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1.
An empirical investigation of the novice experience with soft keyboards   总被引:1,自引:0,他引:1  
An experiment with 12 participants tested text entry rates on two sizes of soft keyboards with either a Qwerty layout or a layout presenting a randomized letter arrangement after each tap. The randomized layout simulated the novice experience by requiring users to visually scan the layout for each tap to find the intended letter. Rates for the Qwerty layouts were about 20 wpm with no significant difference between the large and small size. Rates for both sizes of the randomized layouts were very low, about 5.4 wpm. This is the expected walk-up text entry rate with a soft keyboard bearing an unfamiliar layout. This empirical result allows us to reject a previous model of novice interaction that used Fitts' law for stylus movement and the Hick-Hyman law for visual scan time.  相似文献   

2.

An experiment with 12 participants tested text entry rates on two sizes of soft keyboards with either a Qwerty layout or a layout presenting a randomized letter arrangement after each tap. The randomized layout simulated the novice experience by requiring users to visually scan the layout for each tap to find the intended letter. Rates for the Qwerty layouts were about 20 wpm with no significant difference between the large and small size. Rates for both sizes of the randomized layouts were very low, about 5.4 wpm. This is the expected walk-up text entry rate with a soft keyboard bearing an unfamiliar layout. This empirical result allows us to reject a previous model of novice interaction that used Fitts' law for stylus movement and the Hick-Hyman law for visual scan time.  相似文献   

3.
Scanning keyboards are used as augmentative communication aids by persons with severe speech and motion impairments. Literature reports two approaches for the design of scanning keyboards; design based on the experience and intuition of designers and user model based design methods. None of these approaches, however, considers user errors in the design process, potentially limiting the practical usefulness of the designs. We have performed experiments in order to study user errors on scanning keyboards. We have found that two types of errors affect performance of scanning keyboard users significantly, namely (a) timing error that occurs when a user fails to select a key at the appropriate time and (b) selection error that occurs when the user selects a wrong key. These errors have been found to increase users’ text entry time by as high as 65% and 35%, respectively. Based on empirical observations, we have developed a state transition model of user behavior during user–keyboard interaction. The model comprises of four states, each of which represents the physical and cognitive state of the user at particular instant of the interaction. The transitions are caused by users’ physical, cognitive and perceptual activities. We have found that the errors could be explained as caused due to the problems in making the transitions properly. In addition to explaining errors, the model has helped us to predict distribution of error probabilities with respect to the distance between keys. We have used the model predicted error distributions to develop principles for scanning keyboard design that aim to reduce user errors. The principles state that the frequently used key pairs should be placed apart by a minimum distance, which has been obtained from the error distributions, in order to reduce errors. The method and results of the study, the user model and the design principles are presented in this paper.  相似文献   

4.
With the increasing popularity of touch screen mobile devices, improving the usability and the user experience while inputting text on these devices is becoming increasingly important. Most conventional touch screen keyboards on mobile devices rely heavily on visual feedback, while auditory feedback seldom includes any useful information about what is being inputted by the user. The auditory feedback usually simply replicates the sounds produced by a physical keyboard. This paper describes the development of an enhanced auditory feedback mechanism for a Korean touch screen keyboard called the enhanced auditory feedback (EAF) mechanism. EAF has subtle phonetic auditory feedback generated using the acoustic phonetic features of human speech. While typing with EAF, users can acquire non-invasive auditory clues about the keys pressed. In this work, we compare conventional auditory feedback for a touch screen keyboard used in touch screen mobile devices with that of EAF and explore the possibility of using enhanced auditory feedback for touch screen keyboards.  相似文献   

