EDBT 2026 Demo / reviewers in the wild / expert
Anna Maria Feit
dblp:128/9269
· DBLP profile ↗
25ranked-venue papers
4as first author
13since 2021 · last 2026
0000-0003-4168-6099ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 24 · 4 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Efficient Human-in-the-Loop Optimization via Priors Learned from User ModelsabstractHuman-in-the-loop optimization identifies optimal interface designs by iteratively observing user performance. However, it often requires numerous iterations due to the lack of prior information. While recent approaches have accelerated this process by leveraging previous optimization data, collecting user data remains costly and often impractical. We present a conceptual framework, Human-in-the-Loop Optimization with Model-Informed Priors (HOMI), which augments human-in-the-loop optimization with a training phase where the optimizer learns adaptation strategies from diverse, synthetic user data generated with predictive models before deployment. To realize HOMI, we introduce Neural Acquisition Function+ (NAF+), a Bayesian optimization method featuring a neural acquisition function trained with reinforcement learning. NAF+ learns optimization strategies from large-scale synthetic data, improving efficiency in real-time optimization with users. We evaluate HOMI and NAF+ with mid-air keyboard optimization, a representative VR input task. Our work presents a new approach for more efficient interface adaptation by bridging in situ and in silico optimization processes. Yi-Chi Liao 0001, João Marcelo Evangelista Belo, Hee-Seung Moon, Jürgen Steimle, Anna Maria Feit |
CHI | 5 |
| 2026 | Design Considerations for Human Oversight of AI: Insights from Co-Design Workshops and Work Design TheoryabstractAs AI systems become increasingly capable and autonomous, domain experts’ roles are shifting from performing tasks themselves to overseeing AI-generated outputs. Such oversight is critical, as undetected errors can have serious consequences or undermine the benefits of AI. Effective oversight, however, depends not only on detecting and correcting AI errors but also on the motivation and engagement of the oversight personnel and the meaningfulness they see in their work. Yet little is known about how domain experts approach and experience the oversight task and what should be considered to design effective and motivational interfaces that support human oversight. To address these questions, we conducted four co-design workshops with domain experts from psychology and computer science. We asked them to first oversee an AI-based grading system, and then discuss their experiences and needs during oversight. Finally, they collaboratively prototyped interfaces that could support them in their oversight task. Our thematic analysis revealed four key user requirements: understanding tasks and responsibilities, gaining insight into the AI’s decision-making, contributing meaningfully to the process, and collaborating with peers and the AI. We integrated these empirical insights with the SMART model of work design to develop a framework of twelve design considerations with increased transferability compared to the identified user requirements. Our framework links interface characteristics and user requirements to the psychological processes underlying effective and satisfying work. Being grounded in work design theory and overlapping with existing guidelines for human–AI interaction, we expect these considerations to be applicable across domains and discuss how they go beyond existing guidelines for human-AI interaction to inform the design of engaging and meaningful interfaces that support human oversight of AI-based systems. Cedric Faas, Sophie Kerstan, Richard Uth, Markus Langer, Anna Maria Feit |
IUI | 5 |
| 2026 | VideoAlign: A Toolkit to Make Video Analysis Accessible EICS013abstractDespite the potential of self-supervised video alignment algorithms for advancing human-computer interaction, they remain largely inaccessible to practitioners without machine learning expertise. To bridge this gap, we introduce VideoAlign, an open-source toolkit designed to facilitate training and integration of video alignment approaches in interactive applications. VideoAlign offers guidance for training models to align videos, detecting and tagging specific events, and performing anomaly detection through an interactive system without requiring machine learning experience. In addition to implementing state-of-the-art alignment techniques, our toolkit introduces a novel Local-Alignment Contrastive (LAC) loss. Unlike global methods that compare entire video sequences, LAC aligns localized segments independently. This capability enables robust matching when video structure or timing varies, which is crucial for real-world interactive applications. We demonstrate how VideoAlign facilitates the creation of a