VLDB 2026 Research / reviewers in the wild / expert
Xiaojun Bi 0001
dblp:19/3851-1
· DBLP profile ↗
76ranked-venue papers
15as first author
32since 2021 · last 2026
0000-0002-9716-7709ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 73 · 14 first-author · 31 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Computer networks · 1 · 1 since 2021Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Finding the Signal in the Noise: An Exploratory Study on Assessing the Effectiveness of AI and Accessibility Forums for Blind Users' Support NeedsabstractAccessibility forums and, more recently, generative AI tools have become vital resources for blind users seeking solutions to computer-interaction issues and learning about new assistive technologies, screen reader features, tutorials, and software updates. Understanding user experiences with these resources is essential for identifying and addressing persistent support gaps. Towards this, we interviewed 14 blind users who regularly engage with forums and GenAI tools. Findings revealed that forums often overwhelm users with multiple overlapping topics, redundant or irrelevant content, and fragmented responses that must be mentally pieced together, increasing cognitive load. GenAI tools, while offering more direct assistance, introduce new barriers by producing unreliable answers, including overly verbose or fragmented guidance, fabricated information, and contradictory suggestions that fail to follow prompts, thereby heightening verification demands. Based on these insights, we outlined design opportunities to improve the reliability of assistive resources, aiming to provide blind users with more trustworthy and cognitively-manageable support. Satwik Ram Kodandaram, Jiawei Zhou 0012, Xiaojun Bi 0001, I. V. Ramakrishnan, Vikas Ashok |
CHI | 3 |
| 2026 | KeySense: LLM-Powered Hands-Down, Ten-Finger Typing on Commodity TouchscreensabstractExisting touchscreen software keyboards prevent users from resting their hands, forcing slow and fatiguing index-finger tapping (“chicken typing”) instead of familiar hands-down ten-finger typing. We present KeySense, a purely software solution that preserves physical keyboard motor skills. KeySense isolates intentional taps from resting-finger noise with cognitive–motor timing patterns, and then uses a fine-tuned LLM decoder to turn the resulting noisy letter sequence into the intended word. In controlled component tests, this decoder substantially outperforms 2 statistical baselines (top-1 accuracy 84.8% vs 75.7% and 79.3%). A 12-participant study shows clear ergonomic and performance benefits: compared with the conventional hover-style keyboard, users rated KeySense as markedly less physically demanding (NASA-TLX median 1.5 vs 4.0), and after brief practice, typed significantly faster (WPM 28.3 vs 26.2, p <0.01). These results indicate that KeySense enables accurate, efficient and comfortable ten-finger text entry on commodity touchscreens, without any extra hardware. Tony Li, Yan Ma 0006, Zhuojun Li, Chun Yu, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 6 |
| 2026 | Lost in Instructions: Study of Blind Users' Experiences with DIY Manuals and AI-Rewritten Instructions for Assembly, Operation, and Troubleshooting of Tangible ProductsabstractAI tools like ChatGPT and Be-My-AI are increasingly being used by blind individuals. Although prior work has explored their use in some Do-It-Yourself (DIY) tasks by blind individuals, little is known about how they use these tools and the available product-manual resources to assemble, operate, and troubleshoot physical/tangible products – tasks requiring spatial reasoning, structural understanding, and precise execution. We address this knowledge gap via an interview study and a usability study with blind participants, investigating how they leverage AI tools and product manuals for DIY tasks with physical products. Findings show that manuals are essential resources, but product-manual instructions are often inadequate for blind users. AI tools presently do not adequately address this insufficiency, in fact, we observed that they often exacerbate this issue with incomplete, incoherent, or misleading guidance. Lastly, we suggest improvements to AI tools for generating tailored instructions for blind users’ DIY tasks involving tangible products. Monalika Padma Reddy, Aruna Balasubramanian, Jiawei Zhou 0012, Xiaojun Bi 0001, I. V. Ramakrishnan, Vikas Ashok |
CHI | 4 |
| 2025 | GestureVoice: Enabling Multimodal Text Editing for Blind Users Using Gestures and VoiceabstractText editing on smartphones presents substantial difficulties for blind users, particularly in mobile situations where using the smartphone touch screen is challenging.While voice input allows for hands-free text creation, editing the text typically requires physical interaction with the touchscreen, negating the benefits of the hands-free input mechanism.This paper introduces GestureVoice, a novel multimodal approach that enables screen-free text editing for blind users.By leveraging smartwatch-based hand gestures for navigation and voice commands for correction, GestureVoice allows users to edit text without any contact with their smartphones.GestureVoice replaces cumbersome screen-based interaction for choosing the navigation granularity with an intuitive mid-air hand gesture.It also introduces an adaptive crown cursor (rotating the physical dial of the watch) to smoothly navigate to the edit location.A preliminary study highlighted the significant time spent by blind users correcting text errors using traditional methods.In contrast, our evaluation with 8 blind users demonstrates that Ges-tureVoice achieves a 53.80% reduction in text editing time, offering a more efficient, intuitive, and screen-free solution for blind users. Prerna Khanna, Monalika Padma Reddy, I. V. Ramakrishnan, Xiaojun Bi 0001, Aruna Balasubramanian |
ASSETS | 4 |
| 2025 | SpellRing: Recognizing Continuous Fingerspelling in American Sign Language using a RingabstractFingerspelling is a critical part of American Sign Language (ASL) recognition and has become an accessible optional text entry method for Deaf and Hard of Hearing (DHH) individuals. In this paper, we introduce SpellRing, a single smart ring worn on the thumb that recognizes words continuously fingerspelled in ASL. SpellRing uses active acoustic sensing (via a microphone and speaker) and an inertial measurement unit (IMU) to track handshape and movement, which are processed through a deep learning algorithm using Connectionist Temporal Classification (CTC) loss. We evaluated the system with 20 ASL signers (13 fluent and 7 learners), using the MacKenzie-Soukoref Phrase Set of 1,164 words and 100 phrases. Offline evaluation yielded top-1 and top-5 word recognition accuracies of 82.45% (9.67%) and 92.42% (5.70%), respectively. In real-time, the system achieved a word error rate (WER) of 0.099 (0.039) on the phrases. Based on these results, we discuss key lessons and design implications for future minimally obtrusive ASL recognition wearables. Hyunchul Lim, Nam Anh Dang, Dylan Lee, Tianhong Catherine Yu, Jane Lu, Franklin Mingzhe Li, Yiqi Jin, Yan Ma 0006, Xiaojun Bi 0001, François Guimbretière, Cheng Zhang 0022 |
CHI | 9 |
| 2025 | LLM Powered Text Entry Decoding and Flexible Typing on Smartphonesabstractdecoder, and 95.4% on real-word tap typing data. In particular, our decoder supports Flexible Typing, allowing users to enter a word with taps, gestures, multi-stroke gestures, and tap-gesture combinations. User study results show that Flexible Typing is beneficial and well-received by participants, where 35.9% of words were entered using word gestures, 29.0% with taps, 6.1% with multi-stroke gestures, and the remaining 29.0% using tap-gestures. Our investigation suggests that the LLM-based decoder improves decoding accuracy over existing word gesture decoders while enabling the Flexible Typing method, which enhances the overall typing experience and accommodates diverse user preferences. Yan Ma 0006, Dan Zhang 0021, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 4 |
| 2025 | Tap&Say: Touch Location-Informed Large Language Model for Multimodal Text Correction on Smartphonesabstractlayer that integrates the tap location into the LLM's attention mechanism, enabling it to utilize the tap location for text correction. We fine-tuned the touch location-informed LLM on synthetic touch locations and correction commands, achieving significantly higher correction accuracy than the state-of-the-art method VT [45]. A 16-person user study demonstrated that Tap&Say outperforms VT [45] with 16.4% shorter task completion time and 47.5% fewer keyboard clicks and is preferred by users. Maozheng Zhao, Michael Xuelin Huang, Nathan G. Huang, Shanqing Cai, Henry Huang, Michael G. Huang, Shumin Zhai, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 9 |
| 2025 | Enabling Auto-Correction on Soft Braille Keyboard
Dan Zhang 0021, Yan Ma 0006, Glenn Dausch, William H. Seiple, Xianfeng Gu, I. V. Ramakrishnan, Xiaojun Bi 0001 |
UIST | 7 |
| 2024 | Screen Reading Enabled by Large Language ModelsabstractLarge language models (LLMs), such as the pioneering GPT technology by OpenAI, have undeniably become one of the most significant innovations in recent history. They have achieved phenomenal success across a broad spectrum of applications in numerous industries, transforming how we interact with the digital world. Notwithstanding these remarkable successes, applying LLMs within the realm of accessibility has largely been unexplored. We introduce Savant, as a demonstration of the potential of LLMs for accessibility. Specifically, Savant leverages the impressive text comprehension abilities of LLMs to provide uniform interaction for screen reader users across various applications, mitigating the significant interaction burden imposed by the heterogeneity in user interfaces for blind screen reader users. Savant automates screen reader actions on control elements like buttons, text fields, and drop-down menus via spoken natural language commands (NLCs). Interpreting the NLC, identifying the correct control element, and formulating the action sequence are facilitated by LLMs. Few-shot prompts supply context and guidance for the LLMs to produce appropriate responses, specifically converting the NLC into a correct series of actions on the user interface elements, which are then performed automatically. The demonstration will exhibit Savant’s capability across a variety of exemplar applications, emphasizing its versatility. Anujay Ghosh, Monalika Padma Reddy, Satwik Ram Kodandaram, Utku Uckun, Vikas Ashok, Xiaojun Bi 0001, I. V. Ramakrishnan |
ASSETS | 6 |
| 2024 | Enabling Uniform Computer Interaction Experience for Blind Users through Large Language ModelsabstractBlind individuals, who by necessity depend on screen readers to interact with computers, face considerable challenges in navigating the diverse and complex graphical user interfaces of different computer applications. The heterogeneity of various application interfaces often requires blind users to remember different keyboard combinations and navigation methods to use each application effectively. To alleviate this significant interaction burden imposed by heterogeneous application interfaces, we present Savant, a novel assistive technology powered by large language models (LLMs) that allows blind screen reader users to interact uniformly with any application interface through natural language. Novelly, Savant can automate a series of tedious screen reader actions on the control elements of the application when prompted by a natural language command from the user. These commands can be flexible in the sense that the user is not strictly required to specify the exact names of the control elements in the command. A user study evaluation of Savant with 11 blind participants demonstrated significant improvements in interaction efficiency and usability compared to current practices. Satwik Ram Kodandaram, Utku Uckun, Xiaojun Bi 0001, I. V. Ramakrishnan, Vikas Ashok |
