Designing Touch Screen Numeric Keypads: Effects of Finger Size, Key Size, and Key Spacing

Author(s):  
Brenda Scott ◽  
Vincent Conzola

Designing numeric keypads for point-of-sale devices to optimize keying speed and accuracy while efficiently utilizing touch screen real estate is a challenge. Existing design guidelines for touch screens are applicable to only specific classes of devices and fail to consider user variables such as finger size. The present study investigated keying speed and error rates for various keypad configurations in a simulated retail keying task. Finger sizes were taken into account. Results support the use of compressed (2 mm or less) interkey spacing in keypad designs. No significant effects of key size were found. Gender differences in keying speed and accuracy were explained by finger size differences between males and females. Implications for the design of touch screen user interfaces in point-of-sale applications are discussed.

Author(s):  
Karen S. Wilson ◽  
Michael Inderrieden Steven Liu

Although human performance on keyboards, pointing devices, and touch screens in the desktop environment has been studied and reported to the extent that the results can be used to determine productivity rates from those devices, little research has been conducted on devices used in controlled environments, like that of point-of-sale in the retail industry. While previous devices available for user interaction in this environment have been 2×20 displays and industry specific keyboards, current technology has moved the industry to implement CRTs, LCDs, full keyboards, touch screens and uniquely designed devices like the NCR DynaKey, an integrated LCD, keypad and dynamically assignable function keys. A full understanding of human performance on these devices was required to aid retailers in cost justifying their investment in them. Laboratory research was conducted to compare performance of basic point-of-sale tasks on a CRT with 56-key keyboard, 3 versions of an LCD touch screen, and the NCR DynaKey. Participants performed keying tasks, item modification tasks, a combination of item modification and scanning, and the same combination of item modification and scanning with a secondary monitoring task imposed. Time and error rates showed significant differences among the user interface devices for each of the task requirements in this research. Overall, mechanically keyed numeric entry was superior to touch screen numeric entry, mechanical keys were more advantageous with increased skill levels, and the integration of input mechanism and display as well as direct mapping between input and display enhanced performance.


2007 ◽  
Vol 19 (6) ◽  
pp. 715-723 ◽  
Author(s):  
Masanobu Komazaki ◽  
◽  
Masanori Idesawa

We set up guidelines for designing graphic user interfaces (GUI), e.g., software-keyboards, for touch screens easier to used than conventional input (or interface) devices for IT systems such as keyboards and mice. We studied aging and gender differences in the dynamic properties of user pointing on a touch screen. We obtained the following results: (1) Standard Fitts’law did not hold very well when subjects repeated pointing using one finger between two targets close together on the touch screen. Movement-Time (MT) -the time required for pointing- increased linearly with the index of difficulty (ID) - the ratio of distance between targets (D) to target size (S). (2) Neither α -the ratio of the increase of MT to ID- nor β -MT when ID is 0- differed significantly between men and women. (3) α took almost the same value in older, middle-aged, and younger subjects, whereas β differed significantly between these groups. β increased linearly with age. (4) α and β did not differ significantly between left-right and depth in pointing. (5) The practice effect reduced the dispersion of α and β.


Author(s):  
Lorna McKnight ◽  
Brendan Cassidy

In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction between the child and the devices. In the first study, a range of devices were observed in use, in order to gather overall impressions of interaction styles and user experience. In the second study, a more controlled comparison between stylus and finger input is made. The article concludes by offering a set of general design guidelines for the design of mobile devices for children.


Author(s):  
Victoria Lynne Claypoole ◽  
Bradford L. Schroeder ◽  
Ada D. Mishler

Dependence on touch-screen devices is becoming unavoidable as the technology grows in ubiquity in commonly used devices such as smartphones, tablets, and ATMs. Unfortunately, when designing these devices, too little attention is paid to a large and growing portion of the population: older adults. Because many older adults find touch screens to be highly appealing and useful, it is important to strengthen the focus on the older user. Toward that end, this article synthesizes the relevant research to provide design guidelines on touch screens for the elderly. The guidelines include such considerations as gestures, element sizes, complexity, and feedback.


