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Crowd-Designed Motivation: Motivational Messages for Exercise Adherence Based on Behavior Change Theory Behavioral Change / de Vries, Roelof A. J. / Truong, Khiet P. / Kwint, Sigrid / Drossaert, Constance H. C. / Evers, Vanessa Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.297-308
ACM Digital Library Link
Summary: Developing motivational technology to support long-term behavior change is a challenge. A solution is to incorporate insights from behavior change theory and design technology to tailor to individual users. We carried out two studies to investigate whether the processes of change, from the Transtheoretical Model, can be effectively represented by motivational text messages. We crowdsourced peer-designed text messages and coded them into categories based on the processes of change. We evaluated whether people perceived messages tailored to their stage of change as motivating. We found that crowdsourcing is an effective method to design motivational messages. Our results indicate that different messages are perceived as motivating depending on the stage of behavior change a person is in. However, while motivational messages related to later stages of change were perceived as motivational for those stages, the motivational messages related to earlier stages of change were not. This indicates that a person's stage of change may not be the (only) key factor that determines behavior change. More individual factors need to be considered to design effective motivational technology.

SoQr: sonically quantifying the content level inside containers Novel sensing techniques / Fan, Mingming / Truong, Khai N. Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.3-14
ACM Digital Library Link
Summary: In this paper, we present SoQr, a sensor that can be attached to an external surface of a household item to estimate the amount of content inside it. The sensor consists of a speaker and a microphone. It outputs a short duration sine wave probing sound to excite a container and its content, and then records the container's impulse response. SoQr then extracts Mean Mel-Frequency Cepstral Coefficients from impulse response recordings of a container with different content levels and learns a support vector machine classifier. Results from a 10-fold cross validation of the prediction models on 19 common household items demonstrate that SoQr can correctly estimate the content level for these products with an average overall F-Measure above 0.96. We then further evaluated SoQr's robustness in different usage scenarios to gain an understanding of how the system performs and specific challenges that might arise when users interact with these products and the sensor.

Filteryedping: A Dwell-Free Eye Typing Technique Interactivity / Pedrosa, Diogo / Pimentel, Maria da Graça / Truong, Khai N. Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.303-306
ACM Digital Library Link
Summary: The ability to type using eye gaze only is extremely important for individuals with a severe motor disability. To eye type, the user currently must sequentially gaze at letters in a virtual keyboard and dwell on each desired letter for a specific amount of time to input that key. Dwell-based eye typing has two possible drawbacks: unwanted input if the dwell threshold is too short or slow typing rates if the threshold is long. We demonstrate an eye typing technique, which does not require the user to dwell on the letters that she wants to input. Our method automatically filters out unwanted letters from the sequence of letters gazed at while typing a word. It ranks candidate words based on their length and frequency and presents them to the user for confirmation. Spell correction and support for typing words not in the corpus are also included.

Filteryedping: Design Challenges and User Performance of Dwell-Free Eye Typing / Pedrosa, Diogo / Pimentel, Maria Da Graça / Wright, Amy / Truong, Khai N. ACM Transactions on Accessible Computing 2015-03 v.6 n.1 p.3
ACM Digital Library Link
Summary: The ability to use the movements of the eyes to write is extremely important for individuals with a severe motor disability. With eye typing, a virtual keyboard is shown on the screen and the user enters text by gazing at the intended keys one at a time. With dwell-based eye typing, a key is selected by continuously gazing at it for a specific amount of time. However, this approach has two possible drawbacks: unwanted selections and slow typing rates. In this study, we propose a dwell-free eye typing technique that filters out unintentionally selected letters from the sequence of letters looked at by the user. It ranks possible words based on their length and frequency of use and suggests them to the user. We evaluated Filteryedping with a series of experiments. First, we recruited participants without disabilities to compare it with another potential dwell-free technique and with a dwell-based eye typing interface. The results indicate it is a fast technique that allows an average of 15.95 words per minute after 100min of typing. Then, we improved the technique through iterative design and evaluation with individuals who have severe motor disabilities. This phase helped to identify and create parameters that allow the technique to be adapted to different users.

