Antti Oulasvirta

dblp:93/99 · DBLP profile ↗
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187ranked-venue papers
30as first author
61since 2021 · last 2026
0000-0002-2498-7837ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 157 · 27 first-author · 54 since 2021Artificial intelligence and machine learning · 14 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11Databases, data management, data science and information retrieval · 7 · 1 first-author · 2 since 2021Computer networks · 3Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorSystems, architecture and hardware · 1 · 1 since 2021Security and privacy · 1Software engineering, systems software and programming languages · 1
YearPublicationVenuePosition
2026 Simulating Human Audiovisual Search Behavior
abstract
Locating a target based on auditory and visual cues—such as finding a car in a crowded parking lot or identifying a speaker in a virtual meeting—requires balancing effort, time, and accuracy under uncertainty. Existing models of audiovisual search often treat perception and action in isolation, overlooking how people adaptively coordinate movement and sensory strategies. We present Sensonaut, a computational model of embodied audiovisual search. The core assumption is that people deploy their body and sensory systems in ways they believe will most efficiently improve their chances of locating a target, trading off time and effort under perceptual constraints. Our model formulates this as a resource-rational decision-making problem under partial observability. We validate the model against newly collected human data, showing that it reproduces both adaptive scaling of search time and effort under task complexity, occlusion, and distraction, and characteristic human errors. Our simulation of human-like resource-rational search informs the design of audiovisual interfaces that minimize search cost and cognitive load.
Hyunsung Cho, Xuejing Luo, Byungjoo Lee, David Lindlbauer, Antti Oulasvirta
CHI5
2026 A decision-theoretic representation of assistive interfaces
abstract
Assistive interfaces, such as recommendation engines, adaptive systems, and intelligent assistants, span diverse methods and disciplines but lack a shared conceptual foundation. This paper models assistance as sequential decision-making under uncertainty between two agents: the user and the assistant. The formalism allows casting assistance as an optimization problem and offers a rich but principled vocabulary to understand the dynamics of assistance. Drawing on Partially Observable Stochastic Games (POSGs) and related models, we: (1) motivate multi-agent over single-agent formulations; (2) adapt POSGs to HCI and clarify their tractability through reductions; (3) propose a two-agent sequential model that unambiguously defines concepts such as adaptation, augmentation, and delegation; (4) illustrate applicability through domain problems and examples; and (5) offer a supporting implementation via a library. These results warrant more attention on decision-theory as a principled yet actionable approach to assistive interfaces.
Julien Gori, Aurélien Nioche, Christoph Albert Johns, Antti Oulasvirta
CHI4
2026 SeekUI: Predicting Visual Search Behavior on Graphical User Interfaces with a Reward-Augmented Vision Language Model
abstract
Visual search is key to understanding and improving interaction with graphical user interfaces (GUIs), yet predicting scanpaths on real GUIs remains an open challenge. Unlike free-viewing, visual search is goal-driven and shaped by both linguistic and visual features of the GUI. State-of-the-art models of visual search, trained on natural images, fail with GUIs because they cannot capture the effects of grouping and semantics on search strategies. We present SeekUI, a reward-augmented Vision Language Model (VLM) that predicts scanpaths directly from a GUI screenshot and a text cue describing the desired target. Our model extends the capability of VLMs to reproduce human-like visual search behavior on GUIs and outperforms baseline models across different types of GUIs. Importantly, it reproduces key empirical phenomena established in eye-tracking studies of visual search, including the Guess–Scan–Confirm strategy. In sum, SeekUI provides a foundation for predicting visual search behavior and has potential for informing GUI evaluation and optimization.
Zixin Guo, Yue Jiang 0002, Luis A. Leiva, Antti Oulasvirta
CHI4
2026 Cost-Aware Bayesian Optimization for Interactive Devices
abstract
Deciding which idea is worth prototyping is a central concern in iterative design. A prototype should be produced when the expected improvement is high and the cost is low. However, this is hard to decide, because costs can vary drastically: a simple parameter tweak may take seconds, while fabricating hardware consumes material and energy. Such asymmetries, can discourage a designer from exploring the design space. In this paper, we present an extension of cost-aware Bayesian optimization to account for diverse prototyping costs. The method builds on the power of Bayesian optimization and requires only a minimal modification to the acquisition function. The key idea is to use designer-estimated costs to guide sampling toward more cost-effective prototypes. In technical evaluations, the method achieved comparable utility to a cost-agnostic baseline while requiring only \({\approx }70\%\) of the cost; under strict budgets, it outperformed the baseline threefold. A within-subjects study with 12 participants in a realistic joystick design task demonstrated similar benefits. These results show that accounting for prototyping costs can make Bayesian optimization more compatible with real-world design projects.
Thomas Langerak, Renate Zhang, Per Ola Kristensson, Antti Oulasvirta
CHI5
2026 Point & Grasp: Flexible Selection of Out-of-Reach Objects Through Probabilistic Cue Integration
abstract
Publisher Copyright: © 2026 Copyright held by the owner/author(s).
Xuejing Luo, Hee-Seung Moon, Christian Holz 0001, Antti Oulasvirta
CHI4
2026 Log2Motion: Biomechanical Motion Synthesis from Touch Logs
abstract
Touch data from mobile devices are collected at scale but reveal little about the interactions that produce them. While biomechanical simulations can illuminate motor control processes, they have not yet been developed for touch interactions. To close this gap, we propose a novel computational problem: synthesizing plausible motion directly from logs. Our key insight is a reinforcement learning-driven musculoskeletal forward simulation that generates biomechanically plausible motion sequences consistent with events recorded in touch logs. We achieve this by integrating a software emulator into a physics simulator, allowing biomechanical models to manipulate real applications in real-time. Log2Motion produces rich syntheses of user movements from touch logs, including estimates of motion, speed, accuracy, and effort. We assess the plausibility of generated movements by comparing against human data from a motion capture study and prior findings, and demonstrate Log2Motion in a large-scale dataset. Biomechanical motion synthesis provides a new way to understand log data, illuminating the ergonomics and motor control underlying touch interactions.
Michal Patryk Miazga, Hannah Bussmann, Antti Oulasvirta, Patrick Ebel 0001
CHI3
2026 PriorWeaver: Prior Elicitation via Iterative Dataset Construction
abstract
In Bayesian analysis, prior elicitation, or the process of facilitating the expression of one’s beliefs to inform statistical modeling, is an essential yet challenging step. Analysts often have beliefs about real-world variables and their relationships. However, existing tools require analysts to translate these beliefs and express them indirectly as probability distributions over model parameters. We present PriorWeaver, an interactive visualization system that facilitates prior elicitation through iterative dataset construction and refinement. Analysts visually express their assumptions about individual variables and their relationships. Under the hood, these assumptions create a dataset used to derive statistical priors. Prior predictive checks then help analysts compare the priors to their assumptions. In a lab study with 17 participants new to Bayesian analysis, we compare PriorWeaver to a baseline incorporating existing techniques. Compared to the baseline, PriorWeaver gave participants greater control, clarity, and confidence, leading to priors that were better aligned with their expectations.
Yuwei Xiao, Shuai Ma 0005, Antti Oulasvirta, Eunice Jun
CHI3
2026 Adaptive Prompt Elicitation for Text-to-Image Generation
abstract
Aligning text-to-image generation with user intent remains challenging, as users frequently provide ambiguous inputs and struggle with model idiosyncrasies. We propose Adaptive Prompt Elicitation (APE), a technique that adaptively poses visual queries to help users refine prompts without extensive writing. Our technical contribution is a formulation of interactive intent inference under an information-theoretic framework. APE represents latent user intent as interpretable feature requirements using language model priors, adaptively generates visual queries, and compiles elicited requirements into effective prompts. Evaluation on IDEA-Bench and DesignBench shows that APE achieves stronger alignment with improved efficiency. A user study with 128 participants on user-defined tasks demonstrates 19.8% higher perceived alignment without increased workload. Our work contributes a principled approach to prompting that offers an effective and efficient complement to the prevailing prompt-based interaction paradigm with text-to-image models.
Xinyi Wen, Lena Hegemann, Xiaofu Jin, Shuai Ma 0005, Antti Oulasvirta
IUI5
2025 Chartist: Task-driven Eye Movement Control for Chart Reading
abstract
| openaire: EC/HE/101141916/EU//Artificial User
Danqing Shi, Yao Wang 0018, Yunpeng Bai, Andreas Bulling, Antti Oulasvirta
CHI5
2025 Simulating Errors in Touchscreen Typing
abstract
| openaire: EC/HE/101141916/EU//Artificial User
Danqing Shi, Yujun Zhu, Francisco Erivaldo Fernandes Junior, Shumin Zhai, Antti Oulasvirta
CHI5
2025 No Evidence for LLMs Being Useful in Problem Reframing
abstract
Problem reframing is a designerly activity wherein alternative perspectives are created to recast what a stated design problem is about. Generating alternative problem frames is challenging because it requires devising novel and useful perspectives that fit the given problem context. Large language models (LLMs) could assist this activity via their generative capability. However, it is not clear whether they can help designers produce high-quality frames. Therefore, we asked if there are benefits to working with LLMs. To this end, we compared three ways of using LLMs (N=280): 1) free-form, 2) direct generation, and 3) a structured approach informed by a theory of reframing. We found that using LLMs does not help improve the quality of problem frames. In fact, it increases the competence gap between experienced and inexperienced designers. Also, inexperienced ones perceived lower agency when working with LLMs. We conclude that there is no benefit to using LLMs in problem reframing and discuss possible factors for this lack of effect.
Joon Gi Shin, Anna Polyanskaya, Andrés Lucero, Antti Oulasvirta
CHI4
2025 AGENTFORGE: A Flexible Low-Code Platform for Reinforcement Learning Agent Design
Francisco E. Fernandes Jr., Antti Oulasvirta
ICAART (1)2
2025 DxHF: Providing High-Quality Human Feedback for LLM Alignment with Interactive Decomposition
abstract
Human preferences are widely used to align large language models (LLMs) through methods such as reinforcement learning from human feedback (RLHF).However, the current user interfaces require annotators to compare text paragraphs, which is cognitively challenging when the texts are long or unfamiliar.This paper contributes by studying the decomposition principle as an approach to improving the quality of human feedback for LLM alignment.This approach breaks down the text into individual claims instead of directly comparing two long-form text responses.Based on the principle, we build a novel user interface DxHF.It enhances the comparison process by showing decomposed claims, visually encoding the relevance of claims to the conversation and linking similar claims.This allows users to skim through key information and identify differences for better and quicker judgment.Our technical evaluation shows evidence that decomposition generally improves feedback accuracy regarding the ground truth, particularly for users with uncertainty.A crowdsourcing study with 160 participants indicates that using DxHF improves feedback accuracy by an average of 5%, although it increases the average feedback time by 18 seconds.Notably, accuracy is significantly higher in situations where users have less certainty.The finding of the study highlights the potential of HCI as an effective method for improving human-AI alignment.
Danqing Shi, Furui Cheng, Tino Weinkauf, Antti Oulasvirta, Mennatallah El-Assady
UIST4
2025 Explaining crowdworker behaviour through computational rationality
abstract
Crowdsourcing has transformed whole industries by enabling the collection of human input at scale. Attracting high quality responses remains a challenge, however. Several factors affect which tasks a crowdworker chooses, how carefully they respond, and whether they cheat. In this work, we integrate many such factors into a simulation model of crowdworker behaviour rooted in the theory of computational rationality. The root assumption is that crowdworkers are rational and choose to behave in a way that maximises their expected subjective payoffs. The model captures two levels of decisions: (i) a worker's choice among multiple tasks and (ii) how much effort to put into a task. We formulate the worker's decision problem and use deep reinforcement learning to predict worker behaviour in realistic crowdworking scenarios. We examine predictions against empirical findings on the effects of task design and show that the model successfully predicts adaptive worker behaviour with regard to different aspects of task participation, cheating, and task-switching. To support explaining crowdworker actions and other choice behaviour, we make our model publicly available.
Michael A. Hedderich, Antti Oulasvirta
Behav. Inf. Technol.2
2025 Modeling how menu search strategies develop with experience
Gilles Bailly, Daniel Duarte, Antti Oulasvirta, Luis A. Leiva
Int. J. Hum. Comput. Stud.3
2025 Understanding visual search in graphical user interfaces
abstract
How do we find items within graphical user interfaces (GUIs)? Current understanding of this issue relies on studies using symbol matrices, natural scenes, and other non-GUI stimuli. To understand whether the effects discovered in those environments extend to mobile, desktop, and web interfaces, this paper reports on visual search performance and eye movements with 900 real-world GUIs. In an eye-tracking study, participants (N=84) were given a cue (textual or image) describing a target to find within a GUI. The study found that the type of GUI, the absence/presence of the target, and cue type affected search time more than visual complexity did. We also compared visual search to free-viewing in GUIs, concluding that these two tasks are distinctly different. Synthesis of the results points to a Guess-Scan-Confirm pattern in visual search: in the first few fixations, gaze is frequently directed toward the top-left corner of the screen, a pattern possibly related to the top left being a statistically likely location of the target or of information that could aid in finding it; attention then gets more selectively guided, in line with the GUI’s structure and the features of the target; and, finally, the user must confirm whether the target has been identified or, instead, that no target is visible. The VSGUI10K eye-tracking dataset (10,282 trials) is released for study and modeling of visual search.
Aini Putkonen, Yue Jiang 0002, Jingchun Zeng, Olli Tammilehto, Jussi P. P. Jokinen, Antti Oulasvirta
Int. J. Hum. Comput. Stud.6
2024 Understanding Human-AI Workflows for Generating Personas
abstract
One barrier to deeper adoption of user-research methods is the amount of labor required to create high-quality representations of collected data. Trained user researchers need to analyze datasets and produce informative summaries pertaining to the original data. While Large Language Models (LLMs) could assist in generating summaries, they are known to hallucinate and produce biased responses. In this paper, we study human–AI workflows that differently delegate subtasks in user research between human experts and LLMs. Studying persona generation as our case, we found that LLMs are not good at capturing key characteristics of user data on their own. Better results are achieved when we leverage human skill in grouping user data by their key characteristics and exploit LLMs for summarizing pre-grouped data into personas. Personas generated via this collaborative approach can be more representative and empathy-evoking than ones generated by human experts or LLMs alone. We also found that LLMs could mimic generated personas and enable interaction with personas, thereby helping user researchers empathize with them. We conclude that LLMs, by facilitating the analysis of user data, may promote widespread application of qualitative methods in user research.
Joon Gi Shin, Michael A. Hedderich, Bartlomiej Jakub Rey, Andrés Lucero, Antti Oulasvirta
Conference on Designing Interactive Systems5
2024 Heads-Up Multitasker: Simulating Attention Switching On Optical Head-Mounted Displays
abstract
Optical Head-Mounted Displays (OHMDs) allow users to read digital content while walking. A better understanding of how users allocate attention between these two tasks is crucial for improving OHMD interfaces. This paper introduces a computational model for simulating users’ attention switches between reading and walking. We model users’ decision to deploy visual attention as a hierarchical reinforcement learning problem, wherein a supervisory controller optimizes attention allocation while considering both reading activity and walking safety. Our model simulates the control of eye movements and locomotion as an adaptation to the given task priority, design of digital content, and walking speed. The model replicates key multitasking behaviors during OHMD reading while walking, including attention switches, changes in reading and walking speeds, and reading resumptions.
Yunpeng Bai, Aleksi Ikkala, Antti Oulasvirta, Shengdong Zhao 0001, Lucia J. Wang, Pengzhi Yang, Peisen Xu
CHI3
2024 Palette, Purpose, Prototype: The Three Ps of Color Design and How Designers Navigate Them
abstract
This paper contributes to understanding of a fundamental process in design: choosing colors. While much has been written on color theory and about general design processes, understanding of designers’ actual color-design practice and experiences remains patchy. To address this gap, this paper presents qualitative findings from an interview-based study with 12 designers and, on their basis, a conceptual framework of three interlinked color design spaces: purpose, palette, and prototype. Respectively, these represent a meaning the colors should deliver, a proposed set of colors fitting this purpose, and a possible allocation of these colors to a candidate design. Through a detailed report on how designers iteratively navigate these spaces, the findings offer a rich account of color-design practice and point to possible design benefits from computational toolsthat integrate considerations of all three.
Lena Hegemann, Antti Oulasvirta
CHI2
2024 Graph4GUI: Graph Neural Networks for Representing Graphical User Interfaces
abstract
Present-day graphical user interfaces (GUIs) exhibit diverse arrangements of text, graphics, and interactive elements such as buttons and menus, but representations of GUIs have not kept up. They do not encapsulate both semantic and visuo-spatial relationships among elements. To seize machine learning’s potential for GUIs more efficiently, Graph4GUI exploits graph neural networks to capture individual elements’ properties and their semantic—visuo-spatial constraints in a layout. The learned representation demonstrated its effectiveness in multiple tasks, especially generating designs in a challenging GUI autocompletion task, which involved predicting the positions of remaining unplaced elements in a partially completed GUI. The new model’s suggestions showed alignment and visual appeal superior to the baseline method and received higher subjective ratings for preference. Furthermore, we demonstrate the practical benefits and efficiency advantages designers perceive when utilizing our model as an autocompletion plug-in.
Yue Jiang 0002, Changkong Zhou, Vikas Garg 0001, Antti Oulasvirta
CHI4
2024 Supporting Task Switching with Reinforcement Learning
abstract
Attention management systems aim to mitigate the negative effects of multitasking. However, sophisticated real-time attention management is yet to be developed. We present a novel concept for attention management with reinforcement learning that automatically switches tasks. The system was trained with a user model based on principles of computational rationality. Due to this user model, the system derives a policy that schedules task switches by considering human constraints such as visual limitations and reaction times. We evaluated its capabilities in a challenging dual-task balancing game. Our results confirm our main hypothesis that an attention management system based on reinforcement learning can significantly improve human performance, compared to humans’ self-determined interruption strategy. The system raised the frequency and difficulty of task switches compared to the users while still yielding a lower subjective workload. We conclude by arguing that the concept can be applied to a great variety of multitasking settings.
Alexander Lingler, Dinara Talypova, Jussi P. P. Jokinen, Antti Oulasvirta, Philipp Wintersberger
CHI4
2024 Real-time 3D Target Inference via Biomechanical Simulation
abstract
Selecting a target in a 3D environment is often challenging, especially with small/distant targets or when sensor noise is high. To facilitate selection, target-inference methods must be accurate, fast, and account for noise and motor variability. However, traditional data-free approaches fall short in accuracy since they ignore variability. While data-driven solutions achieve higher accuracy, they rely on extensive human datasets so prove costly, time-consuming, and transfer poorly. In this paper, we propose a novel approach that leverages biomechanical simulation to produce synthetic motion data, capturing a variety of movement-related factors, such as limb configurations and motor noise. Then, an inference model is trained with only the simulated data. Our simulation-based approach improves transfer and lowers cost; variety-rich data can be produced in large quantities for different scenarios. We empirically demonstrate that our method matches the accuracy of human-data-driven approaches using data from seven users. When deployed, the method accurately infers intended targets in challenging 3D pointing conditions within 5–10 milliseconds, reducing users’ target-selection error by 71% and completion time by 35%.