ASSETS | 3 |
| 2024 | Hand Gesture Recognition for Blind Users by Tracking 3D Gesture TrajectoryabstractHand gestures provide an alternate interaction modality for blind users and can be supported using commodity smartwatches without requiring specialized sensors. The enabling technology is an accurate gesture recognition algorithm, but almost all algorithms are designed for sighted users. Our study shows that blind user gestures are considerably diferent from sighted users, rendering current recognition algorithms unsuitable. Blind user gestures have high inter-user variance, making learning gesture patterns difcult without large-scale training data. Instead, we design a gesture recognition algorithm that works on a 3D representation of the gesture trajectory, capturing motion in free space. Our insight is to extract a micro-movement in the gesture that is user-invariant and use this micro-movement for gesture classifcation. To this end, we develop an ensemble classifer that combines image classifcation with geometric properties of the gesture. Our evaluation demonstrates a 92% classifcation accuracy, surpassing the next best state-of-the-art which has an accuracy of 82%. Prerna Khanna, I. V. Ramakrishnan, Shubham Jain 0003, Xiaojun Bi 0001, Aruna Balasubramanian |
CHI | 4 |
| 2024 | Accessible Gesture Typing on Smartphones for People with Low VisionabstractWhile gesture typing is widely adopted on touchscreen keyboards, its support for low vision users is limited. We have designed and implemented two keyboard prototypes, layout-magnified and key-magnified keyboards, to enable gesture typing for people with low vision. Both keyboards facilitate uninterrupted access to all keys while the screen magnifier is active, allowing people with low vision to input text with one continuous stroke. Furthermore, we have created a kinematics-based decoding algorithm to accommodate the typing behavior of people with low vision. This algorithm can decode the gesture input even if the gesture trace deviates from a pre-defined word template, and the starting position of the gesture is far from the starting letter of the target word. Our user study showed that the key-magnified keyboard achieved 5.28 words per minute, 27.5% faster than a conventional gesture typing keyboard with voice feedback. Dan Zhang 0021, Zhi Li 0052, Vikas Ashok, William H. Seiple, I. V. Ramakrishnan, Xiaojun Bi 0001 |
UIST | 6 |
| 2023 | WordGesture-GAN: Modeling Word-Gesture Movement with Generative Adversarial NetworkabstractWord-gesture production models that can synthesize word-gestures are critical to the training and evaluation of word-gesture keyboard decoders. We propose WordGesture-GAN, a conditional generative adversarial network that takes arbitrary text as input to generate realistic word-gesture movements in both spatial (i.e., (x, y) coordinates of touch points) and temporal (i.e., timestamps of touch points) dimensions. WordGesture-GAN introduces a Variational Auto-Encoder to extract and embed variations of user-drawn gestures into a Gaussian distribution which can be sampled to control variation in generated gestures. Our experiments on a dataset with 38k gesture samples show that WordGesture-GAN outperforms existing gesture production models including the minimum jerk model [37] and the style-transfer GAN [31, 32] in generating realistic gestures. Overall, our research demonstrates that the proposed GAN structure can learn variations in user-drawn gestures, and the resulting WordGesture-GAN can generate word-gesture movement and predict the distribution of gestures. WordGesture-GAN can serve as a valuable tool for designing and evaluating gestural input systems. Jeremy Chu, Dongsheng An, Yan Ma 0006, Wenzhe Cui, Shumin Zhai, Xianfeng Gu, Xiaojun Bi 0001 |
CHI | 7 |
| 2023 | GlanceWriter: Writing Text by Glancing Over Letters with GazeabstractWriting text with eye gaze only is an appealing hands-free text entry method. However, existing gaze-based text entry methods introduce eye fatigue and are slow in typing speed because they often require users to dwell on letters of a word, or mark the starting and ending positions of a gaze path with extra operations for entering a word. In this paper, we propose GlanceWriter, a text entry method that allows users to enter text by glancing over keys one by one without any need to dwell on any keys or specify the starting and ending positions of a gaze path when typing a word. To achieve so, GlanceWriter probabilistically determines the letters to be typed based on the dynamics of gaze movements and gaze locations. Our user studies demonstrate that GlanceWriter significantly improves the text entry performance over EyeSwipe, a dwell-free input method using “reverse crossing” to identify the starting and ending keys. GlanceWriter also outperforms the dwell-free gaze input method of Tobii’s Communicator 5, a commercial eye gaze-based communication system. Overall, GlanceWriter achieves dwell-free and crossing-free text entry by probabilistically decoding gaze paths, offering a promising gaze-based text entry method. Wenzhe Cui, Zhi Li 0052, Sina Rashidian, Furqan Baig, I. V. Ramakrishnan, Fusheng Wang 0001, Xiaojun Bi 0001 |
CHI | 11 |
| 2023 | Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement LearningabstractAlthough menu selection has been extensively studied in HCI, most existing studies have focused on sighted users, leaving blind users’ menu selection under-studied. In this paper, we propose a computational model that can simulate blind users’ menu selection performance and strategies, including the way they use techniques like swiping, gliding, and direct touch. We assume that selection behavior emerges as an adaptation to the user’s memory of item positions based on experience and feedback from the screen reader. A key aspect of our model is a model of long-term memory, predicting how a user recalls and forgets item position based on previous menu selections. We compare simulation results predicted by our model against data obtained in an empirical study with ten blind users. The model correctly simulated the effect of the menu length and menu arrangement on selection time, the action composition, and the menu selection strategy of the users. Zhi Li 0052, Yu-Jung Ko, Aini Putkonen, Shirin Feiz, Vikas Ashok, I. V. Ramakrishnan, Antti Oulasvirta, Xiaojun Bi 0001 |
CHI | 8 |
| 2023 | AccessWear: Making Smartphone Applications Accessible to Blind UsersabstractIn this paper, we present AccessWear, a system that improves the accessibility of smartphone touchscreen interactions for blind users using smartwatch gestures. Our system design is human-centered, namely, it incorporates the design goals that were learned from a formative user study with 9 blind participants. The formative study showed that blind users liked the idea of using smartwatch gestures as an alternative: 4 participants liked that when using smart-watch gestures, they did not have to bring their expensive phones out in public and 6 participants liked that smart-watch gestures can be performed with one-hand, as the other hand is usually occupied in holding a cane or a guide dog. Even though there are several advantages to smartwatch gestures, our study also shows that gestures performed by blind users have different patterns compared to sighted users, making gesture recognition more challenging. To this end, AccessWear makes two contributions. The first is a gesture recognition system that works specifically for blind users that is lightweight and does not require per-person training. The second is a near-zero-effort gesture replacement system that does not require any changes to the original application. AccessWear uses input virtualization techniques so that a given gesture can replace the touchscreen input seamlessly. We implement AccessWear on an Android smartphone and Android watch. We perform a quantitative and qualitative study with 8 blind participants. Our study shows that AccessWear can recognize gestures with a 92% accuracy and the end-to-end latency when using an alternate gesture was 53 msec on average. The qualitative study shows that when participants perform a task, consisting of a series of gestures, the system is robust, does not have perceived delays, and does not add physical or mental load on the users. Prerna Khanna, Shirin Feiz, Jian Xu 0013, I. V. Ramakrishnan, Shubham Jain 0003, Xiaojun Bi 0001, Aruna Balasubramanian |
MobiCom | 6 |
| 2023 | TouchType-GAN: Modeling Touch Typing with Generative Adversarial NetworkabstractModels that can generate touch typing tasks are important to the development of touch typing keyboards. We propose TouchType-GAN, a Conditional Generative Adversarial Network that can simulate locations and time stamps of touch points in touch typing. TouchType-GAN takes arbitrary text as input to generate realistic touch typing both spatially (i.e., (x, y) coordinates of touch points) and temporally (i.e., timestamps of touch points). TouchType-GAN introduces a variational generator that estimates Gaussian Distributions for every target letter to prevent mode collapse. Our experiments on a dataset with 3k typed sentences show that TouchType-GAN outperforms existing touch typing models, including the Rotational Dual Gaussian model [36] for simulating the distribution of touch points, and the Finger-Fitts Euclidean Model [30] for simulating typing time. Overall, our research demonstrates that the proposed GAN structure can learn the distribution of user typed touch points, and the resulting TouchType-GAN can also estimate typing movements. TouchType-GAN can serve as a valuable tool for designing and evaluating touch typing input systems. Jeremy Chu, Yan Ma 0006, Shumin Zhai, Xianfeng Gu, Xiaojun Bi 0001 |
UIST | 5 |
| 2022 | Select or Suggest? Reinforcement Learning-based Method for High-Accuracy Target Selection on TouchscreensabstractSuggesting multiple target candidates based on touch input is a possible option for high-accuracy target selection on small touchscreen devices. But it can become overwhelming if suggestions are triggered too often. To address this, we propose SATS, a Suggestion-based Accurate Target Selection method, where target selection is formulated as a sequential decision problem. The objective is to maximize the utility: the negative time cost for the entire target selection procedure. The SATS decision process is dictated by a policy generated using reinforcement learning. It automatically decides when to provide suggestions and when to directly select the target. Our user studies show that SATS reduced error rate and selection time over Shift [51], a magnification-based method, and MUCS, a suggestion-based alternative that optimizes the utility for the current selection. SATS also significantly reduced error rate over BayesianCommand [58], which directly selects targets based on posteriors, with only a minor increase in selection time. Zhi Li 0052, Maozheng Zhao, Hang Zhao 0005, Yan Ma 0006, Wanyu Liu 0001, Michel Beaudouin-Lafon, Fusheng Wang 0001, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 10 |
