Evaluation of text entry methods for Korean mobile phones, a user study

Author(s):  
Ivaylo Ilinkin ◽  
Sunghee Kim
Keyword(s):  
2011 ◽  
Vol 2 (3) ◽  
pp. 1-21 ◽  
Author(s):  
Karin Leichtenstern ◽  
Elisabeth André ◽  
Matthias Rehm

There is evidence that user-centred development increases the user-friendliness of resulting products and thus the distinguishing features compared to products of competitors. However, the user-centred development requires comprehensive software and usability engineering skills to keep the process both cost-effective and time-effective. This paper covers that problem and provides insights in so-called user-centred prototyping (UCP) tools which support the production of prototypes as well as their evaluation with end-users. In particular, UCP tool called MoPeDT (Pervasive Interface Development Toolkit for Mobile Phones) is introduced. It provides assistance to interface developers of applications where mobile phones are used as interaction devices to a user’s everyday pervasive environment. Based on found tool features for UCP tools, a feature study is described between related tools and MoPeDT as well as a comparative user study between this tool and a traditional approach. A further focus of the paper is the tool-supported execution of empiric evaluations.


Author(s):  
Md. Enamul Hoque Prince ◽  
Gahangir Hossain ◽  
Ali Akbar Dewan ◽  
Pijush Debnath
Keyword(s):  

Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.


2016 ◽  
Vol 24 (3) ◽  
pp. 277-287 ◽  
Author(s):  
Weizhi Meng

Purpose This paper aims to evaluate the effect of multi-touch behaviours on creating Android unlock patterns (AUPs) by realising that users can perform more actions in touch-enabled mobile phones. Design/methodology/approach The author conducted two user studies with a total of 45 participates and performed two major experiments in the main user study. Findings The user study indicates that the multi-touch behaviours can have a positive impact on creating patterns; however, there are only nine touchable points for the original AUPs, which may reduce the usability when performing a multi-touch movement. Research limitations/implications An even larger user study could be conducted to further analyse the patterns generated by users, that is, to analyse the specific password space by integrating the behaviours of multi-touch and to involve more types of multi-touch behaviours in creating an AUP. Practical implications This work explores the effect of multi-touch movement on creating AUPs. The results should be of interest for software developers and security researchers for exploring the effect of multi-touch behaviours on the creation of graphical passwords on mobile phones. Originality/value The author conducts two user studies with a total of 45 participants to investigate the impact of multi-touch behaviours on creating AUPs. In addition, to address the issue of usability, the author proposes two ways: increasing the number of touchable points and improve the rules of pattern creation.


2014 ◽  
Vol 22 (2) ◽  
pp. 155-166 ◽  
Author(s):  
Weizhi Meng ◽  
Duncan S. Wong ◽  
Lam-For Kwok

Purpose – This paper aims to design a compact scheme of behavioural biometric-based user authentication, develop an adaptive mechanism that selects an appropriate classifier in an adaptive way and conduct a study to explore the effect of this mechanism. Design/methodology/approach – As a study, the proposed adaptive mechanism was implemented using a cost-based metric, which enables mobile phones to adopt a less costly classifier in an adaptive way to build the user normal-behaviour model and detect behavioural anomalies. Findings – The user study with 50 participants indicates that our proposed mechanism can positively affect the authentication performance by maintaining the authentication accuracy at a relatively high and stable level. Research limitations/implications – The authentication accuracy can be further improved by incorporating other appropriate classifiers (e.g. neural networks) and considering other touch-gesture-related features (e.g. the speed of a touch). Practical implications – This work explores the effect of adaptive mechanism on behavioural biometric-based user authentication. The results should be of interest for software developers and security specialists in deciding whether to implement such a mechanism for enhancing authentication performance on mobile phones. Originality/value – The user study with 50 participants indicates that this mechanism can positively affect the authentication performance by maintaining the authentication accuracy at a relatively high and stable level. To the best of our knowledge, our work is an early work discussing the implementation of an adaptive mechanism on a mobile phone.


Author(s):  
Karin Leichtenstern ◽  
Elisabeth André ◽  
Matthias Rehm

There is evidence that user-centred development increases the user-friendliness of resulting products and thus the distinguishing features compared to products of competitors. However, the user-centred development requires comprehensive software and usability engineering skills to keep the process both cost-effective and time-effective. This paper covers that problem and provides insights in so-called user-centred prototyping (UCP) tools which support the production of prototypes as well as their evaluation with end-users. In particular, UCP tool called MoPeDT (Pervasive Interface Development Toolkit for Mobile Phones) is introduced. It provides assistance to interface developers of applications where mobile phones are used as interaction devices to a user’s everyday pervasive environment. Based on found tool features for UCP tools, a feature study is described between related tools and MoPeDT as well as a comparative user study between this tool and a traditional approach. A further focus of the paper is the tool-supported execution of empiric evaluations.


2022 ◽  
Vol 29 (2) ◽  
pp. 1-39
Author(s):  
Mark McGill ◽  
Stephen Brewster ◽  
Daniel Pires De Sa Medeiros ◽  
Sidney Bovet ◽  
Mario Gutierrez ◽  
...  

This article discusses the Keyboard Augmentation Toolkit (KAT), which supports the creation of virtual keyboards that can be used both for standalone input (e.g., for mid-air text entry) and to augment physically tracked keyboards/surfaces in mixed reality. In a user study, we firstly examine the impact and pitfalls of visualising shortcuts on a tracked physical keyboard, exploring the utility of virtual per-keycap displays. Supported by this and other recent developments in XR keyboard research, we then describe the design, development, and evaluation-by-demonstration of KAT. KAT simplifies the creation of virtual keyboards (optionally bound to a tracked physical keyboard) that support enhanced display —2D/3D per-key content that conforms to the virtual key bounds; enhanced interactivity —supporting extensible per-key states such as tap, dwell, touch, swipe; flexible keyboard mappings that can encapsulate groups of interaction and display elements, e.g., enabling application-dependent interactions; and flexible layouts —allowing the virtual keyboard to merge with and augment a physical keyboard, or switch to an alternate layout (e.g., mid-air) based on need. Through these features, KAT will assist researchers in the prototyping, creation and replication of XR keyboard experiences, fundamentally altering the keyboard’s form and function.


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