Public restroom detection on mobile phone via active probing Contextual awareness on mobile devices / Fan, Mingming / Adams, Alexander Travis / Truong, Khai N. Proceedings of the 2014 International Symposium on Wearable Computers 2014-09-13 v.1 p.27-34
ACM Digital Library Link
Summary: Although there are clear benefits to automatic image capture services by wearable devices, image capture sometimes happens in sensitive spaces where camera use is not appropriate. In this paper, we tackle this problem by focusing on detecting when the user of a wearable device is located in a specific type of private space -- the public restroom -- so that the image capture can be disabled. We present an infrastructure-independent method that uses just the microphone and the speaker on a commodity mobile phone. Our method actively probes the environment by playing a 0.1 seconds sine wave sweep sound and then analyzes the impulse response (IR) by extracting MFCCs features. These features are then used to train an SVM model. Our evaluation results show that we can train a general restroom model which is able to recognize new restrooms. We demonstrate that this approach works on different phone hardware. Furthermore, the volume levels, occupancy and presence of other sounds do not affect recognition in significant ways. We discuss three types of errors that the prediction model has and evaluate two proposed smoothing algorithms for improving recognition.

Slide to X: unlocking the potential of smartphone unlocking Crowdsourcing / Truong, Khai N. / Shihipar, Thariq / Wigdor, Daniel J. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3635-3644
ACM Digital Library Link
Summary: Unlock gestures are performed by billions of users across the world multiple times a day. Beyond preventing accidental input on mobile devices, they currently serve little to no other purpose. In this paper, we explore how replacing the regular unlock screen with one that asks the user to perform a simple, optional task, can benefit a wealth of application domains, including data collection, personal-health metrics collection, and human intelligence tasks. We evaluate this concept, which we refer to as Slide to X. Further, we show that people are willing to perform microtasks presented through this interface and continue to do so throughout the day while they visit different locations as part of their daily routines. We then discuss how to implement this concept and demonstrate three applications.

Disambiguation of imprecise input with one-dimensional rotational text entry / Walmsley, William S. / Snelgrove, W. Xavier / Truong, Khai N. ACM Transactions on Computer-Human Interaction 2014-02 v.21 n.1 p.4
ACM Digital Library Link
Summary: We introduce a distinction between disambiguation supporting continuous versus discrete ambiguous text entry. With continuous ambiguous text entry methods, letter selections are treated as ambiguous due to expected imprecision rather than due to discretized letter groupings. We investigate the simple case of a one-dimensional character layout to demonstrate the potential of techniques designed for imprecise entry. Our rotation-based sight-free technique, Rotext, maps device orientation to a layout optimized for disambiguation, motor efficiency, and learnability. We also present an audio feedback system for efficient selection of disambiguated word candidates and explore the role that time spent acknowledging word-level feedback plays in text entry performance. Through a user study, we show that despite missing on average by 2.46-2.92 character positions, with the aid of a maximum a posteriori (MAP) disambiguation algorithm, users can average a sight-free entry speed of 12.6wpm with 98.9% accuracy within 13 sessions (4.3 hours). In a second study, expert users are found to reach 21wpm with 99.6% accuracy after session 20 (6.7 hours) and continue to grow in performance, with individual phrases entered at up to 37wpm. A final study revisits the learnability of the optimized layout. Our modeling of ultimate performance indicates maximum overall sight-free entry speeds of 29.0wpm with audio feedback, or 40.7wpm if an expert user could operate without relying on audio feedback.

Uncovering information needs for independent spatial learning for users who are visually impaired Papers / Banovic, Nikola / Franz, Rachel L. / Truong, Khai N. / Mankoff, Jennifer / Dey, Anind K. Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2013-10-21 p.24
ACM Digital Library Link
Summary: Sighted individuals often develop significant knowledge about their environment through what they can visually observe. In contrast, individuals who are visually impaired mostly acquire such knowledge about their environment through information that is explicitly related to them. This paper examines the practices that visually impaired individuals use to learn about their environments and the associated challenges. In the first of our two studies, we uncover four types of information needed to master and navigate the environment. We detail how individuals' context impacts their ability to learn this information, and outline requirements for independent spatial learning. In a second study, we explore how individuals learn about places and activities in their environment. Our findings show that users not only learn information to satisfy their immediate needs, but also to enable future opportunities -- something existing technologies do not fully support. From these findings, we discuss future research and design opportunities to assist the visually impaired in independent spatial learning.

