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fat Finger

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What is the fat finger problem


Solutions
Design exercise
Motivation

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Advantages of pen input

Pen Finger

unique contact point ambiguous contact point

remove hand from screen finger occludes target

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Small targets

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Mapping from 6D to 2D

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Hard to say where the finger is landing?

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User-System mismatch

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Perceived Input Point Correction

Users expect selection point to be higher.

input point

input point

users view hardwares view

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Solutions
1. Fix target size
2. Iceberg targets
3. Offset cursor
4. Manage selection events
5. Expand targets
6. Reduce contents
7. Input with back-of-device

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Fix target size
Targets on larger surfaces can be as
1
small as 1.6 cms

On smaller surfaces down to 0.9 cm

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Fix target size
1

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Iceberg targets
2

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Cursor off-setting
Offset cursor (Potter et al., 1988)
3
Shift (Vogel & Baudisch, 2007)

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Cursor off-set

Pen Offset Cursor


3

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Disadvantages
No visual feedback until contact, need to
3
estimate offset

Makes some display areas inaccessible

Unexpected offset affects walk-up-and-use


scenarios

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Shift
3
Benefit 1: Aim for the Target
3

Users expect to click on the target itself


allows switching between pen and touch
walk-up and use with kiosk
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Benefit 2: All Areas Accessible
3

Callout is relative to finger, so it can go anywhere


no edge problems

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Benefit 3: Fast For Large Targets
3

Callout only used when necessary


same speed as unaided touch screen for large targets

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Design Iterations
3
Video
3

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Experimental Design
3 techniques (Shift, Touch, Offset Cursor) x
3
2 finger styles (nail, tip) x
3 blocks x
6 target sizes (6, 12, 18, 24, 48, 96px) x
4 target directions (NW, NE, SW, SE)

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Error
100
Tip Nail
3
Touch Screen
80 Offset Cursor
Mean Error Rate (%)

Shift

60

40

20

0
6 12 18 24 48 96
Square Target Size (px)

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Time
2.5
Selection Time: Fingernail

Touch Screen
3
Offset Cursor
2.0 Shift
Median Time (s)

1.5

1.0

0.5

0.0
6 12 18 24 48 96
Square Target Size (px)

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Time
2.5
Selection Time: Finger Tip

Touch Screen
3
Offset Cursor
2.0 Shift
Median Time (s)

1.5

1.0

0.5

0.0
6 12 18 24 48 96
Square Target Size (px)

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Manage selection events
Four events can be managed for a
4
selection:
A. slide-in,
B. land-in,
C. land-off,
D. slide out (B) (C)

(A) (D)

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Approach 1: select on lift-off
4

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Approach 2: Select on slide - Escape
4

The Escape target selection technique. (a) The user presses her
thumb near the desired target. (b) The user gestures in the direction
indicated by the target. (c) The target is selected, despite several
nearby distracters.

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Escape
4

Sample icon designs from the first pilot study. Designs were evaluated
by showing study participants paper prototypes taped to the screen
of a functional mobile device.

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Escape
4

The icon designs of the second pilot study. (a) A beak icon in
which a beak and a color represent the direction of a gesture;
(b) A pushpin icon; (c) A two-beak icon. The two beaks of
each two-beak icon represent a multi-level gesture (e. g.,
going downward and then going leftward).
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Escape
4

Determination of the gesture location. (a) The initial contact point


determines the location of the gesture. (b) An alternative in which
the gesture midpoint determines the gesture location.

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Escape
4

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Escape

Video
4

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Target expansion
Provision of extra sensing can allow for
5
expanding targets before landing

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TouchZoom
Video 5

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Content Reduction
TouchCuts
6
video

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Back-of-device
Pushing further, target selection may be
7
enhanced through sensors on the back of
the device
Lucid touch
Nano touch

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PlayStationVita 3G/Wi-Fi

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LucidTouch
7

Concept sketch of LucidTouch: a pseudotransparent device.

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LucidTouch
pointer (x,y) tracked by camera
touch detected by fingerworks, but not (x,y)
7
during dragging (dx,dy) from fingerworks

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NanoTouch
7
touch

pointer

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Design principles
Ensure users can precisely select objects in your UI

Consider the physical and not pixel size of content


0.9 cms for small screens, 1.6 cms for large screens

Subdivisioning of space could work in some


applications

Consider limiting the role of land-on event

Consider cursor positioning capability

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Solutions for fat finger
Design challenge:
Reflect on the myriad of challenges presented for the fat
finger problem. Using the 10 plus 10 technique brainstorm
10+10 novel ways to assist users with improved target
selection, and particularly for small sized objects. Generate 10
very different design concepts.

Assumptions:
You can make any sort of assumption on the type (s) of sensory input you
wish to have your mobile device handle

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Recap

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