159 research outputs found

    Pickup usability dominates: a brief history of mobile text entry research and adoption

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    Text entry on mobile devices (e.g. phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text entry techniques for smaller keyboards and touch screens: some of which have become mainstream, while others have not lived up to early expectations. As the mobile phone industry moves to mainstream touch screen interaction we will review the range of input techniques for mobiles, together with evaluations that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. We also report initial results on iPhone text entry speed

    Fast and flexible selection with a single switch

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    Selection methods that require only a single-switch input, such as a button click or blink, are potentially useful for individuals with motor impairments, mobile technology users, and individuals wishing to transmit information securely. We present a single-switch selection method, "Nomon," that is general and efficient. Existing single-switch selection methods require selectable options to be arranged in ways that limit potential applications. By contrast, traditional operating systems, web browsers, and free-form applications (such as drawing) place options at arbitrary points on the screen. Nomon, however, has the flexibility to select any point on a screen. Nomon adapts automatically to an individual's clicking ability; it allows a person who clicks precisely to make a selection quickly and allows a person who clicks imprecisely more time to make a selection without error. Nomon reaps gains in information rate by allowing the specification of beliefs (priors) about option selection probabilities and by avoiding tree-based selection schemes in favor of direct (posterior) inference. We have developed both a Nomon-based writing application and a drawing application. To evaluate Nomon's performance, we compared the writing application with a popular existing method for single-switch writing (row-column scanning). Novice users wrote 35% faster with the Nomon interface than with the scanning interface. An experienced user (author TB, with > 10 hours practice) wrote at speeds of 9.3 words per minute with Nomon, using 1.2 clicks per character and making no errors in the final text.Comment: 14 pages, 5 figures, 1 table, presented at NIPS 2009 Mini-symposi

    Ambiguous keyboards for AAC

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    Purpose – “Ambiguous keyboards” and “disambiguation processes” are becoming universally recognised through the popularisation of “predictive text messaging” on mobile phones. As this paper shows, although originating in the AT and AAC fields, these terms and techniques no longer appear to be widely understood or adopted by practitioners or users. The purpose of this paper is to introduce these techniques, discussing the research and theory around them, and to suggest them as AT and AAC strategies to be considered by practitioners and users. Design/methodology/approach – This is a conceptual paper that describes the use of ambiguous keyboards and disambiguation. The hypothesis of the paper is that ambiguous keyboards and disambiguation processes offer potential to increase the efficiency and effectiveness of AAC and should thus be considered further in research and practice. Findings – The two broad methods for removing the ambiguity from the output of an ambiguous keyboard are presented. A summary of the literature around the use of disambiguation processes provided and the use of disambiguation processes for AAC discussed. Originality/value – This paper suggests that ambiguity should be adopted as a characteristic of an AAC keyboard as should the method of removing ambiguity – namely either coding or a disambiguation process

    SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements

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    Gaze-based text spellers have proved useful for people with severe motor diseases, but lack acceptance in general human-computer interaction. In order to use gaze spellers for public displays, they need to be robust and provide an intuitive interaction concept. However, traditional dwell- and blink-based systems need accurate calibration which contradicts fast and intuitive interaction. We developed the first gaze speller explicitly utilizing smooth pursuit eye movements and their particular characteristics. The speller achieves sufficient accuracy with a one-point calibration and does not require extensive training. Its interface consists of character elements which move apart from each other in two stages. As each element has a unique track, gaze following this track can be detected by an algorithm that does not rely on the exact gaze coordinates and compensates latency-based artefacts. In a user study, 24 participants tested four speed-levels of moving elements to determine an optimal interaction speed. At 300 px/s users showed highest overall performance of 3.34 WPM (without training). Subjective ratings support the finding that this pace is superior

    On object selection in gaze controlled environments

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    In the past twenty years, gaze control has become a reliable alternative input method not only for handicapped users. The selection of objects, however, which is of highest importance and of highest frequency in computer control, requires explicit control not inherent in eye movements. Objects have been therefore usually selected via prolonged fixations (dwell times). Dwell times seemed to be for many years the unique reliable method for selection. In this paper, we review pros and cons of classical selection methods and novel metaphors, which are based on pies and gestures. The focus is on the effectiveness and efficiency of selections. In order to estimate the potential of current suggestions for selection, a basic empirical comparison is recommended

    Dwell-free input methods for people with motor impairments

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    Millions of individuals affected by disorders or injuries that cause severe motor impairments have difficulty performing compound manipulations using traditional input devices. This thesis first explores how effective various assistive technologies are for people with motor impairments. The following questions are studied: (1) What activities are performed? (2) What tools are used to support these activities? (3) What are the advantages and limitations of these tools? (4) How do users learn about and choose assistive technologies? (5) Why do users adopt or abandon certain tools? A qualitative study of fifteen people with motor impairments indicates that users have strong needs for efficient text entry and communication tools that are not met by existing technologies. To address these needs, this thesis proposes three dwell-free input methods, designed to improve the efficacy of target selection and text entry based on eye-tracking and head-tracking systems. They yield: (1) the Target Reverse Crossing selection mechanism, (2) the EyeSwipe eye-typing interface, and (3) the HGaze Typing interface. With Target Reverse Crossing, a user moves the cursor into a target and reverses over a goal to select it. This mechanism is significantly more efficient than dwell-time selection. Target Reverse Crossing is then adapted in EyeSwipe to delineate the start and end of a word that is eye-typed with a gaze path connecting the intermediate characters (as with traditional gesture typing). When compared with a dwell-based virtual keyboard, EyeSwipe affords higher text entry rates and a more comfortable interaction. Finally, HGaze Typing adds head gestures to gaze-path-based text entry to enable simple and explicit command activations. Results from a user study demonstrate that HGaze Typing has better performance and user satisfaction than a dwell-time method
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