445 research outputs found

    Target Acquisition in Multiscale Electronic Worlds

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    Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. Although the technology has progressed quickly, the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge, reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law, and more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. The first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2-10 bit range. The second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces

    Shakespeareʼs Complete Works as a Benchmark for Evaluating Multiscale Document-Navigation Techniques

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    International audienceIn this paper, we describe an experimental platform dedicated to the comparative evaluation of multiscale electronic-document navigation techniques. One noteworthy characteristics of our platform is that it allows the user not only to translate the document (for example, to pan and zoom) but also to tilt the virtual camera to obtain freely chosen perspective views of the document. Second, the platform makes it possible to explore, with semantic zooming, the 150,000 verses that comprise the complete works of William Shakespeare. We argue that reaching and selecting one specific verse in this very large text corpus amounts to a perfectly well defined Fitts task, leading to rigorous assessments of target acquisition performance. For lack of a standard, the various multiscale techniques that have been reported recently in the literature are difficult to compare. We recommend that Shakespeare's complete works, converted into a single document that can be zoomed both geometrically and semantically, be used as a benchmark to facilitate systematic experimental comparisons, using Fitts' target acquisition paradigm

    Not Just Pointing: Shannon's Information Theory as a General Tool for Performance Evaluation of Input Techniques

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    This article was submitted to the ACM CHI conference in September 2017, and rejected in December 2017. It is currently under revision.Input techniques serving, quite literally, to allow users to send information to the computer, the information theoretic approach seems tailor-made for their quantitative evaluation. Shannon's framework makes it straightforward to measure the performance of any technique as an effective information transmission rate, in bits/s. Apart from pointing, however, evaluators of input techniques have generally ignored Shannon, contenting themselves with less rigorous methods of speed and accuracy measurements borrowed from psychology. We plead for a serious consideration in HCI of Shannon's information theory as a tool for the evaluation of all sorts of input techniques. We start with a primer on Shannon's basic quantities and the theoretical entities of his communication model. We then discuss how the concepts should be applied to the input techniques evaluation problem. Finally we outline two concrete methodologies, one focused on the discrete timing and the other on the continuous time course of information gain by the computer

    Human Performance Modeling For Two-Dimensional Dwell-Based Eye Pointing

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    Recently, Zhang et al. (2010) proposed an effective performance model for dwell-based eye pointing. However, their model was based on a specific circular target condition, without the ability to predict the performance of acquiring conventional rectangular targets. Thus, the applicability of such a model is limited. In this paper, we extend their one-dimensional model to two-dimensional (2D) target conditions. Carrying out two experiments, we have evaluated the abilities of different model candidates to find out the most appropriate one. The new index of difficulty we redefine for 2D eye pointing (IDeye) can properly reflect the asymmetrical impact of target width and height, which the later exceeds the former, and consequently the IDeyemodel can accurately predict the performance for 2D targets. Importantly, we also find that this asymmetry still holds for varying movement directions. According to the results of our study, we provide useful implications and recommendations for gaze-based interactions

    Can Gaze Beat Touch? A Fitts' Law Evaluation of Gaze, Touch, and Mouse Inputs

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    Gaze input has been a promising substitute for mouse input for point and select interactions. Individuals with severe motor and speech disabilities primarily rely on gaze input for communication. Gaze input also serves as a hands-free input modality in the scenarios of situationally-induced impairments and disabilities (SIIDs). Hence, the performance of gaze input has often been compared to mouse input through standardized performance evaluation procedure like the Fitts' Law. With the proliferation of touch-enabled devices such as smartphones, tablet PCs, or any computing device with a touch surface, it is also important to compare the performance of gaze input to touch input. In this study, we conducted ISO 9241-9 Fitts' Law evaluation to compare the performance of multimodal gaze and foot-based input to touch input in a standard desktop environment, while using mouse input as the baseline. From a study involving 12 participants, we found that the gaze input has the lowest throughput (2.55 bits/s), and the highest movement time (1.04 s) of the three inputs. In addition, though touch input involves maximum physical movements, it achieved the highest throughput (6.67 bits/s), the least movement time (0.5 s), and was the most preferred input. While there are similarities in how quickly pointing can be moved from source to target location when using both gaze and touch inputs, target selection consumes maximum time with gaze input. Hence, with a throughput that is over 160% higher than gaze, touch proves to be a superior input modality

    Natural User Interface Usability Research in Context of Curved Displays Systems

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    Continuous development of information technologies makes us review ex-isting rules and recommendations designed to improve the efficiency of IT use, to ensure optimal working conditions for the users, to increase produc-tivity, security and to protect human health. Relevant researrch in the field of computer engineering is performed in the dissertation. The thesis analyzes natural user interfaces and their usabil-ity (efficiency, productivity and satisfaction with witch a particular user can reach specific goals in a specific environment) for performing of various functions. This dissertation examines factors, which determine efficiency of usability, and how efficiency is influenced by a curved display. The problem is relevant and the raised goal and objectives are new from the point of view of science. First of all, the thesis examines how to improve working conditions by developing graphical user interface of the infor-mation systems. Secondly, the influence of information submission to human, while one is performing task and specific domain tasks using graph-ical user interface, is examined. As there is no common opinion on how to create natural user interfaces and there is no definite set of parameters which determine the efficiency of usability, performed experimental research is an important contribution to the solution of these problems
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