5.
A keyboard design, once adopted, tends to have a longlasting and worldwide impact on daily user experience. There is a substantial body of research on touch-screen stylus keyboard optimization. Most of it has focused on English only. Applying rigorous mathematical optimization methods and addressing diacritic character design issues, this article expands this body of work to French, Spanish, German, and Chinese. More important and counter to the intuition that optimization by nature is necessarily specific to each language, this article demonstrates that it is possible to find common layouts that are highly optimized across multiple languages for stylus (or single finger) typing. We first obtained a layout that is highly optimized for both English and French input. We then obtained a layout that is optimized for English, French, Spanish, German, and Chinese pinyin simultaneously, reducing its stylus travel distance to about half of QWERTY's for all of the five languages. In comparison to QWERTY's 3.31, 3.51, 3.7, 3.26, and 3.85 keys of movement for English, French, Spanish, German, and Chinese, respectively, the optimized multilingual layout has an average travel distance of 1.88, 1.86, 1.91, 1.77, and 1.68 keys, correspondingly. Applying Fitts's law with parameters validated by a word tapping experiment, we show that these multilingual keyboards also significantly reduce text input time for multiple languages over the standard QWERTY for experienced users. In comparison to layouts individually optimized for each language, which are also obtained in this article, simultaneously optimizing for multiple languages caused only a minor performance degradation for each language. This surprising result could help to reduce the burden of multilingual users having to switch and learn new layouts for different languages. In addition, we also present and analyze multiple ways of incorporating diacritic characters on multilingual keyboards. Taken together, the present work provides a quantitative foundation for the understanding and designing of multilingual touch-screen keyboards.  相似文献   

6.
Francis G  Oxtoby C 《Human factors》2006,48(2):279-287
OBJECTIVE: We explore how to optimally design systems for information input. BACKGROUND: As computers are introduced into ever more devices with new methods of inputting information, there is a need for specialized systems that are optimally designed for their particular use. METHOD: The study demonstrates how to use a model of text entry times to build optimized keyboards for specific sets of text. The technique is demonstrated by using Fitts' law to model text entry times. Alphabet letters are assigned to keys in a way that minimizes predicted entry time for the specified set of text. The predicted entry times are validated by an experiment in which two keyboards are optimized for different sets of text. RESULTS: Text entry is faster for the keyboard optimized for that text compared with the keyboard optimized for the other text. Learning to use the keyboards is fairly quick, with significant learning being observed after only one half-hour session. CONCLUSION: There is a need and an ability to design specialized keyboards for some situations. The study demonstrates that optimization of keyboards can decrease text entry times. APPLICATION: This research shows how to design optimized keyboards for many different situations. The approach should be useful for aviation, medical, industrial, and other specialized situations in which normal keyboard designs cannot be used.  相似文献   

7.
While many large touchscreen devices have a split keyboard option to enable two-thumb typing, there are significant differences in the design which affect users’ text entry rate. A mixed-integer programming model is developed to optimize key-to-thumb assignment with the objective of minimizing the expected time to type a character. Computer simulations are conducted to determine the optimal key dimension under different values of the Fitts’ law’s slope coefficient, typing error rate, and alternate-hand advantage phenomenon. The results show that text entry rate and the optimal key-to-thumb assignment depend on key dimensions, user’s speed-accuracy profile, and the level of alternate-hand advantage. The optimal keyboard is proposed. To validate the analytical findings, an empirical study is conducted with eighteen users and six different keyboards in terms of key dimensions and typing zone. Empirical results report between 7% and 18% improvement in the text entry rate over the other split keyboards tested.  相似文献   

