[1]
The AT Effect: How Disability Affects the Perceived Social Acceptability of
Head-Mounted Display Use
Diverse Disabilities and Technological Support
/
Profita, Halley
/
Albaghli, Reem
/
Findlater, Leah
/
Jaeger, Paul
/
Kane, Shaun K.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4884-4895
© Copyright 2016 ACM
Summary: Wearable computing devices offer new possibilities to increase accessibility
and independence for individuals with disabilities. However, the adoption of
such devices may be influenced by social factors, and useful devices may not be
adopted if they are considered inappropriate to use. While public policy may
adapt to support accommodations for assistive technology, emerging technologies
may be unfamiliar or unaccepted by bystanders. We surveyed 1200 individuals
about the use of a head-mounted display in a public setting, examining how
information about the user's disability affected judgments of the social
acceptability of the scenario. Our findings reveal that observers considered
head-mounted display use more socially acceptable if the device was being used
to support a person with a disability.
[2]
Supporting Everyday Activities for Persons with Visual Impairments Through
Computer Vision-Augmented Touch
Poster Session 2
/
Findlater, Leah
/
Stearns, Lee
/
Du, Ruofei
/
Oh, Uran
/
Ross, David
/
Chellappa, Rama
/
Froehlich, Jon
Seventeenth International ACM SIGACCESS Conference on Computers and
Accessibility
2015-10-26
p.383-384
© Copyright 2015 ACM
Summary: The HandSight project investigates how wearable micro-cameras can be used to
augment a blind or visually impaired user's sense of touch with computer
vision. Our goal is to support an array of activities of daily living by
sensing and feeding back non-tactile information (e.g., color, printed text,
patterns) about an object as it is touched. In this poster paper, we provide an
overview of the project, our current proof-of-concept prototype, and a summary
of findings from finger-based text reading studies. As this is an early-stage
project, we also enumerate current open questions.
[3]
Personalized, Wearable Control of a Head-mounted Display for Users with
Upper Body Motor Impairments
HMDs & Wearables to Overcome Disabilities
/
Malu, Meethu
/
Findlater, Leah
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.221-230
© Copyright 2015 ACM
Summary: Head-mounted displays provide relatively hands-free interaction that could
improve mobile computing access for users with motor impairments. To
investigate this largely unexplored area, we present two user studies. The
first, smaller study evaluated the accessibility of Google Glass, a
head-mounted display, with 6 participants. Findings revealed potential benefits
of a head-mounted display yet demonstrated the need for alternative means of
controlling Glass-3 of the 6 participants could not use it at all. We then
conducted a second study with 12 participants to evaluate a potential
alternative input mechanism that could allow for accessible control of a
head-mounted display: switch-based wearable touchpads that can be affixed to
the body or wheelchair. The study assessed input performance with three sizes
of touchpad, investigated personalization patterns when participants were asked
to place the touchpads on their body or wheelchair, and elicited subjective
responses. All 12 participants were able to use the touchpads to control the
display, and patterns of touchpad placement point to the value of
personalization in providing support for each user's motor abilities.
[4]
Designing Conversation Cues on a Head-Mounted Display to Support Persons
with Aphasia
HMDs & Wearables to Overcome Disabilities
/
Williams, Kristin
/
Moffatt, Karyn
/
McCall, Denise
/
Findlater, Leah
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.231-240
© Copyright 2015 ACM
Summary: Symbol-based dictionaries of text, images and sound can help individuals
with aphasia find the words they need, but are often seen as a last resort
because they tend to replace rather than augment the user's natural speech.
Through two design investigations, we explore head-worn displays as a means of
providing unobtrusive, always-available, and glanceable vocabulary support. The
first study used narrative storyboards as a design probe to explore the
potential benefits and challenges of a head-worn approach over traditional
augmented alternative communication (AAC) tools. The second study then
evaluated a proof-of-concept prototype in both a lab setting with the
researcher and in situ with unfamiliar conversation partners at a local market.
