204 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 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

    The effects of tool container location on user performance in graphical user interfaces

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    A common way of organizing Windows, Icons, Menus, and Pointers (WIMP) interfaces is to group tools into tool containers, providing one visual representation. Common tool containers include toolbars and menus, as well as more complex tool containers, like Microsoft Office’s Ribbon, Toolglasses, and marking menus. The location of tool containers has been studied extensively in the past using Fitts’s Law, which governs selection time; however, selection time is only one aspect of user performance. In this thesis, I show that tool container location affects other aspects of user performance, specifically attention and awareness. The problem investigated in this thesis is that designers lack an understanding of the effects of tool container location on two important user performance factors: attention and group awareness. My solution is to provide an initial understanding of the effects of tool container location on these factors. In solving this problem, I developed a taxonomy of tool container location, and carried out two research studies. The two research studies investigated tool container location in two contexts: single-user performance with desktop interfaces, and group performance in tabletop interfaces. Through the two studies, I was able to show that tool container location does affect attention and group awareness, and to provide new recommendations for interface designers

    Promoting Hotkey Use through Rehearsal with ExposeHK

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    International audienceKeyboard shortcuts allow fast interaction, but they are known to be infrequently used, with most users relying heavily on traditional pointer-based selection for most commands. We describe the goals, design, and evaluation of ExposeHK, a new interface mechanism that aims to increase hotkey use. ExposeHK’s four key design goals are: 1) enable users to browse hotkeys; 2) allow non-expert users to issue hotkey commandsas a physical rehearsal of expert performance; 3) exploit spatial memory to assist non-expert users in identifying hotkeys; and 4) maximise expert performance by using consistent shortcuts in a flat command hierarchy. ExposeHK supports these objectives by displaying hotkeys overlaid on their associated commands when a modifier key is pressed. We evaluated ExposeHK in three empirical studies using toolbars, menus, anda tabbed ‘ribbon’ toolbar. Results show that participants used more hotkeys, and used them more often, with ExposeHK than with other techniques; they were faster with ExposeHK than with either pointing or other hotkey methods; and they strongly preferred ExposeHK. Our research shows that ExposeHK cansubstantially improve the user’s transition from a ‘beginner mode’ of interaction to a higher level of expertise

    Improving Multi-Touch Interactions Using Hands as Landmarks

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    Efficient command selection is just as important for multi-touch devices as it is for traditional interfaces that follow the Windows-Icons-Menus-Pointers (WIMP) model, but rapid selection in touch interfaces can be difficult because these systems often lack the mechanisms that have been used for expert shortcuts in desktop systems (such as keyboards shortcuts). Although interaction techniques based on spatial memory can improve the situation by allowing fast revisitation from memory, the lack of landmarks often makes it hard to remember command locations in a large set. One potential landmark that could be used in touch interfaces, however, is people’s hands and fingers: these provide an external reference frame that is well known and always present when interacting with a touch display. To explore the use of hands as landmarks for improving command selection, we designed hand-centric techniques called HandMark menus. We implemented HandMark menus for two platforms – one version that allows bimanual operation for digital tables and another that uses single-handed serial operation for handheld tablets; in addition, we developed variants for both platforms that support different numbers of commands. We tested the new techniques against standard selection methods including tabbed menus and popup toolbars. The results of the studies show that HandMark menus perform well (in several cases significantly faster than standard methods), and that they support the development of spatial memory. Overall, this thesis demonstrates that people’s intimate knowledge of their hands can be the basis for fast interaction techniques that improve performance and usability of multi-touch systems

    RĂ©duire l'Aversion aux Erreurs pour Aider la Transition Novice-Expert avec Fast Tap