Hee-Seung Moon, Yi-Chi Liao 0001, Byungjoo Lee, Antti Oulasvirta
CHI5
2024 CRTypist: Simulating Touchscreen Typing Behavior via Computational Rationality
abstract
Touchscreen typing requires coordinating the fingers and visual attention for button-pressing, proofreading, and error correction. Computational models need to account for the associated fast pace, coordination issues, and closed-loop nature of this control problem, which is further complicated by the immense variety of keyboards and users. The paper introduces CRTypist, which generates human-like typing behavior. Its key feature is a reformulation of the supervisory control problem, with the visual attention and motor system being controlled with reference to a working memory representation tracking the text typed thus far. Movement policy is assumed to asymptotically approach optimal performance in line with cognitive and design-related bounds. This flexible model works directly from pixels, without requiring hand-crafted feature engineering for keyboards. It aligns with human data in terms of movements and performance, covers individual differences, and can generalize to diverse keyboard designs. Though limited to skilled typists, the model generates useful estimates of the typing performance achievable under various conditions.
Danqing Shi, Yujun Zhu, Jussi P. P. Jokinen, Aditya Acharya, Aini Putkonen, Shumin Zhai, Antti Oulasvirta
CHI7
2024 Interactive Reward Tuning: Interactive Visualization for Preference Elicitation
abstract
In reinforcement learning, tuning reward weights in the reward function is necessary to align behavior with user preferences. However, current approaches, which use pairwise comparisons for preference elicitation, are inefficient, because they miss much of the human ability to explore and judge groups of candidate solutions. The paper presents a novel visualization-based approach that better exploits the user’s ability to quickly recognize interesting directions for reward tuning. It breaks down the tuning problem by using the visual information-seeking principle: overview first, zoom and filter, then details-on-demand. Following this principle, we built a visualization system comprising two interactively linked views: 1) an embedding view showing a contextual overview of all sampled behaviors and 2) a sample view displaying selected behaviors and visualizations of the detailed time-series data. A user can efficiently explore large sets of samples by iterating between these two views. The paper demonstrates that the proposed approach is capable of tuning rewards for challenging behaviors. The simulation-based evaluation shows that the system can reach optimal solutions with fewer queries relative to baselines.
Danqing Shi, Shibei Zhu, Tino Weinkauf, Antti Oulasvirta
IROS4
2024 Understanding and Automating Graphical Annotations on Animated Scatterplots
abstract
Scatterplots are commonly used in various contexts, from scientific publications to infographics for the general public. However, not everyone is able to read them, and even experts may struggle to notice some important information such as overlapping clusters or temporal changes. To address these issues, a computational approach for annotating scatterplots has been developed. This approach involves various forms of annotation, including drawing lines to show correlations, circling areas to show clusters, and indicating movement with arrows. The approach is based on a study that identified common annotation strategies used by people to annotate scatterplots. These strategies are distilled into an automated method for generating graphical annotations on scatterplots. The method involves a problem formulation using a Markov Decision Process and a model for making annotation decisions. The model generates step-by-step graphical annotations by analyzing data insights and observing the chart. The final result conveys a narrative that is easy to understand and allows for the conveyance of temporal changes in the data. The study results suggest that the method can generate understandable and functional annotations that are comparable to those created by human experts. This approach can potentially reduce the time and effort required to read scatterplots, making it a useful tool for data visualization novices.
Danqing Shi, Antti Oulasvirta, Tino Weinkauf, Nan Cao 0001
PacificVis2
2024 SIM2VR: Towards Automated Biomechanical Testing in VR
abstract
Automated biomechanical testing has great potential for the development of VR applications, as initial insights into user behaviour can be gained in silico early in the design process. In particular, it allows prediction of user movements and ergonomic variables, such as fatigue, prior to conducting user studies. However, there is a fundamental disconnect between simulators hosting state-of-the-art biomechanical user models and simulators used to develop and run VR applications. Existing user simulators often struggle to capture the intricacies of real-world VR applications, reducing ecological validity of user predictions. In this paper, we introduce sim2vr, a system that aligns user simulation with a given VR application by establishing a continuous closed loop between the two processes. This, for the first time, enables training simulated users directly in the same VR application that real users interact with. We demonstrate that sim2vr can predict differences in user performance, ergonomics and strategies in a fast-paced, dynamic arcade game. In order to expand the scope of automated biomechanical testing beyond simple visuomotor tasks, advances in cognitive models and reward function design will be needed.
Florian Fischer 0001, Aleksi Ikkala, Markus Klar, Arthur Fleig, Miroslav Bachinski, Roderick Murray-Smith, Perttu Hämäläinen, Antti Oulasvirta, Jörg Müller 0001
UIST8
2024 EyeFormer: Predicting Personalized Scanpaths with Transformer-Guided Reinforcement Learning
abstract
From a visual-perception perspective, modern graphical user interfaces (GUIs) comprise a complex graphics-rich two-dimensional visuospatial arrangement of text, images, and interactive objects such as buttons and menus. While existing models can accurately predict regions and objects that are likely to attract attention “on average”, no scanpath model has been capable of predicting scanpaths for an individual. To close this gap, we introduce EyeFormer, which utilizes a Transformer architecture as a policy network to guide a deep reinforcement learning algorithm that predicts gaze locations. Our model offers the unique capability of producing personalized predictions when given a few user scanpath samples. It can predict full scanpath information, including fixation positions and durations, across individuals and various stimulus types. Additionally, we demonstrate applications in GUI layout optimization driven by our model.
Yue Jiang 0002, Zixin Guo, Hamed Rezazadegan Tavakoli, Luis A. Leiva, Antti Oulasvirta
UIST5
2024 Computational models of cognition for human-automated vehicle interaction: State-of-the-art and future directions
Christian P. Janssen, Martin Baumann 0001, Antti Oulasvirta
Int. J. Hum. Comput. Stud.3
2024 Cognitive abilities predict performance in everyday computer tasks
abstract
Fluency with computer applications has assumed a crucial role in work-related and other day-to-day activities. While prior experience is known to predict performance in tasks involving computers, the effects of more stable factors like cognitive abilities remain unclear. Here, we report findings from a controlled study (N=88) covering a wide spectrum of commonplace applications, from spreadsheets to video conferencing. Our main result is that cognitive abilities exert a significant, independent, and broad-based effect on computer users’ performance. In particular, users with high working memory, executive control, and perceptual reasoning ability complete tasks more quickly and with greater success while experiencing lower mental load. Remarkably, these effects are similar to or even larger in magnitude than the effects of prior experience in using computers and in completing tasks similar to those encountered in our study. However, the effects are varying and application-specific. We discuss the role that user interface design bears on decreasing ability-related differences, alongside benefits this could yield for functioning in society.
Erik M. Lintunen, Viljami R. Salmela, Petri Jarre, Tuukka Heikkinen, Markku Kilpeläinen, Markus Jokela, Antti Oulasvirta
Int. J. Hum. Comput. Stud.7
2024 DesignQuizzer: A Community-Powered Conversational Agent for Learning Visual Design
abstract
Online design communities, where members exchange free-form views on others' designs, offer a space for beginners to learn visual design. However, the content of these communities is often unorganized for learners, containing many redundancies and irrelevant comments. In this paper, we propose a computational approach for leveraging online design communities to run a conversational agent that assists informal learning of visual elements (e.g., color and space). Our method extracts critiques, suggestions, and rationales on visual elements from comments. We present DesignQuizzer, which asks questions about visual design in UI examples and provides structured comment summaries. Two user studies demonstrate the engagement and usefulness of DesignQuizzer compared with the baseline (reading reddit.com/r/UI_design). We also showcase how effectively novices can apply what they learn with DesignQuizzer in a design critique task and a visual design task. We discuss how to use our approach with other communities and offer design considerations for community-powered learning support tools.
Zhenhui Peng, Qiaoyi Chen, Zhiyu Shen, Xiaojuan Ma, Antti Oulasvirta
Proc. ACM Hum. Comput. Interact.5
2024 Cooperative Multi-Objective Bayesian Design Optimization
abstract
Computational methods can potentially facilitate user interface design by complementing designer intuition, prior experience, and personal preference. Framing a user interface design task as a multi-objective optimization problem can help with operationalizing and structuring this process at the expense of designer agency and experience. While offering a systematic means of exploring the design space, the optimization process cannot typically leverage the designer’s expertise in quickly identifying that a given “bad” design is not worth evaluating. We here examine a cooperative approach where both the designer and optimization process share a common goal and work in partnership by establishing a shared understanding of the design space. We tackle the research question: How can we foster cooperation between the designer and a systematic optimization process in order to best leverage their combined strength? We introduce and present an evaluation of a cooperative approach that allows the user to express their design insight and work in concert with a multi-objective design process. We find that the cooperative approach successfully encourages designers to explore more widely in the design space than when they are working without assistance from an optimization process. The cooperative approach also delivers design outcomes that are comparable to an optimization process run without any direct designer input but achieves this with greater efficiency and substantially higher designer engagement levels.
George B. Mo, John J. Dudley, Li-Wei Chan 0001, Yi-Chi Liao 0001, Antti Oulasvirta, Per Ola Kristensson
ACM Trans. Interact. Intell. Syst.5
2023 UEyes: Understanding Visual Saliency across User Interface Types
abstract
While user interfaces (UIs) display elements such as images and text in a grid-based layout, UI types differ significantly in the number of elements and how they are displayed. For example, webpage designs rely heavily on images and text, whereas desktop UIs tend to feature numerous small images. To examine how such differences affect the way users look at UIs, we collected and analyzed a large eye-tracking-based dataset, UEyes (62 participants and 1,980 UI screenshots), covering four major UI types: webpage, desktop UI, mobile UI, and poster. We analyze its differences in biases related to such factors as color, location, and gaze direction. We also compare state-of-the-art predictive models and propose improvements for better capturing typical tendencies across UI types. Both the dataset and the models are publicly available.
Yue Jiang 0002, Luis A. Leiva, Hamed Rezazadegan Tavakoli, Paul R. B. Houssel, Julia Kylmälä, Antti Oulasvirta
CHI6
2023 Modeling Touch-based Menu Selection Performance of Blind Users via Reinforcement Learning
abstract
Although 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
CHI7
2023 Amortized Inference with User Simulations
abstract
There have been significant advances in simulation models predicting human behavior across various interactive tasks. One issue remains, however: identifying the parameter values that best describe an individual user. These parameters often express personal cognitive and physiological characteristics, and inferring their exact values has significant effects on individual-level predictions. Still, the high complexity of simulation models usually causes parameter inference to consume prohibitively large amounts of time, as much as days per user. We investigated amortized inference for its potential to reduce inference time dramatically, to mere tens of milliseconds. Its principle is to pre-train a neural proxy model for probabilistic inference, using synthetic data simulated from a range of parameter combinations. From examining the efficiency and prediction performance of amortized inference in three challenging cases that involve real-world data (menu search, point-and-click, and touchscreen typing), the paper demonstrates that an amortized-inference approach permits analyzing large-scale datasets by means of simulation models. It also addresses emerging opportunities and challenges in applying amortized inference in HCI.
Hee-Seung Moon, Antti Oulasvirta, Byungjoo Lee
CHI2
2023 Fragmented Visual Attention in Web Browsing: Weibull Analysis of Item Visit Times
abstract
Abstract Users often browse the web in an exploratory way, inspecting what they find interesting without a specific goal. However, the temporal dynamics of visual attention during such sessions, emerging when users gaze from one item to another, are not well understood. In this paper, we examine how people distribute visual attention among content items when browsing news. Distribution of visual attention is studied in a controlled experiment, wherein eye-tracking data and web logs are collected for 18 participants exploring newsfeeds in a single- and multi-column layout. Behavior is modeled using Weibull analysis of item (article) visit times, which describes these visits via quantities like durations and frequencies of switching focused item. Bayesian inference is used to quantify uncertainty. The results suggest that visual attention in browsing is fragmented, and affected by the number, properties and composition of the items visible on the viewport. We connect these findings to previous work explaining information-seeking behavior through cost-benefit judgments.
Aini Putkonen, Aurélien Nioche, Markku Laine, Crista Kuuramo, Antti Oulasvirta
ECIR (2)5
2023 CoColor: Interactive Exploration of Color Designs
abstract
Choosing colors is a pivotal but challenging component of graphic design. The paper presents an intelligent interaction technique supporting designers’ creativity in color design. It fills a gap in the literature by proposing an integrated technique for color exploration, assignment, and refinement: CoColor. Our design goals were 1) let designers focus on color choice by freeing them from pixel-level editing and 2) support rapid flow between low- and high-level decisions. Our interaction technique utilizes three steps – choice of focus, choice of suitable colors, and the colors’ application to designs – wherein the choices are interlinked and computer-assisted, thus supporting divergent and convergent thinking. It considers color harmony, visual saliency, and elementary accessibility requirements. The technique was incorporated into the popular design tool Figma and evaluated in a study with 16 designers. Participants explored the coloring options more easily with CoColor and considered it helpful.
Lena Hegemann, Niraj Ramesh Dayama, Abhishek Iyer, Erfan Farhadi, Ekaterina Marchenko, Antti Oulasvirta
IUI6
2023 Modeling human road crossing decisions as reward maximization with visual perception limitations
abstract
Understanding the interaction between different road users is critical for road safety and automated vehicles (AVs). Existing mathematical models on this topic have been proposed based mostly on either cognitive or machine learning (ML) approaches. However, current cognitive models are incapable of simulating road user trajectories in general scenarios, and ML models lack a focus on the mechanisms generating the behavior and take a high-level perspective which can cause failures to capture important human-like behaviors. Here, we develop a model of human pedestrian crossing decisions based on computational rationality, an approach using deep reinforcement learning (RL) to learn boundedly optimal behavior policies given human constraints, in our case a model of the limited human visual system. We show that the proposed combined cognitive-RL model captures human-like patterns of gap acceptance and crossing initiation time. Interestingly, our model’s decisions are sensitive to not only the time gap, but also the speed of the approaching vehicle, something which has been described as a “bias” in human gap acceptance behavior. However, our results suggest that this is instead a rational adaption to human perceptual limitations. Moreover, we demonstrate an approach to accounting for individual differences in computational rationality models, by conditioning the RL policy on the parameters of the human constraints. Our results demonstrate the feasibility of generating more human-like road user behavior by combining RL with cognitive models.
Aravinda Ramakrishnan Srinivasan, Jussi P. P. Jokinen, Antti Oulasvirta, Gustav Markkula
IV4
2023 Interactive Personalization of Classifiers for Explainability using Multi-Objective Bayesian Optimization
abstract
Explainability is a crucial aspect of models which ensures their reliable use by both engineers and end-users. However, explainability depends on the user and the model’s usage context, making it an important dimension for user personalization. In this article, we explore the personalization of opaque-box image classifiers using an interactive hyperparameter tuning approach, in which the user iteratively rates the quality of explanations for a selected set of query images. Using a multi-objective Bayesian optimization (MOBO) algorithm, we optimize for both, the classifier’s accuracy and the perceived explainability ratings. In our user study, we found Pareto-optimal parameters for each participant, that could significantly improve explainability ratings of queried images while minimally impacting classifier accuracy. Furthermore, this improved explainability with tuned hyperparameters generalized to held-out validation images, with the extent of generalization being dependent on the variance within the queried images, and the similarity between the query and validation images. This MOBO-based method has the potential to be used in general to jointly optimize any machine learning objective along with any human-centric objective. The Pareto front produced after the interactive hyperparameter tuning can be useful during deployment, allowing for desired trade-offs between the objectives (if any) to be chosen by selecting the appropriate parameters. Additionally, user studies like ours can assess if commonly assumed trade-offs, such as accuracy versus explainability, exist in a given context.
Suyog Chandramouli, Yifan Zhu 0012, Antti Oulasvirta
UMAP3
2023 Describing UI Screenshots in Natural Language
abstract
Being able to describe any user interface (UI) screenshot in natural language can promote understanding of the main purpose of the UI, yet currently it cannot be accomplished with state-of-the-art captioning systems. We introduce XUI, a novel method inspired by the global precedence effect to create informative descriptions of UIs, starting with an overview and then providing fine-grained descriptions about the most salient elements. XUI builds upon computational models for topic classification, visual saliency prediction, and natural language generation (NLG). XUI provides descriptions with up to three different granularity levels that, together, describe what is in the interface and what the user can do with it. We found that XUI descriptions are highly readable, are perceived to accurately describe the UI, and score similarly to human-generated UI descriptions. XUI is available as open-source software.
Luis A. Leiva, Asutosh Hota, Antti Oulasvirta
ACM Trans. Intell. Syst. Technol.3
2022 Rediscovering Affordance: A Reinforcement Learning Perspective
abstract
Affordance refers to the perception of possible actions allowed by an object. Despite its relevance to human–computer interaction, no existing theory explains the mechanisms that underpin affordance-formation; that is, how affordances are discovered and adapted via interaction. We propose an integrative theory of affordance-formation based on the theory of reinforcement learning in cognitive sciences. The key assumption is that users learn to associate promising motor actions to percepts via experience when reinforcement signals (success/failure) are present. They also learn to categorize actions (e.g., “rotating” a dial), giving them the ability to name and reason about affordance. Upon encountering novel widgets, their ability to generalize these actions determines their ability to perceive affordances. We implement this theory in a virtual robot model, which demonstrates human-like adaptation of affordance in interactive widgets tasks. While its predictions align with trends in human data, humans are able to adapt affordances faster, suggesting the existence of additional mechanisms.
Yi-Chi Liao 0001, Kashyap Todi, Aditya Acharya, Antti Keurulainen, Andrew Howes 0001, Antti Oulasvirta
CHI6
2022 Investigating Positive and Negative Qualities of Human-in-the-Loop Optimization for Designing Interaction Techniques
abstract
Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.
Li-Wei Chan 0001, Yi-Chi Liao 0001, George B. Mo, John J. Dudley, Chun-Lien Cheng, Per Ola Kristensson, Antti Oulasvirta
CHI7
2022 Computational Rationality as a Theory of Interaction
abstract
How do people interact with computers? This fundamental question was asked by Card, Moran, and Newell in 1983 with a proposition to frame it as a question about human cognition – in other words, as a matter of how information is processed in the mind. Recently, the question has been reframed as one of adaptation: how do people adapt their interaction to the limits imposed by cognition, device design, and environment? The paper synthesizes advances toward an answer within the theoretical framework of computational rationality. The core assumption is that users act in accordance with what is best for them, given the limits imposed by their cognitive architecture and their experience of the task environment. This theory can be expressed in computational models that explain and predict interaction. The paper reviews the theoretical commitments and emerging applications in HCI, and it concludes by outlining a research agenda for future work.
