Text Entry on a Virtual Keyboard: Evaluating Shape and Experience Effects

Author(s):  
Marita A. O'Brien ◽  
Wendy A. Rogers ◽  
Arthur D. Fisk
2006 ◽  
Author(s):  
Marita A. O'Brien ◽  
Wendy A. Rogers ◽  
Arthur D. Fisk

2011 ◽  
pp. 224-241 ◽  
Author(s):  
Arianna Iatrino ◽  
Sonia Modeo

This chapter introduces the usability problems regarding text entry using a remote control in digital terrestrial television (DTT) context. It describes the comparison of three different text editing interfaces: (1) the multi-press with timeout, (2) the multi-press with timeout and visual feedback, and (3) the virtual keyboard interface. This chapter describes a test based on a within-group design: The authors analyse the efficiency, the effectiveness, and the user’s satisfaction of the three interfaces mentioned previously. The study shows a significant relationship between the users’ level of experience in text editing using a mobile phone and their favourite interface. Moreover, the analysis demonstrates that there is no relationship between users’ level of experience and the editing problems they encountered. The authors hope that this study will help interactive application developers in designing usable interfaces for text entry using a remote control.


2012 ◽  
Vol 70 (10) ◽  
pp. 657-672 ◽  
Author(s):  
Paul D. Varcholik ◽  
Joseph J. LaViola ◽  
Charles E. Hughes
Keyword(s):  

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.


Author(s):  
Marita A. O'Brien ◽  
Wendy A. Rogers ◽  
Arthur D. Fisk

This research investigated the effects of keyboard shapes and letter arrangements for text entry with a rotary input device. In Study 1, we examined movement of a cursor across four different keyboard shapes. Shape and age had significant effects, and the interaction of the two variables was also significant. Compatibility and movement simplicity were key features of the better shapes. In Study 2, we examined visual search across three different letter arrangements on the same four shapes among the same participants. Age and arrangement were significant, but shape was not. Only the shape by arrangement interaction was significant, so the benefit of arrangement familiarity may be limited to specific virtual keyboard shapes.


2021 ◽  
Author(s):  
Koki Tominaga ◽  
Shun Fujita ◽  
Rei Takakura ◽  
Buntarou Shizuki
Keyword(s):  

2015 ◽  
Vol 9 (1) ◽  
pp. 48-67 ◽  
Author(s):  
Marco Porta

Purpose – The purpose of this paper is to consider the two main existing text input techniques based on “eye gestures” – namely EyeWrite and Eye-S – and compare them to each other and to the traditional “virtual keyboard” approach. Design/methodology/approach – The study primarily aims to assess user performance at the very beginning of the learning process. However, a partial longitudinal evaluation is also provided. Two kinds of experiments have been implemented involving 14 testers. Findings – Results show that while the virtual keyboard is faster, EyeWrite and Eye-S are also appreciated and can be viable alternatives (after a proper training period). Practical implications – Writing methods based on eye gestures deserve special attention, as they require less screen space and need limited tracking precision. This study highlights the fact that gesture-based techniques imply a greater initial effort, and require proper training not only to gain knowledge of eye interaction per se, but also for learning the gesture alphabet. The author thinks that the investigation can drive the designers of gaze-controlled writing techniques based on gestures to put more consideration on the intuitiveness of gestures themselves, as they may greatly influence user performance in the first stages of the learning process. Originality/value – This is the first study comparing EyeWrite and Eye-S. Moreover, unlike other analyses, the investigation is mainly aimed at assessing user performance with the three text entry methods at the inception of the learning procedure.


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