An In-Depth Look into the Text Entry User Experience on the iPhone

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


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

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.


Author(s):  
Thomas A. Ranney ◽  
G. H. Scott Baldwin ◽  
Ed Parmer ◽  
John Martin ◽  
Elizabeth N. Mazzae
Keyword(s):  

Author(s):  
Melinda M. Cerney ◽  
Brian D. Mila ◽  
Lewis C. Hill
Keyword(s):  

2011 ◽  
Author(s):  
Christina Harrington ◽  
Sharon Joines
Keyword(s):  

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