Antti Oulasvirta, Jussi P. P. Jokinen, Andrew Howes 0001
CHI1
2022 Robust and Deployable Gesture Recognition for Smartwatches
abstract
Gesture recognition on smartwatches is challenging not only due to resource constraints but also due to the dynamically changing conditions of users. It is currently an open problem how to engineer gesture recognisers that are robust and yet deployable on smartwatches. Recent research has found that common everyday events, such as a user removing and wearing their smartwatch again, can deteriorate recognition accuracy significantly. In this paper, we suggest that prior understanding of causes behind everyday variability and false positives should be exploited in the development of recognisers. To this end, first, we present a data collection method that aims at diversifying gesture data in a representative way, in which users are taken through experimental conditions that resemble known causes of variability (e.g., walking while gesturing) and are asked to produce deliberately varied, but realistic gestures. Secondly, we review known approaches in machine learning for recogniser design on constrained hardware. We propose convolution-based network variations for classifying raw sensor data, achieving greater than 98% accuracy reliably under both individual and situational variations where previous approaches have reported significant performance deterioration. This performance is achieved with a model that is two orders of magnitude less complex than previous state-of-the-art models. Our work suggests that deployable and robust recognition is feasible but requires systematic efforts in data collection and network design to address known causes of gesture variability.
Utkarsh Kunwar, Sheetal Borar, Moritz Berghofer, Julia Kylmälä, Ilhan Aslan, Luis A. Leiva, Antti Oulasvirta
IUI7
2022 AUIT - the Adaptive User Interfaces Toolkit for Designing XR Applications
abstract
Adaptive user interfaces can improve experiences in Extended Reality (XR) applications by adapting interface elements according to the user’s context. Although extensive work explores different adaptation policies, XR creators often struggle with their implementation, which involves laborious manual scripting. The few available tools are underdeveloped for realistic XR settings where it is often necessary to consider conflicting aspects that affect an adaptation. We fill this gap by presenting AUIT, a toolkit that facilitates the design of optimization-based adaptation policies. AUIT allows creators to flexibly combine policies that address common objectives in XR applications, such as element reachability, visibility, and consistency. Instead of using rules or scripts, specifying adaptation policies via adaptation objectives simplifies the design process and enables creative exploration of adaptations. After creators decide which adaptation objectives to use, a multi-objective solver finds appropriate adaptations in real-time. A study showed that AUIT allowed creators of XR applications to quickly and easily create high-quality adaptations.
João Marcelo Evangelista Belo, Mathias N. Lystbæk, Anna Maria Feit, Ken Pfeuffer, Peter Kán, Antti Oulasvirta, Kaj Grønbæk
UIST6
2022 Breathing Life Into Biomechanical User Models
abstract
Forward biomechanical simulation in HCI holds great promise as a tool for evaluation, design, and engineering of user interfaces. Although reinforcement learning (RL) has been used to simulate biomechanics in interaction, prior work has relied on unrealistic assumptions about the control problem involved, which limits the plausibility of emerging policies. These assumptions include direct torque actuation as opposed to muscle-based control; direct, privileged access to the external environment, instead of imperfect sensory observations; and lack of interaction with physical input devices. In this paper, we present a new approach for learning muscle-actuated control policies based on perceptual feedback in interaction tasks with physical input devices. This allows modelling of more realistic interaction tasks with cognitively plausible visuomotor control. We show that our simulated user model successfully learns a variety of tasks representing different interaction methods, and that the model exhibits characteristic movement regularities observed in studies of pointing. We provide an open-source implementation which can be extended with further biomechanical models, perception models, and interactive environments.
Aleksi Ikkala, Florian Fischer 0001, Markus Klar, Miroslav Bachinski, Arthur Fleig, Andrew Howes 0001, Perttu Hämäläinen, Jörg Müller 0001, Roderick Murray-Smith, Antti Oulasvirta
UIST10
2022 Chatbots Facilitating Consensus-Building in Asynchronous Co-Design
abstract
Consensus-building is an essential process for the success of co-design projects. To build consensus, stakeholders need to discuss conflicting needs and viewpoints, converge their ideas toward shared interests, and grow their willingness to commit to group decisions. However, managing group discussions is challenging in large co-design projects with multiple stakeholders. In this paper, we investigate the interaction design of a chatbot that can mediate consensus-building conversationally. By interacting with individual stakeholders, the chatbot collects ideas to satisfy conflicting needs and engages stakeholders to consider others’ viewpoints, without having stakeholders directly interact with each other. Results from an empirical study in an educational setting (N = 12) suggest that the approach can increase stakeholders’ commitment to group decisions and maintain the effect even on the group decisions that conflict with personal interests. We conclude that chatbots can facilitate consensus-building in small-to-medium-sized projects, but more work is needed to scale up to larger projects.
Joon Gi Shin, Michael A. Hedderich, Andrés Lucero, Antti Oulasvirta
UIST4
2022 How Suitable Is Your Naturalistic Dataset for Theory-based User Modeling?
abstract
Theory-based, or “white-box,” models come with a major benefit that makes them appealing for deployment in user modeling: their parameters are interpretable. However, most theory-based models have been developed in controlled settings, in which researchers determine the experimental design. In contrast, real-world application of these models demands setups that are beyond developer control. In non-experimental, naturalistic settings, the tasks with which users are presented may be very limited, and it is not clear that model parameters can be reliably inferred. This paper describes a technique for assessing whether a naturalistic dataset is suitable for use with a theory-based model. The proposed parameter recovery technique can warn against possible over-confidence in inferred model parameters. This technique also can be used to study conditions under which parameter inference is feasible. The method is demonstrated for two models of decision-making under risk with naturalistic data from a turn-based game.
Aini Putkonen, Aurélien Nioche, Ville Tanskanen, Arto Klami, Antti Oulasvirta
UMAP5
2022 Counterfactual Thinking: What Theories Do in Design
abstract
This essay addresses a foundational topic in applied sciences with interest in design: how do theories inform design? Previous work has attributed theory-use to abduction and deduction. However, design is about creating an intervention, a possible state that does not exist presently, and these accounts fail to explain how theories permit taking this leap. We argue that the practical value of a theory lies in counterfactual thinking. Theories are like “speculation pumps”: they produce (pump) counterfactual thought experiments of the type: If design was , then interaction would be . The more valid these thought experiments are and the better they direct the solution of design problems toward desirable and reliable outcomes, the more useful the theory. Counterfactual thinking sheds new light to design methods and, importantly, can reconcile an underlying tension between design sciences and applied sciences.
Antti Oulasvirta, Kasper Hornbæk
Int. J. Hum. Comput. Interact.1
2022 Learning GUI Completions with User-defined Constraints
abstract
A key objective in the design of graphical user interfaces (GUIs) is to ensure consistency across screens of the same product. However, designing a compliant layout is time-consuming and can distract designers from creative thinking. This paper studies layout recommendation methods that fulfill such consistency requirements using machine learning. Given a desired element type and size, the methods suggest element placements following real-world GUI design processes. Consistency requirements are given implicitly through previous layouts from which patterns are to be learned, comparable to existing screens of a software product. We adopt two recently proposed methods for this task, a Graph Neural Network (GNN) and a Transformer model, and compare them with a custom approach based on sequence alignment and nearest neighbor search (kNN) . The methods were tested on handcrafted datasets with explicit layout patterns, as well as large-scale public datasets of diverse mobile design layouts. Our results show that our instance-based learning algorithm outperforms both neural network approaches. Ultimately, this work contributes to establishing smarter design tools for professional designers with explainable algorithms that increase their efficacy.
Lukas Brückner, Luis A. Leiva, Antti Oulasvirta
ACM Trans. Interact. Intell. Syst.3
2021 Conversations with GUIs
abstract
Annotated datasets of application GUIs contain a wealth of information that can be used for various purposes, from providing inspiration to designers and implementation details to developers to assisting end-users during daily use. However, users often struggle to formulate their needs in a way that computers can understand reliably. To address this, we study how people may interact with such GUI datasets using natural language. We elicit user needs in a survey (N = 120) with three target groups (designers, developers, end-users), providing insights into which capabilities would be useful and how users formulate queries. We contribute a labelled dataset of 1317 user queries, and demonstrate an application of a conversational assistant that interprets these queries and retrieves information from a large-scale GUI dataset. It can (1) suggest GUI screenshots for design ideation, (2) highlight details about particular GUI features for development, and (3) reveal further insights about applications. Our findings can inform design and implementation of intelligent systems to interact with GUI datasets intuitively.
Kashyap Todi, Luis A. Leiva, Daniel Buschek, Pin Tian, Antti Oulasvirta
Conference on Designing Interactive Systems5
2021 An Adaptive Model of Gaze-based Selection
abstract
Gaze-based selection has received significant academic attention over a number of years. While advances have been made, it is possible that further progress could be made if there were a deeper understanding of the adaptive nature of the mechanisms that guide eye movement and vision. Control of eye movement typically results in a sequence of movements (saccades) and fixations followed by a ‘dwell’ at a target and a selection. To shed light on how these sequences are planned, this paper presents a computational model of the control of eye movements in gaze-based selection. We formulate the model as an optimal sequential planning problem bounded by the limits of the human visual and motor systems and use reinforcement learning to approximate optimal solutions. The model accurately replicates earlier results on the effects of target size and distance and captures a number of other aspects of performance. The model can be used to predict number of fixations and duration required to make a gaze-based selection. The future development of the model is discussed.
Xiuli Chen, Aditya Acharya, Antti Oulasvirta, Andrew Howes 0001
CHI3
2021 Touchscreen Typing As Optimal Supervisory Control
abstract
Traditionally, touchscreen typing has been studied in terms of motor performance. However, recent research has exposed a decisive role of visual attention being shared between the keyboard and the text area. Strategies for this are known to adapt to the task, design, and user. In this paper, we propose a unifying account of touchscreen typing, regarding it as optimal supervisory control. Under this theory, rules for controlling visuo-motor resources are learned via exploration in pursuit of maximal typing performance. The paper outlines the control problem and explains how visual and motor limitations affect it. We then present a model, implemented via reinforcement learning, that simulates co-ordination of eye and finger movements. Comparison with human data affirms that the model creates realistic finger- and eye-movement patterns and shows human-like adaptation. We demonstrate the model’s utility for interface development in evaluating touchscreen keyboard designs.
Jussi P. P. Jokinen, Aditya Acharya, Mohammad Uzair, Xinhui Jiang, Antti Oulasvirta
CHI5
2021 Adapting User Interfaces with Model-based Reinforcement Learning
abstract
Adapting an interface requires taking into account both the positive and negative effects that changes may have on the user. A carelessly picked adaptation may impose high costs to the user – for example, due to surprise or relearning effort – or “trap” the process to a suboptimal design immaturely. However, effects on users are hard to predict as they depend on factors that are latent and evolve over the course of interaction. We propose a novel approach for adaptive user interfaces that yields a conservative adaptation policy: It finds beneficial changes when there are such and avoids changes when there are none. Our model-based reinforcement learning method plans sequences of adaptations and consults predictive HCI models to estimate their effects. We present empirical and simulation results from the case of adaptive menus, showing that the method outperforms both a non-adaptive and a frequency-based policy.
Kashyap Todi, Gilles Bailly, Luis A. Leiva, Antti Oulasvirta
CHI4
2021 Interactive Layout Transfer
abstract
During the design of graphical user interfaces (GUIs), one typical objective is to ensure compliance with pertinent style guides, ongoing design practices, and design systems. However, designing compliant layouts is challenging, time-consuming, and can distract creative thinking in design. This paper presents a method for interactive layout transfer, where the layout of a source design – typically an initial rough working draft – is transferred automatically using a selected reference/template layout while complying with relevant guidelines. Our integer programming (IP) method extends previous work in two ways: first, by showing how to transform a rough draft into the final target layout using a reference template and, second, by extending IP-based approaches to adhere to guidelines. We demonstrate how to integrate the method into a real-time interactive GUI sketching tool. Evaluation results are presented from a case study and from an online experiment where the perceived quality of layouts was assessed.
Niraj Ramesh Dayama, Simo Santala, Lukas Brückner, Kashyap Todi, Jingzhou Du, Antti Oulasvirta
IUI6
2021 Improving Artificial Teachers by Considering How People Learn and Forget
abstract
The paper presents a novel model-based method for intelligent tutoring, with particular emphasis on the problem of selecting teaching interventions in interaction with humans. Whereas previous work has focused on either personalization of teaching or optimization of teaching intervention sequences, the proposed individualized model-based planning approach represents convergence of these two lines of research. Model-based planning picks the best interventions via interactive learning of a user memory model’s parameters. The approach is novel in its use of a cognitive model that can account for several key individual- and material-specific characteristics related to recall/forgetting, along with a planning technique that considers users’ practice schedules. Taking a rule-based approach as a baseline, the authors evaluated the method’s benefits in a controlled study of artificial teaching in second-language vocabulary learning (N = 53).
Aurélien Nioche, Pierre-Alexandre Murena, Carlos de la Torre-Ortiz, Antti Oulasvirta
IUI4
2021 Modeling Gliding-based Target Selection for Blind Touchscreen Users
abstract
Gliding 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
MobileHCI8
2021 How We Swipe: A Large-scale Shape-writing Dataset and Empirical Findings
abstract
Despite 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
MobileHCI5
2021 Foraging-based optimization of menu systems
abstract
The problem of computational design for menu systems has been addressed in some specific cases such as the linear menu (list). The classical approach has been to model this problem as an assignment task, where commands are assigned to menu positions while optimizing for users’ selection performance and grouping of associated items. However, we show that this approach fails with larger, hierarchically organized menus because it does not take into account the ways in which users navigate hierarchical structures. This paper addresses the computational menu design problem by presenting a novel integer programming formulation that yields usable, well-ordered command hierarchies from a single model. First, it introduces a novel objective function based on information foraging theory, which minimizes navigation time in a hierarchical structure. Second, it models the hierarchical menu design problem as a combination of the exact set covering problem and the assignment problem, organizing commands into ordered groups of ordered groups. The approach is efficient for large, representative instances of the problem. In a controlled usability evaluation, the performance of computationally designed menus was ∼25% faster to use than existing commercial designs. We discuss applications of this approach for personalization and adaptation.
Niraj Ramesh Dayama, Morteza Shiripour, Antti Oulasvirta, Evgeny Ivanko, Andreas Karrenbauer
Int. J. Hum. Comput. Stud.3
2021 Interactive Exploration of Large-Scale UI Datasets with Design Maps
abstract
Abstract Designers are increasingly using online resources for inspiration. How to best support design exploration without compromising creativity? We introduce and study Design Maps, a class of point-cloud visualizations that makes large user interface datasets explorable. Design Maps are computed using dimensionality reduction and clustering techniques, which we analyze thoroughly in this paper. We present concepts for integrating Design Maps into design tools, including interactive visualization, local neighborhood exploration and functionality to integrate existing solutions to the design at hand. These concepts were implemented in a wireframing tool for mobile apps, which was evaluated with actual designers performing realistic tasks. Overall, designers find Design Maps supporting their creativity (avg. CSI score of 74/100) and indicate that the maps producing consistent whitespacing within cloud points are the most informative ones.
Luis A. Leiva, Asutosh Hota, Antti Oulasvirta
Interact. Comput.3
2021 Responsive and Personalized Web Layouts with Integer Programming
abstract
Over the past decade, responsive web design (RWD) has become the de facto standard for adapting web pages to a wide range of devices used for browsing. While RWD has improved the usability of web pages, it is not without drawbacks and limitations: designers and developers must manually design the web layouts for multiple screen sizes and implement associated adaptation rules, and its "one responsive design fits all" approach lacks support for personalization. This paper presents a novel approach for automated generation of responsive and personalized web layouts. Given an existing web page design and preferences related to design objectives, our integer programming -based optimizer generates a consistent set of web designs. Where relevant data is available, these can be further automatically personalized for the user and browsing device. The paper includes presentation of techniques for runtime adaptation of the designs generated into a fully responsive grid layout for web browsing. Results from our ratings-based online studies with end users (N = 86) and designers (N = 64) show that the proposed approach can automatically create high-quality responsive web layouts for a variety of real-world websites.
Markku Laine, Simo Santala, Jussi P. P. Jokinen, Antti Oulasvirta
Proc. ACM Hum. Comput. Interact.5
2021 Grid-based Genetic Operators for Graphical Layout Generation
abstract
Graphical user interfaces (GUIs) have gained primacy among the means of interacting with computing systems, thanks to the way they leverage human perceptual and motor capabilities. However, the design of GUIs has mostly been a manual activity. To design a GUI, the designer must select its visual, spatial, textual, and interaction properties such that the combination strikes a balance among the relevant human factors. While emerging computational-design techniques have addressed some problems related to grid layouts, no general approach has been proposed that can also produce good and complete results covering color-related decisions and other nonlinear design objectives. Evolutionary algorithms are promising and demonstrate good handling of similar problems in other conditions, genetic operators, depending on how they are designed. But even these approaches struggle with elements' overlap and hence produce too many infeasible candidate solutions. This paper presents a new approach based on grid-based genetic operators demonstrated in a non-dominated sorting genetic algorithm (NSGA-III) setting. The operators use grid lines for element positions in a novel manner to satisfy overlap-related constraints and intrinsically improve the alignment of elements. This approach can be used for crossovers and mutations. Its core benefit is that all the solutions generated satisfy the no-overlap requirement and represent well-formed layouts. The new operators permit using genetic algorithms for increasingly realistic task instances, responding to more design objectives than could be considered before. Specifically, we address grid quality, alignment, selection time, clutter minimization, saliency control, color harmony, and grouping of elements.
Morteza Shiripour, Niraj Ramesh Dayama, Antti Oulasvirta
Proc. ACM Hum. Comput. Interact.3
2020 Button Simulation and Design via FDVV Models
abstract
Designing a push-button with desired sensation and performance is challenging because the mechanical construction must have the right response characteristics. Physical simulation of a button's force-displacement (FD) response has been studied to facilitate prototyping; however, the simulations' scope and realism have been limited. In this paper, we extend FD modeling to include vibration (V) and velocity-dependence characteristics (V). The resulting FDVV models better capture tactility characteristics of buttons, including snap. They increase the range of simulated buttons and the perceived realism relative to FD models. The paper also demonstrates methods for obtaining these models, editing them, and simulating accordingly. This end-to-end approach enables the analysis, prototyping, and optimization of buttons, and supports exploring designs that would be hard to implement mechanically.
Yi-Chi Liao 0001, Sunjun Kim, Byungjoo Lee, Antti Oulasvirta
CHI4
2020 GRIDS: Interactive Layout Design with Integer Programming
abstract
Grid layouts are used by designers to spatially organise user interfaces when sketching and wireframing. However, their design is largely time consuming manual work. This is challenging due to combinatorial explosion and complex objectives, such as alignment, balance, and expectations regarding positions. This paper proposes a novel optimisation approach for the generation of diverse grid-based layouts. Our mixed integer linear programming (MILP) model offers a rigorous yet efficient method for grid generation that ensures packing, alignment, grouping, and preferential positioning of elements. Further, we present techniques for interactive diversification, enhancement, and completion of grid layouts. These capabilities are demonstrated using GRIDS, a wireframing tool that provides designers with real-time layout suggestions. We report findings from a ratings study (N = 13) and a design study (N = 16), lending evidence for the benefit of computational grid generation during early stages of design.
