Академический Документы
Профессиональный Документы
Культура Документы
Hinckley, Ken., Input Technologies and Techniques, Chapter 7. Handbook of Human-Computer Interaction, ed. by Andrew
Sears and Julie A. Jacko. Lawrence Erlbaum & Associates.
Whats an input device
Input devices sense physical properties of people, places or
things
Must include:
the physical sensor (positioning wheels)
the feedback presented to the user (cursor)
the ergonomic of the device (fits in hand)
interplay between all the interaction techniques supported by a
system (clicking, moving, selecting, etc.)
Trackball:
Senses relative motion of partially exposed ball in
2DOF
Engage different muscle groups than the mouse,
but an alternative for those who experience
discomfort
1/29/2013 Comp 4020 - HCI 2 (PPI) 3
Pointing Devices
Isometric joystick:
Force sensing
Rate of cursor is proportional to the force exerted
Returns to center when released
Good when space is at a premium
Isotonic joystick:
Sense angle of deflection
Different than isometric joystick
Touchscreens/pen-operated devices:
Fingers, or electromagnetic digitizers
Parallax error, mismatch between sensed input
position and apparent position
the bat
Ware, C. and Jessome, D. (1988), Using the Bat: A Six Dimensional Mouse for Object
Placement. IEEE Computer Graphics and Applications. November 8-6, 65-70.
Hinckley, K., Sinclair, M., Hanson, E., Szeliski, R., Conway, M., The
VideoMouse: A Camera-Based Multi-Degree-of-Freedom Input Device, ACM
UIST'99 Symposium on User Interface Software & Technology, pp. 103-112.
1/29/2013 Comp 4020 - HCI 2 (PPI) 12
Input mode: Indirect vs. Direct
Primary method of operation of a device
3
Mouse is indirect, i.e. must move mouse to
move pointer on screen
visual space
motor space
Direct input
3
clutching
4
Gain
Control-to-display gain or C:D ratio
4
distance moved by an input device/distance
moved on the display
Relative
Absolute
Custom hardware
Absolute
imprecise
a b c
d e
Homing time
average time to return to a home position, i.e.
mouse to keyboard
Descriptive Predictive
Models Models
Target 1 Target 2
Target 1 Target 2
Smaller ID Easier
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Fitts Law
Target 1 Target 2
Larger ID Harder
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Fitts Law
Device 'A' Device 'B'
A (pixels) W (pixels) ID (bits)
ER (%) MT (ms) ER (%) MT (ms)
40 10 2.32 2.08 665 1.25 1587
40 20 1.58 3.33 501 2.08 1293
40 40 1.00 1.25 361 0.42 1001
80 10 3.17 2.92 762 2.08 1874
80 20 2.32 1.67 604 2.08 1442
80 40 1.58 1.67 481 0.83 1175
160 10 4.09 3.75 979 2.08 2353
160 20 3.17 5.42 823 1.67 1788
160 40 2.32 4.17 615 0.83 1480
Mean: 2.40 2.92 644 1.48 1555
Example data sets for two devices from a Fitts' law experiment
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Fitts Law
Mean throughput across all the A-W conditions for Device 'A' is
TP = 2.40 / 0.644 = 3.73 bits/s
784250276960369
qu ick_ brown_f ox
1/29/2013 Comp 4020 - HCI 2 (PPI) 73
Case Study: Text Entry Rates on Mobile Phones
Elements to build a
text-entry prediction
A B C D Z Space
model are:
Information on position A 0.00002 0.00130 0.00290 0.00360 0.00011 0.00047
Relative probabilities of
digrams (probabilities C 0.00340 0.00000 0.00012 0.00000 0.00000 0.00044
of letter pairs) in target
language (sources) D 0.00099 0.00001 0.00000 0.00035 0.00000 0.02500
http://www.exideas.com/ME/
http://www.exideas.com/ME/Pressfolder/PressReleaseDec2-2003.html
E
T
N
R
O
I
A
S
H
D
C
U
P
G
B
Q
J
F
M
Y
W
V
X
K
Z
The same
mapping
used for
letters
MT = a + b*log2(A/W+1)
A W
Theoretical
130% User Study
30
12
209%
10
20
8
WPM
WPM
6
10 4
0 0
40 38
36
30
30
20
10
10
0
Graffiti QWERTY Fitaly Opti Metropolis MessagEase
Graffiti
Disadvantages Advantages
New letter assignment, requires Applicable to both hard-key and Soft-
learning a new pattern key
Full text entry:
Some keys may become cluttered
letters, numbers, special Chars.
Any small mobile device that cannot sport a full QWERTY keyboard
Bederson
Fisheye Menus
UIST 2000
1/29/2013 Comp 4020 - HCI 2 (PPI) 99
Mac OS X dock
Disadvantages
Can reduce the users ability to select the
desired icon efficiently
Closed-loop
Speed
Overshoot
Undershoot
Distance
Click Me !
Okay
Cancel
Target
Start Position A
Animated
Expansion
Fade-in
Expansion
7 conditions
x 16 (A,W) values
x 5 repetitions
x 2 blocks
x 3 participants
= 3360 trials
Time
(seconds)
A
a b log 2 ( 1)
W
Time
(seconds)
A
a b log 2 ( 1)
W
Time
(seconds)
1 A
a b log 2 ( 1)
2W
Time
(seconds) P = 0.25
Time
(seconds) P = 0.5
Time
(seconds) P = 0.75
2 conditions
x 13 (A,W) values
x 5 repetitions
x 5 blocks
x 12 participants
= 7800 trials
Time
(seconds)
A, W values
Time
(seconds)
Time
(seconds)
Time
(seconds)
Time
(seconds) P = 0.9
MT = -188 + 78 x ID r2 = 0.968
Parent
Cascaded/Submenu
140
Steering problems
Corner steering
141
Common solution
142
Steering
Steering law
W
D
143
Design criteria
1. Avoid time delay in posting/unposting
2. Reduce steering time
3. Reduce accidental triggers
144
Decrease distance
Gesture posting
Force menus
W W
D D
145
Gesture posting
146
[Kobayashi & Igarashi, 2003]
Gesture Posting (video)
147
Force Menus
148
[Ahlstorm, 2005]
Force Menus (video)
149
Increase width
EMU (Enlarged Activation Area Menus)
W W
150
EMU Enlarged Activation Area Menu
152
AAMU - Adaptive Activation Area Menu
153
AAMU
154
AAMU
155
AAMU (video)
156
Force-AAMU
157
Study
Technique Type
Default, EMU, Gesture Posting, Force Menu, AAMU,
Force-AAMU
Menu Depth
2, 3, 4
Completion time/errors
158
Task
Follow path select red target
159
Completion times
160
by depth
161
Preferences
162
Descriptive Models
Do not yield empirical or quantitative measure of user
performance
Not predictive
Two examples:
KAM
Guiards Theory of Bimanual Interaction
Trailing/Overlapping
Task Leading Movement
Movement
Left hand manipulate pointer
Right hand press DELETE
Delete with mouse and select text/object
(probably with little finger)
by double clicking or dragging
Select an option Left hand manipulate pointer Right hand press ENTER
in a window with mouse and click on an option (Note: OK button is the default)
Common tasks performed by a left-handed user manipulating mouse in the left hand
Task Characteristics