| 2022 | Automatically Generating and Improving Voice Command Interface from Operation Sequences on SmartphonesabstractUsing voice commands to automate smartphone tasks (e.g., making a video call) can effectively augment the interactivity of numerous mobile apps. However, creating voice command interfaces requires a tremendous amount of effort in labeling and compiling the graphical user interface (GUI) and the utterance data. In this paper, we propose AutoVCI, a novel approach to automatically generate voice command interface (VCI) from smartphone operation sequences. The generated voice command interface has two distinct features. First, it automatically maps a voice command to GUI operations and fills in parameters accordingly, leveraging the GUI data instead of corpus or hand-written rules. Second, it launches a complementary Q&A dialogue to confirm the intention in case of ambiguity. In addition, the generated voice command interface can learn and evolve from user interactions. It accumulates the history command understanding results to annotate the user’s input and improve its semantic understanding ability. We implemented this approach on Android devices and conducted a two-phase user study with 16 and 67 participants in each phase. Experimental results of the study demonstrated the practical feasibility of AutoVCI. Lihang Pan, Chun Yu, Jiahui Li 0010, Tian Huang, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 5 |
| 2022 | Using Deep Learning to Detect Motor Impairment in Early Parkinson's Disease from Touchscreen Typing
Sophia Gu, Yan Ma 0006, Zhi Li 0052, Xiangmin Fan, Feng Tian 0001, Xiaojun Bi 0001 |
Graphics Interface | 6 |
| 2022 | EyeSayCorrect: Eye Gaze and Voice Based Hands-free Text Correction for Mobile DevicesabstractText correction on mobile devices usually requires precise and repetitive manual control. In this paper, we present EyeSayCorrect, an eye gaze and voice based hands-free text correction method for mobile devices. To correct text with EyeSayCorrect, the user first utilizes the gaze location on the screen to select a word, then speaks the new phrase. EyeSayCorrect would then infer the user’s correction intention based on the inputs and the text context. We used a Bayesian approach for determining the selected word given an eye-gaze trajectory. Given each sampling point in an eye-gaze trajectory, the posterior probability of selecting a word is calculated and accumulated. The target word would be selected when its accumulated interest is larger than a threshold. The misspelt words have higher priors. Our user studies showed that using priors for misspelt words reduced the task completion time up to 23.79% and the text selection time up to 40.35%, and EyeSayCorrect is a feasible hands-free text correction method on mobile devices. Maozheng Zhao, Henry Huang, Zhi Li 0052, Wenzhe Cui, Kajal Toshniwal, Ananya Goel, Sina Rashidian, Furqan Baig, Khiem Phi, Shumin Zhai, I. V. Ramakrishnan, Fusheng Wang 0001, Xiaojun Bi 0001 |
IUI | 16 |
| 2022 | Phrase-Gesture Typing on SmartphonesabstractWe study phrase-gesture typing, a gesture typing method that allows users to type short phrases by swiping through all the letters of the words in a phrase using a single, continuous gesture. Unlike word-gesture typing, where text needs to be entered word by word, phrase-gesture typing enters text phrase by phrase. To demonstrate the usability of phrase-gesture typing, we implemented a prototype called PhraseSwipe. Our system is composed of a frontend interface designed specifically for typing through phrases and a backend phrase-level gesture decoder developed based on a transformer-based neural language model. Our decoder was trained using five million phrases of varying lengths of up to five words, chosen randomly from the Yelp Review Dataset. Through a user study with 12 participants, we demonstrate that participants could type using PhraseSwipe at an average speed of 34.5 WPM with a Word Error Rate of 1.1%. Zheer Xu, Yankang Meng, Xiaojun Bi 0001, Xing-Dong Yang |
UIST | 3 |
| 2022 | Bayesian Hierarchical Pointing ModelsabstractBayesian hierarchical models are probabilistic models that have hierarchical structures and use Bayesian methods for inferences. In this paper, we extend Fitts’ law to be a Bayesian hierarchical pointing model and compare it with the typical pooled pointing models (i.e., treating all observations as the same pool), and the individual pointing models (i.e., building an individual model for each user separately). The Bayesian hierarchical pointing models outperform pooled and individual pointing models in predicting the distribution and the mean of pointing movement time, especially when the training data are sparse. Our investigation also shows that both noninformative and weakly informative priors are adequate for modeling pointing actions, although the weakly informative prior performs slightly better than the noninformative prior when the training data size is small. Overall, we conclude that the expected advantages of Bayesian hierarchical models hold for the pointing tasks. Bayesian hierarchical modeling should be adopted a more principled and effective approach of building pointing models than the current common practices in HCI which use pooled or individual models. Hang Zhao 0005, Sophia Gu, Chun Yu, Xiaojun Bi 0001 |
UIST | 4 |
| 2022 | Taming User-Interface Heterogeneity with Uniform Overlays for Blind UsersabstractFor many blind users, interaction with computer applications using screen reader assistive technology is a frustrating and time-consuming affair, mostly due to the complexity and heterogeneity of applications’ user interfaces. An interview study revealed that many applications do not adequately convey their interface structure and controls to blind screen reader users, thereby placing additional burden on these users to acquire this knowledge on their own. This is often an arduous and tedious learning process given the one-dimensional navigation paradigm of screen readers. Moreover, blind users have to repeat this learning process multiple times, i.e., once for each application, since applications differ in their interface designs and implementations. In this paper, we propose a novel push-based approach to make non-visual computer interaction easy, efficient, and uniform across different applications. The key idea is to make screen reader interaction ‘structure-agnostic’, by automatically identifying and extracting all application controls and then instantly ‘pushing’ these controls on demand to the blind user via a custom overlay dashboard interface. Such a custom overlay facilitates uniform and efficient screen reader navigation across all applications. A user study showed significant improvement in user satisfaction and interaction efficiency with our approach compared to a state-of-the-art screen reader. Utku Uckun, Rohan Tumkur Suresh, Javedul Ferdous, Xiaojun Bi 0001, I. V. Ramakrishnan, Vikas Ashok |
UMAP | 4 |
| 2021 | BackSwipe: Back-of-device Word-Gesture Interaction on SmartphonesabstractBack-of-device interaction is a promising approach to interacting on smartphones. In this paper, we create a back-of-device command and text input technique called BackSwipe, which allows a user to hold a smartphone with one hand, and use the index finger of the same hand to draw a word-gesture anywhere at the back of the smartphone to enter commands and text. To support BackSwipe, we propose a back-of-device word-gesture decoding algorithm which infers the keyboard location from back-of-device gestures, and adjusts the keyboard size to suit the gesture scales; the inferred keyboard is then fed back into the system for decoding. Our user study shows BackSwipe is feasible and a promising input method, especially for command input in the one-hand holding posture: users can enter commands at an average accuracy of 92% with a speed of 5.32 seconds/command. The text entry performance varies across users. The average speed is 9.58 WPM with some users at 18.83 WPM; the average word error rate is 11.04% with some users at 2.85%. Overall, BackSwipe complements the extant smartphone interaction by leveraging the back of the device as a gestural input surface. Wenzhe Cui, Suwen Zhu, Zhi Li 0052, Zheer Xu, Xing-Dong Yang, I. V. Ramakrishnan, Xiaojun Bi 0001 |
CHI | 7 |
| 2021 | BayesGaze: A Bayesian Approach to Eye-Gaze Based Target SelectionabstractSelecting targets accurately and quickly with eye-gaze input remains an open research question. In this paper, we introduce BayesGaze, a Bayesian approach of determining the selected target given an eye-gaze trajectory. This approach views each sampling point in an eye-gaze trajectory as a signal for selecting a target. It then uses the Bayes' theorem to calculate the posterior probability of selecting a target given a sampling point, and accumulates the posterior probabilities weighted by sampling interval to determine the selected target. The selection results are fed back to update the prior distribution of targets, which is modeled by a categorical distribution. Our investigation shows that BayesGaze improves target selection accuracy and speed over a dwell-based selection method, and the Center of Gravity Mapping (CM) method. Our research shows that both accumulating posterior and incorporating the prior are effective in improving the performance of eye-gaze based target selection. Zhi Li 0052, Maozheng Zhao, Sina Rashidian, Furqan Baig, Wanyu Liu 0001, Michel Beaudouin-Lafon, Brooke Ellison, Fusheng Wang 0001, I. V. Ramakrishnan, Xiaojun Bi 0001 |
Graphics Interface | 12 |
| 2021 | Towards Enabling Blind People to Fill Out Paper Forms with a Wearable Smartphone AssistantabstractWe present PaperPal, a wearable smartphone assistant which blind people can use to fill out paper forms independently. Unique features of PaperPal include: a novel 3D-printed attachment that transforms a conventional smartphone into a wearable device with adjustable camera angle; capability to work on both flat stationary tables and portable clipboards; real-time video tracking of pen and paper which is coupled to an interface that generates real-time audio read outs of the form's text content and instructions to guide the user to the form fields; and support for filling out these fields without signature guides. The paper primarily focuses on an essential aspect of PaperPal, namely an accessible design of the wearable elements of PaperPal and the design, implementation and evaluation of a novel user interface for the filling of paper forms by blind people. PaperPal distinguishes itself from a recent work on smartphone-based assistant for blind people for filling paper forms that requires the smartphone and the paper to be placed on a stationary desk, needs the signature guide for form filling, and has no audio read outs of the form's text content. PaperPal, whose design was informed by a separate wizard-of-oz study with blind participants, was evaluated with 8 blind users. Results indicate that they can fill out form fields at the correct locations with an accuracy reaching 96.7%. Shirin Feiz, Anatoliy Borodin, Xiaojun Bi 0001, I. V. Ramakrishnan |
Graphics Interface | 3 |
| 2021 | Modeling Gliding-based Target Selection for Blind Touchscreen UsersabstractGliding a finger on touchscreen to reach a target, that is, touch exploration, is a common selection method of blind screen-reader users. This paper investigates their gliding behavior and presents a model for their motor performance. We discovered that the gliding trajectories of blind people are a mixture of two strategies: 1) ballistic movements with iterative corrections relying on non-visual feedback, and 2) multiple sub-movements separated by stops, and concatenated until the target is reached. Based on this finding, we propose the mixture pointing model, a model that relates movement time to distance and width of the target. The model outperforms extant models, improving R2 from 0.65 for Fitts’ law to 0.76, and is superior in cross-validation and information criteria. The model advances understanding of gliding-based target selection and serves as a tool for designing interface layouts for screen-reader based touch exploration. Yu-Jung Ko, Aini Putkonen, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, I. V. Ramakrishnan, Antti Oulasvirta, Xiaojun Bi 0001 |
