Input Techniques and Models

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Input Techniques and Models Properties of an input device Evaluation and analysis of input devices Input device states Interaction modalities Hinckley, Ken., Input Technologies and Techniques, Chapter 7. Handbook of Human-Computer Interaction, ed. by Andrew Sears and Julie A. Jacko. Lawrence Erlbaum & Associates.

Transcript of Input Techniques and Models

Page 1: Input Techniques and Models

Input Techniques and Models

Properties of an input device

Evaluation and analysis of input devices

Input device states

Interaction modalities

Hinckley, Ken., Input Technologies and Techniques, Chapter 7. Handbook of Human-Computer Interaction, ed. by Andrew

Sears and Julie A. Jacko. Lawrence Erlbaum & Associates.

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What‘s an input device

• Input devices sense physical properties of people, places or things

• However, they do not operate in isolation, i.e. need visual feedback

– otherwise similar to a pen without paper

• Must include:

– the physical sensor (positioning wheels)

– the feedback presented to the user (cursor)

– the ergonomic of the device (fits in hand)

– interplay between all the interaction techniques supported by a system (clicking, moving, selecting, etc.)

• Need an understanding of input technologies to design interaction techniques that match a user‘s natural workflow

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Input Device Properties

• Several properties characterize most

devices:

– Property sensed

– Number of dimensions

– Indirect vs. direct

– Device acquisition time

– Gain

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Property Sensed

• Most devices sense– Linear position (tablets sense position of pen)

– Motion (mice sense change in position)

– Force (Isometric joysticks, IBM Trackpoint)

– Angle or change in angle (rotary input)

• Absolute input device– position sensing

• Relative input device– motion sensing

• Relative device requires visual feedback but also can be inefficient due to clutching

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Number of Dimensions

• Devices sense one or more input dimensions

–Two linear dimensions (mouse, x/y)

– Angular dimension (knob)

– 6 degree-of-freedom (magnetic tracker, senses 3-position

dimensions and 3 orientation dimensions)

• A pair of knobs is a 1D+1D device, mouse with scroll

wheel is a 2D+1D multi-channel device

• Multiple degree-of-freedom devices sense three or

more simultaneous dimensions of spatial position or

orientation

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Degrees of Freedom vs. Dimensions

the bat

Ware, C. and Jessome, D. (1988), Using the Bat: A Six Dimensional Mouse for Object

Placement. IEEE Computer Graphics and Applications. November 8-6, 65-70.

Usually confuse the idea of dimensions and degrees-of-freedom

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Mapping Degrees of Freedom to Dimensions

A Two-Ball Mouse Affords Three Degrees of Freedom

I. Scott MacKenzie, R. William Soukoreff, & Chris Pal

CHI 97 Electronic Publications: Late-Breaking/Short Talks

3DOF Mouse

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Mapping Degrees of Freedom to Dimensions

Ravin Balakrishnan, Thomas Baudel, Gordon Kurtenbach, George W.

Fitzmaurice. (1997). The Rockin'Mouse: Integral 3D manipulation on a plane.

Proceedings of ACM CHI 1997 Conference on Human Factors in Computing

Systems, p. 311-318.

4DOF Mouse

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Degrees of Freedom vs. Dimensions

Hinckley, K., Sinclair, M., Hanson, E., Szeliski, R., Conway, M., The

VideoMouse: A Camera-Based Multi-Degree-of-Freedom Input Device, ACM

UIST'99 Symposium on User Interface Software & Technology, pp. 103-112.

5DOF Mouse

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Indirect vs. Direct

• Mouse is indirect, i.e. must move mouse to

move pointer on screen

• Touch-screens or tablets are direct input

devices, i.e. unified input and display

surface

– Occlusion is typically a problem

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Diversity of input ‗devices‘

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Positioning

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Absolute positioning

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Absolute positioning

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Absolute positioning

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Absolute positioning

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Absolute positioning

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Relative positioning

clutching

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Input mode

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Direct input

motor & visual space

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Indirect input

motor space

visual space

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Direct Indirect

Relative

Absolute

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Central question

How to simultaneously leverage properties

of each input or positioning mode for

interaction?

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Dual-Surface Input:Augmenting One-handed Interactions with

Coordinated Front and Behind-the-screen

Input

Xing-Dong Yang, Edward Mak,

Pourang Irani, Walter Bischof

ACM MobileHCI 2009

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One-handedness is common

Over 80% of mobile users employ or prefer

one-handed operation [Karlson & Bederson, 2006]

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Input device: Thumb

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Reach

Karlson at al, 2006

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Input ―mismatch‖

High occlusion + low accuracy

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Input ―mismatch‖

user view hardware view

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Shift

Vogel & Baudisch, ACM CHI 2007

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Dual-surface input

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Dual-surface model

Direct input

Move cursor with absolute input on front

Indirect input

‗Adjust‘ with relative on back

Key point: coordinated

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Nanotouch

Baudisch & Chu, ACM CHI 2009

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Insights #1

Coordinated front (absolute) + back (relative) superior than either alone

For back, indirect works better

Hardware solution for fluid move between

modes works

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ARC-Pad:Absolute + Relative Cursor Positioning for

Large Displays with a Mobile Touchscreen

David McCallum, Pourang Irani

ACM UIST 2009

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Large Displays

Reach is problematic

Custom hardware

Not always available or expensive

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Coupling a mobile device

Relative

large distance to travel

lots of clutching!

