the pointer 112 moves into the region below virtual boundary 470, the visual depiction of the pointer 112 can be altered to simulate different effects. For example, as the pointer 112 moves across the virtual boundary 470, the animation of the pointer 112 can include simulating the movement of the pointer 112 over a virtual object, similar to a “speed bump.” In this instance, the visual image of the pointer 112 can be magnified temporarily and then de-magnified as the pointer 112 crosses the virtual boundary 470.
Still further, in some implementations, the virtual boundary 470 can be located at or below an edge of the visible area of the user interface. The dock 150 can be generated for display in response to movement of a pointer 112 beyond the visible area of the user interface as the pointer 112 crosses the virtual boundary 470. In certain implementations, the presentation of the previously hidden dock 150 as the pointer 112 crosses a virtual boundary can include displaying a shift of the entire user interface such that the dock 150 is shifted along with the user interface into view. For example, if the dock 150 is hidden beyond the bottom edge of the user interface, the displayed animation can simulate the scrolling of the entire desktop environment upward as the pointer 112 crosses a virtual boundary 470. The dock 150 is then shifted upward into view as well.
In certain instances, the user may be required to continue moving the cursor in one direction until the “resistance” is broken, as if going through a wall, or the user may need to perform quicker gestures using the pointer 112 before the hidden object is released. Other types of actions that can be required to trigger full display of a hidden object can include repeated movement patterns of the pointer 112 within the vicinity of the hidden object, maintaining the pointer 112 within a certain region for a minimum amount of time, or other actions involving the user's movement of the pointer 112 in a particular manner.
Exemplary Actions for Triggering Appearance of Hidden Objects in a WindowAlthough the various methods for triggering actions based on movement of a pointer described above generally relate to the hiding and display of a dock, any of the methods can be applied to other types of graphical objects as well. Any graphical or logical boundary in a user interface can provide the basis for defining virtual boundaries that trigger actions associated with hidden objects when an appropriate input is received from a user. For example, virtual boundaries can be defined in relation to application window edges or virtual/remote desktop screens.
In some implementations, the application can include features such as graphical objects, menus, widgets, or other items that are accessible to a user. The items in the application can be hidden from view in certain instances to conserve the area in the application window 550 for other uses. The user may need access to the hidden objects in some situations, however. A visual indicator can be provided to facilitate display of the hidden objects based on the user's input. For example,
As the user moves the pointer 112 toward the region, the pointer 112 may cross the virtual boundary 570, triggering an intermediate action in the user interface. In the illustrated example, the intermediate action consists of generating for display a portion of the widget 520 in the application window 550. In some instances, as long as the pointer 112 remains within the region encompassed by the virtual boundary 570, the widget 520 remains partially displayed as depicted in
In some implementations, the intermediate action can consist of other actions performed in response to a pointer 112 crossing the virtual boundary 570. For example, movement of the pointer 112 can be slowed or hindered as the pointer 112 crosses the virtual boundary 570 to provide the impression that the pointer 112 is encountering “resistance” in the user interface that prevents the pointer 112 from immediately crossing the application window edge 572, which may trigger further actions. In order to move the pointer 112 beyond the area of “resistance,” the user may need to input additional movement of the pointer 112 sufficient to cross the area of resistance.
The above processes are merely examples. Various combinations of the above processes are possible.
Exemplary Device ArchitectureSensors, devices, and subsystems can be coupled to peripherals interface 1006 to facilitate multiple functionalities. For example, motion sensor 1010, light sensor 1012, and proximity sensor 1014 can be coupled to peripherals interface 1006 to facilitate orientation, lighting, and proximity functions of the mobile device. Location processor 1015 (e.g., GPS receiver) can be connected to peripherals interface 1006 to provide geopositioning. Electronic magnetometer 1016 (e.g., an integrated circuit chip) can also be connected to peripherals interface 1006 to provide data that can be used to determine the direction of magnetic North. Thus, electronic magnetometer 1016 can be used as an electronic compass. Accelerometer 1017 can also be connected to peripherals interface 1006 to provide data that can be used to determine change of speed and direction of movement of the mobile device.
Camera subsystem 1020 and an optical sensor 1022, e.g., a charged coupled device (CCD) or a complementary metal-oxide semiconductor (CMOS) optical sensor, can be utilized to facilitate camera functions, such as recording photographs and video clips.
Communication functions can be facilitated through one or more wireless communication subsystems 1024, which can include radio frequency receivers and transmitters and/or optical (e.g., infrared) receivers and transmitters. The specific design and implementation of the communication subsystem 1024 can depend on the communication network(s) over which a mobile device is intended to operate. For example, a mobile device can include communication subsystems 1024 designed to operate over a GSM network, a GPRS network, an EDGE network, a Wi-Fi or WiMax network, and a Bluetooth network. In particular, the wireless communication subsystems 1024 can include hosting protocols such that the mobile device can be configured as a base station for other wireless devices.
Audio subsystem 1026 can be coupled to a speaker 1028 and a microphone 1030 to facilitate voice-enabled functions, such as voice recognition, voice replication, digital recording, and telephony functions.