8.
The popularity of Interactive Digital Television (IDTV) applications has grown in recent years, playing a significant role in today’s society. This new type of television allows users to access interactive applications in order to look for information, for communication or educational purposes, or just for fun. Most of these applications require text entry and many users expect a user experience similar to that of computers. Although the most common device to interact with television is the conventional remote control, other devices available on the market may be used in this context. Thus, in this article we aim to evaluate and compare different text input methods for IDTV applications using devices alternative to conventional remote controls. We have carried out an empirical study with 52 participants. We analyze entry speeds, error rates, and subjective impressions for six different entry methods, taking into account the particular characteristics of the users. As devices we have used a full-sized keyboard, a palm-sized keyboard, a gyroscopic remote point-select, and a modified touchpad. The fastest method is the standard keyboard, but in an IDTV context many users report discomfort and problems under low lighting conditions. Also, error rates are considerably higher with both keyboards when modifier keys need to be used. The results obtained with the gyroscopic remote and the touchpad are similar. Nevertheless, while users complain about fatigue problems with the former, their feedback about the latter is very positive. We have also observed that age is a major factor affecting the performance of the users. We expect our results to contribute to the design of new text entry methods for IDTV.  相似文献   

9.
Keyboard entry     
Many recent studies of keyboard entry are summarized with particular emphasis on performance data and fundamental questions about the design of keyboards. The role of auditory and visual feedback and physiological measurements are reviewed. Typical speed and error rates are given for several types of situations and operators. Other methods of data entry are considered, as are source documents, ordering of keys, keyboard interlocks, and chord keyboards. These data should be of interest to anyone concerned with the design and use of keyboards or other data entry devices.  相似文献   

10.
As mobile, handheld computing devices become more common and are used for an ever-increasing variety of tasks, new mechanisms for data entry must be investigated. Personal digital assistants often provide a small stylus-activated soft keyboard, as do some mobile phones that include touch screens. However, there is little data regarding the importance of keyboard size or the users' tasks, the effectiveness of these keyboards, or user reactions to these keyboards. In this article, an experiment designed to investigate these issues in the context of a palm-style QWERTY keyboard is described. In this study, 30 novices completed 6 realistic tasks using either a small, medium, or large soft keyboard. The results not only confirm that keyboard size does not affect data entry rates but that making the keyboard smaller does not increase error rates or negatively impact preference ratings. However, tasks that required users to switch between the alphabetic keyboard and the numeric keyboard do result in significantly slower data entry rates. A model that accurately predicts the time required to enter predefined text is presented, and directions for future research are discussed.  相似文献   

11.
Touch screen interfaces are increasingly more popular. However, they lack haptic feedback, making it harder to perform certain tasks, such as text entry, where users have to constantly select one of many small targets. This problem particularly affects older users, whose deteriorating physical and cognitive conditions, combined with their unfamiliarity with technology, can discourage them from using touch devices. The goal of this work was to thoroughly understand older adults touch typing behavior, in order to develop text-entry solutions more appropriate to their needs, which will enhance their typing performance. On a first phase, a baseline QWERTY keyboard and five different variants were developed that mostly used a text prediction algorithm to suggest the most probable keys or words. These keyboards were evaluated on a baseline study with 20 younger adults in order to find the most promising ones, which were then used in a study with 20 older adults. The older adults study revealed more about their typing behavior and therefore created four new variants to be used in a simulation study. Results show that visual changes should be kept to a minimum; touch points should be shifted upward and to the opposite side of the hand used to type; single touch keyboards perform better than multi-touch; and omitting keys below a certain time threshold minimizes accidental insertions.  相似文献   

12.
Manual text entry, which is one of the main features of mobile communications devices, decreases the competitive advantages of full touch-screen interfaces over physical interfaces. Especially for small full QWERTY keyboards, text entry becomes more problematic because of the small size of the virtual keys, absence of tactile feedback, and occlusion of virtual keys by fingers. One solution to this problem is the regional error correction, which is a predictive text entry method that activates the key corresponding to the actual activation point and also other keys within an activation area. This study investigates how the size of keys and of the activation area affect the accuracy of the regional error correction and compares the regional error correction method with the conventional finger touch method, for a touch-screen QWERTY keyboard. The regional error correction reduced both the time and the number of touches required to complete text entry when keys were small, but no difference was observed when keys were large. Users’ subjective assessments of ease of use and preference indicated greater satisfaction with the regional error correction method than without it, regardless of key size.Relevance to industry: The result of this study can be used to speed and simplify text entry in mobile devices with full-QWERTY virtual keyboards.  相似文献   