"We are not in the loop": resource wastage and conservation attitude of employees in Indian workplace Sustainability II / Jain, Mohit / Agrawal, Ankit / Ghai, Sunil K. / Truong, Khai N. / Seetharam, Deva P. Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.687-696
ACM Digital Library Link
Summary: Though rapid depletion of natural resources has become a global problem, most of the solutions developed to address it are based on studies done in the developed world. Moreover, the commercial sector is among the primary consumers of resources, yet research work has been mostly limited to residential users. We present a study exploring employees' perception, their beliefs and attitudes, towards environmental sustainability at workplaces in a developing region. To obtain broader context, we also conducted a focus group with the facility team members. Our study highlights that in spite of strong motivations to conserve, employees conservative actions are limited due to lack of controls, knowledge and responsibility. We identify new opportunities for design such as designing location specific buildings, removing inefficient choices, and building communal spaces, to facilitate conservation at workplaces.

Effects of hand drift while typing on touchscreens Input 1: pens and consistency / Li, Frank Chun Yat / Findlater, Leah / Truong, Khai N. Proceedings of the 2013 Conference on Graphics Interface 2013-05-29 p.95-98
ACM Digital Library Link
Summary: On a touchscreen keyboard, it can be difficult to continuously type without frequently looking at the keys. One factor contributing to this difficulty is called hand drift, where a user's hands gradually misalign with the touchscreen keyboard due to limited tactile feedback. Although intuitive, there remains a lack of empirical data to describe the effect of hand drift. A formal understanding of it can provide insights for improving soft keyboards. To formally quantify the degree (magnitude and direction) of hand drift, we conducted a 3-session study with 13 participants. We measured hand drift with two typing interfaces: a visible conventional keyboard and an invisible adaptive keyboard. To expose drift patterns, both keyboards used relaxed letter disambiguation to allow for unconstrained movement. Findings show that hand drift occurred in both interfaces, at an average rate of 0.25mm/min on the conventional keyboard and 1.32mm/min on the adaptive keyboard. Participants were also more likely to drift up and/or left instead of down or right.

Paratyping: A Contextualized Method of Inquiry for Understanding Perceptions of Mobile and Ubiquitous Computing Technologies / Hayes, Gillian R. / Truong, Khai N. Human-Computer Interaction 2013-05-01 v.28 v.28 n.3 p.265-286
Link to Article at Taylor & Francis
Summary: In this article, we describe the origins, use, and efficacy of a contextualized method for evaluating mobile and ubiquitous computing systems. This technique, which we called paratyping, is based on experience prototyping and event-contingent experience sampling and allows researchers to survey people in real-life situations without the need for costly and sometimes untenable deployment evaluations. We used this tool to probe the perceptions of the conversation partners of users of the Personal Audio Loop, a memory aid with the potential for substantial privacy implications. Based on that experience, we refined and adapted the approach to evaluate SenseCam, a wearable, automatic picture-taking device, across multiple geographic locations. We describe the benefits, challenges, and methodological considerations that emerged during our use of the paratyping method across these two studies. We describe how this method blends some of the benefits of survey-based research with more contextualized methods, focusing on trustworthiness of the method in terms of generating scientific knowledge. In particular, this method is a good fit for studying certain classes of mobile and ubiquitous computing applications but can be applied to many types of applications.

"Welcome!": social and psychological predictors of volunteer socializers in online communities Wikipedia supported cooperative work / Hsieh, Gary / Hou, Youyang / Chen, Ian / Truong, Khai N. Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.827-838
ACM Digital Library Link
Summary: Volunteer socializers are members of a community who voluntarily help newcomers become familiar with the popular practices and attitudes of the community. In this paper, we explore the social and psychological predictors of volunteer socializers on Reddit, an online social news-sharing community. Through a survey of over 1000 Reddit users, we found that social identity, prosocial-orientation and generalized reciprocity are all predictors of socializers in the community. Interestingly, a user's tenure with the online community has a quadratic effect on volunteer socialization behaviors -- new and long-time members are both more likely to help newcomers than those in between. We conclude with design implications for motivating users to help newcomers.