MobileHCI | 9 |
| 2021 | How We Swipe: A Large-scale Shape-writing Dataset and Empirical FindingsabstractDespite the prevalence of shape-writing (gesture typing, swype input, or swiping for short) as a text entry method, there are currently no public datasets available. We report a large-scale dataset that can support efforts in both empirical study of swiping as well as the development of better intelligent text entry techniques. The dataset was collected via a web-based custom virtual keyboard, involving 1,338 users who submitted 11,318 unique English words. We report aggregate-level indices on typing performance, user-related factors, as well as trajectory-level data, such as the gesture path drawn on top of the keyboard or the time lapsed between consecutively swiped keys. We find some well-known effects reported in previous studies, for example that speed and error are affected by age and language skill. We also find surprising relationships such that, on large screens, swipe trajectories are longer but people swipe faster. Luis A. Leiva, Sunjun Kim, Wenzhe Cui, Xiaojun Bi 0001, Antti Oulasvirta |
MobileHCI | 4 |
| 2021 | Modeling Touch Point Distribution with Rotational Dual Gaussian ModelabstractTouch point distribution models are important tools for designing touchscreen interfaces. In this paper, we investigate how the finger movement direction affects the touch point distribution, and how to account for it in modeling. We propose the Rotational Dual Gaussian model, a refinement and generalization of the Dual Gaussian model, to account for the finger movement direction in predicting touch point distribution. In this model, the major axis of the prediction ellipse of the touch point distribution is along the finger movement direction, and the minor axis is perpendicular to the finger movement direction. We also propose using projected target width and height, in lieu of nominal target width and height to model touch point distribution. Evaluation on three empirical datasets shows that the new model reflects the observation that the touch point distribution is elongated along the finger movement direction, and outperforms the original Dual Gaussian Model in all prediction tests. Compared with the original Dual Gaussian model, the Rotational Dual Gaussian model reduces the RMSE of touch error rate prediction from 8.49% to 4.95%, and more accurately predicts the touch point distribution in target acquisition. Using the Rotational Dual Gaussian model can also improve the soft keyboard decoding accuracy on smartwatches. Yan Ma 0006, Shumin Zhai, I. V. Ramakrishnan, Xiaojun Bi 0001 |
UIST | 4 |
| 2021 | Variance and Distribution Models for Steering TasksabstractSteering law reveals a linear relationship between the movement time (MT) and the index of difficulty (ID) in trajectory-based steering tasks. However, it does not relate the variance or distribution of MT to ID. In this paper, we propose and evaluate models that predict the variance and distribution of MT based on ID for steering tasks. We first propose a quadratic variance model which reveals that the variance of MT is quadratically related to ID with the linear coefficient being 0. Empirical evaluation on a new and a previously collected dataset show that the quadratic variance model accounts for between 78% and 97% of variance of observed MT variances; it outperforms other model candidates such as linear and constant models; adding the linear coefficient leads to no improvement on the model fitness. The variance model enables predicting the distribution of MT given ID: we can use the variance model to predict the variance (or scale) parameter and Steering law to predict the mean (or location) parameter of a distribution. We have evaluated six types of distributions for predicting the distribution of MT. Our investigation also shows that positively skewed distribution such as Gamma, Lognormal, Exponentially Modified Gaussian (ExGaussian), and Extreme value distributions outperformed the symmetric distribution such as Gaussian and truncated Gaussian distribution in predicting the MT distribution, and Gamma distribution performed slightly better than other positively skewed distributions. Overall, our research advances the MT prediction of steering tasks from a point estimate to variance and distribution estimates, which provides a more complete understanding of steering behavior and quantifies the uncertainty of MT prediction. Hang Zhao 0005, Xiaolei Zhou 0002, Xiangshi Ren, Xiaojun Bi 0001 |
UIST | 5 |
| 2021 | Voice and Touch Based Error-tolerant Multimodal Text Editing and Correction for SmartphonesabstractEditing operations such as cut, copy, paste, and correcting errors in typed text are often tedious and challenging to perform on smartphones. In this paper, we present VT, a voice and touch-based multi-modal text editing and correction method for smartphones. To edit text with VT, the user glides over a text fragment with a finger and dictates a command, such as "bold" to change the format of the fragment, or the user can tap inside a text area and speak a command such as "highlight this paragraph" to edit the text. For text correcting, the user taps approximately at the area of erroneous text fragment and dictates the new content for substitution or insertion. VT combines touch and voice inputs with language context such as language model and phrase similarity to infer a user's editing intention, which can handle ambiguities and noisy input signals. It is a great advantage over the existing error correction methods (e.g., iOS's Voice Control) which require precise cursor control or text selection. Our evaluation shows that VT significantly improves the efficiency of text editing and text correcting on smartphones over the touch-only method and the iOS's Voice Control method. Our user studies showed that VT reduced the text editing time by 30.80%, and text correcting time by 29.97% over the touch-only method. VT reduced the text editing time by 30.81%, and text correcting time by 47.96% over the iOS's Voice Control method. Maozheng Zhao, Wenzhe Cui, I. V. Ramakrishnan, Shumin Zhai, Xiaojun Bi 0001 |
UIST | 5 |
| 2020 | PassTag: A Graphical-Textual Hybrid Fallback Authentication SystemabstractDesigning a fallback authentication mechanism that is both memorable and strong is a challenging problem because of the trade-off between usability and security. Security questions are popularly used as a fallback authentication method for password recovery.However, they are prone to guessing attacks by users' acquaintances and may be hard to recall. To overcome these limitations, we present PassTag, a hybrid password scheme that takes advantage of both graphical and textual password authentication methods. PassTag combines a user-provided image and a short personalized text description of the image, imagetag, as an authentication secret.Furthermore, PassTag incorporates decoy images to make it difficult to guess the user-provided pictures. We conducted three user studies with 161 participants for up to three months to evaluate the performance of PassTag against security questions. The evaluation results demonstrate that PassTag is significantly stronger against close adversaries and highly memorable (92.6%-95.0%) after one,two, and three months, respectively. Our longitudinal study results show PassTag is a promising alternative for fallback authentication. Joon Kuy Han, Xiaojun Bi 0001, Hyoungshick Kim, Simon S. Woo |
AsiaCCS | 2 |
| 2020 | PalmBoard: Leveraging Implicit Touch Pressure in Statistical Decoding for Indirect Text EntryabstractWe investigated how to incorporate implicit touch pressure, finger pressure applied to a touch surface during typing, to improve text entry performance via statistical decoding. We focused on one-handed touch-typing on indirect interface as an example scenario. We first collected typing data on a pressure-sensitive touchpad, and analyzed users' typing behavior such as touch point distribution, key-to-finger mappings, and pressure images. Our investigation revealed distinct pressure patterns for different keys. Based on the findings, we performed a series of simulations to iteratively optimize the statistical decoding algorithm. Our investigation led to a Markov-Bayesian decoder incorporating pressure image data into decoding. It improved the top-1 accuracy from 53% to 74% over a naive Bayesian decoder. We then implemented PalmBoard, a text entry method that implemented the Markov-Bayesian decoder and effectively supported one-handed touch-typing on indirect interfaces. A user study showed participants achieved an average speed of 32.8 WPM with 0.6% error rate. Expert typists could achieve 40.2 WPM with 30 minutes of practice. Overall, our investigation showed that incorporating implicit touch pressure is effective in improving text entry decoding. Xin Yi 0001, Chen Wang 0049, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 3 |
| 2020 | Using Bayes' Theorem for Command Input: Principle, Models, and ApplicationsabstractEntering commands on touchscreens can be noisy, but existing interfaces commonly adopt deterministic principles for deciding targets and often result in errors. Building on prior research of using Bayes' theorem to handle uncertainty in input, this paper formalized Bayes' theorem as a generic guiding principle for deciding targets in command input (referred to as "BayesianCommand"), developed three models for estimating prior and likelihood probabilities, and carried out experiments to demonstrate the effectiveness of this formalization. More specifically, we applied BayesianCommand to improve the input accuracy of (1) point-and-click and (2) word-gesture command input. Our evaluation showed that applying BayesianCommand reduced errors compared to using deterministic principles (by over 26.9% for point-and-click and by 39.9% for word-gesture command input) or applying the principle partially (by over 28.0% and 24.5%). Suwen Zhu, Yoonsang Kim, Jingjie Zheng, Jennifer Yi Luo, Ryan Qin, Liuping Wang, Xiangmin Fan, Feng Tian 0001, Xiaojun Bi 0001 |
CHI | 9 |
| 2020 | Modeling User-Centered Page Load Time for SmartphonesabstractPage Load Time (PLT) is critical in measuring web page load performance. However, the existing PLT metrics are designed to measure the Web page load performance on desktops/laptops and do not consider user interactions on mobile browsers. As a result, they are ill-suited to measure mobile page load performance from the perspective of the user. In this work, we present the Mobile User-Centered Page Load Time Estimator (muPLTest), a model that estimates the PLT of users on Web pages for mobile browsers. We show that traditional methods to measure user PLT for desktops are unsuited to mobiles because they only consider the initial viewport, which is the part of the screen that is in the user’s view when they first begin to load the page. However, mobile users view multiple viewports during the page load process since they start to scroll even before the page is loaded. We thus construct the muPLTest to account for page load activities across viewports. We train our model with crowdsourced scrolling behavior from live users. We show that muPLTest predicts ground truth user-centered PLT, or the muPLT, obtained from live users with an error of 10-15% across 50 Web pages. Comparatively, traditional PLT metrics perform within 44-90% of the muPLT. Finally, we show how developers can use the muPLTest to scalably estimate changes in user experience when applying different Web optimizations. Conor Kelton, Jihoon Ryoo, Aruna Balasubramanian, Xiaojun Bi 0001, Samir Ranjan Das |
