Reporting and Visualizing Fitts's Law: Dataset, Tools and Methodologies
Late-Breaking Works: Novel Interactions
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Jude, Alvin
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Guinness, Darren
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Poor, G. Michael
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2519-2525
© Copyright 2016 ACM
Summary: In this paper we compare methods of reporting and visualizing Fitts
regressions. We show that reporting this metric using mean movement time per
user over accuracy-adjusted Index of Difficulty (IDe) produces more descriptive
visualization. This method displays variance, which is more useful in
understanding the interfaces, than an aggregated means-of-means approach using
Index of Difficulty. We demonstrate that there is little difference in slope
and intercept between the two methods, but has the potential to uncover wider
goodness-of-fit coefficients which could allow for better comparison across
experiments. We propose the use of quantile regression to report central
tendencies as a trend, rather than box plots. The tools released with this
paper can be used with any pointing device evaluation done with the FittsStudy
program. The dataset released with this paper contains almost 25,000 samples,
which can be used in future research for reporting or visualizing Fitts
regressions.
Correcting Exercise Form Using Body Tracking
Late-Breaking Works: Usable, Useful, and Desirable
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Conner, Caleb
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Poor, Gene Michael
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3028-3034
© Copyright 2016 ACM
Summary: In the past twenty years, there have been little to no advances in
technology used for free weight exercises. However, with the advances of
computer vision and the availability of technology such as the XBox Kinect,
having computer assisted exercises are a definite possibility for gym
experiences. In this paper we examine the possibility of using a real-time
correcting tool for a user's form while performing a free weight exercise. The
squat exercise was chosen because it is easily track-able due to its rigid and
specific set of form specifications that allow it to be easily corrected.
Through our pilot study we showed that a user could learn how to correctly
perform an exercise and correct their form by using the feedback provided by
our software.
An evaluation of touchless hand gestural interaction for pointing tasks with
preferred and non-preferred hands
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Jude, Alvin
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Poor, G. Michael
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Guinness, Darren
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.668-676
© Copyright 2014 ACM
Summary: Performance evaluations of touchless gestural interaction are generally done
by benchmarking pointing performance against existing interactive devices,
requiring the use of user's preferred hand. However, as there is no reason for
this interaction to be limited to only one hand, evaluation should rightfully
consider both hands. In this paper we evaluate the performance of touchless
gestural interaction for pointer manipulation with both the preferred and
non-preferred hands. This interaction is benchmarked against the mouse and the
touchpad with a multidirectional task. We compared the performance between all
devices, improvement in performance between 2 rounds, and the degradation of
performance between hands. The results show the mouse has no performance
increase between rounds but high degradation across hands, the touchpad has
medium performance increase and medium degradation, and gestural interaction
has the highest performance increase and the lowest degradation between hands.
Gestures with speech for hand-impaired persons
Poster abstracts
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Guinness, Darren
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Poor, G. Michael
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Jude, Alvin
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.259-260
© Copyright 2014 ACM
Summary: Mid-air hand-gestural interaction generally causes a fatigue due to
implementations that require the user to hold their arm out during this
interaction. Recent research has discovered a new approach to reduce fatigue
related to gestural interaction, by allowing users to rest their elbow on a
surface, and calibrate their interaction space from this rested position[1].
Additionally, this approach reduced stress on the hand and wrist compared to
the mouse, by shifting much of the load to the forearm and shoulder muscles. In
this paper we evaluated gesture and speech multimodal interaction as a form of
assistive interaction for those with hand impairments. Two participants with
hand impairments were recruited to perform the evaluation. We collected
qualitative and quantitative data, which showed promising results in using this
method for assistive interaction.
Personal space: user defined gesture space for GUI interaction
Works-in-progress
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Jude, Alvin
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Poor, G. Michael
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Guinness, Darren
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1615-1620
© Copyright 2014 ACM
Summary: Reality-Based Interaction (RBI) [14] theorizes that realistic user
interactions (UIs) are effective because they exploit users' pre-existing
knowledge about their bodies and objects in the world. Gesture based
interaction allows users to relay information to a computer through body
movement without physical contact with additional hardware such as a mouse or
trackball. However, this interaction style requires the users to interact in a
manner that is tailored for the system to recognize with very strict rules for
bodily interaction, not toward a gesture space that is more natural for the
user. In this paper we propose a natural method of gestural input through a
user-defined 3-dimensional space. We conducted two pilot studies to assess the
performance and usability of these augmented gestural pointing methods for
cursor manipulation as compared to a standard mouse interaction as well as the
current standard approach used in gestural input.
On interface closeness and problem solving
Compare and contrast
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Donahue, Thomas J.
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Poor, G. Michael
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Mott, Martez E.