Findings suggest that a head-worn approach could better allow wearers to
maintain focus on the conversation, reduce reliance on the availability of
external tools (e.g., paper and pen) or people, and minimize visibility of the
support by others. These studies should motivate further investigation of
head-worn conversational support.
[5]
Head-Mounted Display Visualizations to Support Sound Awareness for the Deaf
and Hard of Hearing
HMDs & Wearables to Overcome Disabilities
/
Jain, Dhruv
/
Findlater, Leah
/
Gilkeson, Jamie
/
Holland, Benjamin
/
Duraiswami, Ramani
/
Zotkin, Dmitry
/
Vogler, Christian
/
Froehlich, Jon E.
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.241-250
© Copyright 2015 ACM
Summary: Persons with hearing loss use visual signals such as gestures and lip
movement to interpret speech. While hearing aids and cochlear implants can
improve sound recognition, they generally do not help the wearer localize sound
necessary to leverage these visual cues. In this paper, we design and evaluate
visualizations for spatially locating sound on a head-mounted display (HMD). To
investigate this design space, we developed eight high-level visual sound
feedback dimensions. For each dimension, we created 3-12 example visualizations
and evaluated these as a design probe with 24 deaf and hard of hearing
participants (Study 1). We then implemented a real-time proof-of-concept HMD
prototype and solicited feedback from 4 new participants (Study 2). Study 1
findings reaffirm past work on challenges faced by persons with hearing loss in
group conversations, provide support for the general idea of sound awareness
visualizations on HMDs, and reveal preferences for specific design options.
Although preliminary, Study 2 further contextualizes the design probe and
uncovers directions for future work.
[6]
Design of and subjective response to on-body input for people with visual
impairments
Interaction
/
Oh, Uran
/
Findlater, Leah
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.115-122
© Copyright 2014 ACM
Summary: For users with visual impairments, who do not necessarily need the visual
display of a mobile device, non-visual on-body interaction (e.g., Imaginary
Interfaces) could provide accessible input in a mobile context. Such
interaction provides the potential advantages of an always-available input
surface, and increased tactile and proprioceptive feedback compared to a smooth
touchscreen. To investigate preferences for and design of accessible on-body
interaction, we conducted a study with 12 visually impaired participants.
Participants evaluated five locations for on-body input and compared on-phone
to on-hand interaction with one versus two hands. Our findings show that the
least preferred areas were the face/neck and the forearm, while locations on
the hands were considered to be more discreet and natural. The findings also
suggest that participants may prioritize social acceptability over ease of use
and physical comfort when assessing the feasibility of input at different
locations of the body. Finally, tradeoffs were seen in preferences for
touchscreen versus on-body input, with on-body input considered useful for
contexts where one hand is busy (e.g., holding a cane or dog leash). We provide
implications for the design of accessible on-body input.
[7]
Accessibility in context: understanding the truly mobile experience of
smartphone users with motor impairments
Mobility
/
Naftali, Maia
/
Findlater, Leah
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.209-216
© Copyright 2014 ACM
Summary: Lab-based studies on touchscreen use by people with motor impairments have
identified both positive and negative impacts on accessibility. Little work,
however, has moved beyond the lab to investigate the truly mobile experiences
of users with motor impairments. We conducted two studies to investigate how
smartphones are being used on a daily basis, what activities they enable, and
what contextual challenges users are encountering. The first study was a small
online survey with 16 respondents. The second study was much more in depth,
including an initial interview, two weeks of diary entries, and a 3-hour
contextual session that included neighborhood activities. Four expert
smartphone users participated in the second study and we used a case study
approach for analysis. Our findings highlight the ways in which smartphones are
enabling everyday activities for people with motor impairments, particularly in
overcoming physical accessibility challenges in the real world and supporting
writing and reading. We also identified important situational impairments, such
as the inability to retrieve the phone while in transit, and confirmed many
lab-based findings in the real-world setting. We present design implications
and directions for future work.