I/O subsystem 1040 can include touch screen controller 1042 and/or other input controller(s) 1044. Touch-screen controller 1042 can be coupled to a touch screen 1046 or pad. Touch screen 1046 and touch screen controller 1042 can, for example, detect contact and movement or break thereof using any of a plurality of touch sensitivity technologies, including but not limited to capacitive, resistive, infrared, and surface acoustic wave technologies, as well as other proximity sensor arrays or other elements for determining one or more points of contact with touch screen 1046.
Other input controller(s) 1044 can be coupled to other input/control devices 1048, such as one or more buttons, rocker switches, thumb-wheel, infrared port, USB port, and/or a pointer device such as a stylus. The one or more buttons (not shown) can include an up/down button for volume control of speaker 1028 and/or microphone 1030.
In one implementation, a pressing of the button for a first duration may disengage a lock of the touch screen 1046; and a pressing of the button for a second duration that is longer than the first duration may turn power to the device on or off. The user may be able to customize a functionality of one or more of the buttons. The touch screen 1046 can, for example, also be used to implement virtual or soft buttons and/or a keyboard.
In some implementations, the device can present recorded audio and/or video files, such as MP3, AAC, and MPEG files. In some implementations, the device can include the functionality of an MP3 player, such as an iPod™. The device may, therefore, include a pin connector that is compatible with the iPod. Other input/output and control devices can also be used.
Memory interface 1002 can be coupled to memory 1050. Memory 1050 can include high-speed random access memory and/or non-volatile memory, such as one or more magnetic disk storage devices, one or more optical storage devices, and/or flash memory (e.g., NAND, NOR). Memory 1050 can store operating system 1052, such as Darwin, RTXC, LINUX, UNIX, OS X, WINDOWS, or an embedded operating system such as VxWorks. Operating system 1052 may include instructions for handling basic system services and for performing hardware dependent tasks. In some implementations, operating system 1052 can include a kernel (e.g., UNIX kernel).
Memory 1050 may also store communication instructions 1054 to facilitate communicating with one or more additional devices, one or more computers and/or one or more servers. Memory 1050 may include graphical user interface instructions 1056 to facilitate graphic user interface processing; sensor processing instructions 1058 to facilitate sensor-related processing and functions; phone instructions 1060 to facilitate phone-related processes and functions; electronic messaging instructions 1062 to facilitate electronic-messaging related processes and functions; web browsing instructions 1064 to facilitate web browsing-related processes and functions; media processing instructions 1066 to facilitate media processing-related processes and functions; GPS/Navigation instructions 1068 to facilitate GPS and navigation-related processes and instructions; and camera instructions 1070 to facilitate camera-related processes and functions. In particular, the graphical user interface instructions 1056 can facilitate the user interface features described in reference to
Each of the above identified instructions and applications can correspond to a set of instructions for performing one or more functions described above. These instructions need not be implemented as separate software programs, procedures, or modules. Memory 1050 can include additional instructions or fewer instructions. Furthermore, various functions of the mobile device may be implemented in hardware and/or in software, including in one or more signal processing and/or application specific integrated circuits.
The features described can be implemented in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of them. The features can be implemented in a computer program product tangibly embodied in an information carrier, e.g., in a machine-readable storage device, for execution by a programmable processor; and method steps can be performed by a programmable processor executing a program of instructions to perform functions of the described implementations by operating on input data and generating output.
The described features can be implemented advantageously in one or more computer programs that are executable on a programmable system including at least one programmable processor coupled to receive data and instructions from, and to transmit data and instructions to, a data storage system, at least one input device, and at least one output device. A computer program is a set of instructions that can be used, directly or indirectly, in a computer to perform a certain activity or bring about a certain result. A computer program can be written in any form of programming language (e.g., Objective-C, Java), including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
Suitable processors for the execution of a program of instructions include, by way of example, both general and special purpose microprocessors, and the sole processor or one of multiple processors or cores, of any kind of computer. Generally, a processor will receive instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer are a processor for executing instructions and one or more memories for storing instructions and data. Generally, a computer will also include, or be operatively coupled to communicate with, one or more mass storage devices for storing data files; such devices include magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and optical disks. Storage devices suitable for tangibly embodying computer program instructions and data include all forms of non-volatile memory, including by way of example semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in, ASICs (application-specific integrated circuits).
To provide for interaction with a user, the features can be implemented on a computer having a display device such as a CRT (cathode ray tube) or LCD (liquid crystal display) monitor for displaying information to the user and a keyboard, a mouse or a trackball, or a pointing device (e.g., a finger or stylus on a touch-sensitive surface or touch-sensitive display) by which the user can provide input to the computer.
The features can be implemented in a computer system that includes a back-end component, such as a data server, or that includes a middleware component, such as an application server or an Internet server, or that includes a front-end component, such as a client computer having a graphical user interface or an Internet browser, or any combination of them. The components of the system can be connected by any form or medium of digital data communication such as a communication network. Examples of communication networks include, e.g., a LAN, a WAN, and the computers and networks forming the Internet.