Absolute

imprecise

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a b c

d e

Hybrid Pointing

Forlines et al, ACM UIST 2006

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ARC-Pad

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ARC-Pad

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ARC-Pad

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Video

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Insights #2

Seamless transition between absolute &

relative positioning is crucial

no explicit mode switch

via interpretation of input gesture

Software based solution requires some training

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Guidelines

Avoid explicit mode switching, should be

implicit

software based – proper interpretation of input

hardware based – novel augmentations

Seamlessly coordinate input modes

Proper ergonomics to accommodate novelty

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Device Acquisition Time

• Acquisition time: average time to move

hand to device

• Homing time: average time to return to a

‗home‘ position, i.e. mouse to keyboard

• For common desktop workflows, pointing

and selecting dominate acquisition/homing

time

– integration of pointing with keyboard may not

improve overall performance

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Gain

• Control-to-display gain or C:D ratio

– distance moved by an input device/distance

moved on the display

• Composite measurement taking into

account device size and display size

• Gain has very little effect on the time to

perform pointing movements

– not a commonly used metric

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Pointing Devices

• Mouse:– Invented in ‘67

– Used for pointing

– Picks up changes in x, y

– As good as pointing with finger

– Integrated with buttons/wheels etc

• Trackball:– Senses relative motion of partially exposed ball in

2DOF

– Engage different muscle groups than the mouse, but an alternative for those who experience discomfort

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Pointing Devices

• Isometric joystick:

– Force sensing

– Rate of cursor is proportional to the force exerted

– Returns to center when released

– Good when space is at a premium

• Isotonic joystick:

– Sense angle of deflection

– Different than isometric joystick

J. Lipscomb and M. Pique (1993). Analog Input Device

Physical Characteristics. SIGCHI Bulletin 25 (3): 40-45.

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Pointing Devices

• Touchpads:

– Small touch-sensitive devices found on laptops

– Use relative mode for cursor control

– Can operate in absolute mode by dragging

finger and leaving it on edge of the pad

– Necessitates multiple clutchings

• Touchscreens/pen-operated devices:

– Fingers, or electromagnetic digitizers

– Parallax error, mismatch between sensed input

position and apparent position

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Input Device States

• Disaccord between states of a GUI and

states and events sensed by devices

• Difficult to support interface primitives such

as click, drag, double-click, and right-click

• Useful to diagram device states

– Identifies relationship between events sensed by

input device and interaction technique

demands

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Three-State Model of Graphical Input

• Buxton's 3-state model for graphical input devices

• Expression of the operation of computer pointing

devices in terms of state transitions

• Expressive vocabulary for exploring the relationship

between pointing devices and the interaction

techniques they afford

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Input Device States

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Three-State Model of Graphical Input

• Three-states:– The states are Out of range (State 0, for clutching or repositioning a mouse on a mouse pad;

– Tracking (State 1) for moving a tracking symbol such as a cursor about a display

– Dragging (State 2) for moving an icon on the desktop or for grouping a set of objects or a range of text

• Seems simple and obvious but can add insight to the existing body of pointing device research

– can be extended to multi-button interaction, stylus input, and direct vs. indirect input

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Input Device States

• Based on Buxton‘s model, the mouse &

touch sensitive devices are a two-state

device

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Activity: Input Device States

• Based on the previous state diagram, can you

describe a limitation of touch-sensing input (PDA‘s)

• Do you know of a device that supports all 3 states

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Input Device States

• Can fully capture core interaction by

extending the 3-state model

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Evaluation and Analysis of Input Devices

• Keystroke-Level Model

• Fitts‘ Law

• Hick-Hyman Law

• Accot‘s Steering Law

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Models and Modeling

• A model is a simplification of reality, but useful only if

it helps in understanding some phenomenon or

behavior:

– Design, evaluate or help understand complex behavior

• Models sit on a continuum:

Analogy &

Metaphor

Mathematical

Equations

Descriptive

Models

Predictive

Models

Fitt’s LawGuiard’s Model

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Keystroke Level Model

• Only address one aspect of task performance: time

• Predicts expert error-free task-completion time with the following inputs:

– a task or series of subtasks

– method used

– command language of the system

– motor-skill parameters of the user

– response-time parameters of the system

• Predict time an expert would take to execute the tasks– Assuming no errors

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KLM operators

• Six operators

– Keystroke• Avg time determined by std typing tests

– Pointing• Pointing with a mouse or other device on a display to select an

object.