MobileHCI | 4 |
| 2020 | JustCorrect: Intelligent Post Hoc Text Correction Techniques on SmartphonesabstractCorrecting errors in entered text is a common task but usually diffcult to perform on mobile devices due to tedious cursor navigation steps. In this paper, we present JustCorrect, an intelligent post hoc text correction technique for smartphones. To make a correction, the user simply types the correct text at the end of their current input, and JustCorrect will automatically detect the error and apply the correction in the form of an insertion or a substitution. In this way, manual navigation steps are bypassed, and the correction can be committed with a single tap. We solved two critical problems to support JustCorrect: (1) Correction Algorithm: we propose an algorithm that infers the user's correction intention from the last typed word. (2) Input Modalities: our study revealed that both tap and gesture were suitable input modalities for performing JustCorrect. Based on our fndings, we integrated JustCorrect into a soft keyboard. Our user studies show that using JustCorrect reduces the text correction time by 12.8% over the stock Android keyboard and by 9.7% over the "Type, then Correct" text correction technique by Zhang et al. (2019). Overall, JustCorrect complements existing post hoc text correction techniques, making error correction more automatic and intelligent. Wenzhe Cui, Suwen Zhu, Mingrui Ray Zhang, H. Andrew Schwartz, Jacob O. Wobbrock, Xiaojun Bi 0001 |
UIST | 6 |
| 2020 | Modeling Two Dimensional Touch PointingabstractModeling touch pointing is essential to touchscreen interface development and research, as pointing is one of the most basic and common touch actions users perform on touchscreen devices. Finger-Fitts Law [4] revised the conventional Fitts' law into a 1D (one-dimensional) pointing model for finger touch by explicitly accounting for the fat finger ambiguity (absolute error) problem which was unaccounted for in the original Fitts' law. We generalize Finger-Fitts law to 2D touch pointing by solving two critical problems. First, we extend two of the most successful 2D Fitts law forms to accommodate finger ambiguity. Second, we discovered that using nominal target width and height is a conceptually simple yet effective approach for defining amplitude and directional constraints for 2D touch pointing across different movement directions. The evaluation shows our derived 2D Finger-Fitts law models can be both principled and powerful. Specifically, they outperformed the existing 2D Fitts' laws, as measured by the regression coefficient and model selection information criteria (e.g., Akaike Information Criterion) considering the number of parameters. Finally, 2D Finger-Fitts laws also advance our understanding of touch pointing and thereby serve as the basis for touch interface designs. Yu-Jung Ko, Hang Zhao 0005, Yoonsang Kim, I. V. Ramakrishnan, Shumin Zhai, Xiaojun Bi 0001 |
UIST | 6 |
| 2019 | What Can Gestures Tell?: Detecting Motor Impairment in Early Parkinson's from Common Touch Gestural InteractionsabstractParkinson's disease (PD) is a chronic neurological disorder causing progressive disability that severely affects patients' quality of life. Although early interventions can provide significant benefits, PD diagnosis is often delayed due to both the mildness of early signs and the high requirements imposed by traditional screening and diagnosis methods. In this paper, we explore the feasibility and accuracy of detecting motor impairment in early PD via sensing and analyzing users' common touch gestural interactions on smartphones. We investigate four types of common gestures, including flick, drag, pinch, and handwriting gestures, and propose a set of features to capture PD motor signs. Through a 102-subject (35 early PD subjects and 67 age-matched controls) study, our approach achieved an AUC of 0.95 and 0.89/0.88 sensitivity/specificity in discriminating early PD subjects from healthy controls. Our work constitutes an important step towards unobtrusive, implicit, and convenient early PD detection from routine smartphone interactions. Feng Tian 0001, Xiangmin Fan, Junjun Fan, Yicheng Zhu, Dakuo Wang, Xiaojun Bi 0001, Hongan Wang |
CHI | 7 |
| 2019 | Accessible Gesture Typing for Non-Visual Text Entry on SmartphonesabstractGesture typing--entering a word by gliding the finger sequentially over letter to letter-- has been widely supported on smartphones for sighted users. However, this input paradigm is currently inaccessible to blind users: it is difficult to draw shape gestures on a virtual keyboard without access to key visuals. This paper describes the design of accessible gesture typing, to bring this input paradigm to blind users. To help blind users figure out key locations, the design incorporates the familiar screen-reader supported touch exploration that narrates the keys as the user drags the finger across the keyboard. The design allows users to seamlessly switch between exploration and gesture typing mode by simply lifting the finger. Continuous touch-exploration like audio feedback is provided during word shape construction that helps the user glide in the right direction of the key locations constituting the word. Exploration mode resumes once word shape is completed. Distinct earcons help distinguish gesture typing mode from touch exploration mode, and thereby avoid unintended mix-ups. A user study with 14 blind people shows 35% increment in their typing speed, indicative of the promise and potential of gesture typing technology for non-visual text entry. Syed Masum Billah, Yu-Jung Ko, Vikas Ashok, Xiaojun Bi 0001, I. V. Ramakrishnan |
CHI | 4 |
| 2019 | HotStrokes: Word-Gesture Shortcuts on a TrackpadabstractExpert interaction techniques like hotkeys are efficient, but poorly adopted because they are hard to learn. HotStrokes removes the need for learning arbitrary mappings of commands to hotkeys. A user enters a HotStroke by holding a modifier key, then gesture typing a command name on a laptop trackpad as if on an imaginary virtual keyboard. The gestures are recognized using an adaptation of the SHARK2 algorithm with a new spatial model and a refined method for dynamic suggestions. A controlled experiment shows HotStrokes effectively augments the existing "menu and hotkey" command activation paradigm. Results show the method is efficient by reducing command activation time by 43% compared to linear menus. The method is also easy to learn with a high adoption rate, replacing 91% of linear menu usage. Finally, combining linear menus, hotkeys, and HotStrokes leads to 24% faster command activation overall. Wenzhe Cui, Jingjie Zheng, Blaine Lewis, Daniel Vogel 0001, Xiaojun Bi 0001 |
CHI | 5 |
| 2019 | Typing on Split Keyboards with Peripheral VisionabstractSplit keyboards are widely used on hand-held touchscreen devices (e.g., tablets). However, typing on a split keyboard often requires eye movement and attention switching between two halves of the keyboard, which slows users down and increases fatigue. We explore peripheral typing, a superior typing mode in which a user focuses her visual attention on the output text and keeps the split keyboard in peripheral vision. Our investigation showed that peripheral typing reduced attention switching, enhanced user experience and increased overall performance (27 WPM, 28% faster) over the typical eyes-on typing mode. This typing mode can be well supported by accounting the typing behavior in statistical decoding. Based on our study results, we have designed GlanceType, a text entry system that supported both peripheral and eyes-on typing modes for real typing scenario. Our evaluation showed that peripheral typing not only well co-existed with the existing eyes-on typing, but also substantially improved the text entry performance. Overall, peripheral typing is a promising typing mode and supporting it would significantly improve the text entry performance on a split keyboard. Yiqin Lu, Chun Yu, Shuyi Fan, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 4 |
| 2019 | VIPBoard: Improving Screen-Reader Keyboard for Visually Impaired People with Character-Level Auto CorrectionabstractModern touchscreen keyboards are all powered by the word-level auto-correction ability to handle input errors. Unfortunately, visually impaired users are deprived of such benefit because a screen-reader keyboard offers only character-level input and provides no correction ability. In this paper, we present VIPBoard, a smart keyboard for visually impaired people, which aims at improving the underlying keyboard algorithm without altering the current input interaction. Upon each tap, VIPBoard predicts the probability of each key considering both touch location and language model, and reads the most likely key, which saves the calibration time when the touchdown point misses the target key. Meanwhile, the keyboard layout automatically scales according to users' touch point location, which enables them to select other keys easily. A user study shows that compared with the current keyboard technique, VIPBoard can reduce touch error rate by 63.0% and increase text entry speed by 12.6%. Weinan Shi, Chun Yu, Shuyi Fan, Xin Yi 0001, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 7 |
| 2019 | i'sFree: Eyes-Free Gesture Typing via a Touch-Enabled Remote ControlabstractEntering text without having to pay attention to the keyboard is compelling but challenging due to the lack of visual guidance. We propose i'sFree to enable eyes-free gesture typing on a distant display from a touch-enabled remote control. i'sFree does not display the keyboard or gesture trace but decodes gestures drawn on the remote control into text according to an invisible and shifting Qwerty layout. i'sFree decodes gestures similar to a general gesture typing decoder, but learns from the instantaneous and historical input gestures to dynamically adjust the keyboard location. We designed it based on the understanding of how users perform eyes-free gesture typing. Our evaluation shows eyes-free gesture typing is feasible: reducing visual guidance on the distant display hardly affects the typing speed. Results also show that the i'sFree gesture decoding algorithm is effective, enabling an input speed of 23 WPM, 46% faster than the baseline eyes-free condition built on a general gesture decoder. Finally, i'sFree is easy to learn: participants reached 22 WPM in the first ten minutes, even though 40% of them were first-time gesture typing users. Suwen Zhu, Jingjie Zheng, Shumin Zhai, Xiaojun Bi 0001 |
CHI | 4 |
| 2019 | TipText: Eyes-Free Text Entry on a Fingertip KeyboardabstractIn this paper, we propose and investigate a new text entry technique using micro thumb-tip gestures. Our technique features a miniature QWERTY keyboard residing invisibly on the first segment of the user's index finger. Text entry can be carried out using the thumb-tip to tap the tip of the index finger. The keyboard layout was optimized for eyes-free input by utilizing a spatial model reflecting the users' natural spatial awareness of key locations on the index finger. We present our approach of designing and optimizing the keyboard layout through a series of user studies and computer simulated text entry tests over 1,146,484 possibilities in the design space. The outcome is a 2×3 grid with the letters highly confining to the alphabetic and spatial arrangement of QWERTY. Our user evaluation showed that participants achieved an average text entry speed of 11.9 WPM and were able to type as fast as 13.3 WPM towards the end of the experiment. Zheer Xu, Pui Chung Wong, Jun Gong 0002, Te-Yen Wu, Aditya Shekhar Nittala, Xiaojun Bi 0001, Jürgen Steimle, Hongbo Fu 0001, Kening Zhu, Xing-Dong Yang |