Evaluating the Effect of Phrase Set in Hindi Text Entry Text Comprehensibility / Jain, Mohit / Tekchandani, Khushboo / Truong, Khai N. Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4 2013 v.4 p.195-202
Keywords: Hindi; Text Input; Phrase Set
Link to Digital Content at Springer
Summary: Recently, many different Indic text entry mechanisms have been proposed and evaluated. Whereas the use of a common phrase set across text-entry research may help to produce generalizable results across studies, previous Indic Text entry evaluations have used a variety of different text entry phrases. In this paper, we develop and evaluate three different types of Hindi phrase sets that have been previously used in the literature -- Hindi films, a grade VII textbook and a translated version of MacKenzie and Soukoreff's phrases -- to study effects of their characteristics on performance. No statistical difference was found in novice user performance due to the different phrase sets. However, based on participant feedback, we report that consideration should be taken with regards to phrase length, frequency, understandability, and memorability in the design and selection of text-entry phrases.

Escape-Keyboard: A Sight-Free One-Handed Text Entry Method for Mobile Touch-screen Devices / Banovic, Nikola / Yatani, Koji / Truong, Khai N. International Journal of Mobile Human Computer Interaction 2013 v.5 n.3 p.42-61
www.igi-global.com/article/escape-keyboard/81286
Summary: Mobile text entry methods traditionally have been designed with the assumption that users can devote full visual and mental attention on the device, though this is not always possible. The authors present their iterative design and evaluation of Escape-Keyboard, a sight-free text entry method for mobile touch-screen devices. Escape-Keyboard allows the user to type letters with one hand by pressing the thumb on different areas of the screen and performing a flick gesture. The authors then examine the performance of Escape-Keyboard in a study that included 16 sessions in which participants typed in sighted and sight-free conditions. Qualitative results from this study highlight the importance of reducing the mental load with using Escape-Keyboard to improve user performance over time. The authors thus also explore features to mitigate this learnability issue. Finally, the authors investigate the upper bound on the sight-free performance with Escape-Keyboard by performing theoretical analysis of the expert peak performance.

BodyScope: a wearable acoustic sensor for activity recognition Sensing on and with people / Yatani, Koji / Truong, Khai N. Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.341-350
ACM Digital Library Link
Summary: Accurate activity recognition enables the development of a variety of ubiquitous computing applications, such as context-aware systems, lifelogging, and personal health systems. Wearable sensing technologies can be used to gather data for activity recognition without requiring sensors to be installed in the infrastructure. However, the user may need to wear multiple sensors for accurate recognition of a larger number of different activities. We developed a wearable acoustic sensor, called BodyScope, to record the sounds produced in the user's throat area and classify them into user activities, such as eating, drinking, speaking, laughing, and coughing. The F-measure of the Support Vector Machine classification of 12 activities using only our BodyScope sensor was 79.5%. We also conducted a small-scale in-the-wild study, and found that BodyScope was able to identify four activities (eating, drinking, speaking, and laughing) at 71.5% accuracy.

uSmell: a gas sensor system to classify odors in natural, uncontrolled environments Posters / Hirano, Sen H. / Truong, Khai N. / Hayes, Gillian R. Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.657-658
Summary: Smell can be used to infer quite a bit of context about environments. Previous research primarily has shown that gas sensors can be used to discriminate accurately between odors when used in testing chambers. However, potential real-world applications require these sensors to perform an analysis in uncontrolled environments, which can be challenging. In this poster, we present our gas sensor system, called uSmell, to address these challenges. This system has the potential to improve context-aware applications, such as lifelogging and assisted living.