• Varies from 0.8 – 1.5 seconds

– Homing• Bring ‗home‘ hands on the keyboard or other device

• 0.4 seconds based on various studies

– Mental• 1.35 seconds, experimentally determined

– Response

• Texecute = TK + TP + TH + TM + TR

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Encoding Methods

• E.g., replace 5 letter word with another in a text

editor

• Reach for mouse Hmouse

• Point to word Pword

• Select word K

• Home on keyboard Hkeyboard

• Call replace cmd M,Kreplace

• Type new 5 letter word 5Kword

• Texecute = TM + TP + 2TH + 7Tk

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Where does KLM apply?

• Where users perform tasks at expert level

– users have mastered a skill

– users are not problem solving

– users know what to do, just act on the steps

• Qualitatively

– Used for designing training programs, help systems

– Focus design on problem areas

• Quantitatively

– Good predictions of performance time

– Maybe some predictions on learning

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KLM weaknesses

• The model applied to skilled users, not to beginners or intermediates

• The model doesn't account for either learning of the system or its recall after a period of disuse

• Even skilled users occasionally make errors; however, the model doesn't account for errors

• Mental workload is not addressed in the model

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Hick-Hyman Law

• Law for choice reaction-time, given in the form of a prediction equation

• Given a set of n stimuli (flashing objects), associated with n responses (selecting object), reaction time (RT) can be given as follows:

RT = a + b log 2(n) – a, b empirically determined constants

• Examples include:– measuring and predicting time to select items in a

hierarchical menu (Landauer & Nachbar, 1985)

– predicting text-entry rates on soft keyboards with non-qwerty layouts, since users have to visually scan the layout (MacKenzie et al., 1995, 1999)

– mode selection on tabletPCs (Ruiz & Lank, 2006)

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A Quiz Designed to Give You Fitts

•http://www.asktog.com/columns/022DesignedToGive

Fitts.html

• Microsoft Toolbars offer the user the

option of displaying a label below each

tool. Name at least one reason why

labeled tools can be accessed faster.

(Assume, for this, that the user knows

the tool and does not need the label just

simply to identify the tool.)

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A Quiz Designed to Give You Fitts

1. The label becomes part of the target. The

target is therefore bigger. Bigger targets, all

else being equal, can always be

acccessed faster. Fitt's Law.

2. When labels are not used, the tool icons

crowd together.

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A Quiz Designed to Give You Fitts

• You have a palette of tools in a graphics

application that consists of a matrix of 16x16-

pixel icons laid out as a 2x8 array that lies

along the left-hand edge of the screen.

Without moving the array from the left-hand

side of the screen or changing the size of the

icons, what steps can you take to decrease

the time necessary to access the average

tool?

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A Quiz Designed to Give You Fitts

1. Change the array to 1X16, so all

the tools lie along the edge of the

screen.

2. Ensure that the user can click on

the very first row of pixels along

the edge of the screen to select a

tool. There should be no buffer

zone.

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A Quiz Designed to Give You Fitts

• Microsoft offers a Taskbar which can be oriented

along the top, side or bottom of the screen,

enabling users to get to hidden windows and

applications. This Taskbar may either be hidden or

constantly displayed. Describe at least two reasons

why the method of triggering an auto-hidden

Microsoft Taskbar is grossly inefficient.

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A Quiz Designed to Give You Fitts

• Screen edges are prime real estate. You don't waste an entire edge that could be housing a couple of dozen different fast-access icons just for one object, the Taskbar

• The auto-hidden Taskbar is entirely too easy to display by accident. Users are constantly triggering it when trying to access something that is close to, but not at, the edge

• The Taskbar would not have any of these problems, yet be even quicker to get to if it were located at any one of four corners of the display. Throw the mouse up and to the left, for example, and you'll have a taskbar displayed. Fast access without the false triggering

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Fitts‘ Law

• Robust and highly adopted model of human movement

• Originated as interest of applying information theory to the

analysis and understanding of difficulty of movement tasks &

human rate of information processing

• Used Shannon‘s law for information capacity

C = B log2(S / N + 1)

» S is the signal power and N is the noise power

• Based on the following analogies:

– Amplitude of aimed movement == electronic signal

– Spatial accuracy of movement == electronic noise

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Fitts‘ Law

• Described the analogy in two

papers:

– a serial, or reciprocal, target

acquisition task wherein subjects

alternately tapped on targets of

width W separated by amplitude A

– experiment using a discrete task,

wherein subjects selected one of two targets in response to a stimulus

light

Fitts, P. M. (1954). The information capacity of the human motor

system in controlling the amplitude of movement. Journal of

Experimental Psychology, 47, 381-391.

Fitts, P. M., & Peterson, J. R. (1964). Information capacity of

discrete motor responses. Journal of Experimental Psychology, 67,

103-112.

