90 research outputs found

    Supporting Transitions To Expertise In Hidden Toolbars

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    Hidden toolbars are becoming common on mobile devices. These techniques maximize the space available for application content by keeping tools off-screen until needed. However, current designs require several actions to make a selection, and they do not provide shortcuts for users who have become familiar with the toolbar. To better understand the performance capabilities and tradeoffs involved in hidden toolbars, we outline a design space that captures the key elements of these controls and report on an empirical evaluation of four designs. Two of our designs provide shortcuts that are based on the user’s spatial memory of item locations. The study found that toolbars with spatial-memory shortcuts had significantly better performance (700ms faster) than standard designs currently in use. Participants quickly learned the shortcut selection method (although switching to a memory-based method led to higher error rates than the visually-guided techniques). Participants strongly preferred one of the shortcut methods that allowed selections by swiping across the screen bezel at the location of the desired item. This work shows that shortcut techniques are feasible and desirable on touch devices and shows that spatial memory can provide a foundation for designing shortcuts

    Investigating New Forms of Single-handed Physical Phone Interaction with Finger Dexterity

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    With phones becoming more powerful and such an essential part of our lives, manufacturers are creating new device forms and interactions to better support even more diverse functions. A common goal is to enable a larger input space and expand the input vocabulary using new physical phone interactions other than touchscreen input. This thesis explores how utilizing our hand and finger dexterity can expand physical phone interactions. To understand how we can physically manipulate a phone using the fine motor skills of finger, we identify and evaluate single-handed "dexterous gestures". Four manipulations are defined: shift, spin (yaw axis), rotate (roll axis) and flip (pitch axis), with a formative survey showing all except flip have been performed for various reasons. A controlled experiment examines the speed, behaviour, and preference of manipulations in the form of dexterous gestures, by considering two directions and two movement magnitudes. Using a heuristic recognizer for spin, rotate, and flip, a one-week usability experiment finds increased practice and familiarity improve the speed and comfort of dexterous gestures. With the confirmation that users can loosen their grip and perform gestures with finger dexterity, we investigate the performance of one-handed touch input on the side of a mobile phone. An experiment examines grip change and subjective preference when reaching for side targets using different fingers. Two following experiments examine taps and flicks using the thumb and index finger in a new two-dimensional input space. We simulate a side-touch sensor with a combination of capacitive sensing and motion tracking to distinguish touches on the lower, middle, or upper edges. We further focus on physical phone interaction with a new phone form factor by exploring and evaluating single-handed folding interactions suitable for "modern flip phones": smartphones with a bendable full screen touch display. Three categories of interactions are identified: only-fold, touch-enhanced fold, and fold-enhanced touch; in which gestures are created using fold direction, fold magnitude, and touch position. A prototype evaluation device is built to resemble current flip phones, but with a modified spring system to enable folding in both directions. A study investigates performance and preference for 30 fold gestures, revealing which are most promising. Overall, our exploration shows that users can loosen their grip to physically interact with phones in new ways, and these interactions could be practically integrated into daily phone applications

    Pressure as a non-dominant hand input modality for bimanual interaction techniques on touchscreen tablets