1993 ◽  
Vol 7 (2) ◽  
pp. 99-104
Author(s):  
Jane Fulton Suri

This paper illustrates lessons we learned from user trials. Our brief was to design product graphics to encourage fast and accurate use of a new point-of-sale laser scanner. Our early intuitions were proved wrong. We had thought that the most effective design would explain how the scanner works. But our tests showed that this confused users. So instead we concentrated on guiding people to successful behaviour, without concern for the way the scanner works. Tests with typical users indicated the best graphic - simple, familiar, conspicuous, and easy to name. It significantly increased the acceptability of the product and improved the speed and accuracy with which people used it, even though it encouraged an incorrect model of the way the scanner works. This finding has implications for the design of graphics and metaphors for all kinds of user interfaces. Additionally, user trials proved invaluable in challenging our mistaken assumptions and in guiding us to an effective solution.


Author(s):  
Lorna McKnight ◽  
Brendan Cassidy

In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction between the child and the devices. In the first study, a range of devices were observed in use, in order to gather overall impressions of interaction styles and user experience. In the second study, a more controlled comparison between stylus and finger input is made. The article concludes by offering a set of general design guidelines for the design of mobile devices for children.


2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Kyle Landon Jossy

This study looked at how males and females were portrayed, based on the amount of skin shown in the clothing worn.  A Content analysis was performed on a sample of 20 randomly selected popular comics from the last 3 years.  Both male and female characters were rated on how much skin they showed in three clothing categories; neck line, sleeve length, and lower body.  Results showed that in all 3 categories, women consistently wore more revealing clothing.  The findings demonstraetd that the comic book industry is comparable to other forms of media, in the sexualization of female characters, by having them wear more revealing clothing.


2020 ◽  
pp. 003329412097175
Author(s):  
Johanna Levallius ◽  
Elin Monell ◽  
Andreas Birgegård ◽  
David Clinton ◽  
Emma Forsén Mantilla

Introduction Binge eating is a common behaviour that is strongly linked to both obesity and eating disorder. There is evidence that binge eating commonly co-occurs with other problematic and addictive-like behaviours; however, this has not been explored systematically. The present study aimed to examine the relationship between binge eating, body weight, disordered eating behaviours and associated addictive-like behaviours, with particular attention paid to gender differences. Method A community sample ( N = 500; 75% female, Mage = 32.5 years) reported disordered eating behaviours (i.e. binge eating, purging, restriction of eating, compulsive exercise), body mass index (BMI), food addiction, starvation addiction, exercise dependence, tobacco use and alcohol consumption. Results 42% of females and 21% of males reported binge eating during the past four weeks. Binge eating was significantly associated with all investigated behaviours in females, and with purging, compulsive exercise and overweight/obesity in males. Controlling for BMI, self-starvation predicted binge eating in males (OR = 1.07), while food addiction (OR = 1.73) and alcohol dependence (OR = 1.11) predicted binge eating in females. Conclusions The multiple associations between binge eating and addictive-like behaviors supports broad screening and generalized prevention efforts. Prevention efforts should reflect gender differences.


2002 ◽  
Vol 9 (3) ◽  
pp. 289-297 ◽  
Author(s):  
Aldert Vrij ◽  
Emma Kirby

Astudy is reported investigating gender differences in judging the behaviour of males and females during mixed-dyad conversations and the impact of the endorsement of rape myths in explaining these gender differences. A total of 51 males and 40 females watched a videotape of a male actor and female actor verbally interacting in a social environment and were asked to give their impression about this interaction. They were also requested to fill in the Rape Myths Acceptance Scale (1980). Results revealed that compared to females, males had a stronger tendency to see the interaction in sexual terms. Also, male participants endorsed rape myths more strongly. Finally, gender differences in rape myth endorsements accounted for gender differences in perceiving male-female mixed-dyad interactions to alimited extent. Implications of the findings are discussed.


Author(s):  
Xian Wu ◽  
Jenay M. Beer

Telepresence has the potential to assist older adults to stay socially connected and to access telehealth. Telepresence was initially created for office use, thus the usability of telepresence for older adults remains unknown and there is a lack of design recommendations, particularly those with an emphasis on users’ age-related needs and limitations. To bridge the gap, this study assessed two telepresence user interfaces (UIs). One UI was designed to mimic common features founds in commercially available telepresence systems. Another UI was designed based on design guidelines for older adults. Each UI was integrated to a virtual driving environment created via Unity. To assess the usability of both UIs, thirty older adults participated in usability testing. Questionnaires and semi-structured interview were administered following each UI test sessions. Results of this study provide insight on what usability features are critical for the aging population to use telepresence, such as high color contrast, automated controls, and consistent icons.


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