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Fitts‘ Law

• Quantify a movement task's difficulty — ID, the

index of difficulty

ID = log2(A / W + 1) (bits)

A = amplitude, W = width of object

• Movement time to complete a task is predicted

using a linear equation

MT = a + b * ID (secs)a & b are empirically determined using linear regression

• Throughput (TP) or Index of Performance (IP) is

TP = ID / MT (bits/sec)

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Fitts‘ Law

• To determine a and b design a set of tasks with

varying values for A and W (conditions)

• For each task condition

– multiple trials conducted and the time to execute each is recorded and stored electronically for statistical analysis

• Accuracy is also recorded

– either through the x-y coordinates of selection or

– through the error rate — the percentage of trials selected

with the cursor outside the target

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Fitts‘ Law

Same ID → Same Difficulty

Target 1 Target 2

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Fitts‘ Law

Smaller ID → Easier

Target 2Target 1

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Fitts‘ Law

Larger ID → Harder

Target 2Target 1

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Fitt’s Law

A (pixels) W (pixels) ID (bits) Device 'A' Device 'B'

ER (%) MT (ms) ER (%) MT (ms)

40 10 2.32 2.08 665 1.25 1587

40 20 1.58 3.33 501 2.08 1293

40 40 1.00 1.25 361 0.42 1001

80 10 3.17 2.92 762 2.08 1874

80 20 2.32 1.67 604 2.08 1442

80 40 1.58 1.67 481 0.83 1175

160 10 4.09 3.75 979 2.08 2353

160 20 3.17 5.42 823 1.67 1788

160 40 2.32 4.17 615 0.83 1480

Mean: 2.40 2.92 644 1.48 1555

Example data sets for two devices from a Fitts' law experiment

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Fitt‘s Law

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Fitt‘s Law

• If primary goal in Fitts‘ law experiment is to determine performance between devices/interaction techniques, then throughput (TP) is best criterion

– TP = ID/MT

• If for a given device ID = 4.09 bits and task is executed in MT = 979 ms– human rate of information processing for that task is 4.09 / 0.979 =

4.18 bits/s or TP = 4.18 bits/s

• Mean throughput across all the A-W conditions for Device 'A' is TP = 2.40 / 0.644 = 3.73 bits/s

• For Device 'B', TP = 2.40 / 1.555 = 1.57 bits/s

• Using throughput we conclude users' performance with Device 'A' was about 3.73 / 1.57 = 2.4 times better than performance with Device 'B'

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Setting it up

– MacKenzie, I. S. (1995). Movement time prediction in human-computer interfaces. In R. M. Baecker, W. A. S. Buxton, J. Grudin, & S. Greenberg (Eds.), Readings in human-computer interaction (2nd ed.) (pp. 483-493). Los Altos, CA: Kaufmann. [reprint of MacKenzie, 1992]

– http://www.yorku.ca/mack/GI92.html

• Vary A,W values for at least 4 ID conditions– Small A, small W– Small A, large W

– Large A, small W

– Large A, large W

– 2-4 variations in between

• Clicking start position presents object to click on– Record whether user missed

– Record time to click on stimulus

• Design with several repetitions and several blocks

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Case Study #1: Text Entry Rates on Mobile Phones

• Can we predict text entry rate on mobiles using Fitts‘ Law?

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Case Study #1: Text Entry Rates on Mobile Phones

• Two main approaches:– Multi-tap:

• presses each key one or more times to specify the input character

• large overhead: 33 key presses 15 characters of text

• "on average" multi-tap method requires 2.034 keystrokes per character

77 88 444 222 55 0 22 777 666 9 66 0 333 666 99

q u i c k _ b r o w n _ f o x

– One-key disambiguation:• Add linguistic knowledge to make best guess

• Can be ambiguous in some cases, have to correct

7 8 4 2 5 0 2 7 6 9 6 0 3 6 9

q u i c k _ b r o w n _ f o x

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Case Study #1: Text Entry Rates on Mobile Phones

• Text entry on a mobile phone, for example, consists

of aiming for and acquiring (pressing) a series of

keys "as quickly and as accurately as possible―

• Time to press any key, given any previous key, can

be readily predicted using Fitts' law

• For index finger input = MT = 165 + 52 ID

• and for thumb input = MT = 176 + 64 ID

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Case Study #1: Text Entry Rates on Mobile Phones

• Elements to build a text-entry prediction model are:

– Information on position and size of keys (ruler)

– Letter assignment to keys (any phone)

– Relative probabilities of digrams (probabilities of letter pairs) in target language (sources)

A B C D Z Space

A 0.00002 0.00130 0.00290 0.00360 0.00011 0.00047

B 0.00130 0.00013 0.00000 0.00000 0.00000 0.00034

C 0.00340 0.00000 0.00012 0.00000 0.00000 0.00044

D 0.00099 0.00001 0.00000 0.00035 0.00000 0.02500

Z 0.00003 0.00000 0.00000 0.00000 0.00008 0.00002

Space 0.01800 0.00960 0.00810 0.00480 0.00002 0.00000

t-h or e-space have high P

g-k or f-v have low P

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Case Study #1: Text Entry Rates on Mobile Phones

Method Predicted Expert Entry Rate (wpm)

Index Finger Thumb

Multi-tap

- wait for timeout

- timeout kill

22.5

27.2

20.8

24.5

One-key with disambiguation 45.7 40.6

• Time to enter each i-j sequence is predicted using

Fitts‘ law giving MTij, weighted by the probability

of the digram in the target language Pij

MTL = ∑∑ (Pij × MTij )