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    Touchscreen tablet devices present an interesting challenge to interaction designers: they are not quite handheld like their smartphone cousins, though their form factor affords usage away from the desktop and other surfaces, requires a user to support a larger weight and navigate more screen space. Thus, the repertoire of touch input techniques is often reduced to those performable with one hand. Previous studies have suggested there are bimanual interaction techniques that offer both manual and cognitive benefits over equivalent unimanual techniques and that pressure is useful as a primary input modality on mobile devices and as an augmentation to finger/stylus input on touchscreens. However, there has been no research on the use of pressure as a modality to expand the range of bimanual input techniques on tablet devices. The first two experiments investigated bimanual scrolling on tablet devices, based on the premise that the control of scrolling speed and vertical scrolling direction could be thought of as separate tasks and that the current status quo of combining both into a single one- handed (unimanual) gesture on a touchscreen or on physical dial can be improved upon. Four bimanual scrolling techniques were compared to two status quo unimanual scrolling techniques in a controlled linear targeting task. The Dial and Slider bimanual technique was superior to the others in terms of Movement Time and the Dial and Pressure bimanual technique was superior in terms of Subjective Workload, suggesting that the bimanual scrolling techniques are better than the status quo unimanual techniques in terms of both performance and preference. The same interaction techniques were then evaluated using a photo browsing task that was chosen to resemble the way people browse their music collections when they are unsure about what they are looking for. These studies demonstrated that pressure is a more effective auxiliary modality than a touch slider in the context of bimanual scrolling techniques. These studies also demonstrated that the bimanual techniques did not provide any concrete benefits over the Unimanual touch scrolling technique, which is the status quo scrolling technique on commercially available touchscreen tablets and smartphones, in the context of an image browsing task. A novel investigation of pressure input was presented where it was characterised as a transient modality, one that has a natural inverse, bounce-back and a state that only persists during interaction. Two studies were carried out investigating the precision of applied pressure as part of a bimanual interaction, where the selection event is triggered by the dominant hand on the touchscreen (using existing touchscreen input gestures) with the goal of study- ing pressure as a functional primitive, without implying any particular application. Two aspects of pressure input were studied – pressure Targeting and Maintaining pressure over time. The results demonstrated that, using a combination of non-dominant hand pressure and dominant-hand touchscreen taps, overall pressure targeting accuracy was high (93.07%). For more complicated dominant-hand input techniques (swipe, pinch and rotate gestures), pressure targeting accuracy was still high (86%). The results demonstrated that participants were able to achieve high levels of pressure accuracy (90.3%) using DH swipe gestures (the simplest gesture in the study) suggesting that the ability to perform a simultaneous combination of pressure and touchscreen gesture input depends on the complexity of the dominant hand action involved. This thesis provides the first detailed study of the use of non-dominant hand pressure input to enable bimanual interaction techniques for tablet devices. It explores the use of pressure as a modality that can expand the range of available bimanual input techniques while the user is seated and comfortably holding the device and offers designers guidelines for including pressure as a non-dominant hand input modality for bimanual interaction techniques, in a way that supplements existing dominant-hand action

    WearPut : Designing Dexterous Wearable Input based on the Characteristics of Human Finger Motions

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    Department of Biomedical Engineering (Human Factors Engineering)Powerful microchips for computing and networking allow a wide range of wearable devices to be miniaturized with high fidelity and availability. In particular, the commercially successful smartwatches placed on the wrist drive market growth by sharing the role of smartphones and health management. The emerging Head Mounted Displays (HMDs) for Augmented Reality (AR) and Virtual Reality (VR) also impact various application areas in video games, education, simulation, and productivity tools. However, these powerful wearables have challenges in interaction with the inevitably limited space for input and output due to the specialized form factors for fitting the body parts. To complement the constrained interaction experience, many wearable devices still rely on other large form factor devices (e.g., smartphones or hand-held controllers). Despite their usefulness, the additional devices for interaction can constrain the viability of wearable devices in many usage scenarios by tethering users' hands to the physical devices. This thesis argues that developing novel Human-Computer interaction techniques for the specialized wearable form factors is vital for wearables to be reliable standalone products. This thesis seeks to address the issue of constrained interaction experience with novel interaction techniques by exploring finger motions during input for the specialized form factors of wearable devices. The several characteristics of the finger input motions are promising to enable increases in the expressiveness of input on the physically limited input space of wearable devices. First, the input techniques with fingers are prevalent on many large form factor devices (e.g., touchscreen or physical keyboard) due to fast and accurate performance and high familiarity. Second, many commercial wearable products provide built-in sensors (e.g., touchscreen or hand tracking system) to detect finger motions. This enables the implementation of novel interaction systems without any additional sensors or devices. Third, the specialized form factors of wearable devices can create unique input contexts while the fingers approach their locations, shapes, and components. Finally, the dexterity of fingers with a distinctive appearance, high degrees of freedom, and high sensitivity of joint angle perception have the potential to widen the range of input available with various movement features on the surface and in the air. Accordingly, the general claim of this thesis is that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. This thesis demonstrates the general claim by providing evidence in various wearable scenarios with smartwatches and HMDs. First, this thesis explored the comfort range of static and dynamic touch input with angles on the touchscreen of smartwatches. The results showed the specific comfort ranges on variations in fingers, finger regions, and poses due to the unique input context that the touching hand approaches a small and fixed touchscreen with a limited range of angles. Then, finger region-aware systems that recognize the flat and side of the finger were constructed based on the contact areas on the touchscreen to enhance the expressiveness of angle-based touch input. In the second scenario, this thesis revealed distinctive touch profiles of different fingers caused by the unique input context for the touchscreen of smartwatches. The results led to the implementation of finger identification systems for distinguishing two or three fingers. Two virtual keyboards with 12 and 16 keys showed the feasibility of touch-based finger identification that enables increases in the expressiveness of touch input techniques. In addition, this thesis supports the general claim with a range of wearable scenarios by exploring the finger input motions in the air. In the third scenario, this thesis investigated the motions of in-air finger stroking during unconstrained in-air typing for HMDs. The results of the observation study revealed details of in-air finger motions during fast sequential input, such as strategies, kinematics, correlated movements, inter-fingerstroke relationship, and individual in-air keys. The in-depth analysis led to a practical guideline for developing robust in-air typing systems with finger stroking. Lastly, this thesis examined the viable locations of in-air thumb touch input to the virtual targets above the palm. It was confirmed that fast and accurate sequential thumb touch can be achieved at a total of 8 key locations with the built-in hand tracking system in a commercial HMD. Final typing studies with a novel in-air thumb typing system verified increases in the expressiveness of virtual target selection on HMDs. This thesis argues that the objective and subjective results and novel interaction techniques in various wearable scenarios support the general claim that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. Finally, this thesis concludes with thesis contributions, design considerations, and the scope of future research works, for future researchers and developers to implement robust finger-based interaction systems on various types of wearable devices.ope

