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Empirical Research Methods for Human-Computer Interaction Course Overviews / MacKenzie, I. Scott / Castellucci, Steven J. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.996-999
ACM Digital Library Link
Summary: In this two-session course, attendees will learn how to conduct empirical research in human-computer interaction (HCI). This course delivers an A-to-Z tutorial on designing a user study and demonstrates how to write a successful CHI paper. It would benefit anyone interested in conducting a user study or writing a CHI paper. Only a general HCI knowledge is required.

Camera Mouse + ClickerAID: Dwell vs. Single-Muscle Click Actuation in Mouse-Replacement Interfaces Design and Evaluation Methods and Tools for Universal Access / Magee, John / Felzer, Torsten / MacKenzie, I. Scott UAHCI 2015: 9th International Conference on Universal Access in Human-Computer Interaction, Part I: Access to Today's Technologies 2015-08-02 v.1 p.74-84
Keywords: Human-computer interaction; Mouse-replacement interfaces; Camera mouse; ClickerAID; Dwelling; Intentional muscle contractions; Neuromuscular diseases; Friedreich's ataxia
Link to Digital Content at Springer
Summary: Point-and-click interface modalities are a pervasive method of interacting with graphical user interfaces. Users of mouse-replacement interfaces use alternative input devices to replace the mouse for pointing and clicking. We present a comparison of click actuation modalities with users of the Camera Mouse, a motion-tracking mouse interface. We compare dwell-time click generation against detecting a single intentional muscle contraction with an attached sensor (ClickerAID). A preliminary evaluation was conducted as well as an in-depth case study with a participant with the neuromuscular disease Friedreich's Ataxia. The case study shows modest temporal differences among the test conditions in movement time and throughput, though the participant subjectively favored the ClickerAID interface.

Fitts' Throughput and the Remarkable Case of Touch-Based Target Selection Touch-Based and Haptic Interaction / MacKenzie, I. Scott HCI International 2015: 17th International Conference on HCI, Part II: Interaction Technologies 2015-08-02 v.2 p.238-249
Keywords: Fitts' law; Throughput; Touch input
Link to Digital Content at Springer
Summary: The method of calculating Fitts' throughput is detailed, considering task characteristics, the speed-accuracy trade-off, data collection, and data aggregation. The goal is to bring consistency to the method of calculation and thereby strengthen between-study comparisons where throughput is used as a dependent measure. In addition, the distinction between indirect and direct pointing devices is elaborated using the examples of a mouse as an indirect pointing device and a finger as a direct pointing device. An experiment with 16 participants using a smart phone was conducted as an empirical test of direct touch-based target selection. Overall, the throughput was 6.95 bps. This is a remarkable figure -- about 50% higher than accepted values for a mouse. The experiment included task type (1D vs. 2D) and device position (supported vs. mobile) as independent variables. Throughput for the 1D task was 15% higher than for the 2D task. No difference in throughput was observed between the supported and mobile conditions.

User studies and usability evaluations: from research to products Invited paper / MacKenzie, I. Scott Proceedings of the 2015 Conference on Graphics Interface 2015-06-03 p.1-8
ACM Digital Library Link
Summary: Six features of user studies are presented and contrasted with the same features in another assessment method, usability evaluation. The connection between these assessment methods and the disciplines of research, engineering, and design is analysed. The three disciplines are presented in a timeline chart showing their inter-relationship with the final goal the creation of computing products. Background discussions explore three definitions of research as well as three methodologies for conducting research: experimental, observational, and correlational. It is demonstrated that a user study is an example of experimental research and that a usability evaluation is an example of observational research. In terms of the timeline, a user study is performed early (after research but before engineering and design), whereas a usability evaluation is performed late (after engineering and design but before product release).

Comparing Order of Control for Tilt and Touch Games Long Papers / Teather, Robert J. / MacKenzie, I. Scott Proceedings of the 2014 Australasian Conference on Interactive Entertainment 2014-12-02 p.5
ACM Digital Library Link
Summary: We conducted a study comparing two touch-based and two tilt-based game control methods using a Pong-like game over two one-hour sessions. Each input method was compared by order of control: position-control and velocity-control. Participants' performance was assessed for game-level reached and how frequently the ball was missed. Results indicate that order of control is a greater determinant of performance than input method. For both position-control modes (tilt and touch), participants reached game-levels roughly twice as high as with the velocity-control modes. Miss rates were about 40% higher with the velocity-control modes than with position-control.