WPM = MTL × (60 / 5) (avg 5 chars/word)

2 assumptions:

- all words are in dictionary

- when ambiguity arises the intended word is the most probable

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Case Study: Using Fitts‘ to redesign text entry

http://www.exideas.com/ME/

http://www.exideas.com/ME/Pressfolder/PressReleaseDec2-2003.html

Nesbat, S. “A System for Fast, Full-Text Entry for Small Electronic

Devices“, Proceedings of the Fifth International Conference on Multimodal

Interfaces, ICMI 2003 (ACM-sponsored), Vancouver, November 5-7, 2003.

MessagEase Onscreen Keyboard

Example of an interface design

which can be adapted to multiple

devices

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Diverging Text Entry Technologies

Device Text Entry Technology

Cell phones Multi-tap

PDAs and Tablet computers Graffiti, Jot, QWERTY

Email devices QWERTY

TV remote controllers, watches Scroll and Pick

Car navigation systems Several proprietary

Point of Sale devices ABCD, multi-tap

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Using Letter Frequency

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Nine Most Frequent Letters: Double Click

E

T

N

R

O

I

A

S

H

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Eight Less Frequent Letters: Two Taps

D

C

U

P

G

B

Q

J

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Remaining Nine Letters: Two Taps

F

M

Y

W

V

X

K

Z

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Adding Space, Shift, and Mode

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Special Characters

38 special characters entered by two taps;

6000+ characters can be entered with combine.

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Soft Keyboard Design

Hard Key Soft Key

Most Frequent Letters Double Click Single Tap

Less Frequent Letters Two Clicks Single Drag

The same

mapping

used for

letters

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Special Characters

Entered with a single drag

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Optimization and Evaluation

• Exhaustively simulated all permutations of letters within each group

• The configuration with the max speed was selected

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Fitts‘ Law

Movement Time from one

key to another:

MT = a + b*log2(A/W+1)

WA

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Digraph Probability

The probability Pij that letter j will

follow letter i in a body of text:

Pij = 1

A B C D Z Space

A 0.00002 0.00130 0.00290 0.00360 0.00011 0.00047

B 0.00130 0.00013 0.00000 0.00000 0.00000 0.00034

C 0.00340 0.00000 0.00012 0.00000 0.00000 0.00044

D 0.00099 0.00001 0.00000 0.00035 0.00000 0.02500

Z 0.00003 0.00000 0.00000 0.00000 0.00008 0.00002

Space 0.01800 0.00960 0.00810 0.00480 0.00002 0.00000

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Performance Measure – Hard Key

Calculation of max theoretical entry speed:

• Movement Time

–MT = a + b log2(A/W+1)

• Total time (2 Clicks)

–CT = MT1 + MT2

• Total time (Dble Click – no

movement)

–CTDC = 2a + b log2(A/W+1)

• Average Time

–CTav = (Pij × CTij)

• Speed

–WPM = (1/ CTav) ×(60/5)

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Performance Measurement – Soft Key

– Most frequent characters – Single tap: • TLi = (1/4.9) log2 [(D0-i/W) + 1]; if D0-i> 0,

• TLi = a; if D0-i = 0

– Less frequent characters – Drag:• TLjk = t0-j + tdown + tj-k + tup

• TLjk = (t0-j + tdown+ tup) + (tj-k + tup+ tdown) –(tdown+ tup)

• TLjk = TLj + TLk– a t0-j: time to move to key j

tj-k: time to move from key j to key k

tdown: time to move stylus down

tup: time to move stylus up

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Hard Key (Cell Phone) Comparison

User Study

0

2

4

6

8

10

12

Multi-tap MessagEase

WP

M

Theoretical

0

10

20

30

Multi-tap MessagEase

WP

M

130%

209%

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10

30

3638

43

50

0

10

20

30

40

50

60

Graffiti

Comparison with Other Soft Keyboards

Includes all special

characters

Graffiti QWERTY Fitaly Opti Metropolis MessagEase

(all based on Fitts’ law except for Graffiti)

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Comparison with Other Soft Keyboards

• Given the same area MessagEase has:

– Only 11 keys, but enters more characters

– Its Keys are 3-5 times bigger; therefore faster!

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Advantages and Disadvantages

Disadvantages Advantages

New letter assignment, requires

learning a new pattern

Applicable to both hard-key and Soft-

key

Some keys may become clutteredFull text entry:

letters, numbers, special Chars.