UIST | 6 |
| 2018 | Why Is Gesture Typing Promising for Older Adults?: Comparing Gesture and Tap Typing Behavior of Older with Young AdultsabstractGesture typing has been a widely adopted text entry method on touchscreen devices. We have conducted a study to understand whether older adults could gesture type, how they type, what are the strengths and weaknesses of gesture typing, and how to further improve it. By logging stroke-level interaction data and leveraging the existing modeling tools, we compared the gesture and tap typing behavior of older adults with young adults. Our major finding is promising and encouraging. Gesture typing outperformed the typical tap typing for older adults, and was very easy for them to learn. The gesture typing input speed was 15.28% higher than that of tap typing for 14 older adults who had none gesture typing experience in the past. One of the main reasons was that older adults adopted the word-level inputting strategy in gesture typing, while often used the letter-level correction strategy in tap typing. Compared with young adults, older adults exhibited little degradation in gesture accuracy. Our study also led to implications on how to further improve gesture typing for older adults. Yu-Hao Lin, Suwen Zhu, Yu-Jung Ko, Wenzhe Cui, Xiaojun Bi 0001 |
ASSETS | 5 |
| 2018 | WrisText: One-handed Text Entry on Smartwatch using Wrist GesturesabstractWe present WrisText - a one-handed text entry technique for smartwatches using the joystick-like motion of the wrist. A user enters text by whirling the wrist of the watch hand, towards six directions which each represent a key in a circular keyboard, and where the letters are distributed in an alphabetical order. The design of WrisText was an iterative process, where we first conducted a study to investigate optimal key size, and found that keys needed to be 55º or wider to achieve over 90% striking accuracy. We then computed an optimal keyboard layout, considering a joint optimization problem of striking accuracy, striking comfort, word disambiguation. We evaluated the performance of WrisText through a five-day study with 10 participants in two text entry scenarios: hand-up and hand-down. On average, participants achieved a text entry speed of 9.9 WPM across all sessions, and were able to type as fast as 15.2 WPM by the end of the last day. Jun Gong 0002, Zheer Xu, Qifan Guo, Teddy Seyed, Xiang 'Anthony' Chen, Xiaojun Bi 0001, Xing-Dong Yang |
CHI | 6 |
| 2018 | M3 Gesture Menu: Design and Experimental Analyses of Marking Menus for Touchscreen Mobile InteractionabstractDespite their learning advantages in theory, marking menus have faced adoption challenges in practice, even on today's touchscreen-based mobile devices. We address these challenges by designing, implementing, and evaluating multiple versions of M3 Gesture Menu (M3), a reimagination of marking menus targeted at mobile interfaces. M3 is defined on a grid rather than in a radial space, relies on gestural shapes rather than directional marks, and has constant and stationary space use. Our first controlled experiment on expert performance showed M3 was faster and less error-prone by a factor of two than traditional marking menus. A second experiment on learning demonstrated for the first time that users could successfully transition to recall-based execution of a dozen commands after three ten-minute practice sessions with both M3 and Multi-Stroke Marking Menu. Together, M3, with its demonstrated resolution, learning, and space use benefits, contributes to the design and understanding of menu selection in the mobile-first era of end-user computing. Jingjie Zheng, Xiaojun Bi 0001, Yang Li 0058, Shumin Zhai |
CHI | 2 |
| 2018 | Typing on an Invisible KeyboardabstractA virtual keyboard takes a large portion of precious screen real estate. We have investigated whether an invisible keyboard is a feasible design option, how to support it, and how well it performs. Our study showed users could correctly recall relative key positions even when keys were invisible, although with greater absolute errors and overlaps between neighboring keys. Our research also showed adapting the spatial model in decoding improved the invisible keyboard performance. This method increased the input speed by 11.5% over simply hiding the keyboard and using the default spatial model. Our 3-day multi-session user study showed typing on an invisible keyboard could reach a practical level of performance after only a few sessions of practice: the input speed increased from 31.3 WPM to 37.9 WPM after 20 - 25 minutes practice on each day in 3 days, approaching that of a regular visible keyboard (41.6 WPM). Overall, our investigation shows an invisible keyboard with adapted spatial model is a practical and promising interface option for the mobile text entry systems. Suwen Zhu, Tianyao Luo, Xiaojun Bi 0001, Shumin Zhai |
CHI | 3 |
| 2018 | Optimal-T9: An Optimized T9-like Keyboard for Small Touchscreen DevicesabstractT9-like keyboards (i.e., 3×3 layouts) have been commonly used on small touchscreen devices to mitigate the problem of tapping tiny keys with imprecise finger touch (e.g., T9 is the default keyboard on Samsung Gear 2). In this paper, we proposed a computational approach to design optimal T9-like layouts by considering three key factors: clarity, speed, and learnability. In particular, we devised a clarity metric to model the word collisions (i.e., words with identical tapping sequences), used the Fitts-Digraph model to predict speed, and introduced a Qwerty-bounded constraint to ensure high learnability. Founded upon rigorous mathematical optimization, our investigation led to Optimal-T9, an optimized T9-like layout which outperformed the original T9 and other T9-like layouts. A user study showed that its average input speed was 17% faster than T9 and 26% faster than a T9-like layout from literature. Optimal-T9 also drastically reduced the error rate by 72% over a regular Qwerty keyboard. Subjective ratings were in favor of Optimal-T9: it had the lowest physical, mental demands, and the best perceived-performance among all the tested keyboards. Overall, our investigation has led to a more efficient, and more accurate T9-like layout than the original T9. Such a layout would immediately benefit both T9-like keyboard users and small touchscreen device users. Ryan Qin, Suwen Zhu, Yu-Hao Lin, Yu-Jung Ko, Xiaojun Bi 0001 |
ISS | 5 |
| 2018 | Ultra-Low-Power Mode for Screenless Mobile InteractionabstractSmartphones are now a central technology in the daily lives of billions, but it relies on its battery to perform. Battery optimization is thereby a crucial design constraint in any mobile OS and device. However, even with new low-power methods, the ever-growing touchscreen remains the most power-hungry component. We propose an Ultra-Low-Power Mode (ULPM) for mobile devices that allows for touch interaction without visual feedback and exhibits significant power savings of up to 60% while allowing to complete interactive tasks. We demonstrate the effectiveness of the screenless ULPM in text-entry tasks, camera usage, and listening to videos, showing only a small decrease in usability for typical users. Jian Xu 0013, Suwen Zhu, Aruna Balasubramanian, Xiaojun Bi 0001, Roy Shilkrot |
UIST | 4 |
| 2017 | Word Clarity as a Metric in Sampling Keyboard Test SetsabstractTest sets play an essential role in evaluating text entry techniques. In this paper, we argue that in addition to the widely adopted metric of bigram representativeness and memorability, word clarity should also be considered as a metric when creating test sets from the target dataset. Word clarity quantifies the extent to which a word is likely to confuse with other words on a keyboard. We formally define word clarity, derive equations calculating it, and both theoretically and empirically show that word clarity has a significant effect on text entry performance: it can yield up to 26.4% difference in error rate, and 25% difference in input speed. We later propose a Pareto optimization method for sampling test sets with different sizes, which optimizes the word clarity and bigram representativeness, and memorability of the test set. The obtained test sets are published on the Internet. Xin Yi 0001, Chun Yu, Weinan Shi, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 4 |
| 2017 | COMPASS: Rotational Keyboard on Non-Touch SmartwatchesabstractEntering text is very challenging on smartwatches, especially on non-touch smartwatches where virtual keyboards are unavailable. In this paper, we designed and implemented COMPASS, a non-touch bezel-based text entry technique. COMPASS positions multiple cursors on a circular keyboard, with the location of each cursor dynamically optimized during typing to minimize rotational distance. To enter text, a user rotates the bezel to select keys with any nearby cursors. The design of COMPASS was justified by an iterative design process and user studies. Our evaluation showed that participants achieved a pick-up speed around 10 WPM and reached 12.5 WPM after 90-minute practice. COMPASS allows users to enter text on non-touch smartwatches, and also serves as an alternative for entering text on touch smartwatches when touch is unavailable (e.g., wearing gloves). Xin Yi 0001, Chun Yu, Weijie Xu, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 4 |
| 2017 | CommandBoard: Creating a General-Purpose Command Gesture Input Space for Soft KeyboardabstractCommandBoard offers a simple, efficient and incrementally learnable technique for issuing gesture commands from a soft keyboard. We transform the area above the keyboard into a command-gesture input space that lets users draw unique command gestures or type command names followed by execute. Novices who pause see an in-context dynamic guide, whereas experts simply draw. Our studies show that CommandBoard's inline gesture shortcuts are significantly faster (almost double) than markdown symbols and significantly preferred by users. We demonstrate additional techniques for more complex commands, and discuss trade-offs with respect to the user's knowledge and motor skills, as well as the size and structure of the command space. Jessalyn Alvina, Carla F. Griggio, Xiaojun Bi 0001, Wendy E. Mackay |
UIST | 3 |
| 2016 | IJQwerty: What Difference Does One Key Change Make? Gesture Typing Keyboard Optimization Bounded by One Key Position Change from QwertyabstractDespite of a significant body of research in optimizing the virtual keyboard layout, none of them has gained large adoption, primarily due to the steep learning curve. To address this learning problem, we introduced three types of Qwerty constraints, Qwerty1, QwertyH1, and One-Swap bounds in layout optimization, and investigated their effects on layout learnability and performance. This bounded optimization process leads to IJQwerty, which has only one pair of keys different from Qwerty. Our theoretical analysis and user study show that IJQwerty improves the accuracy and input speed of gesture typing over Qwerty once a user reaches the expert mode. IJQwerty is also extremely easy to learn. The initial upon-use text entry speed is the same with Qwerty. Given the high performance and learnability, such a layout will more likely gain large adoption than any of previously obtained layouts. Our research also shows the disparity from Qwerty substantially affects layout learning. To minimize the learning effort, a new layout needs to hold a strong resemblance to Qwerty. Xiaojun Bi 0001, Shumin Zhai |
CHI | 1 |
