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Query: Oulasvirta_A* Results: 96 Sorted by: Date  Comments?
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Modelling Error Rates in Temporal Pointing Quantifying Efficiency of Input Methods / Lee, Byungjoo / Oulasvirta, Antti Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1857-1868
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Summary: We present a novel model to predict error rates in temporal pointing. With temporal pointing, a target is about to appear within a limited time window for selection. Unlike in spatial pointing, there is no movement to control in the temporal domain; the user can only determine when to launch the response. Although this task is common in interactions requiring temporal precision, rhythm, or synchrony, no previous HCI model predicts error rates as a function of task properties. Our model assumes that users have an implicit point of aim but their ability to elicit the input event at that time is hampered by variability in three processes: 1) an internal time-keeping process, 2) a response-execution stage, and 3) input processing in the computer. We derive a mathematical model with two parameters from these assumptions. High fit is shown for user performance with two task types, including a rapidly paced game. The model can explain previous findings showing that touchscreens are much worse in temporal pointing than physical input devices. It also has novel implications for design that extend beyond the conventional wisdom of minimising latency.

Free-Form Gesture Authentication in the Wild Smartphone Authentication / Yang, Yulong / Clark, Gradeigh D. / Lindqvist, Janne / Oulasvirta, Antti Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3722-3735
ACM Digital Library Link
Summary: Free-form gesture passwords have been introduced as an alternative mobile authentication method. Text passwords are not very suitable for mobile interaction, and methods such as PINs and grid patterns sacrifice security over usability. However, little is known about how free-form gestures perform in the wild. We present the first field study (N=91) of mobile authentication using free-form gestures, with text passwords as a baseline. Our study leveraged Experience Sampling Methodology to increase ecological validity while maintaining control of the experiment. We found that, with gesture passwords, participants generated new passwords and authenticated faster with comparable memorability while being more willing to retry. Our analysis of the gesture password dataset indicated biases in user-chosen distribution tending towards common shapes. Our findings provide useful insights towards understanding mobile device authentication and gesture-based authentication.

How We Type: Movement Strategies and Performance in Everyday Typing Fingers and Technology / Feit, Anna Maria / Weir, Daryl / Oulasvirta, Antti Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4262-4273
ACM Digital Library Link
Summary: This paper revisits the present understanding of typing, which originates mostly from studies of trained typists using the ten-finger touch typing system. Our goal is to characterise the majority of present-day users who are untrained and employ diverse, self-taught techniques. In a transcription task, we compare self-taught typists and those that took a touch typing course. We report several differences in performance, gaze deployment and movement strategies. The most surprising finding is that self-taught typists can achieve performance levels comparable with touch typists, even when using fewer fingers. Motion capture data exposes 3 predictors of high performance: 1) unambiguous mapping (a letter is consistently pressed by the same finger), 2) active preparation of upcoming keystrokes, and 3) minimal global hand motion. We release an extensive dataset on everyday typing behavior.

HCI Research as Problem-Solving Problem-solving or not? The Boundaries of HCI Research / Oulasvirta, Antti / Hornbæk, Kasper Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4956-4967
ACM Digital Library Link
Summary: This essay contributes a meta-scientific account of human-computer interaction (HCI) research as problem-solving. We build on the philosophy of Larry Laudan, who develops problem and solution as the foundational concepts of science. We argue that most HCI research is about three main types of problem: empirical, conceptual, and constructive. We elaborate upon Laudan's concept of problem-solving capacity as a universal criterion for determining the progress of solutions (outcomes): Instead of asking whether research is 'valid' or follows the 'right' approach, it urges us to ask how its solutions advance our capacity to solve important problems in human use of computers. This offers a rich, generative, and 'discipline-free' view of HCI and resolves some existing debates about what HCI is or should be. It may also help unify efforts across nominally disparate traditions in empirical research, theory, design, and engineering.

Spotlights: Attention-Optimized Highlights for Skim Reading Eye Gaze / Lee, Byungjoo / Savisaari, Olli / Oulasvirta, Antti Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5203-5214
ACM Digital Library Link
Summary: The paper contributes a novel technique that can improve user performance in skim reading. Users typically use a continuous-rate-based scrolling technique to skim works such as longer Web pages, e-books, and PDF files. However, visual attention is compromised at higher scrolling rates because of motion blur and extraneous objects with overly brief exposure times. In response, we present Spotlights. It complements the regular continuous technique at high speeds (2-20 pages/s). We present a novel design rule informed by theories of the human visual system for dynamically selecting objects and placing them on transparent overlays on top of the viewer. This improves the quality of visual processing at high scrolling rates by 1) limiting the number of objects, 2) ensuring minimal processing time per object, and 3) keeping objects static to avoid motion blur and facilitate gaze deployment. Spotlights was compared to continuous scrolling in two studies using long documents (200+ pages). Comprehension levels for long documents were comparable with those in continuous-rate-based scrolling, but Spotlights showed significantly better scrolling speed, gaze deployment, recall, lookup performance, and user-rated comprehension.