Size and language agnostic

Deterministic and unambiguous

One handed (hard-key) operation

Page 109: Input Techniques and Models

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Applications:

Any small mobile device that cannot sport a full QWERTY keyboard

Page 110: Input Techniques and Models

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Watches

•Scroll-and-Pick is too slow

•QWERY is too small

•MessagEase will have buttons

large enough for a stylus

Page 111: Input Techniques and Models

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Car Navigation Systems

•One handed touch typing

•Unifying an otherwise

fragmented text entry systems

used

Page 112: Input Techniques and Models

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Example: Expanding targets

• Acquisition of Expanding Targets. Proceedings of

ACM Conference on Human Factors in Computing

Systems (CHI) 2002, pages 57-64

Page 113: Input Techniques and Models

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Example: Expanding targets

Furnas

Generalized fisheye views

CHI 1986 Bederson

Fisheye Menus

UIST 2000

Mackinlay, Robertson, Card

The Perspective Wall

CHI 1991

Page 114: Input Techniques and Models

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Mac OS X ―dock‖

Does this make acquisition easier ?

• Size of the interface widget (viewing region)

changes dynamically

– Provide the user with a magnified target area at their focus

of attention (area around the cursor)

– Expanding toolbar implemented in latest Apple OS X

operating system

Page 115: Input Techniques and Models

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Advantages and Disadvantages

• Advantages

– Icons are displayed in reduced size to solve the

increasing number of commands and icons

– Larger amount of screen real estate devoted to

the display of the underlying data

• Disadvantages

– Can reduce the user‘s ability to select the

desired icon efficiently

Page 116: Input Techniques and Models

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Fitts‘ Law

• 3 different scenarios describing what Fitts‘ Law is modeling

– Iterative corrections model

– Impulse variability model

– Optimized initial impulse model

Page 117: Input Techniques and Models

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Iterative Corrections Model

• States that the movement consists of many discrete

sub-movements

• Each sub-movement takes the user closer to the

target

• Sub-movements are triggered by feedback

indicating the target has not been reached yet

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Impulse Variability Model

• Movement consists of initial impulse delivered by

the muscles towards the target, flinging the limb

towards the target

• Last part of movement time consists of limb

coasting towards target

• Either type of explanation cannot explain the Fitt‘s

Law completely given a range of tasks

Page 119: Input Techniques and Models

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Optimized Initial Impulse Model (1)

• Most complete and successful explanation to

the Fitts‘ Law

• Combination of the iterative corrections and

the impulse variability models

– movement is initiated towards the target

– task is completed if the movement lands at the

target

– another movement is required if it lands outside

the target

– same processes will be carried out until the

target is reached

Page 120: Input Techniques and Models

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Distance

Speed

What does Fitts‘ Law really model?

W

UndershootOvershoot

Open-loop

Closed-loop

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Expanding Targets

• Basic Idea:– Big targets can be acquired faster, but take up

more screen space

– So: keep targets small until user heads toward them

– Can this be used for devices with small viewing space?

Cancel

Okay

Click Me !

Page 122: Input Techniques and Models

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Experiment Goals

The experiment was designed to answer the following

questions for a typical expanding target selection

task:

1. Can such a task be modeled by Fitts‘ law?

2. If it can be modeled by Fitts‘ law, is it possible to predict

performance in such tasks from a base set of data where

no expansion takes place?

3. Is movement time dependent on the final target width and not the initial one at onset of movement?

4. At what point should the target begin expanding?

5. Do different target expansion strategies affect

performance?

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Experimental Setup

Target

Start Position

W

A

Page 124: Input Techniques and Models

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Experimental Setup

Expansion:

How ?

Animated

Expansion

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Experimental Setup

Expansion:

How ?

Fade-in

Expansion

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Experimental Setup

Expansion:

How ?

When ?P = 0.25

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Experimental Setup

Expansion:

How ?

When ?P = 0.5

Page 128: Input Techniques and Models

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Experimental Setup

Expansion:

How ?

When ?P = 0.75

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Pilot Study

• 7 conditions:

– No expansion (to establish a, b values)

– Expanding targets

• Either animated growth or fade-in

• P is one of 0.25, 0.5, 0.75

– (Expansion was always by a factor of 2)

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Pilot Study

7 conditions

x 16 (A,W) values

x 5 repetitions

x 2 blocks

x 3 participants

= 3360 trials

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Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

Page 132: Input Techniques and Models

10/5/2010 Comp 4020 - HCI 2 (PPI) 132

Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

)1(log2 W

Aba

Page 133: Input Techniques and Models

10/5/2010 Comp 4020 - HCI 2 (PPI) 133

Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

)1(log2 W

Aba

)12

1(log2

W

Aba

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Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

P = 0.25

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Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

P = 0.5

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Pilot Study: Results

Time

(seconds)

ID (index of difficulty)

P = 0.75

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• Pilot Study suggests the advantage of

expansion doesn‘t depend on P

• So, set P = 0.9 and perform a more rigorous

study

Implications

Page 138: Input Techniques and Models

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Full Study

• 2 conditions:

– No expansion (to establish a, b values)

– Expanding targets, with

• Animated growth

• P = 0.9

• Expansion factor of 2

Page 139: Input Techniques and Models

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Full Study

2 conditions

x 13 (A,W) values

x 5 repetitions

x 5 blocks

x 12 participants

= 7800 trials

Page 140: Input Techniques and Models

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Results

Time

(seconds)

A, W values

Page 141: Input Techniques and Models

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Results

Time

(seconds)

Page 142: Input Techniques and Models

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Results

Time

(seconds)

Page 143: Input Techniques and Models

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Results

Time

(seconds)

Page 144: Input Techniques and Models

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Results

Time

(seconds) P = 0.9

Page 145: Input Techniques and Models

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Implications

• For single-target selection task,

– Expansion yields a significant advantage, even

when P=0.9

• What about multiple targets ?