| 2016 | Investigating Effects of Post-Selection Feedback for Acquiring Ultra-Small Targets on TouchscreenabstractIn this paper, we investigate the effects of post-selection feedback for acquiring ultra-small (2-4mm) targets on touchscreens. Post-selection feedback shows the contact point on touchscreen after a user lifts his/her fingers to increase users' awareness of touching. Three experiments are conducted progressively using a single crosshair target, two reciprocally acquired targets and 2D random targets. Results show that in average post-selection feedback can reduce touch error rates by 78.4%, with a compromise of target acquisition time no more than 10%. In addition, we investigate participants' adjustment behavior based on correlation between successive trials. We conclude that the benefit of post-selection feedback is the outcome of both improved understanding about finger/point mapping and the dynamic adjustment of finger movement enabled by the visualization of the touch point. Chun Yu, Hongyi Wen, Xiaojun Bi 0001, Yuanchun Shi |
CHI | 4 |
| 2016 | Predicting Finger-Touch Accuracy Based on the Dual Gaussian Distribution ModelabstractAccurately predicting the accuracy of finger-touch target acquisition is crucial for designing touchscreen UI and for modeling complex and higher level touch interaction behaviors. Despite its importance, there has been little theoretical work on creating such models. Building on the Dual Gaussian Distribution Model[3], we derived an accuracy model that predicts the success rate of target acquisition based on the target size. We evaluated the model by comparing the predicted success rates with empirical measures for three types of targets including 1-dimensional vertical and horizontal, and 2-dimensional circular targets. The predictions matched the empirical data very well: the differences between predicted and observed success rates were under 5% for 4.8 mm and 7.2 mm targets, and under 10% for 2.4 mm targets. The evaluation results suggest that our simple model can reliably predict touch accuracy. Xiaojun Bi 0001, Shumin Zhai |
UIST | 1 |
| 2015 | Effects of Language Modeling and its Personalization on Touchscreen Typing PerformanceabstractModern smartphones correct typing errors and learn user-specific words (such as proper names). Both techniques are useful, yet little has been published about their technical specifics and concrete benefits. One reason is that typing accuracy is difficult to measure empirically on a large scale. We describe a closed-loop, smart touch keyboard (STK) evaluation system that we have implemented to solve this problem. It includes a principled typing simulator for generating human-like noisy touch input, a simple-yet-effective decoder for reconstructing typed words from such spatial data, a large web-scale background language model (LM), and a method for incorporating LM personalization. Using the Enron email corpus as a personalization test set, we show for the first time at this scale that a combined spatial-language model reduces word error rate from a pre-model baseline of 38.4% down to 5.7%, and that LM personalization can improve this further to 4.6%. Andrew Fowler, Kurt Partridge, Ciprian Chelba, Xiaojun Bi 0001, Tom Ouyang, Shumin Zhai |
CHI | 4 |
| 2015 | Optimizing Touchscreen Keyboards for Gesture TypingabstractDespite its growing popularity, gesture typing suffers from a major problem not present in touch typing: gesture ambiguity on the Qwerty keyboard. By applying rigorous mathematical optimization methods, this paper systematically investigates the optimization space related to the accuracy, speed, and Qwerty similarity of a gesture typing keyboard. Our investigation shows that optimizing the layout for gesture clarity (a metric measuring how unique word gestures are on a keyboard) drastically improves the accuracy of gesture typing. Moreover, if we also accommodate gesture speed, or both gesture speed and Qwerty similarity, we can still reduce error rates by 52% and 37% over Qwerty, respectively. In addition to investigating the optimization space, this work contributes a set of optimized layouts such as GK-D and GK-T that can immediately benefit mobile device users. Brian A. Smith 0001, Xiaojun Bi 0001, Shumin Zhai |
CHI | 2 |
| 2014 | Both complete and correct?: multi-objective optimization of touchscreen keyboardabstractCorrecting erroneous input (i.e., correction) and completing a word based on partial input (i.e., completion) are two important "smart" capabilities of a modern intelligent touchscreen keyboard. However little is known whether these two capabilities are conflicting or compatible with each other in the keyboard parameter tuning. Applying computational optimization methods, this work explores the optimality issues related to them. The work demonstrates that it is possible to simultaneously optimize a keyboard algorithm for both correction and completion. The keyboard simultaneously optimized for both introduces no compromise to correction and only a slight compromise to completion when compared to the keyboards exclusively optimized for one objective. Our research also demonstrates the effectiveness of the proposed optimization method in keyboard algorithm design, which is based on the Pareto multi-objective optimization and the Metropolis algorithm. For the development and test datasets used in our experiments, computational optimization improved the correction accuracy rate by 8.3% and completion power by 17.7%. Xiaojun Bi 0001, Tom Ouyang, Shumin Zhai |
CHI | 1 |
| 2014 | WallTop: Managing Overflowing Windows on a Large DisplayabstractWith the ever increasing amount of digital information, users desire more screen real estate to process daily desktop computing work, and might well benefit from using a large high-resolution display for information management. Unfortunately, we know very little about users' behaviors when using such a display for daily computing, and current user interfaces are mainly designed for normal-sized desktop monitors, which might not well suit a large display. In this article, we first present a longitudinal study that investigates how users manage overflowing digital information on a wall-sized display in a personal desktop computing context by comparing it with single and dual desktop monitors. Results showed users' unanimous preferences of working on a large display and revealed large-display users' unique activity patterns of managing windows. Guided by the study results, we designed a set of interaction techniques that provide greater flexibility in managing multiple windows. They include facile methods for selecting, moving, and resizing multiple windows using an active window boundary called Fringe, rearranging selected windows using multi- and single-window marking menus, packing/unpacking the selected windows using easily activated icons, and freely adjusting the order of overlapping windows with a Jab-to-Lift operation. We coherently integrated these techniques with traditional operations in a large-display window management prototype called WallTop. Two rounds of usability testing showed that users can quickly and easily learn the new interaction techniques and apply them to realistic window management tasks on a large display with increased efficiency. Xiaojun Bi 0001, Seok-Hyung Bae, Ravin Balakrishnan |
Hum. Comput. Interact. | 1 |
| 2013 | Octopus: evaluating touchscreen keyboard correction and recognition algorithms viaabstractThe time and labor demanded by a typical laboratory-based keyboard evaluation are limiting resources for algorithmic adjustment and optimization. We propose Remulation, a complementary method for evaluating touchscreen keyboard correction and recognition algorithms. It replicates prior user study data through real-time, on-device simulation. We have developed Octopus, a Remulation-based evaluation tool that enables keyboard developers to efficiently measure and inspect the impact of algorithmic changes without conducting resource-intensive user studies. It can also be used to evaluate third-party keyboards in a "black box" fashion, without access to their algorithms or source code. Octopus can evaluate both touch keyboards and word-gesture keyboards. Two empirical examples show that Remulation can efficiently and effectively measure many aspects of touch screen keyboards at both macro and micro levels. Additionally, we contribute two new metrics to measure keyboard accuracy at the word level: the Ratio of Error Reduction (RER) and the Word Score. Xiaojun Bi 0001, Shiri Azenkot, Kurt Partridge, Shumin Zhai |
CHI | 1 |
| 2013 | FFitts law: modeling finger touch with fitts' lawabstractFitts' law has proven to be a strong predictor of pointing performance under a wide range of conditions. However, it has been insufficient in modeling small-target acquisition with finger-touch based input on screens. We propose a dual-distribution hypothesis to interpret the distribution of the endpoints in finger touch input. We hypothesize the movement endpoint distribution as a sum of two independent normal distributions. One distribution reflects the relative precision governed by the speed-accuracy tradeoff rule in the human motor system, and the other captures the absolute precision of finger touch independent of the speed-accuracy tradeoff effect. Based on this hypothesis, we derived the FFitts model - an expansion of Fitts' law for finger touch input. We present three experiments in 1D target acquisition, 2D target acquisition and touchscreen keyboard typing tasks respectively. The results showed that FFitts law is more accurate than Fitts' law in modeling finger input on touchscreens. At 0.91 or a greater R2 value, FFitts' index of difficulty is able to account for significantly more variance than conventional Fitts' index of difficulty based on either a nominal target width or an effective target width in all the three experiments. Xiaojun Bi 0001, Yang Li 0058, Shumin Zhai |
CHI | 1 |
| 2013 | Bayesian touch: a statistical criterion of target selection with finger touchabstractTo improve the accuracy of target selection for finger touch, we conceptualize finger touch input as an uncertain process, and derive a statistical target selection criterion, Bayesian Touch Criterion, by combining the basic Bayes' rule of probability with the generalized dual Gaussian distribution hypothesis of finger touch. The Bayesian Touch Criterion selects the intended target as the candidate with the shortest Bayesian Touch Distance to the touch point, which is computed from the touch point to the target center distance and the target size. We give the derivation of the Bayesian Touch Criterion and its empirical evaluation with two experiments. The results showed that for 2-dimensional circular target selection, the Bayesian Touch Criterion is significantly more accurate than the commonly used Visual Boundary Criterion (i.e., a target is selected if and only if the touch point falls within its boundary) and its two variants. Xiaojun Bi 0001, Shumin Zhai |
UIST | 1 |
| 2012 | Informal information gathering techniques for active readingabstractGatherReader is a prototype e-reader with both pen and multi-touch input that illustrates several interesting design trade-offs to fluidly interleave content consumption behaviors (reading and flipping through pages) with information gathering and informal organization activities geared to active reading tasks. These choices include (1) relaxed precision for casual specification of scope; (2) multiple object collection via a visual clipboard; (3) flexible workflow via deferred action; and (4) complementary use of pen+touch. Our design affords active reading by limiting the transaction costs for secondary subtasks, while keeping users in the flow of the primary task of reading itself. Ken Hinckley, Xiaojun Bi 0001, Michel Pahud, William Buxton |
CHI | 2 |
