200 research outputs found

    Multidimensional Pareto optimization of touchscreen keyboards for speed, familiarity and improved spell checking

    Get PDF
    The paper presents a new optimization technique for keyboard layouts based on Pareto front optimization. We used this multifactorial technique to create two new touchscreen phone keyboard layouts based on three design metrics: minimizing finger travel distance in order to maximize text entry speed, a new metric to maximize the quality of spell correction quality by minimizing neighbouring key ambiguity, and maximizing familiarity through a similarity function with the standard Qwerty layout. The paper describes the optimization process and resulting layouts for a standard trapezoid shaped keyboard and a more rectangular layout. Fitts' law modelling shows a predicted 11% improvement in entry speed without taking into account the significantly improved error correction potential and the subsequent effect on speed. In initial user tests typing speed dropped from approx. 21wpm with Qwerty to 13wpm (64%) on first use of our layout but recovered to 18wpm (85%) within four short trial sessions, and was still improving. NASA TLX forms showed no significant difference on load between Qwerty and our new layout use in the fourth session. Together we believe this shows the new layouts are faster and can be quickly adopted by users

    Multi-touch For General-purpose Computing An Examination Of Text Entry

    Get PDF
    In recent years, multi-touch has been heralded as a revolution in humancomputer interaction. Multi-touch provides features such as gestural interaction, tangible interfaces, pen-based computing, and interface customization – features embraced by an increasingly tech-savvy public. However, multi-touch platforms have not been adopted as everyday computer interaction devices; that is, multi-touch has not been applied to general-purpose computing. The questions this thesis seeks to address are: Will the general public adopt these systems as their chief interaction paradigm? Can multi-touch provide such a compelling platform that it displaces the desktop mouse and keyboard? Is multi-touch truly the next revolution in human-computer interaction? As a first step toward answering these questions, we observe that generalpurpose computing relies on text input, and ask: Can multi-touch, without a text entry peripheral, provide a platform for efficient text entry? And, by extension, is such a platform viable for general-purpose computing? We investigate these questions through four user studies that collected objective and subjective data for text entry and word processing tasks. The first of these studies establishes a benchmark for text entry performance on a multi-touch platform, across a variety of input modes. The second study attempts to improve this performance by iv examining an alternate input technique. The third and fourth studies include mousestyle interaction for formatting rich-text on a multi-touch platform, in the context of a word processing task. These studies establish a foundation for future efforts in general-purpose computing on a multi-touch platform. Furthermore, this work details deficiencies in tactile feedback with modern multi-touch platforms, and describes an exploration of audible feedback. Finally, the thesis conveys a vision for a general-purpose multi-touch platform, its design and rationale

    Attention Demands in Text Entry Interfaces

    Get PDF
    The rationale for a model of text input that includes perceptual and cognitives processes is given. Reducing keystrokes is fine, but if the design imposes an increased perceptual and/or cognitive load on the user (e.g., shifting attention points or perusing a list of candidate words in a word completion system), then a newinterface may not be as efficient as first thought. This argument as well as others underscoring the need to more thoroughly acknowledge and quantifiy attention demans in text entry interface are developed

    An adaptable scan-based text entry for mobile devices: Design, predictive modeling, and empirical evaluation

    Get PDF
    This paper presents a highly customizable assistive on-screen keyboard for mobile devices, which supports several text entry methods based on row-column and bisection scanning techniques. Text entry can be accomplished using a zone based touch screen interface and/or via hardware keypads, involving configurable input control which can range from single-switch solution up to 5-key design. Apart from the presentation of a novel user interface, the paper contributions are as follows: development of movement models for all scan-based methods involved in text entry solution, computation of related upper-bound text entry speed predictions, and empirical investigation of their validity. In order to assess model predictions, a specific instance of row-column scanning technique was juxtaposed to bisection scanning principle in a user study involving 16 participants. Methods are evaluated against text entry performance, required workload, and general usability attributes. Although theoretical models predicted higher entry speed for bisection scanning, the results obtained from experiment demonstrated the row-column technique as significantly more efficient. This outcome discrepancy is specifically discussed by putting emphasis on factors that affect identified relation.