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Leventhal, Laura Marie
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Zimmerman, Guy
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Klopfer, Dale
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.139-146
© Copyright 2013 ACM
Summary: Prior research suggests that "closer" interface styles, such as touch and
tangible, would yield poorer performance on problem solving tasks as a result
of their more natural interaction style. However, virtually no empirical
investigations have been conducted to test this assumption. In this paper we
describe an empirical study, comparing three interfaces, varying in closeness
(mouse, touchscreen, and tangible) on a novel abstract problem solving task. We
found that the tangible interface was significantly slower than both the mouse
and touch interfaces. However, the touch and tangible interfaces were
significantly more efficient than the mouse interface in problem solving across
a number of measures. Overall, we found that the touch interface condition
offered the best combination of speed and efficiency; in general, the closer
interfaces offer significant benefit over the traditional mouse interface on
abstract problem solving.
Mobility Matters: Identifying Cognitive Demands That Are Sensitive to
Orientation
Cognitive Workload
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Poor, G. Michael
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Zimmerman, Guy
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Klopfer, Dale S.
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Jaffee, Samuel D.
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Leventhal, Laura Marie
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Barnes, Julie
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1
2013
v.1
p.193-210
Keywords: Mobility; Mental Rotation; Presentation Orientation; Spatial Ability
© Copyright 2013 IFIP
Summary: Prior studies have shown benefits of interactions on mobile devices. Device
mobility itself changes the nature of the user experience; interactions on
mobile devices may present better support for cognition. To better understand
cognitive demands related to mobility, the current study investigated
presentations on a mobile device for a three-dimensional construction task. The
task imposed considerable cognitive load, particularly in demands for mental
rotation; individual differences in spatial ability are known to interact with
these demands. This study specifically investigated mobile device orientations
and participants' spatial ability. Subjects with low spatial ability were able
to complete the task more effectively when shown the presentation in a
favorable orientation. Individuals who saw the presentation in an unfavorable
orientation and those of low spatial ability, were differentially
disadvantaged. We conclude that mobility can reduce cognitive load by limiting
demands for spatial processing relating to reorientation.
Leveraging motor learning for a tangible password system
Work-in-progress
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Mott, Martez
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Donahue, Thomas
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Poor, G. Michael
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Leventhal, Laura
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2597-2602
© Copyright 2012 ACM
Summary: Tangible user interfaces (TUIs) may allow users to have more direct
interaction with systems when compared to traditional graphical user interfaces
(GUIs). However, the full range of applications where TUIs can be utilized in
practice is unclear. To resolve this problem, the benefits of TUIs must be
analyzed and matched to an application domain where they hold advantages over
more traditional systems. Since TUIs require users to use their hands in order
to interact with the system, there is the possibility for these systems to
leverage motor learning to help users perform specific tasks. In this paper we
will describe an early attempt to understand how motor learning can be used to
create a tangible password system. A novel tangible password system was created
and a small study conducted in order to identify future research objectives.
Thought cubes: exploring the use of an inexpensive brain-computer interface
on a mental rotation task
Posters and demonstrations
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Poor, G. MIchael
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Leventhal, Laura Marie
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Kelley, Scott
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Ringenberg, Jordan
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Jaffee, Samuel D.
Thirteenth Annual ACM SIGACCESS Conference on Assistive Technologies
2011-10-24
p.291-292
© Copyright 2011 ACM
Summary: Brain-computer interfaces (BCI) allow users to relay information to a
computer by capturing reactions to their thoughts via brain waves (or similar
measurements). This "new" type of interaction allows users with limited motor
control to interact with a computer without a mouse/keyboard or other
physically manipulated interaction device. While this technology is in its
infancy, there have been major strides in the area allowing researchers to
investigate potential uses. One of the first such interfaces that has broached
the commercial market at an affordable price is the Emotiv "EPOC" headset. This
paper reports on results of a study exploring usage of the EPOC headset.
"How Do I Line Up?": Reducing Mental Transformations to Improve Performance
Cognitive, Psychological and Behavioural Issues in HCI
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Zimmerman, Guy W.
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Klopfer, Dale S.
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Poor, G. Michael
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Barnes, Julie
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Leventhal, Laura M.
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Jaffee, Samuel D.
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part I: Design and Development Approaches
2011-07-09
v.1
p.432-440
Keywords: Mobile Device; Usability; 3D Models; Frames of Reference
Copyright © 2011 Springer-Verlag
Summary: Mobile devices and visual-spatial presentations of information are
pervasive, especially for tasks in which the mobile device can be moved to
close proximity of the task. This mobility allows the user to offload mental
workload by allowing physical transformations of the device. In this study, we
compared a fixed mobile device, a non-fixed mobile device, and a fixed desktop
display to determine the effects imposed by the mental workload of transforming
the frames of reference into alignment. Our results indicate that allowing the
user to manipulate the device's position can influence performance by reducing
the need for mental transformations.
