Beginner Performance with the GKOS Chorded Keyboard Jussi Tarvainen
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Gaze-Typing for Everyday Use Keyboard Usability Observations and a "Tolerant'' Keyboard Prototype
DEGREE PROJECT IN INFORMATION AND COMMUNICATION TECHNOLOGY, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2018 Gaze-typing for Everyday Use Keyboard Usability Observations and a "Tolerant'' Keyboard Prototype JIAYAO YU KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Sammandrag Blick-skrivande möjliggör en ny inmatningskanal, men dess tangentborddesign är inte än redo för dagligt bruk. För att utforska blick-skriftstangentbord för sådant bruk, som är enkla att lära sig använda, snabba att skriva med, och robusta för olika användning, analyserade jag användbarheten hos tre brett använda blick-skriftstangentbord genom en användarstudie med skrivprestationsmätningar, och syntetiserade ett designutrymme för blick-skriftstangentbord för dagsbruk baserat på teman av typningsscheman och tangentbordslayout, feed-back, användarvänlighet för text redigering, och system design. I synnerhet identifierade jag att blick-skriftstangentbord behöver ha "toleranta" designer som tillåter implicit blickkontroll och balans mellan inmatningsambiguitet och typningseffektivitet. Därför prototypade jag ett blick-skriftstangentbord som använder ett formskriftsschema som är avsett för vardagligt skrivande med blickgester, och anpassat till att segmentera blickpunkten när du skriver ord från en kontinuerlig ström av blickdata. Systemet erbjuder realtidsformskrivning i hastigheten 11.70 WPM och felfrekvensen 0.14 utvärderat med en erfaren användare, och har stöd för att skriva fler än 20000 ord från lexikonet. Gaze-typing for Everyday Use: Keyboard Usability Observations and a “Tolerant” Keyboard Prototype Jiayao Yu KTH Royal Institute of Technology, Aalto University Stockholm, Sweden [email protected] Figure 1: Representative gaze-input properties requiring “tolerant” design. Left: Jittering fixations require larger interactive elements. Middle: Gaze are hard to gesture along complex, precise, or long trajectories. -
Interaction Techniques for Finger Sensing Input Devices
PreSense: Interaction Techniques for Finger Sensing Input Devices ££ £ £ Jun Rekimoto £ Takaaki Ishizawa Carsten Schwesig Haruo Oba £ Interaction Laboratory ££ Graduate School of Media and Governance Sony Computer Science Laboratories, Inc. Keio University 3-14-13 Higashigotanda Shonan Fujisawa Campus Shinagawa-ku, Tokyo 141-0022 Japan 5322 Endo, Fujisawa 252-8520 Japan Phone: +81 3 5448 4380, Fax +81 3 5448 4273 [email protected] rekimoto,oba @csl.sony.co.jp http://www.csl.sony.co.jp/person/rekimoto.html ABSTRACT Although graphical user interfaces started as imitations of the physical world, many interaction techniques have since been invented that are not available in the real world. This paper focuses on one of these “previewing”, and how a sen- sory enhanced input device called “PreSense Keypad” can provide a preview for users before they actually execute the commands. Preview important in the real world because it is often not possible to undo an action. This previewable fea- Figure 1: PreSense Keypad senses finger contact ture helps users to see what will occur next. It is also helpful (proximity) and position before the key press. when the command assignment of the keypad dynamically changes, such as for universal commanders. We present sev- eral interaction techniques based on this input device, includ- touch sensor, finger motions on the keypad are recognized ing menu and map browsing systems and a text input system. by integrating each keytop’s information. We also discuss finger gesture recognition for the PreSense This sensor and keytop combination makes it possible to rec- Keypad. ognize “which button is about to be pressed”, and the system KEYWORDS: input devices, previewable user interfaces, can provide appropriate information to users. -
Using Action-Level Metrics to Report the Performance of Multi-Step Keyboards
