Typing on a Smartwatch While Mobile: A Comparison of Input Methods

Author(s):  
Colton J. Turner ◽  
Barbara S. Chaparro ◽  
Jibo He

Objective The user experience of typing on a smartwatch was evaluated with three unique input methods (tap, trace, and handwriting) while standing and while walking. Background Despite widespread development within the technology industry, smartwatches have had a relatively slow adoption worldwide compared to smartphones. One limiting factor of smartwatches has been the lack of an efficient means of text entry. The 2017 release of Android Wear addressed this issue by providing support for native text entry (i.e., tap, trace, and handwriting). Determining how user performance and subjective ratings compare across these input methods is essential to understanding their contribution to smartwatch user experience. Method Twenty college-age individuals typed phrases using tap, trace, and handwriting input on a smartwatch in three different mobility scenarios (standing, walking a simple course, walking a complex course). Results Participants typed faster with trace (30 words per minute; WPM) than with tap (20 WPM) and handwriting (18 WPM), regardless of mobility. Trace also outperformed tap and handwriting across all subjective metrics, regardless of mobility. Conclusion Trace input appears to be especially well suited for typing on a smartwatch as it was found to be objectively and subjectively superior to tap and handwriting regardless of user mobility. Objectively, typing speeds with trace are shown to be nearly two times faster than most alternative input methods described in the literature. Application Results suggest smartwatch manufacturers should include QWERTY keyboards with trace input as a standard feature in order to provide the best overall typing experience for their users.

2019 ◽  
Vol 39 (5) ◽  
pp. 931-943
Author(s):  
Samir Garbaya ◽  
Daniela M. Romano ◽  
Gunjeet Hattar

Purpose The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user performance, user experience and engagement. Design/methodology/approach A multi-touch table was used to manipulate virtual parts and gamification features were integrated into the virtual assembly environment. An experiment was conducted in two conditions: a gamified and a non-gamified virtual environment. Subjects had to assemble a virtual pump. The user performance was evaluated in terms of the number of errors, the feasibility of the generated assembly sequence and the user feedback. Findings The gamification reduced the number of errors and increased the score representing the number of right decisions. The results of the subjective and objective analysis showed that the number of errors decreased with engagement in the gamified assembly. The increase in the overall user experience reduced the number of errors. The subjective evaluation showed a significant difference between the gamified and the non-gamified assembly in terms of the level of engagement, the learning usability and the overall experience. Research limitations/implications The effective learning retention after training has not been tested, and longitudinal studies are necessary. The effect of the used gamification elements has been evaluated as a whole; further work could isolate the most beneficial features and add other elements that might be more beneficial for learning. Originality/value The research reported in this paper provides valuable insights into the gamification of virtual assembly using a low-cost multi-touch interface. The results are promising for training operators to assemble a product at the design stage.


Technologies ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31 ◽  
Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.


Author(s):  
Jennifer M. Allen ◽  
Leslie A. McFarlin ◽  
Thomas Green
Keyword(s):  

2013 ◽  
Vol 2013 ◽  
pp. 1-13 ◽  
Author(s):  
Outi Tuisku ◽  
Veikko Surakka ◽  
Ville Rantanen ◽  
Toni Vanhala ◽  
Jukka Lekkala

Face Interface is a wearable prototype that combines the use of voluntary gaze direction and facial activations, for pointing and selecting objects on a computer screen, respectively. The aim was to investigate the functionality of the prototype for entering text. First, three on-screen keyboard layout designs were developed and tested (n=10) to find a layout that would be more suitable for text entry with the prototype than traditional QWERTY layout. The task was to enter one word ten times with each of the layouts by pointing letters with gaze and select them by smiling. Subjective ratings showed that a layout with large keys on the edge and small keys near the center of the keyboard was rated as the most enjoyable, clearest, and most functional. Second, using this layout, the aim of the second experiment (n=12) was to compare entering text with Face Interface to entering text with mouse. The results showed that text entry rate for Face Interface was 20 characters per minute (cpm) and 27 cpm for the mouse. For Face Interface, keystrokes per character (KSPC) value was 1.1 and minimum string distance (MSD) error rate was 0.12. These values compare especially well with other similar techniques.


