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138
Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks
, 1997
"... Trajectory-based interactions, such as navigating through nested-menus, drawing curves, and moving in 3D worlds, are becoming common tasks in modern computer interfaces. Users' performances in these tasks cannot be successfully modeled with Fitts' law as it has been applied to pointing tasks. Theref ..."
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Cited by 137 (15 self)
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Trajectory-based interactions, such as navigating through nested-menus, drawing curves, and moving in 3D worlds, are becoming common tasks in modern computer interfaces. Users' performances in these tasks cannot be successfully modeled with Fitts' law as it has been applied to pointing tasks. Therefore we explore the possible existence of robust regularities in trajectory-based tasks. We used "steering through tunnels" as our experimental paradigm to represent such tasks, and found that a simple "steering law" indeed exists. The paper presents the motivation, analysis, a series of four experiments, and the applications of the steering law.
Predicting text entry speed on mobile phones
- Proceedings of the ACM Conference on Human Factors in Computing Systems - CHI 2000
, 2000
"... We present a model for predicting expert text entry rates for several input methods on a 12-key mobile phone keypad. The model includes a movement component based on Fitts ’ law and a linguistic component based on digraph, or letter-pair, probabilities. Predictions are provided for one-handed thumb ..."
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Cited by 100 (18 self)
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We present a model for predicting expert text entry rates for several input methods on a 12-key mobile phone keypad. The model includes a movement component based on Fitts ’ law and a linguistic component based on digraph, or letter-pair, probabilities. Predictions are provided for one-handed thumb and two-handed index finger input. For the traditional multi-press method or the lesser-used twokey method, predicted expert rates vary from about 21 to 27 words per minute (wpm). The relatively new T9 method works with a disambiguating algorithm and inputs each character with a single key press. Predicted expert rates vary from 41 wpm for one-handed thumb input to 46 wpm for two-handed index finger input. These figures are degraded somewhat depending on the user’s strategy in coping with less-than-perfect disambiguation. Analyses of these strategies are presented. Keywords Text entry, mobile systems, mobile phones, keypad input, human performance modeling, Fitts ' law, digraph frequencies
More than dotting the i's - Foundations for crossing-based interfaces
, 2002
"... Today's graphical interactive systems largely depend upon pointing actions, i.e. entering an object and selecting it. In this paper we explore whether an alternate paradigm-- crossing boundaries -- may substitute or complement pointing as another fundamental interaction method. We describe an experi ..."
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Cited by 90 (9 self)
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Today's graphical interactive systems largely depend upon pointing actions, i.e. entering an object and selecting it. In this paper we explore whether an alternate paradigm-- crossing boundaries -- may substitute or complement pointing as another fundamental interaction method. We describe an experiment in which we systematically evaluate two targetpointing tasks and four goal-crossing tasks, which differ by the direction of the movement variability constraint (collinear vs. orthogonal) and by the nature of the action (pointing vs. crossing, discrete vs. continuous). We found that participants ' temporal performance in each of the six tasks was dependent on the index of difficulty formulated in the same way as in Fitts' law, but that the parameters differ by task. We also found that goal crossing completion time was shorter or no longer than pointing performance under the same index of difficulty. These regularities, as well as qualitative characterizations of crossing actions and their application in HCI, lay the foundation for designing crossing-based user interfaces.
Reaching for objects in VR displays: Lag and frame rate
- ACM Transactions on Computer-Human Interaction
, 1994
"... This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the ..."
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Cited by 71 (3 self)
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This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the hand-tracking system is critical. The effect of hand lag can be modeled by means of a variation on Fitts ’ Law with the measured system lag introduced as a multiplicative variable to the Fitts ’ Law index of difilculty. This means that relatively small lags can cause considerable degradation in performance if the targets are small. Another finding is that errors are higher for movement in and out of the screen, as compared to movements in the plane of the screen, and there is a small (10’%) time penalty for movement in the Z direction in all three experiments. Low frame rates cause a degradation in performance; however, this can be attributed to the lag which is caused by low frame rates, particularly if double buffering is used combined with early sampling of the hand-tracking device.
Two-handed virtual manipulation
- ACM Transactions on Computer-Human Interaction
, 1998
"... We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, ..."
