Summary Allows users to pick up an object on a display and drop it on another display similarly to how physical objects would be manipulated.
Description Rekimoto (Rekimoto:1997) proposed an interaction technique called Pick-and-Drop, which allows users to pick up digital objects with a stylus and drop them onto another screen. The technique is different from tradition drag-and-drop because selecting an object virtually attaches it to the stylus, which can them be moved without physically contacting the screen. This also facilitates transferring objects across devices.
Design motivation Augmenting existing practices, Creating engaging experiences
Design goal Improving information management across devices, Supporting interaction in a free manner, Supporting design of interfaces for dynamic collections of devices
Device type Private, Semi-private, Public
Enabling technology Displays, Alternative forms of input, Networking technologies, Physical object identification
Theory
Reference Rekimoto, J. (1997). Pick-and-Drop: A Direct Manipulation Technique for Multiple Computer Environments (pp. 31–39). Presented at the Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97, New York, New York, USA: ACM Press. doi:10.1145/263407.263505

http://portal.acm.org/citation.cfm?doid=263407.263505

Pattern family Pick-and-Drop
Cites
Cited by Hyperdrag, ConnecTable, That One there!, Bumping, SyncTap, Touch-and-Connect, Stitching, Vacuum, TranSticks, Select-and-Point, Slurp, Chucking, Lift-and-Drop, The Conduit, PaperVideo, Cross-Device Drag-and-Drop, VisPorter, Conductor, Shuffling, Throwing, Taking, Drag-and-Pop, Drag-and-Pick
Related to That One there!, Touch-and-Connect, Stitching, Select-and-Point, Slurp, Lift-and-Drop, The Conduit, Shuffling, Throwing, Taking
Examples Example for Pick and Drop.png
Diagram Diagram for Pick-and-Drop.png

IDLAB - Institute of Informatics, Tallinn University