CrossingGuard: exploring information content in navigation aids for visually impaired pedestrians Supporting visually impaired users / Guy, Richard / Truong, Khai Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.405-414
ACM Digital Library Link
Summary: Visually impaired pedestrians experience unique challenges when navigating an urban environment because many cues about orientation and traffic patterns are difficult to ascertain without the use of vision. Technological aids such as customized GPS navigation tools offer the chance to augment visually impaired pedestrians' sensory information with a richer depiction of an environment, but care must be taken to balance the need for more information with other demands on the senses. In this paper, we focus on the information needs of visually impaired pedestrians at intersections, which present a specific cause of stress when navigating in unfamiliar locations. We present a navigation application prototype called CrossingGuard that provides rich information to a user such as details about intersection geometry that are not available to visually impaired pedestrians today. A user study comparing content-rich information to a baseline condition shows that content-rich information raises the level of comfort that visually impaired pedestrians feel at unfamiliar intersections. In addition, we discuss the categories of information that are most useful. Finally, we introduce a micro-task approach to gather intersection data via Street View annotations that achieves 85.5% accuracy over the 9 categories of information used by CrossingGuard.

SpaceSense: representing geographical information to visually impaired people using spatial tactile feedback Supporting visually impaired users / Yatani, Koji / Banovic, Nikola / Truong, Khai Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.415-424
ACM Digital Library Link
Summary: Learning an environment can be challenging for people with visual impairments. Braille maps allow their users to understand the spatial relationship between a set of places. However, physical Braille maps are often costly, may not always cover an area of interest with sufficient detail, and might not present up-to-date information. We built a handheld system for representing geographical information called SpaceSense, which includes custom spatial tactile feedback hardware-multiple vibration motors attached to different locations on a mobile touch-screen device. It offers high-level information about the distance and direction towards a destination and bookmarked places through vibrotactile feedback to help the user maintain the spatial relationships between these points. SpaceSense also adapts a summarization technique for online user reviews of public and commercial venues. Our user study shows that participants could build and maintain the spatial relationships between places on a map more accurately with SpaceSense compared to a system without spatial tactile feedback. They pointed specifically to having spatial tactile feedback as the contributing factor in successfully building and maintaining their mental map.

Evaluating the implicit acquisition of second language vocabulary using a live wallpaper Promoting educational opportunity / Dearman, David / Truong, Khai Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1391-1400
ACM Digital Library Link
Summary: An essential aspect of learning a second language is the acquisition of vocabulary. However, acquiring vocabulary is often a protracted process that requires repeated and spaced exposure; which can be difficult to accommodate given the busyness of daily living. In this paper, we explore if a learner can implicitly acquire second language vocabulary through her explicit interactions with her mobile phone (e.g., navigating multiple home screens) using an interface we developed called Vocabulary Wallpaper. In addition, we examine if the type of vocabulary this technique exposes to the learner, whether it is contextually relevant or contextually-independent will influence the learner's rate of vocabulary acquisition. The results of our study show participants were able to use Vocabulary Wallpaper to increase the number of second language vocabulary that they can recognize and recall and their rate of vocabulary acquisition was significantly greater when presented with a contextually relevant vocabulary than a contextually-independent vocabulary.

Determining the orientation of proximate mobile devices using their back facing camera Phone fun: extending mobile interaction / Dearman, David / Guy, Richard / Truong, Khai Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2231-2234
ACM Digital Library Link
Summary: Proximate mobile devices that are aware of their orientation relative to one another can support novel and natural forms of interaction. In this paper, we present a method to determine the relative orientation of proximate mobile devices using only the backside camera. We implemented this method as a service called Orienteer, which provides mobile device with the orientation of other proximate mobile devices. We demonstrate that orientation information can be used to enable novel and natural interactions by developing two applications that allow the user to push content in the direction of another device to share it and point the device toward another to filter content based on the device's owner. An informal evaluation revealed that interactions built upon orientation information can be natural and compelling to users, but developers and designers need to carefully consider how orientation should be applied effectively.

