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The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation Fingers and Technology / Goguey, Alix / Nancel, Mathieu / Casiez, Géry / Vogel, Daniel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4250-4261
ACM Digital Library Link
Summary: The development of robust methods to identify which finger is causing each touch point, called "finger identification," will open up a new input space where interaction designers can associate system actions to different fingers. However, relatively little is known about the performance of specific fingers as single touch points or when used together in a "chord." We present empirical results for accuracy, throughput, and subjective preference gathered in five experiments with 48 participants exploring all 10 fingers and 7 two-finger chords. Based on these results, we develop design guidelines for reasonable target sizes for specific fingers and two-finger chords, and a relative ranking of the suitability of fingers and two-finger chords for common multi-touch tasks. Our work contributes new knowledge regarding specific finger and chord performance and can inform the design of future interaction techniques and interfaces utilizing finger identification.

Finger-Aware Shortcuts Fingers and Technology / Zheng, Jingjie / Vogel, Daniel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4274-4285
ACM Digital Library Link
Summary: We evaluate and demonstrate finger, hand, and posture identification as keyboard shortcuts. By detecting the hand and finger used to press a key, and open or closed hand postures, a key press can have multiple command mappings. A formative study reveals performance and preference patterns when using different fingers and postures to press a key. The results are used to develop a computer vision algorithm to identify fingers and hands on a keyboard captured by a built-in lap top camera and reflector. This algorithm is built into a background service to enable system-wide finger-aware shortcut keys in any application. A controlled experiment uses the service to compare the performance of Finger-Aware Shortcuts with existing methods. The results show Finger-Aware Shortcuts are comparable with a common class of shortcuts using multiple modifier keys. Finally, application demonstrations illustrate different use cases and mappings for Finger-Aware Shortcuts and extend the idea to two-handed key presses, continuous parameter control, and menu selection.

Doppio: A Reconfigurable Dual-Face Smartwatch for Tangible Interaction Interaction with Small Displays / Seyed, Teddy / Yang, Xing-Dong / Vogel, Daniel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4675-4686
ACM Digital Library Link
Summary: Doppio is a reconfigurable smartwatch with two touch sensitive display faces. The orientation of the top relative to the base and how the top is attached to the base, creates a very large interaction space. We define and enumerate possible configurations, transitions, and manipulations in this space. Using a passive prototype, we conduct an exploratory study to probe how people might use this style of smartwatch interaction. With an instrumented prototype, we conduct a controlled experiment to evaluate the transition times between configurations and subjective preferences. We use the combined results of these two studies to generate a set of characteristics and design considerations for applying this interaction space to smartwatch applications. These considerations are illustrated with a proof-of-concept hardware prototype demonstrating how Doppio interactions can be used for notifications, private viewing, task switching, temporary information access, application launching, application modes, input, and sharing the top.

Gunslinger: Subtle Arms-down Mid-air Interaction Session 1B: Large Displays, Large Movements / Liu, Mingyu / Nancel, Mathieu / Vogel, Daniel Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.63-71
ACM Digital Library Link
Summary: We describe Gunslinger, a mid-air interaction technique using barehand postures and gestures. Unlike past work, we explore a relaxed arms-down position with both hands interacting at the sides of the body. It features "hand-cursor" feedback to communicate recognized hand posture, command mode and tracking quality; and a simple, but flexible hand posture recognizer. Although Gunslinger is suitable for many usage contexts, we focus on integrating mid-air gestures with large display touch input. We show how the Gunslinger form factor enables an interaction language that is equivalent, coherent, and compatible with large display touch input. A four-part study evaluates Midas Touch, posture recognition feedback, pointing and clicking, and general usability.

Pin-and-Cross: A Unimanual Multitouch Technique Combining Static Touches with Crossing Selection Session 5A: Touch Input / Luo, Yuexing / Vogel, Daniel Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.323-332
ACM Digital Library Link
Summary: We define, explore, and demonstrate a new multitouch interaction space called "pin-and-cross." It combines one or more static touches ("pins") with another touch to cross a radial target, all performed with one hand. A formative study reveals pin-and-cross kinematic characteristics and evaluates fundamental performance and preference for target angles. These results are used to form design guidelines and recognition heuristics for pin-and-cross menus invoked with one and two pin fingers on first touch or after a drag. These guidelines are used to implement different pin-and-cross techniques. A controlled experiment compares a one finger pin-and-cross contextual menu to a Marking Menu and partial Pie Menu: pin-and-cross is just as accurate and 27% faster when invoked on a draggable object. A photo app demonstrates more pin-and-cross variations for extending two-finger scrolling, selecting modes while drawing, constraining two-finger transformations, and combining pin-and-cross with a Marking Menu.