Page 146: Input Techniques and Models

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Implications for Design (1)

• Experimental results can influence the design of

buttons, menus, or other selectable widgets

• Interface with multiple expanding targets does not

need to predict cursor's trajectory to anticipate

which widgets to expand

– Instead, just expand widgets as the cursor approaches

them

Page 147: Input Techniques and Models

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Implications for Design (2)

• Expansion Strategies for adjacent

widgets (e.g. toolbars)

• Expanding a widget around its

center will cause overlap &

occlusion with nearby widgets– Expanding a group of widgets around a

group’s center

– Expand nearest widgets and move

adjacent widgets away

– Expand nearest widgets, but allow some

overlap as well as expand adjacent widgets

so they are easier to see

Page 148: Input Techniques and Models

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Summary

• Expanding targets acquisition can be accurately

modeled by Fitts‘ Law

• User performance is aided by target expansion

• Targets that are always expanded can be acquired

just as fast as targets that expand just as the user

reaches them

• Implications of results can be applied towards the

design of UI widgets for devices with limited viewing

space

Page 149: Input Techniques and Models

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Improvement to Fitts‘: Bubble Cursor

TO READ:

• Tovi Grossman, Ravin Balakrishnan. The Bubble

Cursor: Enhancing target acquisition by dynamic

resizing of the cursor’s activation area, ACM

CHI, 2005, p. 281-290.

Page 150: Input Techniques and Models

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Bubble Cursor

Page 151: Input Techniques and Models

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Bubble Cursor

Improvements by

– Decreasing A

• Drag-and-pop [Baudisch et al.]

• Object pointing [Guiard et al.]

– Increasing W

• Area cursor [Kabbash & Buxton]

• Enhanced area cursor [Worden at al]

• Expanding targets [McGuffin & Balakrishnan]

– Decreasing A and Increasing W

• Semantic pointing [Blanch et al]

Page 152: Input Techniques and Models

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Design of Bubble Cursor

Modification to area cursor

Problem! Circular cursor resolves problem

Page 153: Input Techniques and Models

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Design of Bubble Cursor

Size problem

Page 154: Input Techniques and Models

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Design of Bubble Cursor

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Design of Bubble Cursor

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Design of Bubble Cursor

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Design of Bubble Cursor

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Results

Page 159: Input Techniques and Models

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Results

Page 160: Input Techniques and Models

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Experiment 2

Page 161: Input Techniques and Models

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Results

Page 162: Input Techniques and Models

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Models for Trajectory-Based HCI Tasks

• Trajectory tasks are becoming more common

– Navigating through nested menus

– Drawing curves

– Moving in 3D worlds

• Cannot be successfully modeled using Fitts‘ law

• ―Steering through tunnel‖ as paradigm to represent

trajectory-based tasks

“Beyond Fitts’ Law: Models for trajectory based HCI tasks.”

Proceedings of ACM CHI 1997 Conference

Page 163: Input Techniques and Models

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Beyond pointing: Trajectory based tasks

Page 164: Input Techniques and Models

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Beyond pointing: Trajectory based tasks

• Experimental paradigm focused on is steering

between boundaries (constrained motion)

• It appears that the time to produce trajectories sets

the relative speed-accuracy ratio: the larger the

amplitude, the less precise the result is.

• Want to derive and validate quantitative

relationships between completion time and

movement constraints in trajectory-based tasks

Page 165: Input Techniques and Models

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Beyond pointing: Trajectory based tasks

Page 166: Input Techniques and Models

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Beyond pointing: Trajectory based tasks

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Beyond pointing: Trajectory based tasks

Page 168: Input Techniques and Models

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Steering Law

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Crossing Based Interfaces: Motivation

• Pointing is most universal and best adapted

interaction paradigm in human computer

interfaces

• However some disadvantages exist:

– time-consuming if object pointed to is small

– pointing-driven widgets consume screen real estate

– double-clicking is not trivial for novice users, due to rapid

succession of clicks (temporal dependence)

“More than dotting the i's --- foundations for crossing-based interfaces.” Johnny Accot ,

Shumin Zhai. Proceedings of the SIGCHI conference on Human factors in computing systems.

April 2002

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Crossing interfaces: example designs

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Crossing interfaces: example designs

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Descriptive Models

• Do not yield empirical or quantitative measure of user performance– Not predictive

• Provide a framework/context for thinking methodologically about a problem or situation

• Typically a verbal or graphical description of classes or identifiable features in an interface– Facilitates categorization

• Purpose is to give the designer a tool for studying and thinking about user-interaction experience

• Two examples:– KAM

– Mapping DOF to Dimensions

– Guiard‘s Theory of Bimanual Interaction

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Key-Action Model

• Keyboards are essential in interacting with a

computer

• 101-keys categorized by function keys, numeric

keys, characters, control keys, etc.