Investigating effects of visual and tactile feedback on spatial coordination in collaborative handheld systems Media production / Yatani, Koji / Gergle, Darren / Truong, Khai Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.661-670
ACM Digital Library Link
Summary: Mobile and handheld devices have become platforms to support remote collaboration. But, their small form-factor may impact the effectiveness of the visual feedback channel often used to help users maintain an awareness of their partner's activities during synchronous collaborative tasks. We investigated how visual and tactile feedback affects collaboration on mobile devices, with emphasis on spatial coordination in a shared workspace. From two user studies, our results highlight different benefits of each feedback channel in collaborative handheld systems. Visual feedback can provide precise spatial information for collaborators, but degrades collaboration when the feedback is occluded, and sometimes can distract the user's attention. Spatial tactile feedback can reduce the overload of information in visual space and gently guides the user's attention to an area of interest. Our results also show that visual and tactile feedback can complement each other, and systems using both feedback channels can support better spatial coordination than systems using only one form of feedback.

An examination of how households share and coordinate the completion of errands Family life / Sohn, Timothy / Lee, Lorikeet / Zhang, Stephanie / Dearman, David / Truong, Khai Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.729-738
ACM Digital Library Link
Summary: People often complete tasks and to-dos not only for themselves but also for others in their household. In this work, we examine how household members share and accomplish errands both individually and together. We conducted a three-week diary study with eight households to understand the types of errands that family members and roommates share with each other. We explore their motivations for offering and requesting help to complete their errands and the variety of methods for doing so. Our findings reveal when participants sometimes face challenges completing their errands, and how household members request and receive help. We learned that the cooperative performance of errands is typically dependent on household members' location, availability, and capability. Using these findings, we discuss design opportunities for cooperative errands sharing systems that can assist households.

Design of unimanual multi-finger pie menu interaction Interaction techinques on and above the surface / Banovic, Nikola / Li, Frank Chun Yat / Dearman, David / Yatani, Koji / Truong, Khai N. Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011-11-13 p.120-129
ACM Digital Library Link
Summary: Context menus, most commonly the right click menu, are a traditional method of interaction when using a keyboard and mouse. Context menus make a subset of commands in the application quickly available to the user. However, on tabletop touchscreen computers, context menus have all but disappeared. In this paper, we investigate how to design context menus for efficient unimanual multi-touch use. We investigate the limitations of the arm, wrist, and fingers and how it relates to human performance of multi-targets selection tasks on multi-touch surface. We show that selecting targets with multiple fingers simultaneously improves the performance of target selection compared to traditional single finger selection, but also increases errors. Informed by these results, we present our own context menu design for horizontal tabletop surfaces.

The 1line keyboard: a QWERTY layout in a single line Mobile / Li, Frank Chun Yat / Guy, Richard T. / Yatani, Koji / Truong, Khai N. Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.461-470
ACM Digital Library Link
Summary: Current soft QWERTY keyboards often consume a large portion of the screen space on portable touchscreens. This space consumption can diminish the overall user experience on these devices. In this paper, we present the 1Line keyboard, a soft QWERTY keyboard that is 140 pixels tall (in landscape mode) and 40% of the height of the native iPad QWERTY keyboard. Our keyboard condenses the three rows of keys in the normal QWERTY layout into a single line with eight keys. The sizing of the eight keys is based on users' mental layout of a QWERTY keyboard on an iPad. The system disambiguates the word the user types based on the sequence of keys pressed. The user can use flick gestures to perform backspace and enter, and tap on the bezel below the keyboard to input a space. Through an evaluation, we show that participants are able to quickly learn how to use the 1Line keyboard and type at a rate of over 30 WPM after just five 20-minute typing sessions. Using a keystroke level model, we predict the peak expert text entry rate with the 1Line keyboard to be 66-68 WPM.

Review spotlight: a user interface for summarizing user-generated reviews using adjective-noun word pairs Search & stuff / Yatani, Koji / Novati, Michael / Trusty, Andrew / Truong, Khai N. Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1541-1550
ACM Digital Library Link
Summary: Many people read online reviews written by other users to learn more about a product or venue. However, the overwhelming amount of user-generated reviews and variance in length, detail and quality across the reviews make it difficult to glean useful information. In this paper, we present the iterative design of our system, called Review Spotlight. It provides a brief overview of reviews using adjective-noun word pairs, and allows the user to quickly explore the reviews in greater detail. Through a laboratory user study which required participants to perform decision making tasks, we showed that participants could form detailed impressions about restaurants and decide between two options significantly faster with Review Spotlight than with traditional review webpages.
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