Usability and Security Perceptions of Implicit Authentication: Convenient, Secure, Sometimes Annoying Mobile Privacy and Security / Khan, Hassan / Hengartner, Urs / Vogel, Daniel Proceedings of the 2015 Symposium on Usable Privacy and Security 2015-07-22 p.225-239
www.usenix.org/conference/soups2015/proceedings/presentation/khan
www.usenix.org/system/files/conference/soups2015/soups15-paper-khan.pdf
Summary: Implicit authentication (IA) uses behavioural biometrics to provide continuous authentication on smartphones. IA has been advocated as more usable when compared to traditional explicit authentication schemes, albeit with some security limitations. Consequently researchers have proposed that IA provides a middle-ground for people who do not use traditional authentication due to its usability limitations or as a second line of defence for users who already use authentication. However, there is a lack of empirical evidence that establishes the usability superiority of IA and its security perceptions. We report on the first extensive two-part study (n = 37) consisting of a controlled lab experiment and a field study to gain insights into usability and security perceptions of IA. Our findings indicate that 91% of participants found IA to be convenient (26% more than the explicit authentication schemes tested) and 81% perceived the provided level of protection to be satisfactory. While this is encouraging, false rejects with IA were a source of annoyance for 35% of the participants and false accepts and detection delay were prime security concerns for 27% and 22% of the participants, respectively. We point out these and other barriers to the adoption of IA and suggest directions to overcome them.

The performance of indirect foot pointing using discrete taps and kicks while standing Using your body / Saunders, William / Vogel, Daniel Proceedings of the 2015 Conference on Graphics Interface 2015-06-03 p.265-272
ACM Digital Library Link
Summary: We investigate the performance of indirect foot pointing while standing using discrete taps and kicks. Two experiments show that left and right feet perform at similar levels, there is little difference in selection time across target configurations or directions, but targets with an angular size under 22.5° or radial size under 5cm should be avoided due to high error rates. There is a detectable advantage to tapping compared to kicking, but little practical difference. Although cursor feedback is optimal, we show that eyes-free foot pointing achieves an error rate of 27% for 45° angular targets. We translate our results into ten design guidelines and we illustrate their application by designing foot interaction techniques to control desktop applications at a standing desk.

Soft-Constraints to Reduce Legacy and Performance Bias to Elicit Whole-body Gestures with Low Arm Fatigue Gesture Elicitation & Recognition / Ruiz, Jaime / Vogel, Daniel Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3347-3350
ACM Digital Library Link
Summary: Participant biases can influence proposed gestures in elicitation studies. There is a legacy bias from previous experience with, or even knowledge of, existing input devices, interfaces, and technologies. There is also a performance bias, where the artificial study setting does not encourage consideration of long-term aspects such as fatigue. These biases make it especially difficult to uncover gestures appropriate for whole-body gestural input. We propose using soft constraints to correct for legacy and performance biases by penalizing physical movements. We use wrist weights as a soft constraint to elicit whole-body gestures with low arm fatigue. We show soft constraints encourage a wider range of gestures using subtler arm movements or alternate body parts and lower consumed endurance for arm movements.

Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors Mid-Air Gestures and Interaction / Haque, Faizan / Nancel, Mathieu / Vogel, Daniel Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3653-3656
ACM Digital Library Link
Summary: We describe a mid-air, barehand pointing and clicking interaction technique using electromyographic (EMG) and inertial measurement unit (IMU) input from a consumer armband device. The technique uses enhanced pointer feedback to convey state, a custom pointer acceleration function tuned for angular inertial motion, and correction and filtering techniques to minimize side-effects when combining EMG and IMU input. By replicating a previous large display study using a motion capture pointing technique, we show the EMG and IMU technique is only 430 to 790 ms slower and has acceptable error rates for targets greater than 48 mm. Our work demonstrates that consumer-level EMG and IMU sensing is practical for distant pointing and clicking on large displays.

Clutching Is Not (Necessarily) the Enemy Interacting with GUIs / Nancel, Mathieu / Vogel, Daniel / Lank, Edward Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4199-4202
ACM Digital Library Link
Summary: Clutching is usually assumed to be triggered by a lack of physical space and detrimental to pointing performance. We conduct a controlled experiment using a laptop trackpad where the effect of clutching on pointing performance is dissociated from the effects of control-to-display transfer functions. Participants performed a series of target acquisition tasks using typical cursor acceleration functions with and without clutching. All pointing tasks were feasible without clutching, but clutch-less movements were harder to perform, caused more errors, required more preparation time, and were not faster than clutch-enabled movements.