| 2012 | Natural use profiles for the pen: an empirical exploration of pressure, tilt, and azimuthabstractInherent pen input modalities such as tip pressure, tilt and azimuth (PTA) have been extensively used as additional input channels in pen-based interactions. We conducted a study to investigate the natural use profiles of PTA, which describes the features of PTA in the course of normal pen use such as writing and drawing. First, the study reveals the ranges of PTA in normal pen use, which can distinguish pen events accidently occurring in normal drawing and writing from those used for mode switch. The natural use profiles also show that azimuth is least likely to cause false pen mode switching while tip pressure is most likely to cause false pen mode switching. Second, the study reveals correlations among various modalities, indicating that pressure plus azimuth is superior to other pairs for dual-modality control. Yizhong Xin, Xiaojun Bi 0001, Xiangshi Ren |
CHI | 2 |
| 2012 | Bimanual gesture keyboardabstractGesture keyboards represent an increasingly popular way to input text on mobile devices today. However, current gesture keyboards are exclusively unimanual. To take advantage of the capability of modern multi-touch screens, we created a novel bimanual gesture text entry system, extending the gesture keyboard paradigm from one finger to multiple fingers. To address the complexity of recognizing bimanual gesture, we designed and implemented two related interaction methods, finger-release and space-required, both based on a new multi-stroke gesture recognition algorithm. A formal experiment showed that bimanual gesture behaviors were easy to learn. They improved comfort and reduced the physical demand relative to unimanual gestures on tablets. The results indicated that these new gesture keyboards were valuable complements to unimanual gesture and regular typing keyboards. Xiaojun Bi 0001, Ciprian Chelba, Tom Ouyang, Kurt Partridge, Shumin Zhai |
UIST | 1 |
| 2012 | Multilingual Touchscreen Keyboard Design and OptimizationabstractA keyboard design, once adopted, tends to have a longlasting and worldwide impact on daily user experience. There is a substantial body of research on touch-screen stylus keyboard optimization. Most of it has focused on English only. Applying rigorous mathematical optimization methods and addressing diacritic character design issues, this article expands this body of work to French, Spanish, German, and Chinese. More important and counter to the intuition that optimization by nature is necessarily specific to each language, this article demonstrates that it is possible to find common layouts that are highly optimized across multiple languages for stylus (or single finger) typing. We first obtained a layout that is highly optimized for both English and French input. We then obtained a layout that is optimized for English, French, Spanish, German, and Chinese pinyin simultaneously, reducing its stylus travel distance to about half of QWERTY's for all of the five languages. In comparison to QWERTY's 3.31, 3.... Xiaojun Bi 0001, Barton A. Smith, Shumin Zhai |
Hum. Comput. Interact. | 1 |
| 2011 | Magic desk: bringing multi-touch surfaces into desktop workabstractDespite the prominence of multi-touch technologies, there has been little work investigating its integration into the desktop environment. Bringing multi-touch into desktop computing would give users an additional input channel to leverage, enriching the current interaction paradigm dominated by a mouse and keyboard. We provide two main contributions in this domain. First, we describe the results from a study we performed, which systematically evaluates the various potential regions within the traditional desktop configuration that could become multi-touch enabled. The study sheds light on good or bad regions for multi-touch, and also the type of input most appropriate for each of these regions. Second, guided by the results from our study, we explore the design space of multi-touch-integrated desktop experiences. A set of new interaction techniques are coherently integrated into a desktop prototype, called Magic Desk, demonstrating potential uses for multi-touch enabled desktop configurations. Xiaojun Bi 0001, Tovi Grossman, Justin Matejka, George W. Fitzmaurice |
CHI | 1 |
| 2011 | Acquiring and pointing: an empirical study of pen-tilt-based interactionabstractResearch literature has shown that pen tilt is a promising input modality in pen-based interaction. However, the human capability to control pen tilt has not been fully evaluated. This paper systematically investigates the human ability to perform discrete target selection tasks by varying the stylus' tilt angle through two controlled experiments: pen tilt target acquiring (Experiment 1) and tilt pointing (Experiment 2). Results revealed a decreasing power relationship between angular width and selection time in Experiment 1. The results of Experiment 2 confirmed that pen tilt pointing can be modeled by Fitts' law. Based on our quantitative analysis, we discuss the human ability to control pen tilt and the implications of pen tilt use. We also propose a taxonomy of pen tilt based interaction techniques and showcase a series of possible pen tilt technique designs. Yizhong Xin, Xiaojun Bi 0001, Xiangshi Ren |
CHI | 2 |
| 2010 | Effects of interior bezels of tiled-monitor large displays on visual search, tunnel steering, and target selectionabstractTiled-monitor large displays are widely used in various application domains. However, how their interior bezels affect user performance and behavior has not been fully understood. We conducted three controlled experiments to investigate effects of tiled-monitor interior bezels on visual search, straight-tunnel steering, and target selection tasks. The conclusions of our paper are: 1) interior bezels do not affect visual search time nor error rate; however, splitting objects across bezels is detrimental to search accuracy, 2) interior bezels are detrimental to straight-tunnel steering, but not to target selection. In addition, we discuss how inte-rior bezels affect user behaviors, and suggest guidelines for effectively using tiled-monitor large displays and designing user interfaces suited to them. Xiaojun Bi 0001, Seok-Hyung Bae, Ravin Balakrishnan |
CHI | 1 |
| 2010 | Quasi-qwerty soft keyboard optimizationabstractIt has been well understood that optimized soft keyboard layouts improve motor movement efficiency over the standard Qwerty layouts, but have the drawback of long initial visual search time for novice users. To ease the initial searching time on optimized soft keyboards, we explored "Quasi-Qwerty optimization" so that the resulting layouts are close to Qwerty. Our results show that a middle ground between the optimized but new, and the familiar (Qwerty) but inefficient does exist. We show that by allowing letters to move at most one step (key) away from their original positions on Qwerty in an optimization process, one can achieve about half of what free optimization could gain in movement efficiency. An experiment shows that due to users' familiarity with Qwerty, a layout with quasi Qwerty optimization could significantly reduce novice user's visual search time to a level between those of Qwerty and a freely optimized layout. The results in this work provide designers with a new quantitative understanding of the soft keyboard design space. Xiaojun Bi 0001, Barton A. Smith, Shumin Zhai |
CHI | 1 |
| 2010 | RearType: text entry using keys on the back of a deviceabstractRearType is a text input system for mobile devices such as Tablet PCs, using normal keyboard keys but on the reverse side of the device. The standard QWERTY layout is split and rotated so that hands gripping the device from either side have the usual keys under the fingers. This frees up the front of the device, maximizing the use of the display for visual output, eliminating the need for an onscreen keyboard and the resulting hand occlusion, and providing tactile and multi-finger text entry - with potential for knowledge transfer from QWERTY. Using a prototype implementation which includes software visualization of the keys to assist with learning, we conducted a study to explore the initial learning curve for RearType. With one hour's training, RearType typing speed was an average 15 WPM, and was not statistically different to a touchscreen keyboard. James Scott, Shahram Izadi, Leila Sadat Rezai, Dominika Ruszkowski, Xiaojun Bi 0001, Ravin Balakrishnan |
Mobile HCI | 5 |
| 2009 | Comparing usage of a large high-resolution display to single or dual desktop displays for daily workabstractWith the ever increasing amount of digital information, users desire more screen real estate to process their daily computing work, and might well benefit from using a wall-size large high-resolution display instead of a desktop one. Unfortunately, we know very little about users' behaviors when using such a display for daily computing. We present a week-long study that investigates large display use in a personal desktop computing context by comparing it with single and dual desktop monitor use. Results show users' unanimous preference for using a large display: it facilitates multi-window and rich information tasks, enhances users' awareness of peripheral applications, and offers a more"immersive experience. Further, the data reveals distinct usage patterns in partitioning screen real estate and managing windows on a large display. Detailed analysis of these results provides insights into designing interaction techniques and window management systems more suited to a large display. Xiaojun Bi 0001, Ravin Balakrishnan |
CHI | 1 |
| 2008 | An exploration of pen rolling for pen-based interactionabstractCurrent pen input mainly utilizes the position of the pen tip, and occasionally, a button press. Other possible device parameters, such as rolling the pen around its longitudinal axis, are rarely used. We explore pen rolling as a supporting input modality for pen-based interaction. Through two studies, we are able to determine 1) the parameters that separate intentional pen rolling for the purpose of interaction from incidental pen rolling caused by regular writing and drawing, and 2) the parameter range within which accurate and timely intentional pen rolling interactions can occur. Building on our experimental results, we present an exploration of the design space of rolling-based interaction techniques, which showcase three scenarios where pen rolling interactions can be useful: enhanced stimulus-response compatibility in rotation tasks [7], multi-parameter input, and simplified mode selection. Xiaojun Bi 0001, Tomer Moscovich, Gonzalo A. Ramos, Ravin Balakrishnan, Ken Hinckley |
UIST | 1 |
| 2005 | uPen: laser-based, personalized, multi-user interaction on large displaysabstractWe present the uPen, a laser pointer combined with a contact-pushed switch, three press buttons and a wireless communication module. This novel interaction device allows users to interact on large displays at a distance or directly on the surface with full-function of mouse. Onboard software enable the uPen system to identify different users and provide personalized services to them, such as associating users with corresponding privileges, giving access to each participant's private content (e.g., home pages, personal calendars). Additionally, with our two-step association method, the uPen system has the ability to distinguish strokes of different uPens working simultaneously and support multi-user simultaneous interaction. A prototype system has been implemented in our Smart Classroom [1]. And user studies show the benefit of using it. Xiaojun Bi 0001, Yuanchun Shi, Peifeng Xiang |
ACM Multimedia | 1 |