Using Action-Level Metrics to Report the Performance of Multi-Step Keyboards Gulnar Rakhmetulla* Ahmed Sabbir Arif† Steven J. Castellucci‡ Human-Computer Interaction Group Human-Computer Interaction Group Independent Researcher University of California, Merced University of California, Merced Toronto I. Scott MacKenzie§ Caitlyn E. Seim¶ Electrical Engineering and Computer Science Mechanical Engineering York University Stanford University Table 1: Conventional error rate (ER) and action-level unit error rate ABSTRACT (UnitER) for a constructive method (Morse code). This table illustrates Computer users commonly use multi-step text entry methods on the phenomenon of using Morse code to enter “quickly” with one handheld devices and as alternative input methods for accessibility. character error (“l”) in each attempt. ER is 14.28% for each attempt. These methods are also commonly used to enter text in languages One of our proposed action-level metrics, UnitER, gives a deeper with large alphabets or complex writing systems. These methods insight by accounting for the entered input sequence. It yields an error require performing multiple actions simultaneously (chorded) or rate of 7.14% for the first attempt (with two erroneous dashes), and in a specific sequence (constructive) to produce input. However, an improved error rate of 3.57% for the second attempt (with only evaluating these methods is difficult since traditional performance one erroneous dash). The action-level metric shows that learning has metrics were designed explicitly for non-ambiguous, uni-step meth- occurred with a minor improvement in error rate, but this phenomenon ods (e.g., QWERTY). They fail to capture the actual performance of is omitted in the ER metric, which is the same for both attempts. -
Ultra-Low-Power Mode for Screenless Mobile Interaction
Session 11: Mobile Interactions UIST 2018, October 14–17, 2018, Berlin, Germany Ultra-Low-Power Mode for Screenless Mobile Interaction ∗ ∗ ∗ Jian Xu, Suwen Zhu, Aruna Balasubramanian , Xiaojun Bi , Roy Shilkrot Department of Computer Science Stony Brook University Stony Brook, New York, USA {jianxu1, suwzhu, arunab, xiaojun, roys}@cs.stonybrook.edu ABSTRACT Smartphones are now a central technology in the daily lives of billions, but it relies on its battery to perform. Battery opti- mization is thereby a crucial design constraint in any mobile OS and device. However, even with new low-power methods, the ever-growing touchscreen remains the most power-hungry component. We propose an Ultra-Low-Power Mode (ULPM) for mobile devices that allows for touch interaction without visual feedback and exhibits significant power savings of up to 60% while allowing to complete interactive tasks. We demon- strate the effectiveness of the screenless ULPM in text-entry tasks, camera usage, and listening to videos, showing only a small decrease in usability for typical users. CCS Concepts •Human-centered computing ! Touch screens; Smart- phones; Mobile phones; •Software and its engineering ! Power management; Author Keywords Power Saving; Mobile System; Text Entry; Touchscreen; INTRODUCTION Smartphones play a crucial role in people’s daily lives. It is Figure 1: Picture of use cases of ULPM. The left shows the now hard to imagine living without a smartphone ready at hand, normal cases of using smartphones to take videos, write text yet this happens to nearly everyone on a daily basis - when the messages and watch online video; The right side shows users device is out of battery. -
Senorita: a Chorded Keyboard for Sighted, Low Vision, and Blind
Senorita: A Chorded Keyboard for Sighted, Low Vision, and Blind Mobile Users Gulnar Rakhmetulla Ahmed Sabbir Arif Human-Computer Interaction Group Human-Computer Interaction Group University of California, Merced University of California, Merced Merced, CA, United States Merced, CA, United States [email protected] [email protected] Figure 1. With Senorita, the left four keys are tapped with the left thumb and the right four keys are tapped with the right thumb. Tapping a key enters the letter in the top label. Tapping two keys simultaneously (chording) enters the common letter between the keys in the bottom label. The chord keys are arranged on opposite sides. Novices can tap a key to see the chords available for that key. This figure illustrates a novice user typing the word “we”. She scans the keyboard from the left and finds ‘w’ on the ‘I’ key. She taps on it with her left thumb to see all chords for that key on the other side, from the edge: ‘C’, ‘F’, ‘W’, and ‘X’ (the same letters in the bottom label of the ‘I’ key). She taps on ‘W’ with her right thumb to form a chord to enter the letter. The next letter ‘e’ is one of the most frequent letters in English, thus has a dedicated key. She taps on it with her left thumb to complete the word. ABSTRACT INTRODUCTION Senorita is a novel two-thumb virtual chorded keyboard for Virtual Qwerty augmented with linguistic and behavioral mod- mobile devices. It arranges the letters on eight keys in a single els has become the dominant input method for mobile devices. -