Applying Small-Keyboard Computer Control to the Real World Text Entry for Accessible Computing / Felzer, Torsten / MacKenzie, I. Scott / Rinderknecht, Stephan ICCHP'14: International Conference on Computers Helping People with Special Needs, Part 2 2014-07-09 v.2 p.180-187
Keywords: Human-computer Interaction; Assistive Technology; Word Prediction; Ambiguous Keyboards; Neuromuscular Diseases; Keyboard Replacement; Mouse Alternative; Combined Input Device
Link to Digital Content at Springer
Summary: This paper presents a usability study for text entry with a new version of the assistive keyboard replacement OnScreenDualScribe. Over five sessions (approximately 1 hr/session), three able-bodied novice participants achieved an entry rate of 13.9 wpm. In a case study, one disabled expert achieved an entry rate of 6.6 wpm. The main aspects of the software are described and differences to the ancestor DualScribe are highlighted. Finally, the potential impact of the system for persons with neuromuscular diseases -- a user group it particularly accommodates -- is elaborated.

Semantic Keyboard: Fast Movements between Keys of a Soft Keyboard Text Entry for Accessible Computing / Raynal, Mathieu / MacKenzie, I. Scott / Merlin, Bruno ICCHP'14: International Conference on Computers Helping People with Special Needs, Part 2 2014-07-09 v.2 p.195-202
Keywords: Soft Keyboard; Text Entry; Character Prediction
Link to Digital Content at Springer
Summary: In this paper we describe Semantic Keyboard: a soft keyboard augmented by semantic pointing. The cursor crosses faster over keys containing low-probability letters (considering the prefix already entered). This optimization reduces the movement of the pointer by 60%, and increases the text entry speed by 13.5% after the first character in a word. Accuracy is equivalent to a regular soft keyboard.

Position vs. velocity control for tilt-based interaction Input techniques / Teather, Robert J. / MacKenzie, I. Scott Proceedings of the 2014 Conference on Graphics Interface 2014-05-07 p.51-58
ACM Digital Library Link
Summary: Research investigating factors in the design of tilt-based interfaces is presented. An experiment with 16 participants used a tablet and a 2D pointing task to compare position-control and velocity-control using device tilt to manipulate an on-screen cursor. Four selection modes were also evaluated, ranging from instantaneous selection upon hitting a target to a 500-ms time delay prior to selection. Results indicate that position-control was approximately 2× faster than velocity-control, regardless of selection delay. Position-control had higher pointing throughput (3.3 bps vs. 1.2 bps for velocity-control), more precise cursor motion, and was universally preferred by participants.

Empirical research methods for human-computer interaction Courses / MacKenzie, I. Scott / Castellucci, Steven J. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1013-1014
ACM Digital Library Link
Summary: This course teaches how to pose testable research questions, how to make and measure observations, and how to design an experiment. Attendees participate in a real experiment to gain experience as both an investigator and as a participant. Most notably, attendees learn how to organize experiment results and write a CHI paper.

The use of gaze to control drones Gaze-mediated input / Hansen, John Paulin / Alapetite, Alexandre / MacKenzie, I. Scott / Møllenbach, Emilie Proceedings of the 2014 Symposium on Eye Tracking Research & Applications 2014-03-26 p.27-34
ACM Digital Library Link
Summary: This paper presents an experimental investigation of gaze-based control modes for unmanned aerial vehicles (UAVs or "drones"). Ten participants performed a simple flying task. We gathered empirical measures, including task completion time, and examined the user experience for difficulty, reliability, and fun. Four control modes were tested, with each mode applying a combination of x-y gaze movement and manual (keyboard) input to control speed (pitch), altitude, rotation (yaw), and drafting (roll). Participants had similar task completion times for all four control modes, but one combination was considered significantly more reliable than the others. We discuss design and performance issues for the gaze-plus-manual split of controls when drones are operated using gaze in conjunction with tablets, near-eye displays (glasses), or monitors.