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Cited by 67 (4 self)
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We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, and to suggest possibilities for new techniques, it is important to move beyond point design and to introduce careful scientific measurement of human behavioral principles. In particular, we argue that the common-sense viewpoint that “two hands save time by working in parallel ” may not always be an effective way to think about two-handed interface design because the hands do not necessarily work in parallel (there is a structure to two-handed manipulation) and because two hands do more than just save time over one hand (two hands provide the user with more information and can structure how the user thinks about a task). To support these claims, we present an interface design developed in collaboration with neurosurgeons which has undergone extensive informal usability testing, as well as a pair of formal experimental studies which investigate behavioral aspects of two-handed virtual object manipulation. Our hope is that this discussion will help others to apply the lessons learned in our neurosurgery application to future two-handed user interface
Testing pointing device performance and user assessment with the ISO 9241, Part 9 standard
, 1999
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Fluid integration of rotation and translation
- IN: CHI 2005: PROCEEDINGS OF THE SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS
, 2005
"... Previous research has shown that rotation and orientation of items plays three major roles during collaboration: comprehension, coordination and communication. Based on these roles of orientation and advice from kinesiology research, we have designed the Rotate’N Translate (RNT) interaction mechanis ..."
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Cited by 58 (12 self)
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Previous research has shown that rotation and orientation of items plays three major roles during collaboration: comprehension, coordination and communication. Based on these roles of orientation and advice from kinesiology research, we have designed the Rotate’N Translate (RNT) interaction mechanism, which provides integrated control of rotation and translation using only a single touch-point for input. We present an empirical evaluation comparing RNT to a common rotation mechanism that separates control of rotation and translation. Results of this study indicate RNT is more efficient than the separate mechanism and better supports the comprehension, coordination and communication roles of orientation.
Text entry using soft keyboards
- Behaviour & Information Technology
, 1999
"... Abstract. Text entry rates are explored for several variations of soft keyboards. We present a model to predict novice and expert entry rates and present an empirical test with 24 subjects. Six keyboards were examined: the Qwerty, ABC, Dvorak, Fitaly, JustType, and telephone. At 8 ± 10 wpm, novice p ..."
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Cited by 52 (6 self)
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Abstract. Text entry rates are explored for several variations of soft keyboards. We present a model to predict novice and expert entry rates and present an empirical test with 24 subjects. Six keyboards were examined: the Qwerty, ABC, Dvorak, Fitaly, JustType, and telephone. At 8 ± 10 wpm, novice predictions are low for all layouts because the dominant factor is the visual scan time, rather than the movement time. Expert predictions are in the range of 22 ± 56 wpm, although these were not tested empirically. In a quick, novice test with a representative phrase of text, subjects achieved rates of 20.2 wpm (Qwerty), 10.7 wpm (ABC), 8.5 wpm (Dvorak), 8.0 wpm (Fitaly), 7.0 wpm (JustType), and 8.0 wpm (telephone). The Qwerty rate of 20.2 wpm is consistent with observations in other studies. The relatively high rate for Qwerty suggests that there is skill transfer from users’ familiarity with desktop computers to the stylus tapping task. 1.
Accuracy Measures for Evaluating Computer Pointing Devices
, 2001
"... In view of the difficulties in evaluating computer pointing devices across different tasks within dynamic and complex systems, new performance measures are needed. This paper proposes seven new accuracy measures to elicit (sometimes subtle) differences among devices in precision pointing tasks. The ..."
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Cited by 52 (5 self)
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In view of the difficulties in evaluating computer pointing devices across different tasks within dynamic and complex systems, new performance measures are needed. This paper proposes seven new accuracy measures to elicit (sometimes subtle) differences among devices in precision pointing tasks. The measures are target re-entry, task axis crossing, movement direction change, orthogonal direction change, movement variability, movement error, and movement offset. Unlike movement time, error rate, and throughput, which are based on a single measurement per trial, the new measures capture aspects of movement behaviour during a trial. The theoretical basis and computational techniques for the measures are described, with examples given. An evaluation with four pointing devices was conducted to validate the measures. A causal relationship to pointing device efficiency (viz. throughput) was found, as was an ability to discriminate among devices in situations where differences did not otherwise appear. Implications for pointing device research are discussed.