[8]
"OK glass?": a preliminary exploration of Google Glass
Poster abstracts
/
Malu, Meethu
/
Findlater, Leah
Sixteenth International ACM SIGACCESS Conference on Computers and
Accessibility
2014-10-20
p.267-268
© Copyright 2014 ACM
Summary: Head-mounted displays such as Google Glass offer potential advantages for
persons with motor impairments (MI). For example, they are always available and
offer relatively hands-free interaction compared to a mobile phone. Despite
this potential, there is little prior work examining the accessibility of such
devices. In this poster paper, we perform a preliminary assessment of the
accessibility of Google Glass for users with MI and the potential impacts of a
head-mounted interactive computer. Our findings show that, while the touchpad
is particularly difficult to use-impossible for three participants-advantages
over a phone include that it is relatively hands free, does not require looking
down at the display, and cannot be easily dropped.
[9]
Incorporating peephole interactions into children's second language learning
activities on mobile devices
Crafting interactions
/
McNally, Brenna
/
Guha, Mona Leigh
/
Norooz, Leyla
/
Rhodes, Emily
/
Findlater, Leah
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.115-124
© Copyright 2014 ACM
Summary: Physical movement has the potential to enhance learning activities. To
investigate how movement can be incorporated into children's mobile language
learning, we designed and evaluated two versions of a German vocabulary game
called Scenic Words. The first version used movement-based dynamic peephole
navigation, which requires physical movement of the arms, while the second
version used touch-based static peephole navigation, which only requires
standard touchscreen interactions; static peepholes are the status quo
interaction technique for navigation, commonly found, for example, in map
applications and games. To compare the two types of navigation and to assess
children's reactions to dynamic peepholes, we conducted an in-home study with
16 children (ages 8-9). The children participated in pairs but individually
played each version of the game on a mobile device. While results showed that
the more familiar static peepholes were the preferred interaction style
overall, participants became accustomed to the movement-based dynamic peepholes
during the study. Participants noted that the dynamic peephole interaction
became easier over time, and that it had some advantages such as for
dragging-and-dropping elements in the game.
[10]
Understanding child-defined gestures and children's mental models for
touchscreen tabletop interaction
Wednesday short papers
/
Rust, Karen
/
Malu, Meethu
/
Anthony, Lisa
/
Findlater, Leah
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.201-204
© Copyright 2014 ACM
Summary: Creating a predefined set of touchscreen gestures that caters to all users
and age groups is difficult. To inform the design of intuitive and easy to use
gestures specifically for children, we adapted a user-defined gesture study by
Wobbrock et al. [12] that had been designed for adults. We then compared
gestures created on an interactive tabletop by 12 children and 14 adults. Our
study indicates that previous touchscreen experience strongly influences the
gestures created by both groups; that adults and children create similar
gestures; and that the adaptations we made allowed us to successfully elicit
user-defined gestures from both children and adults. These findings will aid
designers in better supporting touchscreen gestures for children, and provide a
basis for further user-defined gesture studies with children.
[11]
Current and future mobile and wearable device use by people with visual
impairments
Accessibility
/
Ye, Hanlu
/
Malu, Meethu
/
Oh, Uran
/
Findlater, Leah
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3123-3132
© Copyright 2014 ACM
Summary: With the increasing popularity of mainstream wearable devices, it is
critical to assess the accessibility implications of such technologies. For
people with visual impairments, who do not always need the visual display of a
mobile phone, alternative means of eyes-free wearable interaction are
particularly appealing. To explore the potential impacts of such technology, we
conducted two studies. The first was an online survey that included 114
participants with visual impairments and 101 sighted participants; we compare
the two groups in terms of current device use. The second was an interview and
design probe study with 10 participants with visual impairments. Our findings
expand on past work to characterize a range of trends in smartphone use and
accessibility issues therein. Participants with visual impairments also
responded positively to two eyes-free wearable device scenarios: a wristband or
ring and a glasses-based device. Discussions on projected use of these devices
suggest that small, easily accessible, and discreet wearable input could
positively impact the ability of people with visual impairments to access
information on the go and to participate in certain social interactions.
[12]
Follow that sound: using sonification and corrective verbal feedback to
teach touchscreen gestures
Papers
/
Oh, Uran
/
Kane, Shaun K.