13.
Until very recently, the typical home computer user accessed the machine's software and processing capabilities solely through the physical interfaces of a mouse, keyboard, and monitor. Everyone, from software designers to industrial designers to Web site designers, relied on these elements to be the physical-interaction method that users employed to access their product. Today, interface designers can no longer assume that the interaction between a user and a digital interface occurs only, or most effectively, through traditional devices such as keyboards, mice, and number pads. Tangible interfaces and ubiquitous-computing technologies are changing the human relationship to computing technology, and designers must take this into account when creating products and services. In this article the authors describe some of the tools available for this purpose, including proprietary, open-source, and custom solutions.  相似文献   

14.

As portable, handheld computing devices become more common, alternatives to traditional keyboards must be explored. These alternatives must be compact, lightweight and sufficiently efficient to support the users' tasks. One alternative is the use of small physical keyboards or soft keyboards presented on touch-sensitive surfaces. Many alternative layouts have been explored, including the QWERTY, Dvorak, telephone and various alphabetic organizations. Soukoreff and MacKenzie proposed a model to predict typing times for alternative layouts, but have experienced limited success matching their predictions to observed performance. This paper proposes a revision of the visual search component of their model that considers the familiarity of the organization and the number of letters represented by each key. Results are reported of an experiment that supports the claim that both familiarity and the number of letters per key must be considered when predicting visual search times for alternative keyboard layouts.  相似文献   

15.
As portable, handheld computing devices become more common, alternatives to traditional keyboards must be explored. These alternatives must be compact, lightweight and sufficiently efficient to support the users' tasks. One alternative is the use of small physical keyboards or soft keyboards presented on touch-sensitive surfaces. Many alternative layouts have been explored, including the QWERTY, Dvorak, telephone and various alphabetic organizations. Soukoreff and MacKenzie proposed a model to predict typing times for alternative layouts, but have experienced limited success matching their predictions to observed performance. This paper proposes a revision of the visual search component of their model that considers the familiarity of the organization and the number of letters represented by each key. Results are reported of an experiment that supports the claim that both familiarity and the number of letters per key must be considered when predicting visual search times for alternative keyboard layouts.  相似文献   

16.
When typing on smartphones or palm tablets, users generally make an effort to type correctly while simultaneously checking the small keyboard and the text display. Unlike physical keyboards that allow users to perform typing based on long-term muscle memory, virtual keyboards typically require more frequent eye movements between the keyboard and the text display areas.This study proposes a new way of designing a virtual keyboard display to reduce the effort associated with frequent eye-movements. For this study, we developed virtual keyboard display systems featuring both static and dynamic word-by-word (WBW) feedback displays. The two display systems were examined in comparison with a more conventional method known as character-by-character (CBC) feedback display. We investigated user satisfaction, typing performance and the user’s eye gaze shifts. Eye gaze shifts were measured between the keyboard and the text display areas across the three conditions using self-report, log, and eye-tracking measures. In the static WBW condition, the words being typed displayed in a fixed area at the top of the virtual keyboard; in the dynamic WBW display, the words displayed in a small popup window at the tip of the selected key.Using a repeated measure experiment for the three display conditions, participants were asked to type fifteen phrases using a palm tablet while wearing eye-tracking glasses for each condition. We conducted a mixed-model design ANOVA with group (SLOW vs. FAST typing; men vs. women) as between-subject factors and display condition (CBC vs. WBW). We found a significant (11%) improvement in typing speed with the dynamic WBW over the CBC display for less experienced keyboard users. In addition, participants reported higher satisfaction with the two WBW conditions than the CBC condition. Eye fixations, dwell times, and heat map data also supported that WBW displays are advantageous for less experienced, slower typists by helping them stay focused more on the keyboard, thus reducing eye transitions to the text display. Our study systematically demonstrates how and to what extent the virtual keyboard display strategy influences typing performance and subjective experience based on self-reports and eye-tracking measures. The approach and findings of this study should provide useful information and practical guidance to mobile application developers and designers who are interested in improving virtual keyboard functionalities and user satisfaction.  相似文献   