Niraj Ramesh Dayama, Kashyap Todi, Taru Saarelainen, Antti Oulasvirta
CHI4
2020 How We Type: Eye and Finger Movement Strategies in Mobile Typing
abstract
Relatively little is known about eye and finger movement in typing with mobile devices. Most prior studies of mobile typing rely on log data, while data on finger and eye movements in typing come from studies with physical keyboards. This paper presents new findings from a transcription task with mobile touchscreen devices. Movement strategies were found to emerge in response to sharing of visual attention: attention is needed for guiding finger movements and detecting typing errors. In contrast to typing on physical keyboards, visual attention is kept mostly on the virtual keyboard, and glances at the text display are associated with performance. When typing with two fingers, although users make more errors, they manage to detect and correct them more quickly. This explains part of the known superiority of two-thumb typing over one-finger typing. We release the extensive dataset on everyday typing on smartphones.
Xinhui Jiang, Yang Li 0105, Jussi P. P. Jokinen, Viet Ba Hirvola, Antti Oulasvirta, Xiangshi Ren
CHI5
2020 Optimal Sensor Position for a Computer Mouse
abstract
Computer mice have their displacement sensors in various locations (center, front, and rear). However, there has been little research into the effects of sensor position or on engineering approaches to exploit it. This paper first discusses the mechanisms via which sensor position affects mouse movement and reports the results from a study of a pointing task in which the sensor position was systematically varied. Placing the sensor in the center turned out to be the best compromise: improvements over front and rear were in the 11-14% range for throughput and 20--23% for path deviation. However, users varied in their personal optima. Accordingly, variable-sensor-position mice are then presented, with a demonstration that high accuracy can be achieved with two static optical sensors. A virtual sensor model is described that allows software-side repositioning of the sensor. Individual-specific calibration should yield an added 4% improvement in throughput over the default center position.
Sunjun Kim, Byungjoo Lee, Thomas Van Gemert, Antti Oulasvirta
CHI4
2020 AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization
abstract
A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to individualize a gain function for indirect pointing devices in contexts where cursor trajectories can be tracked. It gradually improves pointing efficiency by using a novel submovement-level tracking+optimization technique that minimizes aiming error (undershooting/overshooting) for each submovement. We first show that AutoGain can produce, from scratch, gain functions with performance comparable to commercial designs, in less than a half-hour of active use. Second, we demonstrate AutoGain's applicability to emerging input devices (here, a Leap Motion controller) with no reference gain functions. Third, a one-month longitudinal study of normal computer use with AutoGain showed performance improvements from participants' default functions.
Byungjoo Lee, Mathieu Nancel, Sunjun Kim, Antti Oulasvirta
CHI4
2020 Layout as a Service (LaaS): A Service Platform for Self-Optimizing Web Layouts
Markku Laine, Ai Nakajima, Niraj Ramesh Dayama, Antti Oulasvirta
ICWE4
2020 Understanding Visual Saliency in Mobile User Interfaces
abstract
For graphical user interface (UI) design, it is important to understand what attracts visual attention. While previous work on saliency has focused on desktop and web-based UIs, mobile app UIs differ from these in several respects. We present findings from a controlled study with 30 participants and 193 mobile UIs. The results speak to a role of expectations in guiding where users look at. Strong bias toward the top-left corner of the display, text, and images was evident, while bottom-up features such as color or size affected saliency less. Classic, parameter-free saliency models showed a weak fit with the data, and data-driven models improved significantly when trained specifically on this dataset (e.g., NSS rose from 0.66 to 0.84). We also release the first annotated dataset for investigating visual saliency in mobile UIs.
Luis A. Leiva, Yunfei Xue, Avya Bansal, Hamed Rezazadegan Tavakoli, Tugçe Köroglu, Jingzhou Du, Niraj Ramesh Dayama, Antti Oulasvirta
MobileHCI8
2020 Human Strategic Steering Improves Performance of Interactive Optimization
abstract
A central concern in an interactive intelligent system is optimization of its actions, to be maximally helpful to its human user. In recommender systems for instance, the action is to choose what to recommend, and the optimization task is to recommend items the user prefers. The optimization is done based on earlier user's feedback (e.g. "likes" and "dislikes"), and the algorithms assume the feedback to be faithful. That is, when the user clicks "like," they actually prefer the item. We argue that this fundamental assumption can be extensively violated by human users, who are not passive feedback sources. Instead, they are in control, actively steering the system towards their goal. To verify this hypothesis, that humans steer and are able to improve performance by steering, we designed a function optimization task where a human and an optimization algorithm collaborate to find the maximum of a 1-dimensional function. At each iteration, the optimization algorithm queries the user for the value of a hidden function f at a point x, and the user, who sees the hidden function, provides an answer about f(x). Our study on 21 participants shows that users who understand how the optimization works, strategically provide biased answers (answers not equal to f(x)), which results in the algorithm finding the optimum significantly faster. Our work highlights that next-generation intelligent systems will need user models capable of helping users who steer systems to pursue their goals.
Fabio Colella, Pedram Daee, Jussi P. P. Jokinen, Antti Oulasvirta, Samuel Kaski
UMAP4
2020 Adaptive feature guidance: Modelling visual search with graphical layouts
abstract
We present a computational model of visual search on graphical layouts. It assumes that the visual system is maximising expected utility when choosing where to fixate next. Three utility estimates are available for each visual search target: one by unguided perception only, and two, where perception is guided by long-term memory (location or visual feature). The system is adaptive, starting to rely more upon long-term memory when its estimates improve with experience. However, it needs to relapse back to perception-guided search if the layout changes. The model provides a tool for practitioners to evaluate how easy it is to find an item for a novice or an expert, and what happens if a layout is changed. The model suggests, for example, that (1) layouts that are visually homogeneous are harder to learn and more vulnerable to changes, (2) elements that are visually salient are easier to search and more robust to changes, and (3) moving a non-salient element far away from original location is particularly damaging. The model provided a good match with human data in a study with realistic graphical layouts.
Jussi P. P. Jokinen, Zhenxin Wang, Sayan Sarcar, Antti Oulasvirta, Xiangshi Ren
Int. J. Hum. Comput. Stud.4
2020 Scanning the Issue
abstract
Computing systems have been facing severe technology challenges in recent years with regard to power consumption, circuit reliability, and high performance. For many years, the issues of power consumption and performance have been addressed with the use of technology scaling.However, as Dennard’s scaling tends toward an end, it has become difficult to further improve the performance under the same power constraints. In addition to power, reliability also becomes a critical issue when the feature size of the complementary metal-oxide–semiconductor (CMOS) technology is reduced below 7 nm. Thus, ensuring the complete accuracy of the signal has become increasingly challenging in recent years.
Weiqiang Liu 0001, Maximilian John, Andreas Karrenbauer, Adam Allerhand, Fabrizio Lombardi, Michael Shulte, David J. Miller 0001, Zhen Xiang, George Kesidis, Antti Oulasvirta, Niraj Ramesh Dayama, Morteza Shiripour
Proc. IEEE10
2020 Combinatorial Optimization of Graphical User Interface Designs
abstract
The graphical user interface (GUI) has become the prime means for interacting with computing systems. It leverages human perceptual and motor capabilities for elementary tasks such as command exploration and invocation, information search, and multitasking. For designing a GUI, numerous interconnected decisions must be made such that the outcome strikes a balance between human factors and technical objectives. Normally, design choices are specified manually and coded within the software by professional designers and developers. This article surveys combinatorial optimization as a flexible and powerful tool for computational generation and adaptation of GUIs. As recently as 15 years ago, applications were limited to keyboards and widget layouts. The obstacle has been the mathematical definition of design tasks, on the one hand, and the lack of objective functions that capture essential aspects of human behavior, on the other. This article presents definitions of layout design problems as integer programming tasks, a coherent formalism that permits identification of problem types, analysis of their complexity, and exploitation of known algorithmic solutions. It then surveys advances in formulating evaluative functions for common design-goal foci such as user performance and experience. The convergence of these two advances has expanded the range of solvable problems. Approaches to practical deployment are outlined with a wide spectrum of applications. This article concludes by discussing the position of this application area within optimization and human-computer interaction research and outlines challenges for future work.
Antti Oulasvirta, Niraj Ramesh Dayama, Morteza Shiripour, Maximilian John, Andreas Karrenbauer
Proc. IEEE1
2020 Individualising Graphical Layouts with Predictive Visual Search Models
abstract
In domains where users are exposed to large variations in visuo-spatial features among designs, they often spend excess time searching for common elements (features) on an interface. This article contributes individualised predictive models of visual search, and a computational approach to restructure graphical layouts for an individual user such that features on a new, unvisited interface can be found quicker. It explores four technical principles inspired by the human visual system (HVS) to predict expected positions of features and create individualised layout templates: (I) the interface with highest frequency is chosen as the template; (II) the interface with highest predicted recall probability (serial position curve) is chosen as the template; (III) the most probable locations for features across interfaces are chosen (visual statistical learning) to generate the template; (IV) based on a generative cognitive model, the most likely visual search locations for features are chosen (visual sampling modelling) to generate the template. Given a history of previously seen interfaces, we restructure the spatial layout of a new (unseen) interface with the goal of making its features more easily findable. The four HVS principles are implemented in Familiariser, a web browser that automatically restructures webpage layouts based on the visual history of the user. Evaluation of Familiariser (using visual statistical learning) with users provides first evidence that our approach reduces visual search time by over 10%, and number of eye-gaze fixations by over 20%, during web browsing tasks.
Kashyap Todi, Jussi P. P. Jokinen, Kris Luyten, Antti Oulasvirta
ACM Trans. Interact. Intell. Syst.4
2020 Cloud Gaming with Foveated Video Encoding
abstract
Cloud gaming enables playing high-end games, originally designed for PC or game console setups, on low-end devices such as netbooks and smartphones, by offloading graphics rendering to GPU-powered cloud servers. However, transmitting the high-resolution video requires a large amount of network bandwidth, even though it is a compressed video stream. Foveated video encoding (FVE) reduces the bandwidth requirement by taking advantage of the non-uniform acuity of human visual system and by knowing where the user is looking. Based on a consumer-grade real-time eye tracker and an open source cloud gaming platform, we provide a cloud gaming FVE prototype that is game-agnostic and requires no modifications to the underlying game engine. In this article, we describe the prototype and its evaluation through measurements with representative games from different genres to understand the effect of parametrization of the FVE scheme on bandwidth requirements and to understand its feasibility from the latency perspective. We also present results from a user study on first-person shooter games. The results suggest that it is possible to find a “sweet spot” for the encoding parameters so the users hardly notice the presence of foveated encoding but at the same time the scheme yields most of the achievable bandwidth savings.
Gazi Karam Illahi, Thomas Van Gemert, Matti Siekkinen, Enrico Masala, Antti Oulasvirta, Antti Ylä-Jääski
ACM Trans. Multim. Comput. Commun. Appl.5
2019 May AI?: Design Ideation with Cooperative Contextual Bandits
abstract
Design ideation is a prime creative activity in design. However, it is challenging to support computationally due to its quickly evolving and exploratory nature. The paper presents cooperative contextual bandits (CCB) as a machine-learning method for interactive ideation support. A CCB can learn to propose domain-relevant contributions and adapt their exploration/exploitation strategy. We developed a CCB for an interactive design ideation tool that 1) suggests inspirational and situationally relevant materials ("may AI?"); 2) explores and exploits inspirational materials with the designer; and 3) explains its suggestions to aid reflection. The application case of digital mood board design is presented, wherein visual inspirational materials are collected and curated in collages. In a controlled study, 14 of 16 professional designers preferred the CCB-augmented tool. The CCB approach holds promise for ideation activities wherein adaptive and steerable support is welcome but designers must retain full outcome control.
Janin Koch, Andrés Lucero, Lena Hegemann, Antti Oulasvirta
CHI4
2019 Teacher-Aware Active Robot Learning
abstract
This paper investigates Active Robot Learning strategies that take into account the effort of the user in an interactive learning scenario. Most research claims that Active Learning's sample efficiency can reduce training time and therefore the effort of the human teacher. We argue that the performance driven query selection of standard Active Learning can make the job of the human teacher difficult, resulting in a decrease in training quality due to slowdowns or increased error rates. We investigate this issue by proposing a learning strategy that aims to minimize the user's workload by taking into account the flow of the questions. We compare this strategy against a standard Active Learning strategy based on uncertainty sampling and a third strategy being an hybrid of the two. After studying in simulation the validity and the behavior of these approaches, we conducted a user study where 26 subjects interacted with a NAO robot embodying the presented strategies. We reports results from both the robot's performance and the human teacher's perspectives, observing how the hybrid strategy represents a good compromise between learning performance and user's experienced workload. Based on the results, we provide recommendations on the development of Active Robot Learning strategies going beyond robot's performance.
Mattia Racca, Antti Oulasvirta, Ville Kyrki
HRI2
2019 SAM: a modular framework for self-adapting web menus
abstract
This paper presents SAM, a modular and extensible JavaScript framework for self-adapting menus on webpages. SAM allows control of two elementary aspects for adapting web menus: (1) the target policy, which assigns scores to menu items for adaptation, and (2) the adaptation style, which specifies how they are adapted on display. By decoupling them, SAM enables the exploration of different combinations independently. Several policies from literature are readily implemented, and paired with adaptation styles such as reordering and highlighting. The process---including user data logging---is local, offering privacy benefits and eliminating the need for server-side modifications. Researchers can use SAM to experiment adaptation policies and styles, and benchmark techniques in an ecological setting with real webpages. Practitioners can make websites self-adapting, and end-users can dynamically personalise typically static web menus.
Camille Gobert, Kashyap Todi, Gilles Bailly, Antti Oulasvirta
IUI4
2019 RL-KLM: automating keystroke-level modeling with reinforcement learning
abstract
The Keystroke-Level Model (KLM) is a popular model for predicting users' task completion times with graphical user interfaces. KLM predicts task completion times as a linear function of elementary operators. However, the policy, or the assumed sequence of the operators that the user executes, needs to be prespeciffed by the analyst. This paper investigates Reinforcement Learning (RL) as an algorithmic method to obtain the policy automatically. We define the KLM as an Markov Decision Process, and show that when solved with RL methods, this approach yields user-like policies in simple but realistic interaction tasks. RL-KLM offers a quick way to obtain a global upper bound for user performance. It opens up new possibilities to use KLM in computational interaction. However, scalability and validity remain open issues.
Katri Leino, Antti Oulasvirta, Mikko Kurimo
IUI2
2019 How do People Type on Mobile Devices?: Observations from a Study with 37, 000 Volunteers
abstract
This paper presents a large-scale dataset on mobile text entry collected via a web-based transcription task performed by 37,370 volunteers. The average typing speed was 36.2 WPM with 2.3% uncorrected errors. The scale of the data enables powerful statistical analyses on the correlation between typing performance and various factors, such as demographics, finger usage, and use of intelligent text entry techniques. We report effects of age and finger usage on performance that correspond to previous studies. We also find evidence of relationships between performance and use of intelligent text entry techniques: auto-correct usage correlates positively with entry rates, whereas word prediction usage has a negative correlation. To aid further work on modeling, machine learning and design improvements in mobile text entry, we make the code and dataset openly available.
Kseniia Palin, Anna Maria Feit, Sunjun Kim, Per Ola Kristensson, Antti Oulasvirta
MobileHCI5
2019 Mobile QoE prediction in the field
abstract
Quality of experience (QoE) models quantify the relationship between user experience and network quality of service. With the exception of a few studies, most research on QoE has been conducted in laboratory conditions. Therefore, in order to validate and develop QoE models for the wild, researchers should carry out large scale field studies. This paper contributes data and observations from such a large-scale field study on mobile devices carried out in Finland with 292 users and 64,036 experience ratings. 74% of the ratings are associated with Wifi or LTE networks. We report descriptive statistics and classification results predicting normal vs. bad QoE in in-the-wild measurements. Our results illustrate a 20% improvement over baselines for standard classification metrics (G-Mean). Furthermore, both network features (such as delay) and non-network features (such as device memory) show importance in the models. The models’ performance suggests that mobile QoE prediction remains a difficult problem in field conditions. Our results help inform future modeling efforts and provide a baseline for such real-world mobile QoE prediction.
Eren Boz, Benjamin Finley, Antti Oulasvirta, Kalevi Kilkki, Jukka Manner
Pervasive Mob. Comput.3
2019 Foraging-based optimization of pervasive displays
abstract
The article addresses a key challenge in the design of content for pervasive displays: how to engage passers-by who have limited time and attention? To achieve this, we apply a novel approach for computational design of interesting display content using tiled layouts. We present a model of display foraging based on information foraging theory to describe the behavior of a rational but time-limited user looking at a display. Accordingly, our work aims to maximize the information gain for tiled displays. This complex problem is divided into two phases: (1) generating designs of tiled layouts and (2) assigning content options to individual tiles based on what predicted by display foraging. Accordingly, a proof-of-concept system was realized then evaluated computationally and empirically with a control study and field study. The results show that the proposed system can engage significantly more people than typical digital signage.
Maria L. Montoya Freire, Dominic Potts, Niraj Ramesh Dayama, Antti Oulasvirta, Mario Di Francesco
Pervasive Mob. Comput.4
2018 eystrokes
abstract
We report on typing behaviour and performance of 168,000 volunteers in an online study. The large dataset allows detailed statistical analyses of keystroking patterns, linking them to typing performance. Besides reporting distributions and confirming some earlier findings, we report two new findings. First, letter pairs that are typed by different hands or fingers are more predictive of typing speed than, for example, letter repetitions. Second, rollover-typing, wherein the next key is pressed before the previous one is released, is sur- prisingly prevalent. Notwithstanding considerable variation in typing patterns, unsupervised clustering using normalised inter-key intervals reveals that most users can be divided into eight groups of typists that differ in performance, accuracy, hand and finger usage, and rollover. The code and dataset are released for scientific use.
Vivek Dhakal, Anna Maria Feit, Per Ola Kristensson, Antti Oulasvirta
CHI4
2018 Impact Activation Improves Rapid Button Pressing
abstract
The activation point of a button is defined as the depth at which it invokes a make signal. Regular buttons are activated during the downward stroke, which occurs within the first 20 ms of a press. The remaining portion, which can be as long as 80 ms, has not been examined for button activation for reason of mechanical limitations. The paper presents a technique and empirical evidence for an activation technique called Impact Activation, where the button is activated at its maximal impact point. We argue that this technique is advantageous particularly in rapid, repetitive button pressing, which is common in gaming and music applications. We report on a study of rapid button pressing, wherein users' timing accuracy improved significantly with use of Impact Activation. The technique can be implemented for modern push-buttons and capacitive sensors that generate a continuous signal.