/
Findlater, Leah
Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies
2013-10-21
p.13
© Copyright 2013 ACM
Summary: While sighted users may learn to perform touchscreen gestures through
observation (e.g., of other users or video tutorials), such mechanisms are
inaccessible for users with visual impairments. As a result, learning to
perform gestures can be challenging. We propose and evaluate two techniques to
teach touchscreen gestures to users with visual impairments: (1) corrective
verbal feedback using text-to-speech and automatic analysis of the user's drawn
gesture; (2) gesture sonification to generate sound based on finger touches,
creating an audio representation of a gesture. To refine and evaluate the
techniques, we conducted two controlled lab studies. The first study, with 12
sighted participants, compared parameters for sonifying gestures in an
eyes-free scenario and identified pitch + stereo panning as the best
combination. In the second study, 6 blind and low-vision participants completed
gesture replication tasks with the two feedback techniques. Subjective data and
preliminary performance findings indicate that the techniques offer
complementary advantages.
[13]
Surveying the accessibility of touchscreen games for persons with motor
impairments: a preliminary analysis
Posters and demos
/
Kim, Yoojin
/
Sutreja, Nita
/
Froehlich, Jon
/
Findlater, Leah
Fifteenth Annual ACM SIGACCESS Conference on Assistive Technologies
2013-10-21
p.67
© Copyright 2013 ACM
Summary: Touchscreen devices have become one of the most pervasive video game
platforms in the world and, in turn, an integral part of popular culture;
however, little work exists on comprehensively examining their accessibility.
In this poster paper, we present initial findings from a survey and qualitative
analysis of popular iPad touchscreen games with a focus on exploring factors
relevant to persons with motor impairments. This paper contributes a novel
qualitative codebook with which to examine the accessibility of touchscreen
games for users with motor impairments and the results from applying this
codebook to 72 iPad games.
[14]
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
© Copyright 2013 Authors
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.
[15]
Grand challenges in text entry
Workshop summaries
/
Kristensson, Per Ola
/
Brewster, Stephen
/
Clawson, James
/
Dunlop, Mark
/
Findlater, Leah
/
Isokoski, Poika
/
Martin, Benoît
/
Oulasvirta, Antti
/
Vertanen, Keith
/
Waller, Annalu
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3315-3318
© Copyright 2013 ACM
Summary: Our workshop serves two purposes. First, to bring text entry researchers
working in the human-computer interaction (HCI), natural language processing
(NLP) and augmentative and alternative communication (AAC) communities together
at CHI. Second, we will set three major grand challenges for text entry
research: a) removing the performance bottleneck in text entry; b) designing
efficient localized text entry methods; and c) bridging the communication gap
between users with disabilities and society at large. These challenges will be
discussed in a panel format at the workshop. The discussions will center on
support activities, such as identifying obstacles for success in meeting these
challenges and formalizing procedures for measuring progress in the text entry
field.
[16]
Age-related differences in performance with touchscreens compared to
traditional mouse input
Papers: technologies for life 1
/
Findlater, Leah
/
Froehlich, Jon E.
/
Fattal, Kays
/
Wobbrock, Jacob O.
/
Dastyar, Tanya
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.343-346
© Copyright 2013 ACM
Summary: Despite the apparent popularity of touchscreens for older adults, little is
known about the psychomotor performance of these devices. We compared
performance between older adults and younger adults on four desktop and
touchscreen tasks: pointing, dragging, crossing and steering. On the
touchscreen, we also examined pinch-to-zoom. Our results show that while older
adults were significantly slower than younger adults in general, the
touchscreen reduced this performance gap relative to the desktop and mouse.
Indeed, the touchscreen resulted in a significant movement time reduction of
35% over the mouse for older adults, compared to only 16% for younger adults.
Error rates also decreased.
[17]
The challenges and potential of end-user gesture customization
Papers: gesture studies
/
Oh, Uran
/
Findlater, Leah
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1129-1138
© Copyright 2013 ACM
Summary: The vast majority of work on understanding and supporting the gesture
creation process has focused on professional designers. In contrast, gesture
customization by end users' -- which may offer better memorability, efficiency
and accessibility than pre-defined gestures -- has received little attention.