Adoiraccourcix: multi-touch command selection using finger identification Techniques d'interaction: Commandes et Gestes / Goguey, Alix / Casiez, Géry / Pietrzak, Thomas / Vogel, Daniel / Roussel, Nicolas Proceedings of the 2014 Conference of the Association Francophone d'Interaction Homme-Machine 2014-10-28 p.28-37
ACM Digital Library Link
Summary: Hotkeys are a critical factor of performance for expert users in WIMP interfaces. Multi-touch interfaces, by contrast, do not provide such efficient command shortcuts. We propose Adoiraccourcix, which leverage finger identification to introduce quick command invocation integrated with direct manipulation in this context. After presenting the concept behind, we illustrated Adoiraccourcix in a vectorial drawing application and ran preliminary user studies comparing Adoiraccourcix to classical user interfaces. Results suggest that once mastered, Adoiraccourcix provides very powerful means of interaction.

Pinch-to-zoom-plus: an enhanced pinch-to-zoom that reduces clutching and panning Input techniques / Avery, Jeff / Choi, Mark / Vogel, Daniel / Lank, Edward Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.595-604
ACM Digital Library Link
Summary: Despite its popularity, the classic pinch-to-zoom gesture used in modern multi-touch interfaces has drawbacks: specifically, the need to support an extended range of scales and the need to keep content within the view window on the display can result in the need to clutch and pan. In two formative studies of unimanual and bimanual pinch-to-zoom, we found patterns: zooming actions follows a predictable ballistic velocity curve, and users tend to pan the point-of-interest towards the center of the screen. We apply these results to design an enhanced zooming technique called Pinch-to-Zoom-Plus (PZP) that reduces clutching and panning operations compared to standard pinch-to-zoom behaviour.

A three-step interaction pattern for improving discoverability in finger identification techniques Demonstrations / Goguey, Alix / Casiez, Géry / Vogel, Daniel / Chevalier, Fanny / Pietrzak, Thomas / Roussel, Nicolas Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.2 p.33-34
ACM Digital Library Link
Summary: Identifying which fingers are in contact with a multi-touch surface provides a very large input space that can be leveraged for command selection. However, the numerous possibilities enabled by such vast space come at the cost of discoverability. To alleviate this problem, we introduce a three-step interaction pattern inspired by hotkeys that also supports feed-forward. We illustrate this interaction with three applications allowing us to explore and adapt it in different contexts.

Effect of Bezel Presence and Width on Visual Search Papers Session #5 / Wallace, James R. / Vogel, Daniel / Lank, Edward Proceedings of the 2014 ACM International Symposium on Pervasive Displays 2014-06-03 p.118-123
ACM Digital Library Link
Summary: We investigate how the presence and width of interior bezels impacts visual search performance across tiled displays. In spite of a potential benefit from structured segmentation, we do not find significant differences in visual search time, and note a small effect size of less than 0.5% for bezel width. However, we find participants are more accurate when searching for targets spanning a bezel. Based on these findings, we suggest two implications for the design of tiled displays: 1) that additional costs associated with thinner bezels may not provide significant return on investment; and 2) that bezels may act as visual anchors, and be useful for the placement of interface elements.

The effect of interior bezel presence and width on magnitude judgement Understanding users: inking, perception and adaptation / Wallace, James R. / Vogel, Daniel / Lank, Edward Proceedings of the 2014 Conference on Graphics Interface 2014-05-07 p.175-182
ACM Digital Library Link
Summary: Large displays are often constructed by tiling multiple small displays, creating visual discontinuities from inner bezels that may affect human perception of data. Our work investigates how bezels impact magnitude judgement, a fundamental aspect of perception. Two studies are described which control for bezel presence, bezel width, and user-to-display distance. Our findings form three implications for the design of tiled displays. Bezels wider than 0.5cm introduce a 4-7% increase in judgement error from a distance, which we simplify to a 5% rule of thumb when assessing display hardware. Length judgements made at arm's length are most affected by wider bezels, and are an important use case to consider. At arm's length, bezel compensation techniques provide a limited benefit in terms of judgement accuracy.