Sunjun Kim, Byungjoo Lee, Antti Oulasvirta
CHI3
2018 Moving Target Selection: A Cue Integration Model
abstract
This paper investigates a common task requiring temporal precision: the selection of a rapidly moving target on display by invoking an input event when it is within some selection window. Previous work has explored the relationship between accuracy and precision in this task, but the role of visual cues available to users has remained unexplained. To expand modeling of timing performance to multimodal settings, common in gaming and music, our model builds on the principle of probabilistic cue integration. Maximum likelihood estimation (MLE) is used to model how different types of cues are integrated into a reliable estimate of the temporal task. The model deals with temporal structure (repetition, rhythm) and the perceivable movement of the target on display. It accurately predicts error rate in a range of realistic tasks. Applications include the optimization of difficulty in game-level design.
Byungjoo Lee, Sunjun Kim, Antti Oulasvirta, Jong-In Lee 0001, Eunji Park
CHI3
2018 Neuromechanics of a Button Press
abstract
To press a button, a finger must push down and pull up with the right force and timing. How the motor system succeeds in button-pressing, in spite of neural noise and lacking direct access to the mechanism of the button, is poorly understood. This paper investigates a unifying account based on neuromechanics. Mechanics is used to model muscles controlling the finger that contacts the button. Neurocognitive principles are used to model how the motor system learns appropriate muscle activations over repeated strokes though relying on degraded sensory feedback. Neuromechanical simulations yield a rich set of predictions for kinematics, dynamics, and user performance and may aid in understanding and improving input devices. We present a computational implementation and evaluate predictions for common button types.
Antti Oulasvirta, Sunjun Kim, Byungjoo Lee
CHI1
2018 AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-Time
abstract
Developing cross-device multi-user interfaces (UIs) is a challenging problem. There are numerous ways in which content and interactivity can be distributed. However, good solutions must consider multiple users, their roles, their preferences and access rights, as well as device capabilities. Manual and rule-based solutions are tedious to create and do not scale to larger problems nor do they adapt to dynamic changes, such as users leaving or joining an activity. In this paper, we cast the problem of UI distribution as an assignment problem and propose to solve it using combinatorial optimization. We present a mixed integer programming formulation which allows real-time applications in dynamically changing collaborative settings. It optimizes the allocation of UI elements based on device capabilities, user roles, preferences, and access rights. We present a proof-of-concept designer-in-the-loop tool, allowing for quick solution exploration. Finally, we compare our approach to traditional paper prototyping in a lab study.
Seonwook Park, Christoph Gebhardt, Roman Rädle, Anna Maria Feit, Hana Vrzakova, Niraj Ramesh Dayama, Hui-Shyong Yeo, Clemens Nylandsted Klokmose, Aaron J. Quigley, Antti Oulasvirta, Otmar Hilliges
CHI10
2018 Familiarisation: Restructuring Layouts with Visual Learning Models
abstract
In domains where users are exposed to large variations in visuo-spatial features among designs, they often spend excess time searching for common elements (features) in familiar locations. This paper contributes computational approaches to restructuring layouts such that features on a new, unvisited interface can be found quicker. We explore four concepts of familiarisation, inspired by the human visual system (HVS), to automatically generate a familiar design for each user.
Kashyap Todi, Jussi P. P. Jokinen, Kris Luyten, Antti Oulasvirta
IUI4
2018 Approaching Aesthetics on User Interface and Interaction Design
abstract
Although the HCI community inevitably contributes to engagement via beauty according to the attention paid to known and yet to be discovered principles of aesthetics for digital interface design, it is lacking an epistemological corpus which should include the notion, human factors and the quantification of aesthetic aspects. The aim of the proposed workshop is to discuss these issues in order to strengthen aesthetic studies specifically for HCI and related fields. We want to create a forum for discussing, drafting and promoting the foundations for disciplined aesthetics design within the HCI community. We thus welcome contributions such as theories, methodologies, evaluation methods, and potential applications regarding effective aesthetics for HCI and related fields. Concretely, we aim to (i) map the present state-of-art of aesthetic research in HCI, (ii) build a multidisciplinary community of experts, and (iii) raise the profile of this aesthetics research area within HCI community.
Sayan Sarcar, Masaaki Kurosu, Jeffrey Bardzell, Antti Oulasvirta, Aliaksei Miniukovich, Xiangshi Ren
ISS5
2018 Forgetting of Passwords: Ecological Theory and Data
Xianyi Gao, Yulong Yang 0001, Can Liu 0001, Christos Mitropoulos, Janne Lindqvist, Antti Oulasvirta
USENIX Security Symposium6
2017 WatchSense: On- and Above-Skin Input Sensing through a Wearable Depth Sensor
abstract
This paper contributes a novel sensing approach to support on- and above-skin finger input for interaction on the move. WatchSense uses a depth sensor embedded in a wearable device to expand the input space to neighboring areas of skin and the space above it. Our approach addresses challenging camera-based tracking conditions, such as oblique viewing angles and occlusions. It can accurately detect fingertips, their locations, and whether they are touching the skin or hovering above it. It extends previous work that supported either mid-air or multitouch input by simultaneously supporting both. We demonstrate feasibility with a compact, wearable prototype attached to a user's forearm (simulating an integrated depth sensor). Our prototype---which runs in real-time on consumer mobile devices---enables a 3D input space on the back of the hand. We evaluated the accuracy and robustness of the approach in a user study. We also show how WatchSense increases the expressiveness of input by interweaving mid-air and multitouch for several interactive applications.
Srinath Sridhar 0002, Anders Markussen, Antti Oulasvirta, Christian Theobalt, Sebastian Boring
CHI3
2017 What Is Interaction?
abstract
The term interaction is field-defining, yet surprisingly confused. This essay discusses what interaction is. We first argue that only few attempts to directly define interaction exist. Nevertheless, we extract from the literature distinct and highly developed concepts, for instance viewing interaction as dialogue, transmission, optimal behavior, embodiment, and tool use. Importantly, these concepts are associated with different scopes and ways of construing the causal relationships between the human and the computer. This affects their ability to inform empirical studies and design. Based on this discussion, we list desiderata for future work on interaction, emphasizing the need to improve scope and specificity, to better account for the effects and agency that computers have in interaction, and to generate strong propositions about interaction.
Kasper Hornbæk, Antti Oulasvirta
CHI2
2017 Modelling Learning of New Keyboard Layouts
abstract
Predicting how users learn new or changed interfaces is a long-standing objective in HCI research. This paper contributes to understanding of visual search and learning in text entry. With a goal of explaining variance in novices' typing performance that is attributable to visual search, a model was designed to predict how users learn to locate keys on a keyboard: initially relying on visual short-term memory but then transitioning to recall-based search. This allows predicting search times and visual search patterns for completely and partially new layouts. The model complements models of motor performance and learning in text entry by predicting change in visual search patterns over time. Practitioners can use it for estimating how long it takes to reach the desired level of performance with a given layout.
Jussi P. P. Jokinen, Sayan Sarcar, Antti Oulasvirta, Chaklam Silpasuwanchai, Zhenxin Wang, Xiangshi Ren
CHI3
2017 Inferring Cognitive Models from Data using Approximate Bayesian Computation
abstract
An important problem for HCI researchers is to estimate the parameter values of a cognitive model from behavioral data. This is a difficult problem, because of the substantial complexity and variety in human behavioral strategies. We report an investigation into a new approach using approximate Bayesian computation (ABC) to condition model parameters to data and prior knowledge. As the case study we examine menu interaction, where we have click time data only to infer a cognitive model that implements a search behaviour with parameters such as fixation duration and recall probability. Our results demonstrate that ABC (i) improves estimates of model parameter values, (ii) enables meaningful comparisons between model variants, and (iii) supports fitting models to individual users. ABC provides ample opportunities for theoretical HCI research by allowing principled inference of model parameter values and their uncertainty.
Antti Kangasrääsiö, Kumaripaba Athukorala, Andrew Howes 0001, Jukka Corander, Samuel Kaski, Antti Oulasvirta
CHI6
2017 Evaluation of Prototypes and the Problem of Possible Futures
abstract
There is a blind spot in HCI's evaluation methodology: we rarely consider the implications of the fact that a prototype can never be fully evaluated in a study. A prototype under study exists firmly in the present world, in the circumstances created in the study, but its real context of use is a partially unknown future state of affairs. This present-future gap is implicit in any evaluation of prototypes, be they usability tests, controlled experiments, or field trials. A carelessly designed evaluation may inadvertently evaluate the wrong futures, contexts, or user groups, thereby leading to false conclusions and expensive design failures. The essay analyses evaluation methodology from this perspective, illuminating how to mitigate the present-future gap.
Antti Salovaara, Antti Oulasvirta, Giulio Jacucci
CHI2
2017 Boxer: a multimodal collision technique for virtual objects
abstract
Virtual collision techniques are interaction techniques for invoking discrete events in a virtual scene, e.g. throwing, pushing, or pulling an object with a pointer. The conventional approach involves detecting collisions as soon as the pointer makes contact with the object. Furthermore, in general, motor patterns can only be adjusted based on visual feedback. The paper presents a multimodal technique based on the principle that collisions should be aligned with the most salient sensory feedback. Boxer (1) triggers a collision at the moment where the pointer's speed reaches a minimum after first contact and (2) is synchronized with vibrotactile stimuli presented to the hand controlling the pointer. Boxer was compared with the conventional technique in two user studies (with temporal pointing and virtual batting). Boxer improved spatial precision in collisions by 26.7 % while accuracy was compromised under some task conditions. No difference was found in temporal precision. Possibilities for improving virtual collision techniques are discussed.
Byungjoo Lee, Eve E. Hoggan, Antti Oulasvirta
ICMI4
2017 Ability-Based Optimization: Designing Smartphone Text Entry Interface for Older Adults
Sayan Sarcar, Jussi P. P. Jokinen, Antti Oulasvirta, Xiangshi Ren, Chaklam Silpasuwanchai, Zhenxin Wang
INTERACT (4)3
2017 Does network quality matter? A field study of mobile user satisfaction
Benjamin Finley, Eren Boz, Kalevi Kilkki, Jukka Manner, Antti Oulasvirta, Heikki Hämmäinen
Pervasive Mob. Comput.5
2017 Control Theoretic Models of Pointing
abstract
This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time . We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design.
Jörg Müller 0001, Antti Oulasvirta, Roderick Murray-Smith
ACM Trans. Comput. Hum. Interact.2
2017 Computational Support for Functionality Selection in Interaction Design
abstract
Designing interactive technology entails several objectives, one of which is identifying and selecting appropriate functionality. Given candidate functionalities such as “print,” “bookmark,” and “share,” a designer has to choose which functionalities to include and which to leave out. Such choices critically affect the acceptability, productivity, usability, and experience of the design. However, designers may overlook reasonable designs because there is an exponential number of functionality sets and multiple factors to consider. This article is the first to formally define this problem and propose an algorithmic method to support designers to explore alternative functionality sets in early stage design. Based on interviews of professional designers, we mathematically define the task of identifying functionality sets that strike the best balance among four objectives: usefulness, satisfaction, ease of use, and profitability. We develop an integer linear programming solution that can efficiently solve very large instances (set size over 1,300) on a regular computer. Further, we build on techniques of robust optimization to search for diverse and surprising functionality designs. Empirical results from a controlled study and field deployment are encouraging. Most designers rated computationally created sets to be of the comparable or superior quality than their own. Designers reported gaining better understanding of available functionalities and the design space.
Antti Oulasvirta, Anna Maria Feit, Perttu Lähteenlahti, Andreas Karrenbauer
ACM Trans. Comput. Hum. Interact.1
2017 Towards Perceptual Optimization of the Visual Design of Scatterplots
abstract
Designing a good scatterplot can be difficult for non-experts in visualization, because they need to decide on many parameters, such as marker size and opacity, aspect ratio, color, and rendering order. This paper contributes to research exploring the use of perceptual models and quality metrics to set such parameters automatically for enhanced visual quality of a scatterplot. A key consideration in this paper is the construction of a cost function to capture several relevant aspects of the human visual system, examining a scatterplot design for some data analysis task. We show how the cost function can be used in an optimizer to search for the optimal visual design for a user's dataset and task objectives (e.g., "reliable linear correlation estimation is more important than class separation"). The approach is extensible to different analysis tasks. To test its performance in a realistic setting, we pre-calibrated it for correlation estimation, class separation, and outlier detection. The optimizer was able to produce designs that achieved a level of speed and success comparable to that of those using human-designed presets (e.g., in R or MATLAB). Case studies demonstrate that the approach can adapt a design to the data, to reveal patterns without user intervention.
Luana Micallef, Gregorio Palmas, Antti Oulasvirta, Tino Weinkauf
IEEE Trans. Vis. Comput. Graph.3
2016 Sketchplore: Sketch and Explore with a Layout Optimiser
abstract
This paper studies a novel concept for integrating real-time design optimisation to a sketching tool. Although optimisation methods can attack very complex design problems, their insistence on precise objectives and a point optimum is a poor fit with sketching practices. Sketchplorer is a multitouch sketching tool that uses a real-time layout optimiser. It automatically infers the designer's task to search for both local improvements to the current design and global (radical) alternatives. Using predictive models of sensorimotor performance and perception, these suggestions steer the designer toward more usable and aesthetic layouts without overriding the designer or demanding extensive input.
Kashyap Todi, Daryl Weir, Antti Oulasvirta
Conference on Designing Interactive Systems3
2016 T9+HUD: Physical Keypad and HUD can Improve Driving Performance while Typing and Driving
abstract
We introduce T9+HUD, a text entry method designed to decrease visual distraction while driving and typing. T9+HUD combines a physical 3x4 keypad on the steering wheel with a head-up-display (HUD) for projecting output on the windshield. Previous work suggests this may be a visually less demanding way to type while driving than the popular case which requires shifts of visual attention away from the road. We present a prototype design and report first results from a controlled evaluation in a driving simulator. While driving, the T9+HUD text entry rate was equal compared to a dashboard-mounted touchscreen device, but it reduced lane deviations by 70%. Furthermore, there was no significant difference between T9+HUD and baseline driving in lane-keeping performance. T9+HUD decreased glance time off road by 64% in comparison to the touchscreen QWERTY. We conclude that the data are favorable and warrant more research on attention-reducing text input methods for driving.
Gabriela Villalobos-Zúñiga, Tuomo Kujala, Antti Oulasvirta
AutomotiveUI3
2016 How We Type: Movement Strategies and Performance in Everyday Typing
abstract
This paper revisits the present understanding of typing, which originates mostly from studies of trained typists using the ten-finger touch typing system. Our goal is to characterise the majority of present-day users who are untrained and employ diverse, self-taught techniques. In a transcription task, we compare self-taught typists and those that took a touch typing course. We report several differences in performance, gaze deployment and movement strategies. The most surprising finding is that self-taught typists can achieve performance levels comparable with touch typists, even when using fewer fingers. Motion capture data exposes 3 predictors of high performance: 1) unambiguous mapping (a letter is consistently pressed by the same finger), 2) active preparation of upcoming keystrokes, and 3) minimal global hand motion. We release an extensive dataset on everyday typing behavior.
Anna Maria Feit, Daryl Weir, Antti Oulasvirta
CHI3
2016 Modelling Error Rates in Temporal Pointing
abstract
We present a novel model to predict error rates in temporal pointing. With temporal pointing, a target is about to appear within a limited time window for selection. Unlike in spatial pointing, there is no movement to control in the temporal domain; the user can only determine when to launch the response. Although this task is common in interactions requiring temporal precision, rhythm, or synchrony, no previous HCI model predicts error rates as a function of task properties. Our model assumes that users have an implicit point of aim but their ability to elicit the input event at that time is hampered by variability in three processes: 1) an internal time-keeping process, 2) a response-execution stage, and 3) input processing in the computer. We derive a mathematical model with two parameters from these assumptions. High fit is shown for user performance with two task types, including a rapidly paced game. The model can explain previous findings showing that touchscreens are much worse in temporal pointing than physical input devices. It also has novel implications for design that extend beyond the conventional wisdom of minimising latency.
Byungjoo Lee, Antti Oulasvirta
CHI2
2016 Spotlights: Attention-Optimized Highlights for Skim Reading
abstract
The paper contributes a novel technique that can improve user performance in skim reading. Users typically use a continuous-rate-based scrolling technique to skim works such as longer Web pages, e-books, and PDF files. However, visual attention is compromised at higher scrolling rates because of motion blur and extraneous objects with overly brief exposure times. In response, we present Spotlights. It complements the regular continuous technique at high speeds (2--20 pages/s). We present a novel design rule informed by theories of the human visual system for dynamically selecting objects and placing them on transparent overlays on top of the viewer. This improves the quality of visual processing at high scrolling rates by 1) limiting the number of objects, 2) ensuring minimal processing time per object, and 3) keeping objects static to avoid motion blur and facilitate gaze deployment. Spotlights was compared to continuous scrolling in two studies using long documents (200+ pages). Comprehension levels for long documents were comparable with those in continuous-rate-based scrolling, but Spotlights showed significantly better scrolling speed, gaze deployment, recall, lookup performance, and user-rated comprehension.
Byungjoo Lee, Olli Savisaari, Antti Oulasvirta
CHI3
2016 HCI Research as Problem-Solving
abstract
This essay contributes a meta-scientific account of human-computer interaction (HCI) research as problem-solving. We build on the philosophy of Larry Laudan, who develops problem and solution as the foundational concepts of science. We argue that most HCI research is about three main types of problem: empirical, conceptual, and constructive. We elaborate upon Laudan's concept of problem-solving capacity as a universal criterion for determining the progress of solutions (outcomes): Instead of asking whether research is 'valid' or follows the 'right' approach, it urges us to ask how its solutions advance our capacity to solve important problems in human use of computers. This offers a rich, generative, and 'discipline-free' view of HCI and resolves some existing debates about what HCI is or should be. It may also help unify efforts across nominally disparate traditions in empirical research, theory, design, and engineering.
Antti Oulasvirta, Kasper Hornbæk
CHI1
2016 Free-Form Gesture Authentication in the Wild
abstract
Free-form gesture passwords have been introduced as an alternative mobile authentication method. Text passwords are not very suitable for mobile interaction, and methods such as PINs and grid patterns sacrifice security over usability. However, little is known about how free-form gestures perform in the wild. We present the first field study (N=91) of mobile authentication using free-form gestures, with text passwords as a baseline. Our study leveraged Experience Sampling Methodology to increase ecological validity while maintaining control of the experiment. We found that, with gesture passwords, participants generated new passwords and authenticated faster with comparable memorability while being more willing to retry. Our analysis of the gesture password dataset indicated biases in user-chosen distribution tending towards common shapes. Our findings provide useful insights towards understanding mobile device authentication and gesture-based authentication.