To understand the end-user gesture creation process, we conducted a study where
20 participants were asked to: (1) exhaustively create new gestures for an
open-ended use case; (2) exhaustively create new gestures for 12 specific use
cases; (3) judge the saliency of different touchscreen gesture features. Our
findings showed that even when asked to create novel gestures, participants
tended to focus on the familiar. Misconceptions about the gesture recognizer's
abilities were also evident, and in some cases constrained the range of
gestures that participants created. Finally, as a calibration point for future
research, we used a simple gesture recognizer ($N) to analyze recognition
accuracy of the participants' custom gesture sets: accuracy was 68-88% on
average, depending on the amount of training and the customization scenario. We
conclude with implications for the design of a mixed-initiative approach to
support custom gesture creation.
[18]
Analyzing user-generated YouTube videos to understand touchscreen use by
people with motor impairments
Papers: impairment and rehabilitation
/
Anthony, Lisa
/
Kim, YooJin
/
Findlater, Leah
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1223-1232
© Copyright 2013 ACM
Summary: Most work on the usability of touchscreen interaction for people with motor
impairments has focused on lab studies with relatively few participants and
small cross-sections of the population. To develop a richer characterization of
use, we turned to a previously untapped source of data: YouTube videos. We
collected and analyzed 187 non-commercial videos uploaded to YouTube that
depicted a person with a physical disability interacting with a mainstream
mobile touchscreen device. We coded the videos along a range of dimensions to
characterize the interaction, the challenges encountered, and the adaptations
being adopted in daily use. To complement the video data, we also invited the
video uploaders to complete a survey on their ongoing use of touchscreen
technology. Our findings show that, while many people with motor impairments
find these devices empowering, accessibility issues still exist. In addition to
providing implications for more accessible touchscreen design, we reflect on
the application of user-generated content to study user interface design.
[19]
Personalized input: improving ten-finger touchscreen typing through
automatic adaptation
Pen + touch
/
Findlater, Leah
/
Wobbrock, Jacob
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.815-824
© Copyright 2012 ACM
Summary: Although typing on touchscreens is slower than typing on physical keyboards,
touchscreens offer a critical potential advantage: they are software-based,
and, as such, the keyboard layout and classification models used to interpret
key presses can dynamically adapt to suit each user's typing pattern. To
explore this potential, we introduce and evaluate two novel personalized
keyboard interfaces, both of which adapt their underlying key-press
classification models. The first keyboard also visually adapts the location of
keys while the second one always maintains a visually stable rectangular
layout. A three-session user evaluation showed that the keyboard with the
stable rectangular layout significantly improved typing speed compared to a
control condition with no personalization. Although no similar benefit was
found for the keyboard that also offered visual adaptation, overall subjective
response to both new touchscreen keyboards was positive. As personalized
keyboards are still an emerging area of research, we also outline a design
space that includes dimensions of adaptation and key-press classification
features.
[20]
The design and evaluation of prototype eco-feedback displays for
fixture-level water usage data
Defying environmental behavior changes
/
Froehlich, Jon
/
Findlater, Leah
/
Ostergren, Marilyn
/
Ramanathan, Solai
/
Peterson, Josh
/
Wragg, Inness
/
Larson, Eric
/
Fu, Fabia
/
Bai, Mazhengmin
/
Patel, Shwetak
/
Landay, James A.
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2367-2376
© Copyright 2012 ACM
Summary: Few means currently exist for home occupants to learn about their water
consumption: e.g., where water use occurs, whether such use is excessive and
what steps can be taken to conserve. Emerging water sensing systems, however,
can provide detailed usage data at the level of individual water fixtures
(i.e., disaggregated usage data). In this paper, we perform formative
evaluations of two sets of novel eco-feedback displays that take advantage of
this disaggregated data. The first display set isolates and examines specific
elements of an eco-feedback design space such as data and time granularity.