KOMPUTEK ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 77
Author(s):  
Lukman Hakim Wijaya ◽  
Ismail Abdurrazzaq Zulkarnain ◽  
Khoiru Nurfitri

This study aims to design an Android-based game as a medium for the introduction and learning of Arabic pegon and to evaluate user performance of the Arabic pegon educational game using the User Experience Questionnaire (UEQ). The research stages consisted of stages, 1) research data; 2) design; 3) implementation; 4) examiners; 5) report creation. Then the design of this product is in the form of a Pegon-gliph game which is run on the Android system by having four main features, namely material features, training features, game features, and motivation features. And UEQ benchmark test results get good scores in the novelty category, while in other categories such as attractiveness, visibility, efficiency, dependability, and stimulation, the results are very good. So that the results of the performance of the Pegon-gliph educational game users show a positive user impression.


2013 ◽  
Vol 5 (3) ◽  
pp. 42-61 ◽  
Author(s):  
Nikola Banovic ◽  
Koji Yatani ◽  
Khai N. Truong

Mobile text entry methods traditionally have been designed with the assumption that users can devote full visual and mental attention on the device, though this is not always possible. The authors present their iterative design and evaluation of Escape-Keyboard, a sight-free text entry method for mobile touch-screen devices. Escape-Keyboard allows the user to type letters with one hand by pressing the thumb on different areas of the screen and performing a flick gesture. The authors then examine the performance of Escape-Keyboard in a study that included 16 sessions in which participants typed in sighted and sight-free conditions. Qualitative results from this study highlight the importance of reducing the mental load with using Escape-Keyboard to improve user performance over time. The authors thus also explore features to mitigate this learnability issue. Finally, the authors investigate the upper bound on the sight-free performance with Escape-Keyboard by performing theoretical analysis of the expert peak performance.


Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

Existing consumer VR systems support text input using handheld controllers in combination with virtual keyboards and many designers have attempted to build on these widely used techniques. However, information on current and well-established VR text-input techniques is lacking. In this work, we conduct a comparative empirical evaluation of four controller-based VR text-input techniques, namely, raycasting, drum-like keyboard, head-directed input, and split keyboard. We focus on their text-entry rate and accuracy, usability, and user experience. Twenty-two participants evaluated the techniques by completing a typing session, answering usability and user-experience questionnaires, and participating in a semi-structured interview. The drum-like keyboard and the raycasting techniques stood out, achieving good usability scores, positive experiential feedback, satisfactory text-entry rates, and moderate error rates that can be reduced in future studies. The specific documented usability and experiential characteristics of the techniques are presented and discussed herein.


2019 ◽  
Vol 59 (1) ◽  
pp. 44
Author(s):  
Kat Landry Mueller ◽  
Zachary Valdes ◽  
Erin Owens ◽  
Cole Williamson

E-book platforms have multiplied among vendors and publishers, complicating not only acquisitions and collection development decisions, but also the user experience. Using a methodology of task-based user testing, the researchers sought to measure and compare user performance of eight common tasks on nine e-book platforms: EBSCO eBooks, ProQuest Ebook Central, Gale Virtual Reference Library (GVRL), Oxford Reference, Safari Books Online, IGI Global, CRCnetBASE, Springer Link, and JSTOR. Success and failure rates per task, average time spent per task, and user comments were evaluated to gauge the usability of each platform. Findings indicate that platforms vary widely in terms of users’ ability and speed in completing known-item searches, navigation tasks, and identification of specialized tools, with implications for library acquisition and user instruction decisions. Results also suggest several key vendor design recommendations for an optimal user experience. The study did not aim to declare a “winning” platform, and all the platforms tested demonstrated both strengths and weaknesses in different aspects, but overall performance and user preference favored ProQuest’s Ebook Central platform.


Author(s):  
Jennifer M. Allen ◽  
Leslie A. McFarlin ◽  
Thomas Green
Keyword(s):  

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