More than Speed? An Empirical Study of Touchscreens and Body Awareness on an
Object Manipulation Task
Touch-Based and Haptic Interaction
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Hippler, Rachelle Kristof
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Klopfer, Dale S.
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Leventhal, Laura M.
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Poor, G. Michael
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Klein, Brandi A.
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Jaffee, Samuel D.
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part II: Interaction Techniques and Environments
2011-07-09
v.2
p.33-42
Keywords: Touchscreens; Reality based Interface Model; Cube Comparison Task; Mental
Rotation in Virtual Environments
Copyright © 2011 Springer-Verlag
Summary: Touchscreen interfaces do more than allow users to execute speedy
interactions. Three interfaces (touchscreen, mouse-drag, on-screen button) were
used in the service of performing an object manipulation task. Results showed
that planning time was shortest with touch screens, that touchscreens allowed
high action knowledge users to perform the task more efficiently, and that only
with touchscreens was the ability to rotate the object the same across all axes
of rotation. The concept of closeness is introduced to explain the potential
advantages of touchscreen interfaces.
Introducing Animatronics to HCI: Extending Reality-Based Interaction
Avatars and Embodied Interaction
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Poor, G. Michael
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Jacob, Robert J. K.
HCI International 2011: 14th International Conference on Human-Computer
Interaction, Part II: Interaction Techniques and Environments
2011-07-09
v.2
p.593-602
Keywords: Usability; Animatronics; Lifelike Robotics; Reality-Based Interaction;
Interaction Styles
Copyright © 2011 Springer-Verlag
Summary: As both software and hardware technologies have been improved during the
past two decades, a number of interfaces have been developed by HCI
researchers. As these researchers began to explore the next generation of
interaction styles, it was inevitable that they use a lifelike robot (or
animatronic) as the basis for interaction. However, the main use up to this
point for animatronic technology had been "edutainment." Only recently was
animatronic technology even considered for use as an interaction style. In this
research, various interaction styles (conventional GUI, AR, 3D graphics, and
introducing an animatronic user interface) were used to instruct users on a 3D
construction task which was constant across the various styles. From this
experiment the placement, if any, of animatronic technology in the
reality-based interaction framework will become more apparent.
Access-a-WoW: Building an Enhanced World of Warcraft™ UI for Persons
with Low Visual Acuity
Designing for Users Diversity
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Poor, G. Michael
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Donahue, Thomas J.
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Mott, Martez E.
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Zimmerman, Guy W.
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Leventhal, Laura M.
UAHCI 2011: 6th International Conference on Universal Access in
Human-Computer Interaction, Part II: Users Diversity
2011-07-09
v.2
p.352-361
Keywords: Human-Computer Interaction; Accessibility; Accessible Gaming
Copyright © 2011 Springer-Verlag
Summary: World of Warcraft™ (WoW) is a virtual 3D game that offers much in
terms of entertainment and collaboration and enjoys extraordinary world wide
popularity. However like many other applications that deliver the majority of
information visually, the default user interface (UI) is potentially only
marginally accessible to users with limited visual acuity. This paper describes
the enhanced user interface (UI) we constructed to improve accessibility for
these users. We performed a study comparing the two user interfaces; users had
simulated low visual acuity. The results of the study suggest that our enhanced
UI led to significant improvements in user performance and speed of game play.
Our current enhanced UI and planned future work have great potential for
expanding opportunities for a user group to participate in the WoW community
more fully than is possible with the current UI.
Accessibility: understanding attitudes of CS students
Posters and system demonstrations
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Poor, G. M.
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Leventhal, Laura M.
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Barnes, Julie
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Hutchings, Duke R.
Eleventh Annual ACM SIGACCESS Conference on Assistive Technologies
2009-10-26
p.219-220
Keywords: accessibility, computer science education, usability
© Copyright 2009 ACM
Summary: Accessibility and usability have become increasingly important in design and
development of technology. This poster briefly reviews how accessibility
concepts may be included in computer science courses as students are educated
to become practitioners. In a usability engineering course, the authors
included a group development project that included an accessibility component.
They conducted a survey of student attitudes toward these issues at the start
and end of the course. Results of the survey indicate that students' awareness
of issues related to usability and accessibility are increased after taking the
course and completing the project. In particular, students showed a significant
increase in their rating of importance for the item "broadening the range of
technology users". The authors also performed a factor analysis of the survey
responses and determined that items fell into three factors, one of which was
concerned with accessibility and usability.