    Improving Accuracy and Efficiency of Hand Gestures on Multi-Touch Devices

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    Geometric transformation gestures such as rotation, scaling and dragging are extremely common. There are multiple variants of designing and implementing these gestures. Variants include slightly modifying the gesture input (e.g. different original placement or tracing of fingers) or the resulting action (e.g. scale factor, retention of scale centre or rotation degree). There has not been a significant amount of research assessing the best design of geometric transformation gestures across multiple multi-touch devices. We describe our research project that looks at variants of standard geometric transformation hand gestures. We hypothesise that these variants are superior to standard geometric transformation gestures (in terms of supporting more precise transformations and faster completion times) and are as easy to initiate and maintain as the standard gestures. We also discuss our experiences in implementing these variants and describe and present user experiments we have completed in order to test our hypotheses. The results show that only some of our variants are more precise and support faster transformation completion and that only some of these results are mirrored between devices. Furthermore, only some of our variants are as easy to initiate and maintain as the standard gestures

    Enabling Collaborative Visual Analysis across Heterogeneous Devices

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    We are surrounded by novel device technologies emerging at an unprecedented pace. These devices are heterogeneous in nature: in large and small sizes with many input and sensing mechanisms. When many such devices are used by multiple users with a shared goal, they form a heterogeneous device ecosystem. A device ecosystem has great potential in data science to act as a natural medium for multiple analysts to make sense of data using visualization. It is essential as today's big data problems require more than a single mind or a single machine to solve them. Towards this vision, I introduce the concept of collaborative, cross-device visual analytics (C2-VA) and outline a reference model to develop user interfaces for C2-VA. This dissertation covers interaction models, coordination techniques, and software platforms to enable full stack support for C2-VA. Firstly, we connected devices to form an ecosystem using software primitives introduced in the early frameworks from this dissertation. To work in a device ecosystem, we designed multi-user interaction for visual analysis in front of large displays by finding a balance between proxemics and mid-air gestures. Extending these techniques, we considered the roles of different devices–large and small–to present a conceptual framework for utilizing multiple devices for visual analytics. When applying this framework, findings from a user study showcase flexibility in the analytic workflow and potential for generation of complex insights in device ecosystems. Beyond this, we supported coordination between multiple users in a device ecosystem by depicting the presence, attention, and data coverage of each analyst within a group. Building on these parts of the C2-VA stack, the culmination of this dissertation is a platform called Vistrates. This platform introduces a component model for modular creation of user interfaces that work across multiple devices and users. A component is an analytical primitive–a data processing method, a visualization, or an interaction technique–that is reusable, composable, and extensible. Together, components can support a complex analytical activity. On top of the component model, the support for collaboration and device ecosystems comes for granted in Vistrates. Overall, this enables the exploration of new research ideas within C2-VA

    Touch Crossing-Based Selection and the Pin-and-Cross Technique

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    This thesis focuses on the evaluation, exploration and demonstration of crossing paradigm with touch modality. Under the scenario of crossing selection, the target is selected by stroking through a boundary 'goal' instead of pointing inside a perimeter. We present empirical evidence to validate crossing performance for touch. Inspired by the experimental results, we then develop, evaluate and demonstrate a new unimanual multi-touch interaction space called 'pin-and-cross'. It combines one or more static touches ('pins') with another touch to cross a radial target, all performed with one hand. Our work serves to provide necessary support for the exploration and evaluation of more expressive multi-touch crossing techniques

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    Tongue Control of Upper-Limb Exoskeletons For Individuals With Tetraplegia

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