Rethinking Mobile Interfaces for Older Adults SIG Meetings / Charness, Neil / Dunlop, Mark / Munteanu, Cosmin / Nicol, Emma / Oulasvirta, Antti / Ren, Xiangshi / Sarcar, Sayan / Silpasuwanchai, Chaklam Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1131-1134
ACM Digital Library Link
Summary: This SIG advances the study of mobile user interfaces for the aging population. The topic is timely, as the mobile device has become the most widely used computer terminal and at the same time the number of older people will soon exceed the number of children worldwide. However, most HCI research addresses younger adults and has had little impact on older adults. Some design trends, like the mantra "smaller is smarter", contradict the needs of older users. Developments like this may diminish their ability to access information and participate in society. This can lead to further isolation (social and physical) of older adults and increased widening of the digital divide. This SIG aims to discuss mobile interfaces for older adults. The SIG has three goals: (i) to map the state-of-art, (ii) to build a community gathering experts from related areas, and (iii) to raise awareness within the SIGCHI community. The SIG will be open to all at CHI.

Computational Layout Perception using Gestalt Laws Late-Breaking Works: Designing Interactive Systems / Koch, Janin / Oulasvirta, Antti Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1423-1429
ACM Digital Library Link
Summary: We present preliminary results on computational perception of interactive layouts. Our goal is to algorithmically estimate how users perceive a layout. Potential applications range from automated usability evaluation to computer-generated and adaptive interfaces. Layout perception is challenging, however, because of diverse features, combinatorial complexity, and absence of approaches. We have explored Gestalt laws as parsing heuristics. Our approach finds a parametrization that optimally resolves conflicts among competing interpretations of a layout. The output is a hierarchical grouping of main elements. The results are promising: an implementation of just four Gestalt laws enables hierarchical grouping that presents promising results in 90% of our (realistic) test cases.

Sketchplore: Sketch and Explore Layout Designs with an Optimiser Interactivity Demos / Todi, Kashyap / Weir, Daryl / Oulasvirta, Antti Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3780-3783
ACM Digital Library Link
Summary: Sketchploration is a novel concept of integrating real-time design optimisation to sketching tools, to enable interactive exploration of design alternatives. Although traditional optimisation methods can attack very complex design problems, their insistence on precise objectives contradicts sketching. Sketchplorer is an interactive sketching tool that uses a real-time layout optimiser. It automatically infers the designer's task and searches for local improvements, and global alternatives. Using several predictive models of user performance and perception, its suggestions steer designers toward more usable and aesthetic layouts. This facilitates the creative and problem-solving aspects of sketching, without requiring extensive intervention from the designer.

Beyond Relevance: Adapting Exploration/Exploitation in Information Retrieval Information Retrieval and Search / Athukorala, Kumaripaba / Medlar, Alan / Oulasvirta, Antti / Jacucci, Giulio / Glowacka, Dorota Proceedings of the 2016 International Conference on Intelligent User Interfaces 2016-03-07 v.1 p.359-369
ACM Digital Library Link
Summary: We present a novel adaptation technique for search engines to better support information-seeking activities that include both lookup and exploratory tasks. Building on previous findings, we describe (1) a classifier that recognizes task type (lookup vs. exploratory) as a user is searching and (2) a reinforcement learning based search engine that adapts accordingly the balance of exploration/exploitation in ranking the documents. This allows supporting both task types surreptitiously without changing the familiar list-based interface. Search results include more diverse results when users are exploring and more precise results for lookup tasks. Users found more useful results in exploratory tasks when compared to a base-line system, which is specifically tuned for lookup tasks.

Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation Understanding & Extending Touch Interfaces / Bachynskyi, Myroslav / Palmas, Gregorio / Oulasvirta, Antti / Steimle, Jürgen / Weinkauf, Tino Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1817-1826
ACM Digital Library Link
Summary: Although different types of touch surfaces have gained extensive attention in HCI, this is the first work to directly compare them for two critical factors: performance and ergonomics. Our data come from a pointing task (N=40) carried out on five common touch surface types: public display (large, vertical, standing), tabletop (large, horizontal, seated), laptop (medium, adjustably tilted, seated), tablet (seated, in hand), and smartphone (single- and two-handed input). Ergonomics indices were calculated from biomechanical simulations of motion capture data combined with recordings of external forces. We provide an extensive dataset for researchers and report the first analyses of similarities and differences that are attributable to the different postures and movement ranges.

iSkin: Flexible, Stretchable and Visually Customizable On-Body Touch Sensors for Mobile Computing Using Random Body Parts for Input / Weigel, Martin / Lu, Tong / Bailly, Gilles / Oulasvirta, Antti / Majidi, Carmel / Steimle, Jürgen Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2991-3000
ACM Digital Library Link
Summary: We propose iSkin, a novel class of skin-worn sensors for touch input on the body. iSkin is a very thin sensor overlay, made of biocompatible materials, and is flexible and stretchable. It can be produced in different shapes and sizes to suit various locations of the body such as the finger, forearm, or ear. Integrating capacitive and resistive touch sensing, the sensor is capable of detecting touch input with two levels of pressure, even when stretched by 30% or when bent with a radius of 0.5cm. Furthermore, iSkin supports single or multiple touch areas of custom shape and arrangement, as well as more complex widgets, such as sliders and click wheels. Recognizing the social importance of skin, we show visual design patterns to customize functional touch sensors and allow for a visually aesthetic appearance. Taken together, these contributions enable new types of on-body devices. This includes finger-worn devices, extensions to conventional wearable devices, and touch input stickers, all fostering direct, quick, and discreet input for mobile computing.

Investigating the Dexterity of Multi-Finger Input for Mid-Air Text Entry Mid-Air Gestures and Interaction / Sridhar, Srinath / Feit, Anna Maria / Theobalt, Christian / Oulasvirta, Antti Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3643-3652
ACM Digital Library Link
Summary: This paper investigates an emerging input method enabled by progress in hand tracking: input by free motion of fingers. The method is expressive, potentially fast, and usable across many settings as it does not insist on physical contact or visual feedback. Our goal is to inform the design of high-performance input methods by providing detailed analysis of the performance and anatomical characteristics of finger motion. We conducted an experiment using a commercially available sensor to report on the speed, accuracy, individuation, movement ranges, and individual differences of each finger. Findings show differences of up to 50% in movement times and provide indices quantifying the individuation of single fingers. We apply our findings to text entry by computational optimization of multi-finger gestures in mid-air. To this end, we define a novel objective function that considers performance, anatomical factors, and learnability. First investigations of one optimization case show entry rates of 22 words per minute (WPM). We conclude with a critical discussion of the limitations posed by human factors and performance characteristics of existing markerless hand trackers.

The Emergence of Interactive Behavior: A Model of Rational Menu Search Interacting with GUIs / Chen, Xiuli / Bailly, Gilles / Brumby, Duncan P. / Oulasvirta, Antti / Howes, Andrew Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4217-4226
ACM Digital Library Link
Summary: One reason that human interaction with technology is difficult to understand is because the way in which people perform interactive tasks is highly adaptive. One such interactive task is menu search. In the current article we test the hypothesis that menu search is rationally adapted to (1) the ecological structure of interaction, (2) cognitive and perceptual limits, and (3) the goal to maximise the trade-off between speed and accuracy. Unlike in previous models, no assumptions are made about the strategies available to or adopted by users, rather the menu search problem is specified as a reinforcement learning problem and behaviour emerges by finding the optimal Markov Decision Process (MDP). The model is tested against existing empirical findings concerning the effect of menu organisation and menu length. The model predicts the effect of these variables on task completion time and eye movements. The discussion considers the pros and cons of the modelling approach relative to other well-known modelling approaches.

Text Entry on the Edge Workshop Summaries / Clawson, James / Arif, Ahmed Sabbir / Brewster, Stephen / Dunlop, Mark / Kristensson, Per Ola / Oulasvirta, Antti Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2381-2384
ACM Digital Library Link
Summary: The primary focus of our workshop is to challenge the expanding text entry community to move beyond the mobile phone and start exploring novel and emerging technologies, designing systems for non-traditional users, and expand into unexplored domains and contexts of use. We hope to engage in setting a new agenda for our research community through the identification, collection, and presentation of text entry edge cases. As such, our workshop has two specific foci. First, to strengthen the text entry community by bringing text entry researchers working in various disciplines together in hopes of sharing knowledge across disciplines and establishing a set of best practices that can be used to build our community. Second, to set a research agenda around these edge cases that can be used to drive the field forwards and unite the field in a common direction so that our combined efforts can help bring novel and impactful text entry solutions to new and emerging technologies as well as underserved communities of users and research domains.