Exploring tilt-based text input for mobile devices with teenagers Short papers / Fitton, Daniel / MacKenzie, I. Scott / Read, Janet C. / Horton, Matthew Proceedings of the 27th BCS International Conference on Human-Computer Interaction 2013-09-09 p.25
ACM Digital Library Link
Summary: Most modern tablet devices and phones include tilt-based sensing but to-date tilt is primarily used either for input with games or for detecting screen orientation. This paper presents the results of an experiment with teenage users to explore a new tilt-based input technique on mobile devices intended for text entry. The experiment considered the independent variables grip (one-handed, two-handed) and mobility (sitting, walking) with 4 conditions. The study involved 52 participants aged 11-16 carrying out multiple target selection tasks in each condition. Performance metrics derived from the data collected during the study revealed interesting quantitative findings, with the optimal condition being sitting using a two-handed grip. While walking, task completion time was 22.1% longer and error rates were 63.9% higher, compared to sitting. Error rate were 31.4% lower using a two-handed grip, compared to a one-handed grip. Qualitative results revealed a highly positive response to target selection performed using the method described here. This paper highlights the potential value of tilt as a technique for text input for teenage users.

Demo hour Demo hour / Quevedo-Fernández, Javier / Martens, J. B. O. S. / Hansen, John Paulin / Wusheng, Wang / Shklovski, Irina / Varsaluoma, Jari / Kentta, Ville / Alapetite, Alexandre / Hansen, John Paulin / MacKenzie, I. Scott interactions 2013-09 v.20 n.5 p.8-9
ACM Digital Library Link

OnScreenDualScribe: A Computer Operation Tool for Users with a Neuromuscular Disease Multi-sensory and Multimodal Interfaces / Felzer, Torsten / MacKenzie, I. Scott / Rinderknecht, Stephan UAHCI 2013: 7th International Conference on Universal Access in Human-Computer Interaction, Part I: Design Methods, Tools, and Interaction Techniques for eInclusion 2013-07-21 v.1 p.474-483
Keywords: human-computer interaction; keyboard replacement; mouse emulator; word prediction; ambiguous keyboards; dysarthria; neuromuscular diseases; Friedreich's Ataxia
Link to Digital Content at Springer
Summary: We developed a tool based on a modified number pad aimed at empowering persons with neuromuscular diseases to efficiently operate a computer and enter text. As the keypad lies securely in both hands, the system is ideal for someone who has motor problems using a full-size keyboard but cannot use speech recognition as an alternative method, because of dysarthria. The software offers various assistive techniques; for example, text entry is facilitated with the help of word prediction. An ambiguous mode with word-level disambiguation allows text entry with six keys. Initial empirical results with the system -- which is already in regular use -- indicate that it indeed represents a viable alternative, since it decreases effort without increasing the time to operate a computer.

FittsTilt: the application of Fitts' law to tilt-based interaction Touch, visualization, and input / MacKenzie, I. Scott / Teather, Robert J. Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.568-577
ACM Digital Library Link
Summary: We evaluated tilt as an input method for devices with built-in accelerometers, such as touchscreen phones and tablet computers. The evaluation was empirical and experimental. Sixteen participants performed a tilt-based position-select task, similar to the multi-directional Fitts' law task in ISO 9241-9. Four levels of tilt gain (25, 50, 100, and 200) and two selection modes (first-entry and 500 ms dwell) were used. Movement times were lowest with tilt gain = 50 and first-entry selection. Maximum tilt angles ranged from about 2° to 13°, depending on condition. Tilt as an input primitive is shown to conform to Fitts' law. Throughput is low, however, about 2.3 bits/s for first-entry and 1.2 bits/s for dwell.

Demo of gaze controlled flying Demos / Alapetite, Alexandre / Hansen, John Paulin / MacKenzie, I. Scott Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.773-774
ACM Digital Library Link
Summary: Development of a control paradigm for unmanned aerial vehicles (UAV) is a new challenge to HCI. The demo explores how to use gaze as input for locomotion in 3D. A low-cost drone will be controlled by tracking user's point of regard (gaze) on a live video stream from the UAV.

Modeling Text Input for Single-Switch Scanning Text Entry for Accessible Computing / MacKenzie, I. Scott ICCHP'12: International Conference on Computers Helping People with Special Needs 2012-07-11 v.2 p.423-430
Keywords: Single-switch scanning; text input; models of interaction; scan steps per character
Link to Digital Content at Springer
Summary: A method and algorithm for modeling single-switch scanning for text input is presented. The algorithm uses the layout of a scanning keyboard and a corpus in the form of a word-frequency list to generate codes representing the scan steps for entering words. Scan steps per character (SPC) is computed as a weighted average over the entire corpus. SPC is an absolute measure, thus facilitating comparisons of keyboards. It is revealed that SPC is sensitive to the corpus if a keyboard includes word prediction. A recommendation for other research using SPC is to disclose both the algorithm and the corpus.