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    National audienceExpert interaction techniques such as gestures or hotkeys are more efficient than traditional WIMP techniques because it is often faster to recall a command than to navigate to it. However, many users seem to be reluctant to switch to expert interaction. We hypothesize the cause might be the aversion of making errors. To test this, we designed two intermediate modes for the FastTap interaction technique, allowing quick confirmation of what the user has retrieved from memory, and quick adjustment if she has made an error. We investigated the impact of these modes and of various error costs in a controlled study (N=36). We found that participants adopted the intermediate modes, that these modes reduced error rate when error cost was high, and that they did not substantially change selection times. However, while it validates the design of our intermediate modes, we found no evidence of greater switch to memory-based interaction, suggesting that reducing the error rate is not sufficient to promote expert use of techniques.Les techniques d'interaction expertes comme les vocabulaires gestuels ou les raccourcis clavier sont plus efficaces que les techniques WIMP traditionnelles. Il est en effet plus rapide de se rappeler une commande plutĂŽt que de la retrouver dans des menus. Cependant, la plupart des utilisateurs semblent rĂ©ticents Ă  passer aux interactions qui se basent sur leur mĂ©moire. Nous pensons que la cause pourrait ĂȘtre due Ă  leur aversion Ă  faire des erreurs. Pour tester cette hypothĂšse, nous avons conçu deux modes intermĂ©diaires pour la technique d'interaction FastTap, qui permet de rapidement confirmer ce que l'utilisateur s'est rappelĂ© de mĂ©moire, et d'ajuster si une erreur a Ă©tĂ© faite. Nous avons Ă©tudiĂ© l'impact de ces deux modes intermĂ©diaires et de diffĂ©rents coĂ»ts d'erreur dans une Ă©tude contrĂŽlĂ©e (N=36). Nous avons trouvĂ© que les participants ont adoptĂ© les modes intermĂ©diaires, que ces modes rĂ©duisaient le taux d'erreur quand le coĂ»t de l'erreur Ă©tait important, et qu'ils n'ont pas affectĂ© de maniĂšre significative les temps de sĂ©lection. Cependant, bien que les rĂ©sultats valident la conception de nos modes intermĂ©diaires, nous n'avons pas trouvĂ© de preuve sur un plus grand passage aux interactions qui se basent sur la mĂ©moire. Cela suggĂšre que rĂ©duire le taux d'erreur n'est pas suffisant pour promouvoir l'utilisation experte des techniques

    Effects of Visual Distinctiveness on Learning and Retrieval in Icon Toolbars

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    Learnability is important in graphical interfaces because it supports the user’s transition to expertise. One aspect of GUI learnability is the degree to which the icons in toolbars and ribbons are identifiable and memorable–but current "flat" and "subtle" designs that promote strong visual consistency could hinder learning by reducing visual distinctiveness within a set of icons. There is little known, however, about the effects of visual distinctiveness of icons on selection performance and memorability. To address this gap, we carried out two studies using several icon sets with different degrees of visual distinctiveness, and compared how quickly people could learn and retrieve the icons. Our first study found no evidence that increasing colour or shape distinctiveness improved learning, but found that icons with concrete imagery were easier to learn. Our second study found similar results: there was no effect of increasing either colour or shape distinctiveness, but there was again a clear improvement for icons with recognizable imagery. Our results show that visual characteristics appear to affect UI learnability much less than the meaning of the icons' representations

    Revisiting Bertin Matrices: New Interactions for Crafting Tabular Visualizations

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    We present Bertifier, a web app for rapidly creating tabular visualizations from spreadsheets. Bertifier draws from Jacques Bertin's matrix analysis method, whose goal was to “simplify without destroying” by encoding cell values visually and grouping similar rows and columns. Although there were several attempts to bring this method to computers, no implementation exists today that is both exhaustive and accessible to a large audience. Bertifier remains faithful to Bertin's method while leveraging the power of today's interactive computers. Tables are formatted and manipulated through crossets, a new interaction technique for rapidly applying operations on rows and columns. We also introduce visual reordering, a semi-interactive reordering approach that lets users apply and tune automatic reordering algorithms in a WYSIWYG manner. Sessions with eight users from different backgrounds suggest that Bertifier has the potential to bring Bertin's method to a wider audience of both technical and non-technical users, and empower them with data analysis and communication tools that were so far only accessible to a handful of specialists

    Awareness, Usage and Discovery of Swipe-revealed Hidden Widgets in iOS

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    International audienceRevealing a hidden widget with a dedicated sliding gesture is a common interaction design in today's handheld devices. Such "Swhidgets" (for swipe-revealed hidden widgets) provide a fast (and sometime unique) access to some commands. Interestingly, swhidgets do not follow conventional design guidelines in that they have no explicit signifiers, and users have to discover their existence before being able to use them. In this paper, we discuss the benefits of this signifierless design and investigate how iOS users deal with this type of widgets. We report on the results of a laboratory study and an online survey, investigating iOS users' experience with swhidgets. Our results suggest that swhidgets are moderately but unevenly known by participants, yet the awareness and the discovery issues of this design is worthy of further discussion
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