What to Study in HCI? Workshop Summaries / Hornbæk, Kasper / Oulasvirta, Antti / Reeves, Stuart / Bødker, Susanne Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2385-2388
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Summary: The question "What to Study in HCI" has two parts. First it asks how HCI researchers think about the research challenges they tackle: how do they decide what problems to engage with and how to study them? Second, the question also asks what is the subject of HCI: which challenges should researchers address and, ultimately, what makes us unique as a discipline? While there have been intermittent discussions on this topic in HCI, the present workshop emphasizes this question and explore some possible answers among a group of seasoned researchers. One reason is our belief that researchers can benefit from addressing these questions so as to develop their practical understanding (e.g., "tricks of the trade") of how to tackle the complexity of selecting "what to study". Second, we argue that researchers can benefit from thinking about the epistemological grounds upon which they base their everyday work, that is, thinking about what HCI is. The workshop results in publicly available key readings and position papers on "What to Study in HCI".

Principles, Techniques and Perspectives on Optimization and HCI Workshop Summaries / Kristensson, Per Ola / Bi, Xiaojun / Howes, Andrew / Oulasvirta, Antti / Murray-Smith, Roderick / Thimbleby, Harold / Williamson, John / Zhai, Shumin Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2441-2444
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Summary: We propose a workshop on the rapidly emerging topic of optimization and computational design in human-computer interaction (HCI). The workshop will tackle the following perspectives: defining and eliciting optimality criteria, optimizing at scale, optimization and user models, optimization for safety, optimization and design practice, optimization and users' perception of performance, and critical perspectives.

Informing the Design of Novel Input Methods with Muscle Coactivation Clustering Special Issue on Physiological Computing for Human-Computer Interaction / Bachynskyi, Myroslav / Palmas, Gregorio / Oulasvirta, Antti / Weinkauf, Tino ACM Transactions on Computer-Human Interaction 2015-01 v.21 n.6 p.30
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Summary: This article presents a novel summarization of biomechanical and performance data for user interface designers. Previously, there was no simple way for designers to predict how the location, direction, velocity, precision, or amplitude of users' movement affects performance and fatigue. We cluster muscle coactivation data from a 3D pointing task covering the whole reachable space of the arm. We identify 11 clusters of pointing movements with distinct muscular, spatio-temporal, and performance properties. We discuss their use as heuristics when designing for 3D pointing.

Narrow or Broad?: Estimating Subjective Specificity in Exploratory Search IR Session 7: Exploratory Search / Athukorala, Kumaripaba / Oulasvirta, Antti / Glowacka, Dorota / Vreeken, Jilles / Jacucci, Giulio Proceedings of the 2014 ACM Conference on Information and Knowledge Management 2014-11-03 p.819-828
ACM Digital Library Link
Summary: Supporting exploratory search is a very challenging problem, not least because of the dynamic nature of the exercise: both the knowledge and interests of the user are subject to constant change. Moreover, whether the results for a query are informative is strongly subjective. What is informative to one user, is too specific for the other; specificity differs between users depending on their intent and accumulated knowledge about the domain.
    We propose a formal model -- motivated by Information Foraging Theory -- for predicting the subjective specificity of search results based on simple observables such as result-clicks. Through two studies including both controlled and free-form exploratory search we show our model allows us to differentiate between levels of subjective result specificity with regard to the current information need of the user.

