81 research outputs found

    Tap 'N' Shake: Gesture-based Smartwatch-Smartphone Communications System

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    Smartwatches have recently seen a surge in popularity, and the new technology presents a number of interesting opportunities and challenges, many of which have not been adequately dealt with by existing applications. Current smartwatch messaging systems fail to adequately address the problem of smartwatches requiring two-handed interactions. This paper presents Tap 'n' Shake, a novel gesture-based messaging system for Android smartwatches and smartphones addressing the problem of two-handed interactions by utilising various motion-gestures within the applications. The results of a user evaluation carried out with sixteen subjects demonstrated the usefulness and usability of using gestures over two-handed interactions for smartwatches. Additionally, the study provides insight into the types of gestures that subjects preferred to use for various actions in a smartwatch-smartphone messaging system

    Design of Web-based Tools to Study Blind People?s Touch-Based Interaction with Smartphones

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    Nowadays touchscreen smartphones are the most common kind of mobile devices. However, gesture-based interaction is a difficult task for most visually impaired people, and even more so for blind people. This difficulty is compounded by the lack of standard gestures and the differences between the main screen reader platforms available on the market. Therefore, our goal is to investigate the differences and preferences in touch gesture performance on smartphones among visually impaired people. During our study, we implemented a web-based wireless system to facilitate the capture of participants? gestures. In this paper we present an overview of both the study and the system used

    Designed with older adults to support better error correction in smartphone text entry : the MaxieKeyboard

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    Through our participatory design with older adults a need for improved error support for texting on smartphones emerged. Here we present the MaxieKeyboard based on the outcomes from this process. The keyboard highlights errors, auto-corrections and suggestion bar usage in the composition area and gives feedback on the keyboard on typing correctness. Our older adult groups have shown strong support for the keyboard

    Tap'n'shake:gesture-based smartwatch-smartphone communications system

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    Smartwatches have recently seen a surge in popularity, and the new technology presents a number of interesting opportunities and challenges, many of which have not been adequately dealt with by existing applications. Current smartwatch messaging systems fail to adequately address the problem of smartwatches requiring two-handed interactions. This paper presents Tap 'n' Shake, a novel gesture-based messaging system for Android smartwatches and smartphones addressing the problem of two-handed interactions by utilising various motion-gestures within the applications. The results of a user evaluation carried out with sixteen subjects demonstrated the usefulness and usability of using gestures over two-handed interactions for smartwatches. Additionally, the study provides insight into the types of gestures that subjects preferred to use for various actions in a smartwatch-smartphone messaging system

    A Design Kit for Mobile Device-Based Interaction Techniques

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    Beside designing the graphical interface of mobile applications, mobile phones and their built-in sensors enable various possibilities to engage with digital content in a physical, device-based manner that move beyond the screen content. So-called mobile device-based interactions are characterized by device movements and positions as well as user actions in real space. So far, there is only little guidance available for novice designers and developers to ideate and design new solutions for specic individual or collaborative use cases. Hence, the potential for designing mobile-based interactions is seldom fully exploited. To address this issue, we propose a design kit for mobile device-based interaction techniques following a morphological approach. Overall, the kit comprises seven dimensions with several elements that can be easily combined with each other to form an interaction technique by selecting at least one entry of each dimension. The design kit can be used to support designers in exploring novel mobile interaction techniques to specic interaction problems in the ideation phase of the design process but also in the analysis of existing device-based interaction solutions

    Exploring user-defined gestures for alternate interaction space for smartphones and smartwatches

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    2016 Spring.Includes bibliographical references.In smartphones and smartwatches, the input space is limited due to their small form factor. Although many studies have highlighted the possibility of expanding the interaction space for these devices, limited work has been conducted on exploring end-user preferences for gestures in the proposed interaction spaces. In this dissertation, I present the results of two elicitation studies that explore end-user preferences for creating gestures in the proposed alternate interaction spaces for smartphones and smartwatches. Using the data collected from the two elicitation studies, I present gestures preferred by end-users for common tasks that can be performed using smartphones and smartwatches. I also present the end-user mental models for interaction in proposed interaction spaces for these devices, and highlight common user motivations and preferences for suggested gestures. Based on the findings, I present design implications for incorporating the proposed alternate interaction spaces for smartphones and smartwatches

    Push Yourself a Bit Harder: The Impacts of Force-based Gestures on Consumer Decisiveness and Self-Regulation

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    The emergence of force-based gestures (e.g., peek and pop) brings more functionalities to mobile interaction. Although it is believed that peek and pop could facilitate user navigation experience, the psychological and behavioral effects of force-based gestures remain unexplored. This study aims to investigate whether and how force-based gestures (gentle tap vs. hard press) influence mobile consumer decision making. Drawing on Embodied Cognition Theory and Mobile Application Usability literature, we propose that hard press (compared with gentle tap) could make consumers more decisive and thus lead to faster decisions; moreover, hard press (compared with gentle tap) could also facilitate willpower summoning and thus enhance consumer self-control. We also propose that these effects are contingent on visual responsiveness. Accordingly, a 2 by 2 lab experiment is designed. Potential theoretical contributions, practical implications as well as future research directions are discussed

    User-Defined Gestural Interaction: a Study on Gesture Memorization

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    8 pagesInternational audienceIn this paper we study the memorization of user created gestures for 3DUI. Wide public applications mostly use standardized gestures for interactions with simple contents. This work is motivated by two application cases for which a standardized approach is not possible and thus user specific or dedicated interfaces are needed. The first one is applications for people with limited sensory-motor abilities for whom generic interaction methods may not be adapted. The second one is creative arts applications, for which gesture freedom is part of the creative process. In this work, users are asked to create gestures for a set of tasks, in a specific phase, prior to using the system. We propose a user study to explore the question of gesture memorization. Gestures are recorded and recognized with a Hidden Markov Model. Results show that it seems difficult to recall more than two abstract gestures. Affordances strongly improve memorization whereas the use of colocalization has no significant effect

    Counterpoint : exploring mixed-scale gesture interaction for AR applications

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    This paper presents ongoing work on a design exploration for mixed-scale gestures, which interleave microgestures with larger gestures for computer interaction. We describe three prototype applications that show various facets of this multi-dimensional design space. These applications portray various tasks on a Hololens Augmented Reality display, using different combinations of wearable sensors. Future work toward expanding the design space and exploration is discussed, along with plans toward evaluation of mixed-scale gesture design.Postprin

    Int J Hum Comput Stud

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    The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.T42 OH008429/OH/NIOSH CDC HHS/United States2016-10-01T00:00:00Z26028955PMC444761
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