DualScribe: A Keyboard Replacement for Those with Friedreich's Ataxia and Related Diseases Text Entry for Accessible Computing / Felzer, Torsten / MacKenzie, I. Scott / Rinderknecht, Stephan ICCHP'12: International Conference on Computers Helping People with Special Needs 2012-07-11 v.2 p.431-438
Keywords: Human-computer interaction; special-purpose keyboard; word prediction; ambiguous keyboards; neuromuscular diseases; Friedreich's Ataxia
Link to Digital Content at Springer
Summary: An alternative text composition method is introduced, comprising a small special-purpose keyboard as an input device and software to make text entry fast and easy. The work was inspired by an FA (Friedreich's Ataxia) patient who asked us to develop a viable computer interaction solution -- taking into account the specific symptoms induced by his disease. The outcome makes text entry easier than with the standard keyboard without being slower. It is likely that the system has general use for anyone with a similar condition, and also for able-bodied users looking for a small-size keyboard. We present a usability study with four participants showing the method's effectiveness.

1 thumb, 4 buttons, 20 words per minute: design and evaluation of H4-writer Mobile / MacKenzie, I. Scott / Soukoreff, R. William / Helga, Joanna Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.471-480
ACM Digital Library Link
Summary: We present what we believe is the most efficient and quickest four-key text entry method available. H4-Writer uses Huffman coding to assign minimized key sequences to letters, with full access to error correction, punctuation, digits, modes, etc. The key sequences are learned quickly, and support eyes-free entry. With KSPC = 2.321, the effort to enter text is comparable to multitap on a mobile phone keypad; yet multitap requires nine keys. In a longitudinal study with six participants, an average text entry speed of 20.4 wpm was observed in the 10th session. Error rates were under 1%. To improve external validity, an extended session was included that required input of punctuation and other symbols. Entry speed dropped only by about 3 wpm, suggesting participants quickly leveraged their acquired skill with H4-Writer to access advanced features.

CHANTI: predictive text entry using non-verbal vocal input Text entry & typing / Sporka, Adam J. / Felzer, Torsten / Kurniawan, Sri H. / Ondrej Polácek, A / Haiduk, Paul / MacKenzie, I. Scott Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2463-2472
ACM Digital Library Link
Summary: This paper introduces a text entry application for users with physical disabilities who cannot utilize a manual keyboard. The system allows the user to enter text hands-free, with the help of "Non-verbal Vocal Input" (e.g., humming or whistling). To keep the number of input sounds small, an ambiguous keyboard is used. As the user makes a sequence of sounds, each representing a subset of the alphabet, the program searches for matches in a dictionary. As a model for the system, the scanning-based application QANTI was redesigned and adapted to accept the alternative input signals. The usability of the software was investigated in an international longitudinal study done at locations in the Czech Republic, Germany, and the United States. Eight test users were recruited from the target community. The users differed in the level of speech impairment. Three users did not complete the study due to the severity of their impairment. By the end of the experiment, the users were able to enter text at rates between 10 and 15 characters per minute.

Gathering text entry metrics on android devices Works-in-progress / Castellucci, Steven J. / MacKenzie, I. Scott Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.1507-1512
ACM Digital Library Link
Summary: We developed an application to gather text entry speed and accuracy metrics on Android devices. This paper details the features of the application and describes a pilot study to demonstrate its utility. We evaluated and compared three mobile text entry methods: QWERTY typing, handwriting recognition, and shape writing recognition. Handwriting was the slowest and least accurate technique. QWERTY was faster than shape writing, but we found no significant difference in accuracy between the two techniques.

BlinkWrite: efficient text entry using eye blinks Long Paper / MacKenzie, I. Scott / Ashtiani, Behrooz Universal Access in the Information Society 2011-03 v.10 n.1 p.69-80
Keywords: Blink typing; Hands free text-entry; Eye typing; Scanning ambiguous keyboard; Assistive technologies
Link to Digital Content at Springer
Summary: In this paper, a new text entry system is proposed, implemented, and evaluated. BlinkWrite provides a communication gateway for cognitively able motor-impaired individuals who cannot use a traditional eye-tracking system. In contrast to most hands-free systems, BlinkWrite allows text to be entered and corrected using a single input modality: blinks. The system was implemented using a scanning ambiguous keyboard, a new form of scanning keyboard that allows English text to be entered in less than two scanning intervals per character. In a user study, 12 participants entered text using the system with three settings for scanning interval: 1,000, 850, and 700ms. An average text entry rate of 4.8wpm was observed with accuracy>97%. The highest average text entry rate was achieved with the scanning interval of 850ms.