Demo hour Demo hour / Dauner, Joanna Maria / Karagozler, Emre / Glisson, Matthew / Speed, Chris / Hartswood, Mark / Laurier, Eric / Magee, Siobhan / Tynan-O'Mahony, Fionn / de Jode, Martin / Hudson-Smith, Andrew / Harriman, Jiffer / Feit, Anna Maria / Oulasvirta, Antti interactions 2014-11 v.21 n.6 p.8-11
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Summary: During DIS 2014 Experience Night, conference attendees experienced a thought-provoking set of interactive systems, artworks, and techno-crafts. We selected interactive works that explore the reemergence of craft in the design of interactive systems, the role of craft in democratizing design, and the role of makers in interactive technology design. Alissa Antle and Steven Dow, DIS 2014 Demo Chairs

Mixed feelings?: the relationship between perceived usability and user experience in the wild / Raita, Eeva / Oulasvirta, Antti Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.1-10
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Summary: Although both user experience and perceived usability have been extensively studied, the relationship between the two is less well understood. Prior empirical research suggests that perceived usability influences especially negative user experiences, but the effect depend on goals, contexts, and expectations. The paper contributes on this theme with description of a field study covering self-reporting of 12 subjects using a new smartphone. The findings confirm some earlier views on the relationship but also permit a richer understanding. Unlike prior work, the results show that perceived usability can play an important role in ambivalent experiential episodes. These episodes emerge from a clash between desired uses and either poor perceived usability or lack of appropriateness in the broader social context. We discuss our findings in relation to prior studies.

Improvements to keyboard optimization with integer programming Input techniques / Karrenbauer, Andreas / Oulasvirta, Antti Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.621-626
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Summary: Keyboard optimization is concerned with the design of keyboards for different terminals, languages, user groups, and tasks. Previous work in HCI has used random search based methods, such as simulated annealing. These "black box" approaches are convenient, because good solutions are found quickly and no assumption must be made about the objective function. This paper contributes by developing integer programming (IP) as a complementary approach. To this end, we present IP formulations for the letter assignment problem and solve them by branch-and-bound. Although computationally expensive, we show that IP offers two strong benefits. First, its structured non-random search approach improves the outcomes. Second, it guarantees bounds, which increases the designer's confidence over the quality of results. We report improvements to three keyboard optimization cases.

Toward optimal menu design Features / Bailly, Gilles / Oulasvirta, Antti interactions 2014-07 v.21 n.4 p.40-45
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PianoText: redesigning the piano keyboard for text entry Performing interactions / Feit, Anna Maria / Oulasvirta, Antti Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.1045-1054
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Summary: Inspired by the high keying rates of skilled pianists, we study the design of piano keyboards for rapid text entry. We review the qualities of the piano as an input device, observing four design opportunities: 1) chords, 2) redundancy (more keys than letters in English), 3) the transfer of musical skill and 4) optional sound feedback. Although some have been utilized in previous text entry methods, our goal is to exploit all four in a single design. We present PianoText, a computationally designed mapping that assigns letter sequences of English to frequent note transitions of music. It allows fast text entry on any MIDI-enabled keyboard and was evaluated in two transcription typing studies. Both show an achievable rate of over 80 words per minute. This parallels the rates of expert Qwerty typists and doubles that of a previous piano-based design from the 19th century. We also design PianoText-Mini, which allows for comparable performance in a portable form factor. Informed by the studies, we estimate the upper bound of typing performance, draw implications to other text entry methods, and critically discuss outstanding design challenges.

PianoText: redesigning the piano keyboard for text entry Demonstrations / Feit, Anna Maria / Oulasvirta, Antti Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.129-132
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Summary: Inspired by the high keying rates of skilled pianists we study the design of piano keyboards for rapid text entry. We present PianoText, a computationally designed mapping that assigns letter sequences of English to frequent note transitions in music. The design is based on four concepts: 1) redundancy, 2) chords, 3) sound and 4) skill transfer. It allows fast text entry of over 80 wpm on any MIDI enabled keyboard. At the demonstration, visitors can explore the benefits of these concepts by typing on PianoText -- Mini, a device that allows for piano-based typing at a portable form factor.

Modeling the perception of user performance User models and prediction / Nicosia, Max / Oulasvirta, Antti / Kristensson, Per Ola Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1747-1756
ACM Digital Library Link
Summary: This paper studies how users perceive their own performance in two alternative user interfaces. We extend methodology from psychophysics to the study of interactive performance and conduct two experiments in order to create a model of users' perception of their own performance. In our studies, two interfaces are sequentially used in a pointing task, and users are asked to rate in which interface their performance was higher. We first differentiate the effects of objective performance (speed and accuracy) versus interface qualities (distance between elements and width of elements) on perceived performance. We then derive a model that predicts the amount of change required in an interface for users to reliably detect a difference. The model is useful as a heuristic for predicting if a new interface design is better enough for users to reliably appreciate the obtained gain in user performance. We validate the model via a separate user study, and conclude by discussing how to apply our findings to design problems.
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