16,032 research outputs found

    Investigating Performance and Usage of Input Methods for Soft Keyboard Hotkeys

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    Touch-based devices, despite their mainstream availability, do not support a unified and efficient command selection mechanism, available on every platform and application. We advocate that hotkeys, conventionally used as a shortcut mechanism on desktop computers, could be generalized as a command selection mechanism for touch-based devices, even for keyboard-less applications. In this paper, we investigate the performance and usage of soft keyboard shortcuts or hotkeys (abbreviated SoftCuts) through two studies comparing different input methods across sitting, standing and walking conditions. Our results suggest that SoftCuts not only are appreciated by participants but also support rapid command selection with different devices and hand configurations. We also did not find evidence that walking deters their performance when using the Once input method.Comment: 17+2 pages, published at Mobile HCI 202

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Effects of See Through Interfaces on User Acceptance of Small Screen Information Systems

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    Small-screen devices such as mobile phones are increasingly pervasive. Reduced screen areas compromise the ease-of-use of such devices, and consequently, a concern for system designers becomes the maximization of available screen space. On large-screen displays, menus can overlap and obscure others, and be displayed simultaneously to the user. This is generally not the case with small screens: where a user selects from an on-screen menu, that menu must ‘vacate’ the screen before another appears. Menu translucency, where a user can see through an on-screen menu to displayed elements beneath, is a possible solution to small-screen display maximization. Based on experimental evidence with 70 participants, and using an extended Technology Acceptance Model (TAM) this research examines the effect of on-screen translucent menus on perceptions of ease-ofuse, usefulness, and enjoyment for a third generation mobile phone prototype user interface. We offer explanations for our findings and discuss implications for practitioners and researchers

    Large UK retailers' initiatives to reduce consumers' emissions: a systematic assessment

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    In the interest of climate change mitigation, policy makers, businesses and non-governmental organisations have devised initiatives designed to reduce in-use emissions whilst, at the same time, the number of energy-consuming products in homes, and household energy consumption, is increasing. Retailers are important because they are at the interface between manufacturers of products and consumers and they supply the vast majority of consumer goods in developed countries like the UK, including energy using products. Large retailers have a consistent history of corporate responsibility reporting and have included plans and actions to influence consumer emissions within them. This paper adapts two frameworks to use them for systematically assessing large retailers’ initiatives aimed at reducing consumers’ carbon emissions. The Framework for Strategic Sustainable Development (FSSD) is adapted and used to analyse the strategic scope and coherence of these initiatives in relation to the businesses’ sustainability strategies. The ISM ‘Individual Social Material’ framework is adapted and used to analyse how consumer behaviour change mechanisms are framed by retailers. These frameworks are used to analyse eighteen initiatives designed to reduce consumer emissions from eight of the largest UK retail businesses, identified from publicly available data. The results of the eighteen initiatives analysed show that the vast majority were not well planned nor were they strategically coherent. Secondly, most of these specific initiatives relied solely on providing information to consumers and thus deployed a rather narrow range of consumer behaviour change mechanisms. The research concludes that leaders of retail businesses and policy makers could use the FSSD to ensure processes, and measurements are comprehensive and integrated, in order to increase the materiality and impact of their initiatives to reduce consumer emissions in use. Furthermore, retailers could benefit from exploring different models of behaviour change from the ISM framework in order to access a wider set of tools for transformative system change

    Collaborative searching for video using the Físchlár system and a DiamondTouch table

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    Fischlar DT is one of a family of systems which support interactive searching and browsing through an archive of digital video information. Previous Fischlar systems have used a conventional screen, keyboard and mouse interface, but Fischlar-DT operates with using a horizontal, multiuser, touch sensitive tabletop known as a DiamondTouch. We present the Fischlar-DT system partly from a systems perspective, but mostly in terms of how its design and functionality supports collaborative searching. The contribution of the paper is thus the introduction of Fischlar-DT and a description of how design concerns for supporting collaborative search can be realised on a tabletop interface

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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