• Define a descriptive model referred to as Key-

Action Model (KAM) as follows:

– Symbol keys – deliver graphical symbols (a,z,1,?)

– Executive keys – invoke actions in the application or at the

system level (ENTER, F1, ESC)

– Modifier keys – set up a condition to modify effect of

pressing a key (ALT, SHIFT, CTRL)

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Key-Action Model

• Some questions to consider regarding this model:

– Is the model correct?

– Is it flawed?

– Do all keyboard keys fit the model?

– Are there additional categories or sub-categories?

– Can it be improved to become more comprehensive?

– Is the model really useful?

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Guiard‘s Model

• Originated from the area of motor behavior

referred to as bimanual control or laterality

• Both hands perform a different set of tasks

• Given this knowledge and handedness of people,

interesting to evaluate how interaction

accommodates best the division

• Results in descriptive model of bimanual skill, given

by Guiard in 1987 paper

Guiard, Y. (1987). Asymmetric division of labor in human skilled bimanual action:

The kinematic chain as a model. Journal of Motor Behavior, 19, 486-517.

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Guiard’s Model

Hand Role and Action

Non-preferred • leads the preferred hand

• sets the spatial frame of reference for the preferred hand

• performs coarse movements

Preferred

• follows the non-preferred hand

• works within established frame of reference set by the non-

preferred hand

• performs fine movements

Page 177: Input Techniques and Models

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Guiard‘s Model

• Example:

– a right-handed artist sketches a design of car

– acquires a template with left hand (non-preferred hand

leads)

– template is manipulated over the workspace (coarse

movement, sets the frame of reference)

– Right hand picks stylus (preferred hand follows) and placed

close to the template (works within frame of reference set

by the non-preferred hand)

– Artist sketches (preferred hand makes precise movements)

Page 178: Input Techniques and Models

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Guiard‘s Model

• People naturally gravitate to using two hands

• Performance times are reduced

• Can be used for interfaces that employ:

– Drawing designs

– Fabricating virtual objects

– Positioning

– Reshaping

Page 179: Input Techniques and Models

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Bimanual Control and Desktop Computer Affordances

• How does the distribution of keys on a keyboard facilitate

task division between right/left hands?

– where does interaction with the mouse fit into the model?

• Right side bias toward power keys (executive keys +

modifier keys, marked in red dots)

Page 180: Input Techniques and Models

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Bimanual Control and Desktop Computer Affordances

• Dominance on right hand side, good

for the 80s but how does this work with

GUIs and pointing devices that are now

commonplace?

• Right handed have to reach over with

left or leave the mouse

• Is there an advantage for left-handed

users?

Page 181: Input Techniques and Models

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Bimanual Control and Desktop Computer Affordances

Task Leading Movement Trailing/Overlapping

Movement

Delete

Left hand — manipulate pointer

with mouse and select text/object

by double clicking or dragging

Right hand — press DELETE

(probably with little finger)

Select an option

in a window

Left hand — manipulate pointer

with mouse and click on an option

Right hand — press ENTER

(Note: OK button is the default)

Click on a link in a

browser

Right hand — navigate to link via

PAGE UP and/or PAGE DOWN

keys

Left hand — manipulate

pointer with mouse and select

link by clicking on it

Open a file, open

a folder, or launch

a program

Left hand — manipulate pointer

with mouse and single click on icon

Right hand — press ENTER

(Note: avoids error prone

double-click operation)

Common tasks performed by a left-handed user manipulating mouse in the left hand

Page 182: Input Techniques and Models

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Bimanual Control and Desktop Computer Affordances

• Tasks described previously are faster for left-handed users than right-handed users

• When pointing is juxtaposed with power key activation (excluding SHIFT, ALT, & CONTROL), the desktop interface presents a left-hand bias

Page 183: Input Techniques and Models

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Bimanual Control and Desktop Computer Affordances

• Scrolling typically accomplished by dragging ―elevator‖ of scrollbar along the right-hand side of an application’s window

•Takes up to 2 secs per trial and is obtrusive and non-transparent

• In perspective of Guiard’s model of bimanual control, we can delegate scrolling to non dominant hand

Task Characteristics

Scrolling• precedes/overlaps other tasks

• sets the frame of reference

• minimal precision needed (coarse)

Selecting, editing, reading,

drawing, etc.

• follows/overlaps scrolling

• works within frame of reference set by scrolling

• demands precision (fine)

Page 184: Input Techniques and Models

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Redesigning the Scrolling Interface

Page 185: Input Techniques and Models

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What did we cover

• Text entry rate prediction on mobile phones

• Bimanual control and analysis of task division

between right and left hands

– Application to guide design choices

• Application of Fitts, expanding targets

• MessagEase: a commercial application

making use of Fitts‘ law for improving text

entry rates