Displays in the second set act as design probes to elicit reactions about
competition, privacy, and integration into domestic space. The displays were
evaluated via an online survey of 651 North American respondents and in-home,
semi-structured interviews with 10 families (20 adults). Our findings are
relevant not only to the design of future water eco-feedback systems but also
for other types of consumption (e.g., electricity and gas).
[21]
Beyond QWERTY: augmenting touch screen keyboards with multi-touch gestures
for non-alphanumeric input
Touch text entry
/
Findlater, Leah
/
Lee, Ben
/
Wobbrock, Jacob
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2679-2682
© Copyright 2012 ACM
Summary: Although many techniques have been proposed to improve text input on touch
screens, the vast majority of this research ignores non-alphanumeric input
(i.e., punctuation, symbols, and modifiers). To support this input, widely
adopted commercial touch-screen interfaces require mode switches to alternate
keyboard layouts for most punctuation and symbols. Our approach is to augment
existing ten-finger QWERTY keyboards with multi-touch gestural input that can
exist as a complement to the moded-keyboard approach. To inform our design, we
conducted a study to elicit user-defined gestures from 20 participants. The
final gesture set includes both multi-touch and single-touch gestures for
commonly used non-alphanumeric text input. We implemented and conducted a
preliminary evaluation of a touch-screen keyboard augmented with this
technique. Findings show that using gestures for non-alphanumeric input is no
slower than using keys, and that users strongly prefer gestures to a
moded-keyboard interface.
[22]
WalkType: using accelerometer data to accommodate situational impairments in
mobile touch screen text entry
Touch text entry
/
Goel, Mayank
/
Findlater, Leah
/
Wobbrock, Jacob
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.2687-2696
© Copyright 2012 ACM
Summary: The lack of tactile feedback on touch screens makes typing difficult, a
challenge exacerbated when situational impairments like walking vibration and
divided attention arise in mobile settings. We introduce WalkType, an adaptive
text entry system that leverages the mobile device's built-in tri-axis
accelerometer to compensate for extraneous movement while walking. WalkType's
classification model uses the displacement and acceleration of the device, and
inference about the user's footsteps. Additionally, WalkType models
finger-touch location and finger distance traveled on the screen, features that
increase overall accuracy regardless of movement. The final model was built on
typing data collected from 16 participants. In a study comparing WalkType to a
control condition, WalkType reduced uncorrected errors by 45.2% and increased
typing speed by 12.9% for walking participants.
[23]
From plastic to pixels: in search of touch-typing touchscreen keyboards
Features
/
Findlater, Leah
/
Wobbrock, Jacob O.
interactions
2012-05-01
v.19
n.3
p.44-49
© Copyright 2012 ACM
[24]
Personalized dynamic accessibility
Forums: Universal Interactions
/
Gajos, Krzysztof Z.
/
Hurst, Amy
/
Findlater, Leah
interactions
2012-03-01
v.19
n.2
p.69-73
© Copyright 2012 ACM
Juan Pablo Hourcade, Editor
[25]
The aligned rank transform for nonparametric factorial analyses using only
anova procedures
Research methods
/
Wobbrock, Jacob O.
/
Findlater, Leah
/
Gergle, Darren
/
Higgins, James J.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.143-146
© Copyright 2011 ACM
Summary: Nonparametric data from multi-factor experiments arise often in
human-computer interaction (HCI). Examples may include error counts, Likert
responses, and preference tallies. But because multiple factors are involved,
common nonparametric tests (e.g., Friedman) are inadequate, as they are unable
to examine interaction effects. While some statistical techniques exist to
handle such data, these techniques are not widely available and are complex. To
address these concerns, we present the Aligned Rank Transform (ART) for
nonparametric factorial data analysis in HCI. The ART relies on a preprocessing
step that "aligns" data before applying averaged ranks, after which point
common ANOVA procedures can be used, making the ART accessible to anyone
familiar with the F-test. Unlike most articles on the ART, which only address
two factors, we generalize the ART to N factors. We also provide ARTool and
ARTweb, desktop and Web-based programs for aligning and ranking data. Our
re-examination of some published HCI results exhibits advantages of the ART.