Gesture Typing on Smartwatches Using a Segmented QWERTY Around the Bezel
SwipeRing: Gesture Typing on Smartwatches Using a Segmented QWERTY Around the Bezel Gulnar Rakhmetulla* Ahmed Sabbir Arif† Human-Computer Interaction Group Human-Computer Interaction Group University of California, Merced University of California, Merced Figure 1: SwipeRing arranges the standard QWERTY layout around the edge of a smartwatch in seven zones. To enter a word, the user connects the zones containing the target letters by drawing gestures on the screen, like gesture typing on a virtual QWERTY. A statistical decoder interprets the input and enters the most probable word. A suggestion bar appears to display other possible words. The user could stroke right or left on the suggestion bar to see additional suggestions. Tapping on a suggestion replaces the last entered word. One-letter and out-of-vocabulary words are entered by repeated strokes from/to the zones containing the target letters, in which case the keyboard first enters the two one-letter words in the English language (see the second last image from the left), then the other letters in the sequence in which they appear in the zones (like multi-tap). Users could also repeatedly tap (instead of stroke) on the zones to enter the letters. The keyboard highlights the zones when the finger enters them and traces all finger movements. This figure illustrates the process of entering the phrase “the world is a stage” on the SwipeRing keyboard (upper sequence) and on a smartphone keyboard (bottom sequence). We can clearly see the resemblance of the gestures. ABSTRACT player or rejecting a phone call), checking notifications on incoming Most text entry techniques for smartwatches require repeated taps to text messages and social media posts, and using them as fitness enter one word, occupy most of the screen, or use layouts that are trackers to record daily physical activity. -
Clavier DUCK
Clavier DUCK : Utilisation d'un syst`emede d´eduction de mots pour faciliter la saisie de texte sur ´ecrantactile pour les non-voyants Philippe Roussille, Mathieu Raynal, Christophe Jouffrais To cite this version: Philippe Roussille, Mathieu Raynal, Christophe Jouffrais. Clavier DUCK : Utilisation d'un syst`emede d´eduction de mots pour faciliter la saisie de texte sur ´ecrantactile pour les non- voyants. 27`eme conf´erencefrancophone sur l'Interaction Homme-Machine., Oct 2015, Toulouse, France. ACM, IHM-2015, pp.a19, 2015, <10.1145/2820619.2820638>. <hal-01218748> HAL Id: hal-01218748 https://hal.archives-ouvertes.fr/hal-01218748 Submitted on 21 Oct 2015 HAL is a multi-disciplinary open access L'archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destin´eeau d´ep^otet `ala diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publi´esou non, lished or not. The documents may come from ´emanant des ´etablissements d'enseignement et de teaching and research institutions in France or recherche fran¸caisou ´etrangers,des laboratoires abroad, or from public or private research centers. publics ou priv´es. Clavier DUCK : Utilisation d’un système de déduction de mots pour faciliter la saisie de texte sur écran tactile pour les non-voyants. Philippe Roussille Mathieu Raynal Christophe Jouffrais Université de Toulouse & Université de Toulouse & CNRS & Université de CNRS ; IRIT ; CNRS ; IRIT ; Toulouse ; IRIT ; F31 062 Toulouse, France F31 062 Toulouse, France F31 062 Toulouse, France [email protected] [email protected] [email protected] RÉSUMÉ fournissant des claviers logiciels qui s’affichent sur ces L’utilisation des écrans tactiles et en particulier les cla- surfaces tactiles. -
Using Action-Level Metrics to Report the Performance of Multi-Step Keyboards