Crossing-based selection with direct touch input Touch input / Luo, Yuexing / Vogel, Daniel Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2627-2636
ACM Digital Library Link
Summary: Fundamental performance results for crossing-based selection tasks with direct touch input are presented. A close adaptation of Accot and Zhai's indirect stylus crossing experiment reveals similar trends for direct touch input: touch crossing task time is faster or equivalent to touch pointing; continuous selection of large orthogonal crossing targets is most effective; and continuous selection of small collinear targets is least effective. Unlike indirect stylus and mouse crossing, not every kind of direct touch pointing performance is modeled accurately with standard Fitts' law. Instead, Fitts' law, used previously for touch pointing with small targets, is used to more accurately model discrete touch crossing with a directionally constrained target. In addition, visual touch feedback is shown to have a strong effect on absolute accuracy. Our work empirically validates touch crossing as a practical and efficient selection technique, and motivates the exploration of novel forms of expressive multi-touch crossing.

Effects of information technologies, department characteristics and individual roles on improving knowledge sharing visibility: a qualitative case study / Zhang, Xi / Vogel, Douglas R. / Zhou, Zhongyun Behaviour and Information Technology 2012-11 v.31 n.11 p.1117-1131
Link to Article at Taylor & Francis
Summary: Knowledge sharing visibility (KSV) is a critical environmental factor which can reduce social loafing in knowledge sharing (KS). This is especially true in ICT-based KS in learning organisations. As such, it is imperative that we better understand how to design technology enabled knowledge management systems (KMS) to support high KSV. This article examines the impact of knowledge management technology functions (e.g. tracking, knowledge storing) on KSV through qualitative analysis of 16 semi-structured interviews with participants in a Chinese company. Impact and implications of use for their existing KMS are examined. This article also examined the effects of department characteristics (i.e. group size and task characteristics) and individual roles (i.e. employee positions) on the IT-KSV relationship. Results encourage applied statistical, tracking, knowledge distribution and knowledge storing functions for monitoring explicit KS, and suggest integration of visualised knowledge maps with communication tools (e.g. Instant Messenger (IM)) to support visibility for implicit KS. Findings also suggest that KM technologies are more salient on improving KSV in large department with routine tasks, and that low-level employees may have more positive attitude on accepting communication tools on sharing knowledge. Extension to use of Web 2.0 technologies (e.g. weblogs) in KMS is also explored.

Giving a hand to the eyes: leveraging input accuracy for subpixel interaction Interactions II / Roussel, Nicolas / Casiez, Géry / Aceituno, Jonathan / Vogel, Daniel Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.351-358
ACM Digital Library Link
Summary: We argue that the current practice of using integer positions for pointing events artificially constrains human precision capabilities. The high sensitivity of current input devices can be harnessed to enable precise direct manipulation ""in between"" pixels, called subpixel interaction. We provide detailed analysis of subpixel theory and implementation, including the critical component of revised control-display gain transfer functions. A prototype implementation is described with several illustrative examples. Guidelines for subpixel domain applicability are provided and an overview of required changes to operating systems and graphical user interface frameworks are discussed.

Territoriality and behaviour on and around large vertical publicly-shared displays Public displays / Azad, Alec / Ruiz, Jaime / Vogel, Daniel / Hancock, Mark / Lank, Edward Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.468-477
ACM Digital Library Link
Summary: We investigate behaviours on, and around, large vertical displays during concurrent usage. Using an observational field study, we identify fundamental patterns of how people use existing public displays: their orientation, positioning, group identification, and behaviour within and between social groups just-before, during, and just-after usage. These results are then used to motivate a controlled experiment where two individuals or two pairs of individuals complete tasks concurrently on a simulated large vertical display. Results from our controlled study demonstrates that vertical surface territories are similar to those found in horizontal tabletops in function, but their definitions and social conventions are different. In addition, the nature of use-while-standing systems results in more complex and dynamic physical territories around the display. We show that the anthropological notion of personal space must be slightly refined for application to vertical displays.

Hand occlusion on a multi-touch tabletop Triple t: touch, tables, tablets / Vogel, Daniel / Casiez, Géry Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2307-2316
ACM Digital Library Link
Summary: We examine the shape of hand and forearm occlusion on a multi-touch table for different touch contact types and tasks. Individuals have characteristic occlusion shapes, but with commonalities across tasks, postures, and handedness. Based on this, we create templates for designers to justify occlusion-related decisions and we propose geometric models capturing the shape of occlusion. A model using diffused illumination captures performed well when augmented with a forearm rectangle, as did a modified circle and rectangle model with ellipse "fingers" suitable when only X-Y contact positions are available. Finally, we describe the corpus of detailed multi-touch input data we generated which is available to the community.

