Empirical Research Methods for Human-Computer Interaction
Course Overviews
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MacKenzie, I. Scott
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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
© Copyright 2016 ACM
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
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Magee, John
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Felzer, Torsten
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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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
© Copyright 2015 Springer International Publishing Switzerland
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
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MacKenzie, I. Scott
Proceedings of the 2015 Conference on Graphics Interface
2015-06-03
p.1-8
© Copyright 2015 ACM
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
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Teather, Robert J.
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MacKenzie, I. Scott
Proceedings of the 2014 Australasian Conference on Interactive Entertainment
2014-12-02
p.5
© Copyright 2014 ACM
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
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Felzer, Torsten
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MacKenzie, I. Scott
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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
© Copyright 2014 Springer International Publishing
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
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Raynal, Mathieu
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MacKenzie, I. Scott
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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
© Copyright 2014 Springer International Publishing
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
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Teather, Robert J.
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MacKenzie, I. Scott
Proceedings of the 2014 Conference on Graphics Interface
2014-05-07
p.51-58
© Copyright 2014 Springer International Publishing
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
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MacKenzie, I. Scott
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Castellucci, Steven J.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1013-1014
© Copyright 2014 ACM
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
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Hansen, John Paulin
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Alapetite, Alexandre
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MacKenzie, I. Scott
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Møllenbach, Emilie
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.27-34
© Copyright 2014 ACM
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
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Fitton, Daniel
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MacKenzie, I. Scott
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Read, Janet C.
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Horton, Matthew
Proceedings of the 27th BCS International Conference on Human-Computer
Interaction
2013-09-09
p.25
© Copyright 2013 Authors
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
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Quevedo-Fernández, Javier
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Martens, J. B. O. S.
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Hansen, John Paulin
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Wusheng, Wang
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Shklovski, Irina
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Varsaluoma, Jari
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Kentta, Ville
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Alapetite, Alexandre
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Hansen, John Paulin
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MacKenzie, I. Scott
interactions
2013-09
v.20
n.5
p.8-9
© Copyright 2013 ACM
OnScreenDualScribe: A Computer Operation Tool for Users with a Neuromuscular
Disease
Multi-sensory and Multimodal Interfaces
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Felzer, Torsten
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MacKenzie, I. Scott
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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
© Copyright 2013 Springer-Verlag
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
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MacKenzie, I. Scott
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Teather, Robert J.
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.568-577
© Copyright 2012 ACM
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
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Alapetite, Alexandre
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Hansen, John Paulin
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MacKenzie, I. Scott
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.773-774
© Copyright 2012 ACM
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
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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
© Copyright 2012 Springer-Verlag
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
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Felzer, Torsten
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MacKenzie, I. Scott
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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
© Copyright 2012 Springer-Verlag
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
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MacKenzie, I. Scott
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Soukoreff, R. William
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Helga, Joanna
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.471-480
© Copyright 2011 ACM
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
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Sporka, Adam J.
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Felzer, Torsten
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Kurniawan, Sri H.
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Ondrej Polácek, A
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Haiduk, Paul
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MacKenzie, I. Scott
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2463-2472
© Copyright 2011 ACM
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
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Castellucci, Steven J.
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MacKenzie, I. Scott
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.1507-1512
© Copyright 2011 ACM
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
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MacKenzie, I. Scott
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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
Copyright © 2011 Springer-Verlag
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
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Tinwala, Hussain
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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
© Copyright 2010 ACM
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
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Javanovic, Rados
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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
© Copyright 2010 Springer-Verlag
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
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Felzer, Torsten
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MacKenzie, Ian Scott
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Beckerle, Philipp
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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
© Copyright 2010 Springer-Verlag
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
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MacKenzie, I. Scott
Proceedings of the 2010 Symposium on Eye Tracking Research &
Applications
2010-03-22
p.11-12
© Copyright 2010 ACM
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.