An unorthodox input style, generally using in video games and high-end visual effects programs. While researching spatial interfaces it became clear that this input was highly relevant to our use case.
Yes, there is a learning curve to using it, but what you get in return is substantial.
These controls allow for near instant selection as it allows for muscle memory and extremely large input targets.
A traditional dropdown or button requires you to read, decide, and then execute precise mouse or finger input to make a selection.
Pie menu allows for a click and drag in the direction of the choice. You only need to know what direction your choice is in.
Effectively this takes a 190x50 pixel button (~1% of the screen) and makes it 1/7th (14% of the screen). Because the target area is so large and the locations of each choice relative to the other is spatially speaking much farther from the next you can be sloppy and imprecise while making selections.
The translates to ease of use and speed, allowing you to enter a flow state where it doesn’t feel like a decision you have to make at all.
Another benefit is that if this control is confusing, you can use it exactly like other buttons and drop-downs (by clicking twice, once to open and once to select).
The trade-off here is that this input cannot support lots of choices beyond 8 it begins to breakdown.
This input may feel strange and new, but if you have to add 50 nodes this input type rewards you over time. Drop-downs and buttons don’t get faster over time.
Even if this gets dropped, its worth pushing our interface in the prototype.