1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems Interactions beyond the desktop / Casiez, Géry / Roussel, Nicolas / Vogel, Daniel Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2527-2530
ACM Digital Library Link
Summary: The 1 € filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1 € filter has less lag using a reference amount of jitter reduction.

Conté: multimodal input inspired by an artist's crayon Tangible / Vogel, Daniel / Casiez, Géry Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.357-366
ACM Digital Library Link
Summary: Conté is a small input device inspired by the way artists manipulate a real Conté crayon. By changing which corner, edge, end, or side is contacting the display, the operator can switch interaction modes using a single hand. Conté's rectangular prism shape enables both precise pen-like input and tangible handle interaction. Conté also has a natural compatibility with multi-touch input: it can be tucked in the palm to interleave same-hand touch input, or used to expand the vocabulary of bimanual touch. Inspired by informal interviews with artists, we catalogue Conté's characteristics, and use these to outline a design space. We describe a prototype device using common materials and simple electronics. With this device, we demonstrate interaction techniques in a test-bed drawing application. Finally, we discuss alternate hardware designs and future human factors research to study this new class of input.

Estimating the Perceived Difficulty of Pen Gestures Human Factors I / Vatavu, Radu-Daniel / Vogel, Daniel / Casiez, Géry / Grisoni, Laurent Proceedings of IFIP INTERACT'11: Human-Computer Interaction 2011-09-05 v.2 p.89-106
Keywords: gesture-based interfaces; pen input; gesture descriptors
Link to Digital Content at Springer
Summary: Our empirical results show that users perceive the execution difficulty of single stroke gestures consistently, and execution difficulty is highly correlated with gesture production time. We use these results to design two simple rules for estimating execution difficulty: establishing the relative ranking of difficulty among multiple gestures; and classifying a single gesture into five levels of difficulty. We confirm that the CLC model does not provide an accurate prediction of production time magnitude, and instead show that a reasonably accurate estimate can be calculated using only a few gesture execution samples from a few people. Using this estimated production time, our rules, on average, rank gesture difficulty with 90% accuracy and rate gesture difficulty with 75% accuracy. Designers can use our results to choose application gestures, and researchers can build on our analysis in other gesture domains and for modeling gesture performance.

Occlusion-aware interfaces Interfaces and visualization / Vogel, Daniel / Balakrishnan, Ravin Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.263-272
Keywords: Occlusion, hand, image processing, pen
ACM Digital Library Link
Summary: We define occlusion-aware interfaces as interaction techniques which know what area of the display is currently occluded, and use this knowledge to counteract potential problems and/or utilize the hidden area. As a case study, we describe the Occlusion-Aware Viewer, which identifies important regions hidden beneath the hand and displays them in a non-occluded area using a bubble-like callout. To determine what is important, we use an application agnostic image processing layer. For the occluded area, we use a user configurable, real-time version of Vogel et al.'s [21] geometric model. In an evaluation with a simultaneous monitoring task, we find the technique can successfully mitigate the effects of occlusion, although issues with ambiguity and stability suggest further refinements. Finally, we present designs for three other occlusion-aware techniques for pop-ups, dragging, and a hidden widget.

Direct Pen Interaction With a Conventional Graphical User Interface / Vogel, Daniel / Balakrishnan, Ravin Human-Computer Interaction 2010 v.25 n.4 p.324-388
Link to Article at informaworld
Summary: We examine the usability and performance of Tablet PC direct pen input with a conventional graphical user interface (GUI). We use a qualitative observational study design with 16 participants divided into 4 groups: 1 mouse group for a baseline control and 3 Tablet PC groups recruited according to their level of experience. The study uses a scripted scenario of realistic tasks and popular office applications designed to exercise standard GUI components and cover typical interactions such as parameter selection, object manipulation, text selection, and ink annotation. We capture a rich set of logging data including 3D motion capture, video taken from the participants' point-of-view, screen capture video, and pen events such as movement and taps. To synchronize, segment, and annotate these logs, we used our own custom analysis software.
    We find that pen participants make more errors, perform inefficient movements, and express frustration during many tasks. Our observations reveal overarching problems with direct pen input: poor precision when tapping and dragging, errors caused by hand occlusion, instability and fatigue due to ergonomics and reach, cognitive differences between pen and mouse usage, and frustration due to limited input capabilities. We believe these to be the primary causes of nontext errors, which contribute to user frustration when using a pen with a conventional GUI. Finally, we discuss how researchers could address these issues without sacrificing the consistency of current GUIs and applications by making improvements at three levels: hardware, base interaction, and widget behavior.
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