Yulong Yang 0001, Gradeigh Clark, Janne Lindqvist, Antti Oulasvirta
CHI4
2016 Real-Time Joint Tracking of a Hand Manipulating an Object from RGB-D Input
Srinath Sridhar 0002, Franziska Mueller 0001, Michael Zollhöfer, Dan Casas, Antti Oulasvirta, Christian Theobalt
ECCV (2)5
2016 Beyond Relevance: Adapting Exploration/Exploitation in Information Retrieval
abstract
We present a novel adaptation technique for search engines to better support information-seeking activities that include both lookup and exploratory tasks. Building on previous findings, we describe (1) a classifier that recognizes task type (lookup vs. exploratory) as a user is searching and (2) a reinforcement learning based search engine that adapts accordingly the balance of exploration/exploitation in ranking the documents. This allows supporting both task types surreptitiously without changing the familiar list-based interface. Search results include more diverse results when users are exploring and more precise results for lookup tasks. Users found more useful results in exploratory tasks when compared to a base-line system, which is specifically tuned for lookup tasks.
Kumaripaba Athukorala, Alan Medlar, Antti Oulasvirta, Giulio Jacucci, Dorota Glowacka
IUI3
2016 Is exploratory search different? A comparison of information search behavior for exploratory and lookup tasks
abstract
Exploratory search is an increasingly important activity yet challenging for users. Although there exists an ample amount of research into understanding exploration, most of the major information retrieval (IR) systems do not provide tailored and adaptive support for such tasks. One reason is the lack of empirical knowledge on how to distinguish exploratory and lookup search behaviors in IR systems. The goal of this article is to investigate how to separate the 2 types of tasks in an IR system using easily measurable behaviors. In this article, we first review characteristics of exploratory search behavior. We then report on a controlled study of 6 search tasks with 3 exploratory—comparison, knowledge acquisition, planning—and 3 lookup tasks—fact‐finding, navigational, question answering. The results are encouraging, showing that IR systems can distinguish the 2 search categories in the course of a search session. The most distinctive indicators that characterize exploratory search behaviors are query length, maximum scroll depth, and task completion time. However, 2 tasks are borderline and exhibit mixed characteristics. We assess the applicability of this finding by reporting on several classification experiments. Our results have valuable implications for designing tailored and adaptive IR systems.
Kumaripaba Athukorala, Dorota Glowacka, Giulio Jacucci, Antti Oulasvirta, Jilles Vreeken
J. Assoc. Inf. Sci. Technol.4
2015 Investigating the Dexterity of Multi-Finger Input for Mid-Air Text Entry
abstract
This paper investigates an emerging input method enabled by progress in hand tracking: input by free motion of fingers. The method is expressive, potentially fast, and usable across many settings as it does not insist on physical contact or visual feedback. Our goal is to inform the design of high-performance input methods by providing detailed analysis of the performance and anatomical characteristics of finger motion. We conducted an experiment using a commercially available sensor to report on the speed, accuracy, individuation, movement ranges, and individual differences of each finger. Findings show differences of up to 50% in movement times and provide indices quantifying the individuation of single fingers. We apply our findings to text entry by computational optimization of multi-finger gestures in mid-air. To this end, we define a novel objective function that considers performance, anatomical factors, and learnability. First investigations of one optimization case show entry rates of 22 words per minute (WPM). We conclude with a critical discussion of the limitations posed by human factors and performance characteristics of existing markerless hand trackers.
Srinath Sridhar 0002, Anna Maria Feit, Christian Theobalt, Antti Oulasvirta
CHI4
2015 Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation
abstract
Although different types of touch surfaces have gained extensive attention in HCI, this is the first work to directly compare them for two critical factors: performance and ergonomics. Our data come from a pointing task (N=40) carried out on five common touch surface types: public display (large, vertical, standing), tabletop (large, horizontal, seated), laptop (medium, adjustably tilted, seated), tablet (seated, in hand), and smartphone (single- and two-handed input). Ergonomics indices were calculated from biomechanical simulations of motion capture data combined with recordings of external forces. We provide an extensive dataset for researchers and report the first analyses of similarities and differences that are attributable to the different postures and movement ranges.
Myroslav Bachynskyi, Gregorio Palmas, Antti Oulasvirta, Jürgen Steimle, Tino Weinkauf
CHI3
2015 The Emergence of Interactive Behavior: A Model of Rational Menu Search
abstract
One reason that human interaction with technology is difficult to understand is because the way in which people perform interactive tasks is highly adaptive. One such interactive task is menu search. In the current article we test the hypothesis that menu search is rationally adapted to (1) the ecological structure of interaction, (2) cognitive and perceptual limits, and (3) the goal to maximise the trade-off between speed and accuracy. Unlike in previous models, no assumptions are made about the strategies available to or adopted by users, rather the menu search problem is specified as a reinforcement learning problem and behaviour emerges by finding the optimal Markov Decision Process (MDP). The model is tested against existing empirical findings concerning the effect of menu organisation and menu length. The model predicts the effect of these variables on task completion time and eye movements. The discussion considers the pros and cons of the modelling approach relative to other well-known mod- elling approaches.
Xiuli Chen, Gilles Bailly, Duncan P. Brumby, Antti Oulasvirta, Andrew Howes 0001
CHI4
2015 iSkin: Flexible, Stretchable and Visually Customizable On-Body Touch Sensors for Mobile Computing
abstract
We propose iSkin, a novel class of skin-worn sensors for touch input on the body. iSkin is a very thin sensor overlay, made of biocompatible materials, and is flexible and stretchable. It can be produced in different shapes and sizes to suit various locations of the body such as the finger, forearm, or ear. Integrating capacitive and resistive touch sensing, the sensor is capable of detecting touch input with two levels of pressure, even when stretched by 30% or when bent with a radius of 0.5cm. Furthermore, iSkin supports single or multiple touch areas of custom shape and arrangement, as well as more complex widgets, such as sliders and click wheels. Recognizing the social importance of skin, we show visual design patterns to customize functional touch sensors and allow for a visually aesthetic appearance. Taken together, these contributions enable new types of on-body devices. This includes finger-worn devices, extensions to conventional wearable devices, and touch input stickers, all fostering direct, quick, and discreet input for mobile computing.
Martin Weigel 0001, Gilles Bailly, Antti Oulasvirta, Carmel Majidi, Jürgen Steimle
CHI4
2015 Fast and robust hand tracking using detection-guided optimization
abstract
Markerless tracking of hands and fingers is a promising enabler for human-computer interaction. However, adoption has been limited because of tracking inaccuracies, incomplete coverage of motions, low framerate, complex camera setups, and high computational requirements. In this paper, we present a fast method for accurately tracking rapid and complex articulations of the hand using a single depth camera. Our algorithm uses a novel detectionguided optimization strategy that increases the robustness and speed of pose estimation. In the detection step, a randomized decision forest classifies pixels into parts of the hand. In the optimization step, a novel objective function combines the detected part labels and a Gaussian mixture representation of the depth to estimate a pose that best fits the depth. Our approach needs comparably less computational resources which makes it extremely fast (50 fps without GPU support). The approach also supports varying static, or moving, camera-to-scene arrangements. We show the benefits of our method by evaluating on public datasets and comparing against previous work.
Srinath Sridhar 0002, Franziska Mueller 0001, Antti Oulasvirta, Christian Theobalt
CVPR3
2015 Informing the Design of Novel Input Methods with Muscle Coactivation Clustering
abstract
This article presents a novel summarization of biomechanical and performance data for user interface designers. Previously, there was no simple way for designers to predict how the location, direction, velocity, precision, or amplitude of users’ movement affects performance and fatigue. We cluster muscle coactivation data from a 3D pointing task covering the whole reachable space of the arm. We identify 11 clusters of pointing movements with distinct muscular, spatio-temporal, and performance properties. We discuss their use as heuristics when designing for 3D pointing.
Myroslav Bachynskyi, Gregorio Palmas, Antti Oulasvirta, Tino Weinkauf
ACM Trans. Comput. Hum. Interact.3
2014 Real-Time Hand Tracking Using a Sum of Anisotropic Gaussians Model
abstract
Real-time marker-less hand tracking is of increasing importance in human-computer interaction. Robust and accurate tracking of arbitrary hand motion is a challenging problem due to the many degrees of freedom, frequent self-occlusions, fast motions, and uniform skin color. In this paper, we propose a new approach that tracks the full skeleton motion of the hand from multiple RGB cameras in real-time. The main contributions include a new generative tracking method which employs an implicit hand shape representation based on Sum of Anisotropic Gaussians (SAG), and a pose fitting energy that is smooth and analytically differentiable making fast gradient based pose optimization possible. This shape representation, together with a full perspective projection model, enables more accurate hand modeling than a related baseline method from literature. Our method achieves better accuracy than previous methods and runs at 25 fps. We show these improvements both qualitatively and quantitatively on publicly available datasets.
Srinath Sridhar 0002, Helge Rhodin, Hans-Peter Seidel, Antti Oulasvirta, Christian Theobalt
3DV4
2014 PianoText: redesigning the piano keyboard for text entry
abstract
Inspired by the high keying rates of skilled pianists, we study the design of piano keyboards for rapid text entry. We review the qualities of the piano as an input device, observing four design opportunities: 1) chords, 2) redundancy (more keys than letters in English), 3) the transfer of musical skill and 4) optional sound feedback. Although some have been utilized in previous text entry methods, our goal is to exploit all four in a single design. We present PianoText, a computationally designed mapping that assigns letter sequences of English to frequent note transitions of music. It allows fast text entry on any MIDI-enabled keyboard and was evaluated in two transcription typing studies. Both show an achievable rate of over 80 words per minute. This parallels the rates of expert Qwerty typists and doubles that of a previous piano-based design from the 19th century. We also design PianoText-Mini, which allows for comparable performance in a portable form factor. Informed by the studies, we estimate the upper bound of typing performance, draw implications to other text entry methods, and critically discuss outstanding design challenges.
Anna Maria Feit, Antti Oulasvirta
Conference on Designing Interactive Systems2
2014 An Edge-Bundling Layout for Interactive Parallel Coordinates
abstract
Parallel Coordinates is an often used visualization method for multidimensional data sets. Its main challenges for large data sets are visual clutter and over plotting which hamper the recognition of patterns in the data. We present an edge-bundling method using density-based clustering for each dimension. This reduces clutter and provides a faster overview of clusters and trends. Moreover, it allows rendering the clustered lines using polygons, decreasing rendering time remarkably. In addition, we design interactions to support multidimensional clustering with this method. A user study shows improvements over the classic parallel coordinates plot in two user tasks: correlation estimation and subset tracing.
Gregorio Palmas, Myroslav Bachynskyi, Antti Oulasvirta, Hans-Peter Seidel, Tino Weinkauf
PacificVis3
2014 Is motion capture-based biomechanical simulation valid for HCI studies?: study and implications
abstract
Motion-capture-based biomechanical simulation is a non-invasive analysis method that yields a rich description of posture, joint, and muscle activity in human movement. The method is presently gaining ground in sports, medicine, and industrial ergonomics, but it also bears great potential for studies in HCI where the physical ergonomics of a design is important. To make the method more broadly accessible, we study its predictive validity for movements and users typical to studies in HCI. We discuss the sources of error in biomechanical simulation and present results from two validation studies conducted with a state-of-the-art system. Study I tested aimed movements ranging from multitouch gestures to dancing, finding out that the critical limiting factor is the size of movement. Study II compared muscle activation predictions to surface-EMG recordings in a 3D pointing task. The data shows medium-to-high validity that is, however, constrained by some characteristics of the movement and the user. We draw concrete recommendations to practitioners and discuss challenges to developing the method further.
Myroslav Bachynskyi, Antti Oulasvirta, Gregorio Palmas, Tino Weinkauf
CHI2
2014 Model of visual search and selection time in linear menus
abstract
This paper presents a novel mathematical model for visual search and selection time in linear menus. Assuming two visual search strategies, serial and directed, and a pointing sub-task, it captures the change of performance with five fac- tors: 1) menu length, 2) menu organization, 3) target position, 4) absence/presence of target, and 5) practice. The novel aspect is that the model is expressed as probability density distribution of gaze, which allows for deriving total selection time. We present novel data that replicates and extends the Nielsen menu selection paradigm and uses eye-tracking and mouse tracking to confirm model predictions. The same parametrization yielded a high fit to both menu selection time and gaze distributions. The model has the potential to improve menu designs by helping designers identify more effective solutions without conducting empirical studies.
Gilles Bailly, Antti Oulasvirta, Duncan P. Brumby, Andrew Howes 0001
CHI2
2014 Modeling the functional area of the thumb on mobile touchscreen surfaces
abstract
We present a predictive model for the functional area of the thumb on a touchscreen surface: the area of the interface reachable by the thumb of the hand that is holding the device. We derive a quadratic formula by analyzing the kinematics of the gripping hand. Model fit is high for the thumb-motion trajectories of 20 participants. The model predicts the functional area for a given 1) surface size, 2) hand size, and 3) position of the index finger on the back of the device. Designers can use this model to ensure that a user interface is suitable for interaction with the thumb. The model can also be used inversely - that is, to infer the grips assumed by a given user interface layout.
Joanna Bergström, Antti Oulasvirta
CHI2
2014 Modeling the perception of user performance
abstract
This paper studies how users perceive their own performance in two alternative user interfaces. We extend methodology from psychophysics to the study of interactive performance and conduct two experiments in order to create a model of users' perception of their own performance. In our studies, two interfaces are sequentially used in a pointing task, and users are asked to rate in which interface their performance was higher. We first differentiate the effects of objective performance (speed and accuracy) versus interface qualities (distance between elements and width of elements) on perceived performance. We then derive a model that predicts the amount of change required in an interface for users to reliably detect a difference. The model is useful as a heuristic for predicting if a new interface design is better enough for users to reliably appreciate the obtained gain in user performance. We validate the model via a separate user study, and conclude by discussing how to apply our findings to design problems.
Max Nicosia, Antti Oulasvirta, Per Ola Kristensson
CHI2
2014 Automated nonlinear regression modeling for HCI
abstract
Predictive models in HCI, such as models of user performance, are often expressed as multivariate nonlinear regressions. This approach has been preferred, because it is compact and allows scrutiny. However, existing modeling tools in HCI, along with the common statistical packages, are limited to predefined nonlinear models or support linear models only. To assist researchers in the task of identifying novel nonlinear models, we propose a stochastic local search method that constructs equations iteratively. Instead of predefining a model equation, the researcher defines constraints that guide the search process. Comparison of outputs to published baselines in HCI shows improvements in model fit in seven out of 11 cases. We present a few ways in which the method can help HCI researchers explore modeling problems. We conclude that the approach is particularly suitable for complex datasets that have many predictor variables.
Antti Oulasvirta
CHI1
2014 Narrow or Broad?: Estimating Subjective Specificity in Exploratory Search
abstract
Supporting exploratory search is a very challenging problem, not least because of the dynamic nature of the exercise: both the knowledge and interests of the user are subject to constant change. Moreover, whether the results for a query are informative is strongly subjective. What is informative to one user, is too specific for the other; specificity differs between users depending on their intent and accumulated knowledge about the domain.
Kumaripaba Athukorala, Antti Oulasvirta, Dorota Glowacka, Jilles Vreeken, Giulio Jacucci
CIKM2
2014 Improving accuracy in back-of-device multitouch typing: a clustering-based approach to keyboard updating
abstract
Recent work has shown that a multitouch sensor attached to the back of a handheld device can allow rapid typing engaging all ten fingers. However, high error rates remain a problem, because the user can not see or feel key-targets on the back. We propose a machine learning approach that can significantly improve accuracy. The method considers hand anatomy and movement ranges of fingers. The key insight is a combination of keyboard and hand models in a hierarchical clustering method. This enables dynamic re-estimation of key-locations while typing to account for changes in hand postures and movement ranges of fingers. We also show that accuracy can be further improved with language models. Results from a user study show improvements of over 40% compared to the previously deployed "naive" approach. We examine entropy as a touch precision metric with respect to typing experience. We also find that the QWERTY layout is not ideal. Finally, we conclude with ideas for further improvements.
Daniel Buschek, Oliver Schoenleben, Antti Oulasvirta
IUI3
2014 User-generated free-form gestures for authentication: security and memorability
abstract
This paper studies the security and memorability of free-form multitouch gestures for mobile authentication. Towards this end, we collected a dataset with a generate-test-retest paradigm where participants (N=63) generated free-form gestures, repeated them, and were later retested for memory. Half of the participants decided to generate one-finger gestures, and the other half generated multi-finger gestures. Although there has been recent work on template-based gestures, there are yet no metrics to analyze security of either template or free-form gestures. For example, entropy-based metrics used for text-based passwords are not suitable for capturing the security and memorability of free-form gestures. Hence, we modify a recently proposed metric for analyzing information capacity of continuous full-body movements for this purpose. Our metric computed estimated mutual information in repeated sets of gestures. Surprisingly, one-finger gestures had higher average mutual information. Gestures with many hard angles and turns had the highest mutual information. The best-remembered gestures included signatures and simple angular shapes. We also implemented a multitouch recognizer to evaluate the practicality of free-form gestures in a real authentication system and how they perform against shoulder surfing attacks. We discuss strategies for generating secure and memorable free-form gestures. We conclude that free-form gestures present a robust method for mobile authentication.
Gradeigh Clark, Yulong Yang 0001, Shridatt Sugrim, Arttu Modig, Janne Lindqvist, Antti Oulasvirta, Teemu Roos
MobiSys7
2014 Video: User-generated free-form gestures for authentication: security and memorability
abstract
This is a video demonstration for a full paper available in MobiSys'14 proceedings http://dx.doi.org/10.1145/2594368.2594375. The video demonstrates several forms of authentication on a common tablet, and compares them to our method for gesture-based authentication. Our method measures the security and memorability of user generated free-form gestures by estimating the mutual information of repeated gestures. We show examples of such gestures with high and low mutual information content. We also show what information from each is visible to a shoulder surfing attacker, and describe how our system is resistant to such an attack.
Gradeigh Clark, Yulong Yang 0001, Shridatt Sugrim, Arttu Modig, Janne Lindqvist, Antti Oulasvirta, Teemu Roos
MobiSys7
2014 Improvements to keyboard optimization with integer programming
abstract
Keyboard optimization is concerned with the design of keyboards for different terminals, languages, user groups, and tasks. Previous work in HCI has used random search based methods, such as simulated annealing. These "black box" approaches are convenient, because good solutions are found quickly and no assumption must be made about the objective function. This paper contributes by developing integer programming (IP) as a complementary approach. To this end, we present IP formulations for the letter assignment problem and solve them by branch-and-bound. Although computationally expensive, we show that IP offers two strong benefits. First, its structured non-random search approach improves the out- comes. Second, it guarantees bounds, which increases the designer's confidence over the quality of results. We report improvements to three keyboard optimization cases.
