The document discusses design challenges for mobile input and output. It covers types of mobile devices and input methods like virtual keyboards. Finger input has disadvantages like occlusion but is fast for phone calls. Research aims to improve text entry as it is the most common mobile interaction. Movement and off-screen visualizations can also be used as input. When viewing documents on small screens, overviews are important. Audio and haptic output reduce demands on visual attention by providing information without the screen.
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Talk given in August 2016 at Dev World Melbourne Australia's national OSX conference.
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Explore the world of wearables, and hone in on smart watches.
Explore the challenges that come along with screen-based wearables - specifically context and continuity.
Get hands-on with smart watches - wireframing a smart watch app with feedback and discussion.
You’ll leave this workshop with the skill and knowledge you need to get started designing the UX for smart watches.
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This presentation looks at the current state of gestural input technologies, analyses the strengths and failings of each, and charts a course to using them successfully. We present a case study showing how and why gestures need to be curated across different form-factors, and give some tips on how to test.
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The movie shown on the third slide can be seen at http://youtu.be/T0eCJqEVKNQ. No rights owned or intended for Minority report or Iron Man.
(personal pictures are creative commons to Skye Sant)
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2. overview
➝ types of mobile device
➝ design challenges
➝ in: text entry
➝ in: overcoming finger occlusion
➝ in: movement
➝ out: overviews
➝ out: off-screen visualizations
➝ out: audio & haptic output
✱this lecture is based on Will Seager s (UCL) lecture of mobile systems
8. in: text entry
➝ > 1 billion text messages sent per day
➝ most common type of mobile interaction
➝ companies are looking for improvements to mobile text
entry methods
➝ many methods currently exist
11. physical vs virtual keyboards
➝ physical keyboards
➝ mobile phone keypad, mobile qwerty (e.g. Blackberry), 5 button
pager, 3-key date stamp, 1 key input etc
➝ virtual keyboards
➝ aka “soft keyboards” or “on-screen keyboards”
➝ similar to clicking buttons in a GUI
➝ used with a stylus or a finger (but also with other input mechanisms
e.g. eye tracking)
➝ design issues
➝ number of keys, key layout, key size, key shape, activation force,
feedback, disambiguation, language modelling, word prediction etc
12. number of keys & layout
QWERTY
➝ both physical & virtual
keyboards vary in number
of keys & layouts
➝ for mobile text input, 26 MOBILE
key qwerty & 9/12 key
ABC are by far the most
common
➝ other 26-key layout
variations include Opti,
Dvorak & Fitaly
➝ other 9/12 key variations
include 9/12 key qwerty
13. number of keys & layout
QWERTY
➝ other layouts have been
shown to lead to better
performance
BUT familiarity a crucial
OPTI
factor
opti outperforms qwerty (faster, fewer
errors) after a few hours practice
15. ambiguity
7
8
6
6
3
7
?
PQRS
TUV
MNO
MNO
DEF
PQRS
or, is it SUMMER, is it STONES ?
➝ ambiguity occurs if there are fewer keys than symbols in
the language => disambiguation is needed to select the
intended word from the possibilities.
➝ disambiguation methods include multi-tap and T9
16. virtual keyboards
stylus methods
SWYPE
➝ tapping on virtual
keyboards
➝ handwriting recognition
finger methods
➝ tapping on virtual
keyboards
new method for stylus &
finger
➝ sliding stylus/finger
across the screen
17. virtual keyboards: feedback
➝ performance with
virtual keyboards
improves with vibro-
tactile feedback
➝ visual and audio
feedback may also be
useful
20. “shift” target selection technique
➝ “shift” – a technique for
enabling fine cursor
pointing using fingers
21. “escape” target selection technique
a) the user presses his/her thumb near the desired target
b) the gestures in the direction indicated by the target
c) the target is selected, despite several nearby distractors.
32. audio & haptic output
➝ non speech audio
output
➝ bleeps, earcons,
auditory icons
➝ haptics
➝ refers to interaction
via sense of touch Example earcons from (Brewster et al 2008)
and/or motor
activity.
33. why use audio and/or haptic output?
➝ attention grabbing
➝ saves screen real
estate
➝ can provide
information without
requiring visual
attention
35. head-mounted displays
➝ user can look at environment
& display at the same time
➝ potentially good for location
based and augmented reality
servies as potential for clear
link between information &
the environment
but…
➝ require separate input device
e.g. trackball or else speech
only input
36. summary: some key points
➝ Key design challenges: small screens & context
➝ mobile text entry research ongoing, in particular for
finger-based input via touch screens
➝ movement as input
➝ importance of overviews when browsing documents on
small screens
➝ off-screen visualizations
➝ audio & haptic output is a way to reduce demand on
visual attention