Eyes-free text entry with error correction on touchscreen mobile devices Full papers / Tinwala, Hussain / MacKenzie, I. Scott Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010-10-16 p.511-520
Keywords: Graffiti, auditory display, error correction, eyes-free, finger input, gestural input, mobile computing, text entry, touchscreen
ACM Digital Library Link
Summary: We present an eyes-free text entry method for mobile touchscreen devices. Input progresses by inking Graffiti strokes using a finger on a touchscreen. The system includes a word-level error correction algorithm. Auditory and tactile feedback guide eyes-free entry using speech and non-speech sounds, and by vibrations. In a study with 12 participants, three different feedback modes were tested. Entry speed, accuracy, and algorithm performance were compared between the three feedback modes. An overall entry speed of 10.0 wpm was found with a maximum rate of 21.5 wpm using a feedback mode that required a recognized stroke at the beginning of each word. Text was entered with an overall accuracy of 95.7%. The error correction algorithm performed well: 14.9% of entered text was corrected on average, representing a 70.3% decrease in errors compared to no algorithm. Where multiple candidates appeared, the intended word was 1st or 2nd in the list 94.2% of the time.

MarkerMouse: Mouse Cursor Control Using a Head-Mounted Marker People with Motor Disabilities: HCI and Rehabilitation / Javanovic, Rados / MacKenzie, Ian Scott ICCHP'10: International Conference on Computers Helping People with Special Needs 2010-07-14 v.2 p.49-56
Keywords: User interfaces; cursor control; web cam; marker tracking; head position tracking; head-operated mouse; mouse emulation; ISO 9241-9
Link to Digital Content at Springer
Summary: We propose MarkerMouse, an inexpensive method for controlling the mouse cursor using a web cam and a marker placed on the user's forehead. Two modes of cursor control were compared: position-control and velocity-control. In position-control mode the cursor is positioned where the user's head is pointing. In velocity-control mode the mouse cursor moves in a constant speed in the direction the user's head is pointing. In an experiment designed according to ISO 9241-9, we found a mean throughput 1.61 bps in position-control mode. Throughput was 34% less, or 1.07 bps, in velocity-control mode. We explain how from the marker image we control the mouse cursor position and reduce noise in our computations.

Qanti: A Software Tool for Quick Ambiguous Non-standard Text Input People with Motor Disabilities: How to Improve Text Input / Felzer, Torsten / MacKenzie, Ian Scott / Beckerle, Philipp / Rinderknecht, Stephan ICCHP'10: International Conference on Computers Helping People with Special Needs 2010-07-14 v.2 p.128-135
Keywords: Human-computer interaction; scanning; ambiguous keyboards; intentional muscle contractions
Link to Digital Content at Springer
Summary: This paper introduces a single-key text entry application for users with severe physical impairments. The tool combines the idea of a scanning ambiguous keyboard (which promises unusually high entry rates) with intentional muscle contractions as input signals (which require much less physical effort compared to key presses). In addition to the program architecture, the paper presents the results of several evaluations with participants with and without disabilities. An entry speed of 6.59 wpm was achieved.

An eye on input: research challenges in using the eye for computer input control Keynote address / MacKenzie, I. Scott Proceedings of the 2010 Symposium on Eye Tracking Research & Applications 2010-03-22 p.11-12
ACM Digital Library Link
Summary: The human eye, with the assistance of an eye tracking apparatus, may serve as an input controller to a computer system. Much like point-select operations with a mouse, the eye can "look-select", and thereby activate items such as buttons, icons, links, or text. Applications for accessible computing are particularly enticing, since the manual ability of disabled users is often lacking or limited. Whether for the able-bodied or the disabled, computer control systems using the eye as an input "device" present numerous research challenges. These involve accommodating the innate characteristics of the eye, such as movement by saccades, jitter and drift in eye position, the absence of a simple and intuitive selection method, and the inability to determine a precise point of fixation through eye position alone.
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