An Update: The Logitech G13 is no longer compatible with the latest Mac updates The replacement I am using is the Elegato Stream Deck, as it provides cross application features. I was considering a Razer Tartarus V2 as it is Mac Compatible

Bradford
October 4, 2020

Often times the controls for a piece of software are not the friendliest locations for one-handed operation. By one-handed operation I mean one hand on the keyboard, one hand on the mouse. When working in graphic programs I find myself working that way quite often. It could be as basic as a drawing program where I need to use the Z key to initiate the zoom function and then using the mouse to decide where to zoom. Other times it is more complex, such as selecting an image, zooming into a one pixel to one pixel rendering, panning, and then marking the image as a keeper or a chucker. It could just as likely be a drawing program where I am documenting an idea. For my #AVTweeps, just think  AutoCAD.

Recently I found myself being sore at the end of an image review session from unnatural movements. My data management workflow is outlined at previous blog post. However looking at the actual process I began to find lots of moving of the hands. My review process is based around the use of Adobe® Photoshop® Lightroom® (quite the mouthful so Lightroom for short). The program itself is very powerful and does help me manage my images, pictures, and photos. The program lacks some ergonomics for the one handed user.

The way I cull images is I go into the library mode and review the images at a resolution to fit onto the screen. I then quickly look at it and decided if it is a Pick, Unmarked, or a Reject. These selections are done using the P U and X keys. Notice how they are laid out on the keyboard.

Keyboard with PUX highlightied

Not very easy to navigate with one hand. Now let’s say I want to zoom into an area, one can either use the mouse to enter a 1:1 view or press shift and spacebar to enter the same mode, then use the mouse to zoom to areas. I do this to see how much aberration is viewable and if it is in focus, once again I decide if it is a pick, unfledged, or rejected. Lightroom has a setting to advance to the next image after assigning a value to the image.

That setting seems like it would save time, and it does quite often. However if I want to assign two things to an image, I have to back up to the image. If I find an image of the same subject later in the batch that is better than a pick I decided on, I go back to unmarked the previously picked image. So now I have a few options. I can expose the filmstrip at the bottom of the application window and click on it with the mouse and then press U. If this image was just the previous image I can use the arrow keys. If you notice both of these options require me to take my right hand off the mouse and place it on the right half of the keyboard. Now I could also just use my left hand on the right side of the keyboard however that still means changing positions.

Let’s say I want to see if a crop makes an image better. An example of a crop changing an image happened at the baseball game I took pictures at, since I was sitting in the stands some of the images have the back of people’s heads in them. Cropping the heads out made the pictures better, but some were still chuckers not keepers. In Lightroom I enter crop mode by pressing R, this would enter Develop module, where I would use the mouse to make the crop. I would then finish with the crop. I would then want to mark the image as a keeper or chucker. I cannot do that in the Develop mode, I have to be in Library mode. To return to Library mode I would either  take my right hand off the mouse to do the keyboard contortions or move the mouse away from the work area. Neither solution is very ergonomic.

There are keyboards available that are designed to fix some of these issues by changing the keyboard layout and having labels on the keyboard. However some are more expensive than the program itself. Also they are dedicated to the program, so I would still need my regular keyboard for such things as entering text. Not really an idea I was looking for.

I started thinking about it more and more and came up with a more practical solution in my not so humble opinion. I purchased a customizable gamer keypad, a Logitech G13 Programmable Gameboard with LCD Display as it is Mac compatible – yes it is also Windows compatible. (If you decide to buy one after reading my blog, using this link will give me a little commission.) This would let me decide how the keystrokes would be used. I could lay them out to my satisfaction.

I then determined what keys I used most. They are both left and right handed, and some of them require multiple hands, such as entering Library Mode (Command + Option + 1).

Commonly Used Keys on 110 Key Keyboard

These main keys were then assigned to the keypad as I found would work best for me. (Drop me a line if you would like to copy of the configuration file.)

Key Assignment for Gamer Keypad

I had 200 plus images from a business trip and figured that would be a great way to test it out. So I went through the images, did the rating, cropping, and keywording in about an hour including uploading to a SmugMug gallery. There was another benefit that occurred that was unexpected, I was able to hide all of the tool palettes in Lightroom so the images were bigger on the screen during the review, remember bigger is better. I do not have exact times for similar tasks using the “standard” keyboard commands but the important thing is I was not sore and it was not as tiring to me.

The keypad allowed the thing that I think all tools should do, get out of the way and let me work. It did just that. Other than when I had to type in keywords, I used just the keypad and the mouse. I did not have to move my hands around the keyboard and mouse.

I also learned a couple more tricks in the process. I can use the keypad in more than one program, but keep the key functions the same. By key function I mean that the same key that sends an R to enter Crop mode in Lightroom can be configured to send a K in Photoshop or Command + K in Preview to perform the crop functions. The same key press to me, sends different keystrokes to the application. Much easier than having to remember all the different commands, similar to Cut, Copy, and Paste being the same in almost every program. That is a fine example of what I was trying to accomplish; cut (Command + X) copy (Command + C) and paste (Command + V) are not great mnemonic devices at first blush but the arrangement of the keys makes it very easy to use.

I have gotten a Playstation3, I also have PS2, PS1, Nintendo Wii, Nintendo GameBoy, Windows, and Mac. So to so I have various gaming environments. So there have been some games that are available on multiple platforms and I have had a chance to try a few of them. On the PS2 I enjoy playing the SSX series of games. It is an EA Sports game and fairly fun. So when I saw it available at a reasonable price for the Nintendo Wii I figured I would try SSX Blur.

I was surprised at how different it was compared to the other versions. I realize that part of it is the change in the controller interface. The programmers I think were trying to use the advanced control options of having the accelerometers control the trick interface. For instance rather than use the controller as an analog for the board alignment, rather one has to shake the controller in a pattern to pull a trick. However it is not intuitive.To do a trick, one draws a heart with both controllers; there is one for each hand.A completely different experience than pressing square while using the D-Pad.

There are times that the accelerometers do work wonders, most often when used as an analog for another control. For example I downloaded a demo for the Playstation3 of a golf game. It was abysmal compared to the Wii Sports Golf where one uses the Wii Controller as a golf club. So it proves that it is not the controller that is flawed, but rather the application of the interface and technology.

I also downloaded a demonstration version of Civilization for the PS3. I really enjoy playing it on the computers (both Mac and PC), so I figured it could be cool on the PS3. However I was surprised at how different the experience was between using the computer screen and mouse and using the video game interface and the screen resolution. It was just not as familiar and intuitive to me. Perhaps it was the fact that I am used to something else.

I think it just goes to prove that the interface has to be adjusted to the environment that it is being used within. So the interface for a video game that one has to look at a large area, such as Civilization, having more control over the view is the key. The use of a controller for a sports game, the control use should be analogous to the way the object on screen is moving. This has not always been the case, such as why does pressing the “X” button cause the object to jump, that dissociation is easier to compensate for than drawing a heart in space makes the object flip upside down.

After all that, all that I have to say is don’t assume that the experience will always be the same as the human interface changes.