17.
Nowadays there is a huge market emerging in the interactive digital TV realm. In this context, we need new and effective methods of user interaction, as the main interaction device is still the classical remote control. Remote controls are especially problematic when it comes to writing text, something needed in most applications. Thus, we have carried out an empirical investigation to find effective methods of text entry with remote controls. We analyze several methods by performing experiments based on a methodology in which a heterogeneous set of real users carries out several sequential tasks in an incremental process. We analyze entry speeds, error rates, learning profiles, and subjective impressions, taking into account the particular characteristics of the users. Our results show, for instance, that Multitap is a good method for simple texts. It is between 12% and 34% faster than the fastest virtual keyboard, depending on the age of the user. Nevertheless, when complex texts need to be written, virtual keyboards present the same or even better writing speeds (QWERTY is 13% faster) and with significant lower error rates (Multitap is 347% worse than QWERTY). We consider that our results are very interesting for researchers, designers of TV applications, and hardware vendors.  相似文献   

18.
Most of the recently proposed text entry methods for touch screen devices are stroke-based: the traditional tapping interaction is being replaced with a more natural gesture, performed through a pointer (pen or finger) on a soft keyboard. These methods need an effective technique to interpret user strokes, in order to correctly obtain the text the user intends to enter. KeyScretch is a recent text entry method based on menu-augmented soft keyboards. The method introduces a new way of interacting with radial menus through compound strokes. In this paper we present the technology used for recognizing these strokes. In particular, the design of different recognizers is presented and their performances are compared. The evaluation shows that geometric stroke recognition techniques, associated to other calibrations, can significantly improve the accuracy achievable using a simple target-based method.  相似文献   

19.
Text entry has become one of the most frequent activities performed using mobile devices such as PDAs. Virtual keyboards (VK), which allow text to be entered by tapping keys displayed on the screen, are among the predominant mode of text input for such devices. It is important to design VK layouts in a way such that the users can achieve high text entry speed with high accuracy. Several layouts, primarily in English and also in some other languages, have been proposed to achieve the twin objectives. However, no such work has been reported for Bengali, the second and fifth most popular language of India and the world, respectively. The existing methods cannot be applied directly to Bengali VK design due to the problem of accommodating the large Bengali alphabet (more than 60 characters) on a small display area. In order to resolve the resulting usability-performance trade-off, this paper proposes a two-level design. Five two-level VKs representing three design paradigms (alphabetic, frequency-based and adaptive) have been designed and compared in an empirical study. The study results show that for mobile devices, the two-level adaptive design is expected to give best performance in terms of text entry rate and accuracy. The layouts as well as the procedure and results of the study are discussed in this paper.  相似文献   

20.
Patients with locked-in syndrome are perceptually and cognitively aware of their environment but are unable to speak and have very limited motor capabilities. These patients frequently use a virtual keyboard with a cursor that moves over different items. The user triggers a selector when the cursor is over the desired item. For text entry such a method is excruciatingly slow, but is critical for patients who otherwise cannot communicate. We show how such keyboards can be optimally designed to maximize text entry speed while simultaneously controlling the entry error rate. The described method quantifies how different factors in keyboard design influence both entry speed and accuracy and demonstrates that different keyboard designs can greatly alter the efficiency of keyboard use. For a given text corpus and allowable average entry error proportion, the method identifies the cursor duration and character layout that minimizes average entry time. The method can easily be adapted to a variety of keyboard designs and selection devices and thereby improve the communication of locked-in syndrome patients.  相似文献   

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