    Predicting and Reducing the Impact of Errors in Character-Based Text Entry

    Get PDF
    This dissertation focuses on the effect of errors in character-based text entry techniques. The effect of errors is targeted from theoretical, behavioral, and practical standpoints. This document starts with a review of the existing literature. It then presents results of a user study that investigated the effect of different error correction conditions on popular text entry performance metrics. Results showed that the way errors are handled has a significant effect on all frequently used error metrics. The outcomes also provided an understanding of how users notice and correct errors. Building on this, the dissertation then presents a new high-level and method-agnostic model for predicting the cost of error correction with a given text entry technique. Unlike the existing models, it accounts for both human and system factors and is general enough to be used with most character-based techniques. A user study verified the model through measuring the effects of a faulty keyboard on text entry performance. Subsequently, the work then explores the potential user adaptation to a gesture recognizer’s misrecognitions in two user studies. Results revealed that users gradually adapt to misrecognition errors by replacing the erroneous gestures with alternative ones, if available. Also, users adapt to a frequently misrecognized gesture faster if it occurs more frequently than the other error-prone gestures. Finally, this work presents a new hybrid approach to simulate pressure detection on standard touchscreens. The new approach combines the existing touch-point- and time-based methods. Results of two user studies showed that it can simulate pressure detection more reliably for at least two pressure levels: regular (~1 N) and extra (~3 N). Then, a new pressure-based text entry technique is presented that does not require tapping outside the virtual keyboard to reject an incorrect or unwanted prediction. Instead, the technique requires users to apply extra pressure for the tap on the next target key. The performance of the new technique was compared with the conventional technique in a user study. Results showed that for inputting short English phrases with 10% non-dictionary words, the new technique increases entry speed by 9% and decreases error rates by 25%. Also, most users (83%) favor the new technique over the conventional one. Together, the research presented in this dissertation gives more insight into on how errors affect text entry and also presents improved text entry methods

    Predictive text-entry in immersive environments

    Get PDF
    Virtual Reality (VR) has progressed significantly since its conception, enabling previously impossible applications such as virtual prototyping, telepresence, and augmented reality However, text-entry remains a difficult problem for immersive environments (Bowman et al, 2001b, Mine et al , 1997). Wearing a head-mounted display (HMD) and datagloves affords a wealth of new interaction techniques. However, users no longer have access to traditional input devices such as a keyboard. Although VR allows for more natural interfaces, there is still a need for simple, yet effective, data-entry techniques. Examples include communicating in a collaborative environment, accessing system commands, or leaving an annotation for a designer m an architectural walkthrough (Bowman et al, 2001b). This thesis presents the design, implementation, and evaluation of a predictive text-entry technique for immersive environments which combines 5DT datagloves, a graphically represented keyboard, and a predictive spelling paradigm. It evaluates the fundamental factors affecting the use of such a technique. These include keyboard layout, prediction accuracy, gesture recognition, and interaction techniques. Finally, it details the results of user experiments, and provides a set of recommendations for the future use of such a technique in immersive environments

    The effect of typewriting vs. handwriting lecture notes on learning: a systematic review and meta-analysis.

    Get PDF
    This study is a systematic review and meta-analysis of studies examining the effect of note-taking modality during lecture, that is, taking notes by hand using pen and paper vs. taking notes using a keyboard and computer, on learning among secondary and postsecondary students. I begin with a review of the literature and theoretical introduction to the theories and terms used. From a theoretical standpoint, there are strong reasons to believe that taking notes by hand might offer recall benefits relative to taking notes using a computer and keyboard. At the same time, I point out that one problem, which I term the “fundamental problem of modality research”, is that when researchers randomly assign participants to a note-taking modality they are also, indirectly, assigning them to a note-taking style. Furthermore, most studies do not consider factors such as participant transcription capacity that might serve as theoretically important moderators. I then describe the methods used for the systematic review and meta-analysis. These included a robust literature search, double screening of all potentially eligible studies, and double coding of all eligible studies. The meta-analytic methods involved multilevel applications of standard meta-analytic methods. The systematic review resulted in identification of 33 eligible reports containing 42 independent samples and 88 effect sizes, all evaluating whether there are recall differences — almost always operationalized as scores on a quiz given after exposure to lecture material — between participants taking notes by handwriting vs. typewriting, that is, the modality effect. A statistically significant overall meta-analytic average was found g = +0.144 [0.023, 0.265], p = .021, benefiting handwriters over typewriters. This is a small effect; on average, in the typical study typewriters scored about 50% on the recall quiz. The effect size of g = +0.14 translates into an average percent correct of about 57% in the handwriting group. There is some evidence that providing participants with an opportunity to review their notes might substantially reduce the observed advantage for handwriters
    • 

    corecore