Using Action-Level Metrics to Report the Performance of Multi-Step Keyboards Gulnar Rakhmetulla* Ahmed Sabbir Arif† Steven J. Castellucci‡ Human-Computer Interaction Group Human-Computer Interaction Group Independent Researcher University of California, Merced University of California, Merced Toronto I. Scott MacKenzie§ Caitlyn E. Seim¶ Electrical Engineering and Computer Science Mechanical Engineering York University Stanford University Table 1: Conventional error rate (ER) and action-level unit error rate ABSTRACT (UnitER) for a constructive method (Morse code). This table illustrates Computer users commonly use multi-step text entry methods on the phenomenon of using Morse code to enter “quickly” with one handheld devices and as alternative input methods for accessibility. character error (“l”) in each attempt. ER is 14.28% for each attempt. These methods are also commonly used to enter text in languages One of our proposed action-level metrics, UnitER, gives a deeper with large alphabets or complex writing systems. These methods insight by accounting for the entered input sequence. It yields an error require performing multiple actions simultaneously (chorded) or rate of 7.14% for the first attempt (with two erroneous dashes), and in a specific sequence (constructive) to produce input. However, an improved error rate of 3.57% for the second attempt (with only evaluating these methods is difficult since traditional performance one erroneous dash). The action-level metric shows that learning has metrics were designed explicitly for non-ambiguous, uni-step meth- occurred with a minor improvement in error rate, but this phenomenon ods (e.g., QWERTY). They fail to capture the actual performance of is omitted in the ER metric, which is the same for both attempts. -
Manual Text Entry Remains One of the Dominant Forms of Human- Computer Interaction
Poika Isokoski Manual Text Input: Experiments, Models, and Systems academic dissertation To be presented, with the permission of the Faculty of Information Sciences of the University of Tampere, for public discussion in Auditorium A1 on April 23rd, 2004, at noon. department of computer sciences university of tampere A-2004-3 tampere 2004 Supervisor: Professor Roope Raisamo Department of Computer Sciences University of Tampere, Finland Opponent: Dr. Shumin Zhai IBM Almaden Research Center, USA Reviewers: Professor Heikki Mannila Basic Research Unit Helsinki Institute for Information Technology, Finland Professor Ari Visa Signal Processing Laboratory Tampere University of Technology, Finland Department of Computer Sciences FIN-33014 UNIVERSITY OF TAMPERE Finland Electronic dissertation Acta Electronica Universitatis Tamperensis 340 ISBN 951-44-5959-8 ISSN 1456-954X http://acta.uta.fi ISBN 951-44-5955-5 ISSN 1459-6903 Tampereen yliopistopaino Oy Tampere 2004 Abstract Despite the emergence of speech controlled computers and direct manipula- tion that both have diminished the need to operate computers with textual commands, manual text entry remains one of the dominant forms of human- computer interaction. This is because textual communication is one of the main reasons for using computers. Mobile and pervasive computing have been popular research areas re- cently. Thus, these issues have a major part in the thesis at hand. Most of the text entry methods that are discussed are for mobile computers. One of the three main contributions of the work is an architecture for a middle- ware system intended to support personalized text entry in an environment permeated with mobile and non-mobile computers. The two other main contributions in this thesis are experimental work on text entry methods and models of user performance in text entry tasks. -
Text Prediction Visualizer for Android
Text Prediction Visualizer for Android Daniel Budeanu School of Computing Science Sir Alwyn Williams Building University of Glasgow G12 8QQ Level 4 Project — March 27th, 2015 Abstract With a total of over 2 billions estimated smartphone users for 2015 [8] it can be stated with enough certainty that these small mobile devices have become crucial to the way in which the modern world communicates. One crucial component that aids us in our everyday discussions is represented by the correction system. But even with the help of the various advancements that have been made in the field, there are still situations in which these helping mechanisms fall short of what