Andreas Karrenbauer, Antti Oulasvirta
UIST2
2014 MovExp: A Versatile Visualization Tool for Human-Computer Interaction Studies with 3D Performance and Biomechanical Data
abstract
In Human-Computer Interaction (HCI), experts seek to evaluate and compare the performance and ergonomics of user interfaces. Recently, a novel cost-efficient method for estimating physical ergonomics and performance has been introduced to HCI. It is based on optical motion capture and biomechanical simulation. It provides a rich source for analyzing human movements summarized in a multidimensional data set. Existing visualization tools do not sufficiently support the HCI experts in analyzing this data. We identified two shortcomings. First, appropriate visual encodings are missing particularly for the biomechanical aspects of the data. Second, the physical setup of the user interface cannot be incorporated explicitly into existing tools. We present MovExp, a versatile visualization tool that supports the evaluation of user interfaces. In particular, it can be easily adapted by the HCI experts to include the physical setup that is being evaluated, and visualize the data on top of it. Furthermore, it provides a variety of visual encodings to communicate muscular loads, movement directions, and other specifics of HCI studies that employ motion capture and biomechanical simulation. In this design study, we follow a problem-driven research approach. Based on a formalization of the visualization needs and the data structure, we formulate technical requirements for the visualization tool and present novel solutions to the analysis needs of the HCI experts. We show the utility of our tool with four case studies from the daily work of our HCI experts.
Gregorio Palmas, Myroslav Bachynskyi, Antti Oulasvirta, Hans-Peter Seidel, Tino Weinkauf
IEEE Trans. Vis. Comput. Graph.3
2013 Multi-touch rotation gestures: performance and ergonomics
abstract
Rotations performed with the index finger and thumb involve some of the most complex motor action among common multi-touch gestures, yet little is known about the factors affecting performance and ergonomics. This note presents results from a study where the angle, direction, diameter, and position of rotations were systematically manipulated. Subjects were asked to perform the rotations as quickly as possible without losing contact with the display, and were allowed to skip rotations that were too uncomfortable. The data show surprising interaction effects among the variables, and help us identify whole categories of rotations that are slow and cumbersome for users.
Eve E. Hoggan, John Williamson 0001, Antti Oulasvirta, Miguel A. Nacenta, Per Ola Kristensson, Anu Lehtiö
CHI3
2013 Improving two-thumb text entry on touchscreen devices
abstract
We study the design of split keyboards for fast text entry with two thumbs on mobile touchscreen devices. The layout of KALQ was determined through first studying how users should grip a device with two hands. We then assigned letters to keys computationally, using a model of two-thumb tapping. KALQ minimizes thumb travel distance and maximizes alternation between thumbs. An error correction algorithm was added to help address linguistic and motor errors. Users reached a rate of 37 words per minute (with a 5% error rate) after a training program.
Antti Oulasvirta, Anna Reichel, Wenbin Li 0003, Yan Zhang 0001, Myroslav Bachynskyi, Keith Vertanen, Per Ola Kristensson
CHI1
2013 Information capacity of full-body movements
abstract
We present a novel metric for information capacity of full-body movements. It accommodates HCI scenarios involving continuous movement of multiple limbs. Throughput is calculated as mutual information in repeated motor sequences. It is affected by the complexity of movements and the precision with which an actor reproduces them. Computation requires decorrelating co-dependencies of movement features (e.g., wrist and elbow) and temporal alignment of sequences. HCI researchers can use the metric as an analysis tool when designing and studying user interfaces.
Antti Oulasvirta, Teemu Roos, Arttu Modig, Laura Leppänen
CHI1
2013 Interactive Markerless Articulated Hand Motion Tracking Using RGB and Depth Data
abstract
Tracking the articulated 3D motion of the hand has important applications, for example, in human-computer interaction and teleoperation. We present a novel method that can capture a broad range of articulated hand motions at interactive rates. Our hybrid approach combines, in a voting scheme, a discriminative, part-based pose retrieval method with a generative pose estimation method based on local optimization. Color information from a multi-view RGB camera setup along with a person-specific hand model are used by the generative method to find the pose that best explains the observed images. In parallel, our discriminative pose estimation method uses fingertips detected on depth data to estimate a complete or partial pose of the hand by adopting a part-based pose retrieval strategy. This part-based strategy helps reduce the search space drastically in comparison to a global pose retrieval strategy. Quantitative results show that our method achieves state-of-the-art accuracy on challenging sequences and a near-real time performance of 10 fps on a desktop computer.
Srinath Sridhar 0002, Antti Oulasvirta, Christian Theobalt
ICCV2
2013 Sandwich keyboard: fast ten-finger typing on a mobile device with adaptive touch sensing on the back side
abstract
This Note introduces a keyboard design that affords ten-finger touch typing by utilizing a touch sensor on the back side of a device. Previous work has used physical buttons. Using a touch sensor has the benefit that it retains the form factor and does not insist on a peripheral device. Moreover, any layout can be used. However, it is difficult to hit targets on a flat surface with no haptic feedback. Sandwich Keyboard is a prototype that folds any three-row keyboard layout and thus, by retaining the finger-to-letter assignment, supports transfer. Sandwich Keyboard includes an algorithm for constant adaptation of key targets in the back. We also learned that the detection of key presses from finger release enhances the performance of touch-typing on a multitouch sensor. After eight hours of training, experienced typists of the QWERTY and of the Dvorak Standard Keyboard (DSK) layout reached 26.1 and 46.2 wpm, respectively. We discuss improvements necessary for further increasing both speed and accuracy.
Oliver Schoenleben, Antti Oulasvirta
Mobile HCI2
2013 Is autostereoscopy useful for handheld AR?
abstract
Some recent mobile devices have autostereoscopic displays that enable users to perceive stereoscopic 3D without lenses or filters. This might be used to improve depth discrimination of objects overlaid to a camera viewfinder in augmented reality (AR). However, it is not known if autostereoscopy is useful in the viewing conditions typical to mobile AR. This paper investigates the use of autostereoscopic displays in an psychophysical experiment with twelve participants using a state-of-the-art commercial device. The main finding is that stereoscopy has a negligible if any effect on a small screen, even in favorable viewing conditions. Instead, the traditional depth cues, in particular object size, drive depth discrimination.
Frederic Kerber, Pascal Lessel, Michael Mauderer 0001, Florian Daiber, Antti Oulasvirta, Antonio Krüger
MUM5
2013 MenuOptimizer: interactive optimization of menu systems
abstract
Menu systems are challenging to design because design spaces are immense, and several human factors affect user behavior. This paper contributes to the design of menus with the goal of interactively assisting designers with an optimizer in the loop. To reach this goal, 1) we extend a predictive model of user performance to account for expectations as to item groupings; 2) we adapt an ant colony optimizer that has been proven efficient for this class of problems; and 3) we present MenuOptimizer, a set of inter-actions integrated into a real interface design tool (QtDesigner). MenuOptimizer supports designers' abilities to cope with uncertainty and recognize good solutions. It allows designers to delegate combinatorial problems to the optimizer, which should solve them quickly enough without disrupting the design process. We show evidence that satisfactory menu designs can be produced for complex problems in minutes.
Gilles Bailly, Antti Oulasvirta, Timo Kötzing, Sabrina Hoppe
UIST2
2012 Long-term effects of ubiquitous surveillance in the home
abstract
The Helsinki Privacy Experiment is a study of the long-term effects of ubiquitous surveillance in homes. Ten volunteering households were instrumented with video cameras with microphones, and computer, wireless network, smartphone, TV, DVD, and customer card use was logged. We report on stress, anxiety, concerns, and privacy-seeking behavior after six months. The data provide first insight into the privacy-invading character of ubiquitous surveillance in the home and explain how people can gradually become accustomed to surveillance even if they oppose it.
Antti Oulasvirta, Aurora Pihlajamaa, Jukka Perkiö, Debarshi Ray, Taneli Vähäkangas, Tero Hasu, Niklas Vainio, Petri Myllymäki
UbiComp1
2012 Dynamic tactile guidance for visual search tasks
abstract
Visual search in large real-world scenes is both time consuming and frustrating, because the search becomes serial when items are visually similar. Tactile guidance techniques can facilitate search by allowing visual attention to focus on a subregion of the scene. We present a technique for dynamic tactile cueing that couples hand position with a scene position and uses tactile feedback to guide the hand actively toward the target. We demonstrate substantial improvements in task performance over a baseline of visual search only, when the scene's complexity increases. Analyzing task performance, we demonstrate that the effect of visual complexity can be practically eliminated through improved spatial precision of the guidance.
Ville Lehtinen, Antti Oulasvirta, Antti Salovaara, Petteri Nurmi
UIST2
2012 Habits make smartphone use more pervasive
Antti Oulasvirta, Tye Rattenbury, Lingyi Ma, Eeva Raita
Pers. Ubiquitous Comput.1
2012 How real is real enough? optimal reality sampling for fast recognition of mobile imagery
abstract
We present the first study to discover optimal reality sampling for mobile imagery. In particular, we identify the minimum information required for fast recognition of images of directly perceivable real-world buildings displayed on a mobile device. Resolution, image size, and JPEG compression of images of façades were manipulated in a same--different recognition task carried out in the field. Best-effort performance is shown to be reachable with significantly lower detail granularity than previously thought. For best user performance, we recommend presenting images as large as possible on the screen and decreasing resolution accordingly.
Antti Oulasvirta, Antti Nurminen, Tiia Suomalainen
ACM Trans. Appl. Percept.1
2011 Ease of juggling: studying the effects of manual multitasking
abstract
Everyday activities often involve using an interactive device while one is handling various other physical objects (wallets, bags, doors, pens, mugs, etc.). This paper presents the Manual Multitasking Test, a test with 12 conditions emulating manual demands of everyday multitasking situations. It allows experimenters to expose the effects of design on "manual flexibility": users' ability to reconfigure the sensorimotor control of arms, hands, and fingers in order to regain the high performance levels they experience when using the device on its own. The test was deployed for pointing devices on laptops and Qwerty keyboards of mobile devices. In these studies, we identified facilitative design features whose absence explains, for example, why the mouse and stylus function poorly in multi-object performance. The issue deserves more attention, because interfaces that are nominally similar (e.g., "one-handed input") can vary dramatically in terms of "ease of juggling".
Antti Oulasvirta, Joanna Bergström
CHI1
2011 Interaction with magic lenses: real-world validation of a Fitts' Law model
abstract
Rohs and Oulasvirta (2008) proposed a two-component Fitts' law model for target acquisition with magic lenses in mobile augmented reality (AR) with 1) a physical pointing phase, in which the target can be directly observed on the background surface, and 2) a virtual pointing phase, in which the target can only be observed through the device display. The model provides a good fit (R2=0.88) with laboratory data, but it is not known if it generalizes to real-world AR tasks. In the present outdoor study, subjects (N=12) did building-selection tasks in an urban area. The differences in task characteristics to the laboratory study are drastic: targets are three-dimensional and they vary in shape, size, z-distance, and visual context. Nevertheless, the model yielded an R2 of 0.80, and when using effective target width an R2 of 0.88 was achieved.
Michael Rohs, Antti Oulasvirta, Tiia Suomalainen
CHI2
2011 The effects of walking speed on target acquisition on a touchscreen interface
abstract
Studies have reported negative effects of walking on mobile human---computer interaction when compared to standing or sitting. However, the quantitative relationship between walking speed and user performance is unknown. In the study described here, we varied walking speed on a treadmill and measured effects on discrete aiming movements on a touchscreen interface. Their relationship was found to be non-linear with a local optimum: when walking at 40--80% of one's preferred walking speed (PWS), target acquisition performance plateaus, indicating optimal trade-off between speed and interaction. Accelerometer data showed that, despite increasing hand oscillation, users were able to maintain stable interaction performance at 74% of PWS. Interestingly, this speed coincides with the speed users spontaneously walk when interacting with a mobile device.
Joanna Bergström, Antti Oulasvirta, Stephen A. Brewster
Mobile HCI2
2011 Collaborative use of mobile augmented reality with paper maps
Ann Morrison, Alessandro Mulloni, Saija Lemmelä, Antti Oulasvirta, Giulio Jacucci, Peter Peltonen, Dieter Schmalstieg, Holger Regenbrecht
Comput. Graph.4
2011 Resolving Safety-Critical Incidents in a Rally Control Center
abstract
Control centers in large-scale events entail heterogeneous combinations of off-the-shelf and proprietary systems built into ordinary rooms, and in this respect they place themselves in an interesting contrast to more permanent control rooms with custom-made systems and a large number of operational procedures. In this article we ask how it is possible for a control center that is seemingly so “ad hoc” in nature to achieve a remarkable safety level in the face of many safety-critical incidents. We present analyses of data collected in two FIA World Rally Championships events. The results highlight three aspects of the workers' practices: (a) the practice of making use of redundancy in technologically mediated representations, (b) the practice of updating the intersubjective understanding of the incident status through verbal coordination, and (c) the practice of reacting immediately to emergency messages even without a comprehensive view of the situation, and gradually iterating one's hypothesis to correct the action. This type of collaborative setting imposes special demands to support the practices of absorbing, translating, and manipulating incoming information.
Mikael Wahlström, Antti Salovaara, Leena Salo, Antti Oulasvirta
Hum. Comput. Interact.4
2011 Event Perception in Mobile Interaction: Toward Better Navigation History Design on Mobile Devices
abstract
This article explores how people perceive interactive activities in order to inform navigation history design on mobile devices. Following event segmentation method, 12 participants were asked to break 6 episodes of mobile interaction into segments, organize the segments, and identify those deemed representative. Three findings emerged. First, when making sense of mobile interaction, users concentrate on the content objects on which actions are performed. This indicates the value of content-centric designs in navigation history and other mobile user interface designs. The content objects are data objects and their collections meaningful to the person dealing with it, for example, photos, messages, or albums. Second, users tend to employ two-level hierarchies in grouping segments, and use the similarity in content objects and applications as a reference. They deem the segments as representative where objects are created or changed, or where sharing or querying acts take place. These findings indicate how a navigation history design should organize and prioritize mobile interaction events. Finally, event perception shows relatively low interparticipant consensus, which indicates that navigation history designs have to accommodate large individual differences.
Yanqing Cui, Antti Oulasvirta, Lingyi Ma
Int. J. Hum. Comput. Interact.2
2011 What does it mean to be good at using a mobile device? An investigation of three levels of experience and skill
Antti Oulasvirta, Mikael Wahlström, K. Anders Ericsson
Int. J. Hum. Comput. Stud.1
2011 Too good to be bad: Favorable product expectations boost subjective usability ratings
abstract
In an experiment conducted to study the effects of product expectations on subjective usability ratings, participants (N = 36) read a positive or a negative product review for a novel mobile device before a usability test, while the control group read nothing. In the test, half of the users performed easy tasks, and the other half hard ones, with the device. A standard usability test procedure was utilized in which objective task performance measurements as well as subjective post-task and post-experiment usability questionnaires were deployed. The study revealed a surprisingly strong effect of positive expectations on subjective post-experiment ratings: the participants who had read the positive review gave the device significantly better post-experiment ratings than did the negative-prime and no-prime groups. This boosting effect of the positive prime held even in the hard task condition where the users failed in most of the tasks. This finding highlights the importance of understanding: (1) what kinds of product expectations participants bring with them to the test, (2) how well these expectations represent those of the intended user population, and (3) how the test situation itself influences and may bias these expectations.
Eeva Raita, Antti Oulasvirta
Interact. Comput.2
2011 Everyday appropriations of information technology: A study of creative uses of digital cameras
abstract
Repurposive appropriation is a creative everyday act in which a user invents a novel use for information technology (IT) and adopts it. This study is the first to address its prevalence and predictability in the consumer IT context. In all, 2,379 respondents filled in an online questionnaire on creative uses of digital cameras, such as using them as scanners, periscopes, and storage media. The data reveal that such creative uses are adopted by about half of the users, on average, across different demographic backgrounds. Discovery of a creative use on one's own is slightly more common than is learning it from others. Most users discover the creative uses either completely on their own or wholly through learning from others. Our regression model explains 34% of the variance in adoption of invented uses, with technology cognizance orientation, gender, exploration orientation, use frequency, and use tenure as the strongest predictors. These findings have implications for both design and marketing.
Antti Salovaara, Sacha Helfenstein, Antti Oulasvirta
J. Assoc. Inf. Sci. Technol.3
2010 A simple index for multimodal flexibility
abstract
Most interactive tasks engage more than one of the user's exteroceptive senses and are therefore multimodal. In real world situations with multitasking and distractions, the key aspect of multimodality is not which modalities can be allocated to the interactive task but which are free to be allocated to something else. We present the multi¬modal flexibility index (MFI), calculated from changes in users' performance induced by blocking of sensory modalities. A high score indicates that the highest level of performance is achievable regardless of the modalities available and, conversely, a low score that performance will be severely hampered unless all modalities are allocated to the task. Various derivatives describe unimodal and bimodal effects. Results from a case study (mobile text entry) illustrate how an interface that is superior to others in absolute terms is the worst from the multimodal flexibility perspective. We discuss the suitability of MFI for evaluation of interactive prototypes.
Antti Oulasvirta, Joanna Bergström
CHI1
2010 Making the ordinary visible in microblogs
Antti Oulasvirta, Esko Lehtonen, Esko Kurvinen, Mika Raento
Pers. Ubiquitous Comput.1
2009 Like bees around the hive: a comparative study of a mobile augmented reality map
abstract
We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool.
Ann Morrison, Antti Oulasvirta, Peter Peltonen, Saija Lemmelä, Giulio Jacucci, Gerhard Reitmayr, Jaana Näsänen, Antti Juustila
CHI2
2009 Mobile media in the social fabric of a kindergarten
abstract
At first blush, mobile media may appear a promising solution to the problem arising from the fact that parents in the present-day kindergarten institution rely almost solely on teachers' retrospective reports on their child's daily activities. However, a kindergarten is a delicate social fabric that mixes professional roles (the teachers') with socio-emotional relationships (parenting and caring) and involves stakeholders who are dependent on adults in the use of technology (the children). To date, no studies have been reported that critically examine the boundary conditions for successful mobile media applications in such settings. We present a study of Meaning, a one-button capture-and-push-to-Web solution that was used by a Finnish kindergarten for a month. Interviews and the amount of media sent suggest that the intervention was a success, and we report on seven uses of media. However, all uses were critically affected by the users' social fabric, in which the teachers were the nexus. We conclude by discussing various ways in which the heterogeneity of the user group affected mobile media use.
Jaana Näsänen, Antti Oulasvirta, Asko Lehmuskallio
CHI2
2009 All My People Right Here, Right Now: management of group co-presence on a social networking site
abstract
A mundane but theoretically interesting and practically relevant situation presents itself on social networking sites: the co-presence of multiple groups important to an individual. This primarily qualitative study concentrates on the point of view of individual SNS users and their perspectives on multiple group affiliations. After charting the perceived multiplicity of groups on the social networking site Facebook, we investigated the relevance of multiple groups to the users and the effect of group co-presence on psychological identification processes. Users deal with group co-presence by managing the situation to prevent anticipated conflictive and identity-threatening situations. Their behavioral strategies consist of dividing the platform into separate spaces, using suitable channels of communication, and performing self-censorship. Mental strategies include both the creation of more inclusive in-group identities and the reciprocity of trusting other users and being responsible. In addition to giving further evidence of the existence of group co-presence on SNSs, the study sheds light on the management of the phenomenon. Management of group co-presence should be supported, since otherwise users may feel the urge to resort to defensive strategies of social identity protection such as ceasing to use SNSs altogether or, less dramatically, limit their use according to "the least common denominator". Hence, the phenomenon merits the attention of researchers, developers, and designers alike.