The computer system can include clients and servers. A client and server are generally remote from each other and typically interact through a network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.
One or more features or steps as disclosed herein can be implemented using an API. An API can define on or more parameters that are passed between a calling application and other software code (e.g., an operating system, library routine, function) that provides a service, that provides data, or that performs an operation or a computation.
The API can be implemented as one or more calls in program code that send or receive one or more parameters through a parameter list or other structure based on a call convention defined in an API specification document. A parameter can be a constant, a key, a data structure, an object, an object class, a variable, a data type, a pointer, an array, a list, or another call. API calls and parameters can be implemented in any programming language. The programming language can define the vocabulary and calling convention that a programmer will employ to access functions supporting the API.
In some implementations, an API call can report to an application the capabilities of a device running the application, such as input capability, output capability, processing capability, power capability, communications capability, etc.
A number of implementations have been described. Nevertheless, it will be understood that various modifications may be made. For example, elements of one or more implementations may be combined, deleted, modified, or supplemented to form further implementations. As yet another example, the logic flows depicted in the figures do not require the particular order shown, or sequential order, to achieve desirable results. In addition, other steps may be provided, or steps may be eliminated, from the described flows, and other components may be added to, or removed from, the described systems. Accordingly, other implementations are within the scope of the following claims.
Claims
1. A method performed by one or more processes executing on a computer system, the method comprising:
- receiving input for moving a pointer presented in a user interface toward a first virtual boundary in the user interface;
- generating for display movement of the pointer toward the first virtual boundary;
- triggering an action in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary; and
- generating for display an object in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
2. The method of claim 1 wherein the first virtual boundary is an edge of a visible area of the user interface.
3. The method of claim 1 wherein the second virtual boundary is an area beyond a visible area of the user interface.
4. The method of claim 1 wherein the action includes generating for display a visual indicator of the first virtual boundary or of a potential second action in response to further movement of the pointer.
5. The method of claim 4 wherein the visual indicator includes at least one of a change to a visual representation of the pointer or a change in color or luminance of a particular object in the user interface.
6. The method of claim 4 wherein the received input comprises input for a constant rate of movement as the pointer moves across the first virtual boundary, and wherein the action includes generating for display movement of the pointer at a modified rate of movement after the pointer moves across the first virtual boundary, the modified rate of movement slower than a rate of movement of the pointer prior to crossing the first virtual boundary.
7. The method of claim 1 wherein the object is previously hidden from view before receiving the input.
8. The method of claim 7 wherein the object is a docking element.
9. The method of claim 7 further comprising generating for display a different object in the user interface in response to receiving input for movement of the pointer across a third virtual boundary.
10. The method of claim 1 wherein the action includes generating for display a first portion of an object in the user interface while a remaining portion of the object is hidden from view; and displaying the object includes generating for display the remaining portion of the object with the first portion.
11. The method of claim 1 wherein the first virtual boundary is an edge of a window displayed in the user interface.
12. The method of claim 1 wherein generating the object for display occurs after a predefined amount of time during which the pointer remains beyond the second virtual boundary.
13. A computer program product tangibly embodied in a computer-readable storage medium, the computer program product including instructions that, when executed, generate on a display device a graphical user interface for presenting graphical objects and perform the following operations:
- receiving input for moving a pointer presented in a user interface toward a first virtual boundary in the user interface;
- generating for display movement of the pointer toward the first virtual boundary;
- triggering an action in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary; and
- generating for display an object in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
14. The computer program product of claim 13 wherein the action includes generating for display a first portion of an object in the user interface while a remaining portion of the object is hidden from view; and generating the object for display includes generating for display the remaining portion of the object with the first portion.
15. The computer program product of claim 13 wherein the action includes generating for display a visual indicator of a potential second action in response to further movement of the pointer.
16. The computer program product of claim 15 wherein the visual indicator includes at least one of a change to a visual representation of the pointer, a change in color or luminance of a particular object in the user interface, or a change in velocity of movement of the pointer.
17. A system comprising:
- a display device;
- a computing device in communication with the display device, wherein the computing device is configured to perform at least the following: receive input for moving a pointer presented in a user interface toward a first virtual boundary in the user interface; generate for display movement of the pointer toward the first virtual boundary; trigger an action in response to receiving input for movement of the pointer across the first virtual boundary after the pointer crosses the first virtual boundary; and generate for display an object in the user interface in response to receiving input for movement of the pointer across a second virtual boundary.
18. The system of claim 17 wherein the object is previously hidden from view before receiving the input.
19. The system of claim 18 further comprising generating for display a different object in the user interface in response to receiving input for movement of the pointer across a third virtual boundary.
20. The system of claim 17 wherein the first virtual boundary is an edge of a window displayed in the user interface.
Type: Application
Filed: Jun 22, 2011
Publication Date: Jul 19, 2012
Applicant: APPLE INC. (Cupertino, CA)
Inventors: John O. Louch (San Luis Obispo, CA), Alessandro F. Sabatelli (San Francisco, CA)
Application Number: 13/165,860
International Classification: G06F 3/048 (20060101);