the user expects. The aim of the project is to alienate this particular issue and provide a way through which a person can influence the decisions taken by the correction system and even overwrite them if needed. Acknowledgements I would like to thank Dr. Simon Rogers for supervising throughout the entire development process of the project as well as providing feedback on the drafts of this report. I would also like to thank Daryl Weir for offering guidance in the incipient phases of implementation. Education Use Consent I hereby give my permission for this project to be shown to other University of Glasgow students and to be distributed in an electronic format. Please note that you are under no obligation to sign this declaration, but doing so would help future students. Name: Signature: i Contents 1 Introduction 1 1.1 Motivation . 1 1.2 Background . 2 1.2.1 Types of touchscreens . -
Designing a Better Touch Keyboard
Designing a Better Touch Keyboard JOEL BESADA ([email protected]) DD143X Degree Project in Computer Science, First Level KTH Royal Institute of Technology, School of Computer Science and Communication - Supervisor: Anders Askenfelt Examiner: Mårten Björkman iii Abstract The growing market of smartphone and tablet devices has made touch screens a big part of how people interact with technology today. The standard virtual keyboard used on these devices is based on the computer keyboard – a design that may not be very well suited for touch screens. This study sought to answer whether there are alterna- tive ways to design virtual touch keyboards. An alternative design may require training to use, but the user should be able to use it viably after a reasonable amount of prac- tice. Optimally, the user should also have the potential to reach a higher level of efficiency than what is possible on the standard touch keyboard design. Analysis was done by researching current and previous attempts at alternative keyboard designs, and by imple- menting an own prototype based on analysis made on the researched designs. The thesis concludes that there is an interest in solving issues encountered in this area, and that there is good potential in building viable virtual keyboards using alternative design paradigms. iv Referat Utformning av ett bättre pektangentbord Den växande marknaden för smarttelefoner och surfplattor har gjort pekskärmen till en stor del av hur folket interage- rar med dagens teknologi. Det virtuella standardtangent- bordet som används på dessa enheter är baserad på dator- tangentbordet – en design som möjligen inte är särskilt bra anpassad för pekskärmar. -
An Accelerometer-Based Typing Approach for Smartwatches
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UPCommons. Portal del coneixement obert de la UPC InclineType – An Accelerometer-based Typing Approach for Smartwatches Timo Götzelmann Pere-Pau Vázquez Nuremberg Institute of Technology Technical University of Catalonia Keßlerplatz 12 Jordi Girona, 1-3 90489 Nuremberg, Germany E-08034, Barcelona, Spain +49 (0)911 5880 1616 +34 93 413 77 90 [email protected] [email protected] ABSTRACT to privacy. To overcome this limitation, some smart input Small mobile devices such as smartwatches are a rapidly growing techniques have been proposed. In this paper we focus on market. However, they share the issue of limited input and output smartwatches, and present a method for input that makes use of a space which could impede the success of these devices in future. 3-axis accelerometer sensor. Our technique lets the user type by Hence, suitable alternatives to the concepts and metaphors known selecting a key using wrist movements, and single taps. We have from smartphones have to be found. In this paper we present performed an initial user study to determine the feasibility and the InclineType a tilt-based keyboard input that uses a 3-axis performance novice users may achieve with such approach. accelerometer for smartwatches. The user may directly select letters by moving his/her wrist and enters them by tapping on the 2. RELATED WORK touchscreen. Thanks to the distribution of the letters on the edges Typing in devices without hardware keyboards such as the of the screen, the keyboard dedicates a low amount of space in the classical buttons of conventional Blackberry devices may lead to smartwatch.