Airi Lampinen, Sakari Tamminen, Antti Oulasvirta
GROUP3
2009 Users' preferences regarding intelligent user interfaces: differences among users and changes over time
abstract
The goal of this full-day workshop is to arrive at a synthesis of knowledge that will help people who work with intelligent user interfaces to predict and explain how users' attitudes and behavior toward aspects of such systems (a) differ from one user to the next and (b) change over time.
Anthony Jameson, Silvia Gabrielli, Antti Oulasvirta
IUI3
2009 "I can't lie anymore!": The implications of location automation for mobile social applications
abstract
Human factors research has shown that automation is a mixed blessing. It changes the role of the human in the loop with effects on understanding, errors, control, skill, vigilance, and ultimately trust and usefulness. We raise the issue that many current mobile applications involve mechanisms that s
Sami Vihavainen, Antti Oulasvirta, Risto Sarvas
MobiQuitous2
2009 Automation not automatically good in mobile social applications
abstract
Social interaction is increasingly computer mediated. Part of the mediated interaction is being automated by the technology used, especially in mobile phone technology. Human factors research has shown that automation is a mixed blessing. It changes the role of the human in the loop with effects on
Sami Vihavainen, Antti Oulasvirta, Risto Sarvas
MobiQuitous2
2009 When more is less: the paradox of choice in search engine use
abstract
In numerous everyday domains, it has been demonstrated that increasing the number of options beyond a handful can lead to paralysis and poor choice and decrease satisfaction with the choice. Were this so-called paradox of choice to hold in search engine use, it would mean that increasing recall can actually work counter to user satisfaction if it implies choice from a more extensive set of result items. The existence of this effect was demonstrated in an experiment where users (N=24) were shown a search scenario and a query and were required to choose the best result item within 30 seconds. Having to choose from six results yielded both higher subjective satisfaction with the choice and greater confidence in its correctness than when there were 24 items on the results page. We discuss this finding in the wider context of "choice architecture"--that is, how result presentation affects choice and satisfaction.
Antti Oulasvirta, Janne P. Hukkinen, Barry Schwartz
SIGIR1
2009 Embodied interaction with a 3D versus 2D mobile map
Antti Oulasvirta, Sara Estlander, Antti Nurminen
Pers. Ubiquitous Comput.1
2008 It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre
abstract
We present data from detailed observations of CityWall, a large multi-touch display installed in a central location in Helsinki, Finland. During eight days of installation, 1199 persons interacted with the system in various social configurations. Videos of these encounters were examined qualitatively as well as quantitatively based on human coding of events. The data convey phenomena that arise uniquely in public use: crowding, massively parallel interaction, teamwork, games, negotiations of transitions and handovers, conflict management, gestures and overt remarks to co-present people, and "marking" the display for others. We analyze how public availability is achieved through social learning and negotiation, why interaction becomes performative and, finally, how the display restructures the public space. The multi-touch feature, gesture-based interaction, and the physical display size contributed differentially to these uses. Our findings on the social organization of the use of public displays can be useful for designing such systems for urban environments.
Peter Peltonen, Esko Kurvinen, Antti Salovaara, Giulio Jacucci, Tommi Ilmonen, John Evans, Antti Oulasvirta, Petri Saarikko
CHI7
2008 Target acquisition with camera phones when used as magic lenses
abstract
When camera phones are used as magic lenses in handheld augmented reality applications involving wall maps or posters, pointing can be divided into two phases: (1) an initial coarse physical pointing phase, in which the target can be directly observed on the background surface, and (2) a fine-control virtual pointing phase, in which the target can only be observed through the device display. In two studies, we show that performance cannot be adequately modeled with standard Fitts' law, but can be adequately modeled with a two-component modification. We chart the performance space and analyze users' target acquisition strategies in varying conditions. Moreover, we show that the standard Fitts' law model does hold for dynamic peephole pointing where there is no guiding background surface and hence the physical pointing component of the extended model is not needed. Finally, implications for the design of magic lens interfaces are considered.
Michael Rohs, Antti Oulasvirta
CHI2
2008 Designing mobile awareness cues
abstract
This paper considers how we may design future mobile awareness systems. Building upon research on social cognition, we suggest the need to take into account what is known about humans' interpretational capabilities. We identify design issues from the level of an individual awareness cue to the level of a product concept, systematically exposing the associated solution spaces. Using four real applications as analytical examples, we point out multiple ways in which design can affect the user's processing of awareness information and thereby yield different outcomes in the use of technology. We conclude by pointing out novel design opportunities that lie in the integration of cues with functionality and content on the mobile phone.
Antti Oulasvirta
Mobile HCI1
2008 Mobile human-computer interaction
Antti Oulasvirta, Stephen A. Brewster
Int. J. Hum. Comput. Stud.1
2008 Motivations in personalisation behaviour
abstract
A number of emerging technologies including mobile phones and services, on-line shopping and portals, and games and communities are designed to provide users with control over appearance and functioning. Understanding why users personalise could help design personalisation features so that they promote the acceptance and adoption of information and communication technology (ICT). This paper examines the psychological underpinnings of users’ willingness to expend effort to personalise ICT. The important role of the basic need of self-determination [Deci, E.L., Ryan, R.M., 2000. The“what” and “why” of goal pursuits: Human needs and the self-determination of behaviour. Psychological Inquiry 11, 227–268] is argued for. Personalisation features can align the psychological resources with the user’s action and therefore enhance performance and enjoyment of use. First, they can promote autonomy and the sense of being an origin and therefore transform technology to ‘my technology.’ Second, personalisation features can support competence by increasing the effectiveness of user’s actions. At its best, personalisation becomes rewarding activity in itself regardless of the achieved effects, for example when personalisable features participate in flow experiences. Third, through its appearance functions, technology can support the basic need of relatedness through expression of emotion and identity, ego-involvement, and territory marking. Several positive effects can be identified: engagement, performance, persistence, identity, social acceptance, and social status. The paper concludes by discussing implications to design.
Antti Oulasvirta, Jan Blom
Interact. Comput.1
2008 Designing for privacy and self-presentation in social awareness
Mika Raento, Antti Oulasvirta
Pers. Ubiquitous Comput.2
2007 Comedia: mobile group media for active spectatorship
abstract
Previous attempts to support spectators at large-scale events have concentrated separately on real-time event information, awareness cues, or media-sharing applications. CoMedia combines a group media space with event information and integrates reusable awareness elements throughout. In two field trials, one at a rally and the other at a music festival, we found that CoMedia facilitated onsite reporting to offsite members, coordination of group action, keeping up to date with others, spectating remotely, and joking. In these activities, media, awareness cues, and event information were often used in concert, albeit assuming differing roles. We show that the integrated approach better supports continuous interweaving of use with the changing interests and occurrences in large-scale events.
Giulio Jacucci, Antti Oulasvirta, Tommi Ilmonen, John Evans, Antti Salovaara
CHI2
2007 Mobile kits and laptop trays: managing multiple devices in mobile information work
abstract
A study at a large IT company shows that mobile information workers frequently migrate work across devices (here: smartphones, desktop PCs, laptops). While having multiple devices provides new opportunities to work in the face of changing resource deprivations, the management of devices is often problematic. The most salient problems are posed by 1) the physical effort demanded by various management tasks, 2) anticipating what data or functionality will be needed, and 3) aligning these efforts with work, mobility, and social situations. Workers' strategies of coping with these problems center on two interwoven activities: the physical handling of devices and cross-device synchronization. These aim at balancing risk and effort in immediate and subsequent use. Workers also exhibit subtle ways to handle devices in situ, appropriating their physical and operational properties. The design implications are discussed.
Antti Oulasvirta, Lauri Sumari
CHI1
2007 Analysis of communication failures for spoken dialogue systems
Sebastian Möller 0001, Klaus-Peter Engelbrecht, Antti Oulasvirta
INTERSPEECH3
2007 Interpreting and Acting on Mobile Awareness Cues
abstract
Mobile awareness systems provide user-controlled and automatic, sensor-derived cues of other users' situations and in that way attempt to facilitate group practices and provide opportunities for social interaction. We are interested in investigating how users interpret these cues as a situation, action, or intention of a remote person and then act on them in everyday social interactions. Three field trials utilizing A-B intervention research methodology were conducted with three types of teenager groups (N = 15, total days = 243). Each trial had a slightly different variation of ContextContacts—a smartphone-based multicue mobile awareness system. We report on several analyses on how the cues were accessed, viewed, monitored, inferred, and acted on.
Antti Oulasvirta, Renaud Petit, Mika Raento, Sauli Tiitta
Hum. Comput. Interact.1
2007 Active construction of experience through mobile media: a field study with implications for recording and sharing
Giulio Jacucci, Antti Oulasvirta, Antti Salovaara
Pers. Ubiquitous Comput.2
2007 Predicting time-sharing in mobile interaction
Miikka Miettinen, Antti Oulasvirta
User Model. User Adapt. Interact.2
2006 Collective creation and sense-making of mobile media
abstract
Traditionally, mobile media sharing and messaging has been studied from the perspective of an individual author making media available to other users. With the aim of supporting spectator groups at large-scale events, we developed a messaging application for camera phones with the idea of collectively created albums called Media Stories. The field trial at a rally competition pointed out the collective and participative practices involved in the creation and sense-making of media, challenging the view of individual authorship. Members contributed actively to producing chains of messages in Media Stories, with more than half of the members as authors on average in each story. Observations indicate the centrality of collocated viewing and creation in the use of media. Design implications include providing a ""common space"" and possibilities of creating collective objects, adding features that enrich collocated collective use, and supporting the active construction of awareness and social presence through the created media.
Antti Salovaara, Giulio Jacucci, Antti Oulasvirta, Timo Saari, Pekka Kanerva, Esko Kurvinen, Sauli Tiitta
CHI3
2006 Memo: towards automatic usability evaluation of spoken dialogue services by user error simulations
abstract
Proper usability evaluations of spoken dialogue systems are costly and cumbersome to carry out. In this paper, we present a new approach for facilitating usability evaluations which is based on user error simulations. The idea is to replace real users with simulations derived from empirical observations of users ’ erroneous behavior. The simulated errors must cover both system-driven errors (e.g., due to poor speech recognition) as well as conceptual errors and slips of the user, because neither alone is predictive of perceived usability. The simulation is integrated into a workbench which produces reports of typical and rare errors, and which allows usability ratings to be predicted. If successful, this workbench will help designers in making choices between system versions and lower testing costs at early phases of development. Challenges to the approach are discussed and solutions proposed. Index Terms: spoken-dialogue system, evaluation, usability 1.
Sebastian Möller 0001, Roman Englert, Klaus-Peter Engelbrecht, Verena V. Hafner, Anthony Jameson, Antti Oulasvirta, Alexander Raake, Norbert Reithinger
INTERSPEECH6
2006 Surviving task interruptions: Investigating the implications of long-term working memory theory
Antti Oulasvirta, Pertti Saariluoma
Int. J. Hum. Comput. Stud.1
2005 Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI
abstract
When on the move, cognitive resources are reserved partly for passively monitoring and reacting to contexts and events, and partly for actively constructing them. The Re-source Competition Framework (RCF), building on the Multiple Resources Theory, explains how psychosocial tasks typical of mobile situations compete for cognitive resources and then suggests that this leads to the depletion of resources for task interaction and eventually results in the breakdown of fluent interaction. RCF predictions were tested in a semi-naturalistic field study measuring attention during the performance of assigned Web search tasks on mobile phone while moving through nine varied but typical urban situations. Notably, we discovered up to eight-fold differentials between micro-level measurements of atten-tional resource fragmentation, for example from spans of over 16 seconds in a laboratory condition dropping to bursts of just a few seconds in difficult mobile situations. By cali-brating perceptual sampling, reducing resources from tasks of secondary importance, and resisting the impulse to switch tasks before finalization, participants compensated for the resource depletion. The findings are compared to previous studies in office contexts. The work is valuable in many areas of HCI dealing with mobility.
Antti Oulasvirta, Sakari Tamminen, Virpi Roto, Jaana Kuorelahti
CHI1
2005 Supporting the shared experience of spectators through mobile group media
abstract
Interesting characteristics of large-scale events are their spatial distribution, their extended duration over days, and the fact that they are set apart from daily life. The increasing pervasiveness of computational media encourages us to investigate such unexplored domains, especially when thinking of applications for spectator groups. Here we report of a field study on two groups of rally spectators who were equipped with multimedia phones, and we present a novel mobile group media application called mGroup that supports groups in creating and sharing experiences. Particularly, we look at the possibilities of and boundary conditions for computer applications posed by our findings on group identity and formation, group awareness and coordination, the meaningful construction of an event experience and its grounding in the event context, the shared context and discourses, protagonism and active spectatorship. Moreover, we aim at providing a new perspective on spectatorship at large scale events, which can make research and development more aware of the socio-cultural dimension.
Giulio Jacucci, Antti Oulasvirta, Antti Salovaara, Risto Sarvas
GROUP2
2005 Augmented Reality Painting and Collage: Evaluating Tangible Interaction in a Field Study
Giulio Jacucci, Antti Oulasvirta, Antti Salovaara, Thomas Psik, Ina Wagner
INTERACT2
2005 ContextContacts: re-designing SmartPhone's contact book to support mobile awareness and collaboration
abstract
Acontextuality of the mobile phone often leads to a caller's uncertainty over a callee's current state, which in turn often hampers mobile collaboration. We are interested in re-designing a Smartphone's contact book to provide cues of the current situations of others. ContextContacts presents several meaningful, automatically communicated situation cues of trusted others. Its interaction design follows social psychological findings on how people make social attributions based on impoverished cues, on how self-disclosure of cues is progressively and interactionally managed, and on how mobility affects interaction through cues. We argue how our design choices support mobile communication decisions and group coordinations by promoting awareness. As a result, the design is very minimal and integrated, in an "unremarkable" manner, to previously learned usage patterns with the phone. First laboratory and field evaluations indicate important boundary conditions for and promising avenues toward more useful and enjoyable mobile awareness applications.
Antti Oulasvirta, Mika Raento, Sauli Tiitta
Mobile HCI1
2005 Building social discourse around mobile photos: a systemic perspective
abstract
Camera phones have been viewed simplistically as digital cameras with poor picture quality while neglecting the utility of the two key functionalities of mobile phones: network connection and access to personal information. This is the first HCI paper to examine mobile photos from a systemic perspective: how assignment of phases of mobile photo lifecycle to different platforms affects social discourse around shared photos. We conducted a 6-week user trial of MobShare, a tripartite system with dedicated functions and task couplings for a mobile phone, a server, and a PC browser. We analyze how MobShare's couplings and distribution of functionalities affected the observed types of social discourse that formed around mobile photos: in-group post-event discourse, self-documents and reports, greetings and thanks. Several central design issues arising from the systemic view are discussed: heterogeneity of environments, integration and distribution of functionalities, couplings and decouplings of interaction tasks, notification mechanisms, and provision of necessary UI resources for different tasks.
Risto Sarvas, Antti Oulasvirta, Giulio Jacucci
Mobile HCI2
2004 Finding meaningful uses for context-aware technologies: the humanistic research strategy
abstract
Human-computer interaction (HCI) is undergoing a paradigm change towards interaction that is contextually adapted to rich use situations taking place "beyond the desktop". Currently, however, there are only few successful applications of context-adapted HCI, arguably because use scenarios have not been based on holistic understanding of the society, users, and use situations. A humanistic research strategy, utilized at the Helsinki Institute for Information Technology, aims to structure the innovation and evaluation of scenarios for future technologies. Population trends and motivational needs are analyzed to recognize psycho-socially relevant design opportunities. Ethnography, ethnomethodology, bodystorming, and computer simulations of use situations are conducted to understand use situations. The goal of design is to empower users by supporting their autonomy and control. Three design cases illustrate the approach. The paper showcases an emerging framework for informed innovation of use potentials.
Antti Oulasvirta
CHI1
2004 Towards Socially Aware Pervasive Computing: A Turntaking Approach
abstract
Social context is an important yet an under-researched area in context-sensitive computing. This paper adopts a framework from social sciences that views social context as a sequence of turns taken between participants. The approach is illustrated and evaluated through three empirical cases. The results show that social context is not a static and passive surrounding of a device, but dynamic and constructed by people. Challenges and restrictions for modelling social context through turntaking are identified.
Esko Kurvinen, Antti Oulasvirta
PerCom2
2004 Long-term working memory and interrupting messages in human - computer interaction
abstract
The extent to which memory for information content is reliable, trustworthy, and accurate is crucial in the information age. Being forced to divert attention to interrupting messages is common, however, and can cause memory loss. The memory effects of interrupting messages were investigated in three experiments. In Experiment 1, attending to an interrupting message decreased memory accuracy. Experiment 2, where four interrupting messages were used, replicated this result. In Experiment 3, an interrupting message was shown to be most disturbing when it was semantically very close to the main message. Drawing from a theory of long-term working memory it is argued that interrupting messages can both disrupt the active semantic elaboration of content during encoding and cause semantic interference upon retrieval. Properties of the interrupting message affect the extent and type of errors in remembering. Design implications are discussed.
Antti Oulasvirta, Pertti Saariluoma
Behav. Inf. Technol.1
2004 Task demands and memory in web interaction: a levels of processing approach
abstract
The Levels of Processing principle holds that the strength of the encoded memory trace depends on the mental operations carried out during goal-pursuit. Therefore, memory should be better for web elements that are more deeply processed. Participants (N=24) accomplished several information finding tasks with printed web pages in two conditions: navigationorientation and content-orientation. The results support the prediction and show marked differences between the two tasks in how the locations and features of task-relevant and - irrelevant elements are remembered. In explaining the results, the levels of processing principle is bound to a wider model of perception, attention, and memory in web interaction. It is argued that the memory test tapped explicit memories that are not recruited in the rapid on-line control of attention but rather in higher-level operations such as planning and error recovery in interaction. Implications are proposed for the design of memorable user interfaces, adaptive hypertext, and notifications.
Antti Oulasvirta
Interact. Comput.1
2004 Understanding mobile contexts
Sakari Tamminen, Antti Oulasvirta, Kalle Toiskallio, Anu Kankainen
Pers. Ubiquitous Comput.2
2003 Understanding Mobile Contexts
Sakari Tamminen, Antti Oulasvirta, Kalle Toiskallio, Anu Kankainen
Mobile HCI2
2003 Understanding contexts by being there: case studies in bodystorming
Antti Oulasvirta, Esko Kurvinen, Tomi Kankainen
Pers. Ubiquitous Comput.1