wide variety of interactive applications through three application scenarios: a teacher-support tool for providing efficient video-feedback, a mixed reality application that tracks activity progress in real-time, and an anomaly detection tool to monitor cooking activities. João Marcelo Evangelista Belo, Keyne Oei, Anna Maria Feit |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2025 | RelEYEance: Gaze-based Assessment of Users' AI-reliance at Run-timeabstractIn time-critical detection tasks, such as drone monitoring, a key condition for users to effectively leverage AI assistance is to find an appropriate trade-off between making fast decisions and verifying AI suggestions, which we refer to as appropriate user reliance. However, assessing such reliance is often oversimplified by focusing solely on task outcomes, potentially overlooking whether users properly verify AI messages. We collected eye-tracking data from an AI-assisted monitoring task and developed a gaze-based reliance model: RelEYEance, to assess the extent of user reliance on AI-suggested alarms. We found that gaze patterns related to verification behaviors distinguish between appropriate reliance, over-reliance, and under-reliance, influencing task performance. We validated our model in a second user study, showing it can reliably detect users' over- and under-reliance at run-time, which could be used e.g. for issuing intervention messages. The results demonstrate the potential for real-time human-AI reliance assessment, facilitating adaptive reliance calibration. Zekun Wu 0001, Yao Wang 0018, Markus Langer, Anna Maria Feit |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2025 | Understanding and Predicting Temporal Visual Attention Influenced by Dynamic Highlights in Monitoring TaskabstractMonitoring interfaces are crucial for dynamic, high-stakes tasks where effective user attention is essential. Visual highlights can guide attention effectively, but may also introduce unintended disruptions. To investigate this, we examined how visual highlights affect users’ gaze behavior in a drone monitoring task, focusing on when, how long, and how much attention they draw. We found that highlighted areas exhibit distinct temporal characteristics compared to nonhighlighted ones, quantified using normalized saliency (NS) metrics. We found that highlights elicited immediate responses, with NS peaking quickly, but this shift came at the cost of reduced search efforts elsewhere, potentially impacting situational awareness. To predict these dynamic changes and support interface design, we developed the Highlight-Informed Saliency Model, which provides granular predictions of NS over time. These predictions enable evaluations of highlight effectiveness and inform the optimal timing and deployment of highlights in future monitoring interface designs, particularly for time-sensitive tasks. Zekun Wu 0001, Anna Maria Feit |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2024 | Enhancing User Gaze Prediction in Monitoring Tasks: The Role of Visual HighlightsabstractThis study examines the role of visual highlights in guiding user attention in drone monitoring tasks, employing a simulated interface for observation. The experiment results show that such highlights can significantly expedite the visual attention on the corresponding area. Based on this observation, we leverage both the temporal and spatial information in the highlight to develop a new saliency model: the highlight-informed saliency model (HISM), to infer the visual attention change in the highlight condition. Our findings show the effectiveness of visual highlights in enhancing user attention and demonstrate the potential of incorporating these cues into saliency prediction models. Zekun Wu 0001, Anna Maria Feit |
ETRA | 2 |
| 2024 | An LLM-driven Transcription Task for Mobile Text Entry Studiesabstractpeer reviewed Andreas Komninos, Anna Maria Feit, Luis A. Leiva, Florian Lehmann, Ioulia Simou, Dimosthenis Minas, Angelos Fotopoulos, Michalis Nik Xenos |
MUM | 2 |
| 2024 | Shifting Focus with HCEye: Exploring the Dynamics of Visual Highlighting and Cognitive Load on User Attention and Saliency PredictionabstractVisual highlighting can guide user attention in complex interfaces. However, its effectiveness under limited attentional capacities is underexplored. This paper examines the joint impact of visual highlighting (permanent and dynamic) and dual-task-induced cognitive load on gaze behaviour. Our analysis, using eye-movement data from 27 participants viewing 150 unique webpages reveals that while participants' ability to attend to UI elements decreases with increasing cognitive load, dynamic adaptations (i.e., highlighting) remain attention-grabbing. The presence of these factors significantly alters what people attend to and thus what is salient. Accordingly, we show that state-of-the-art saliency models increase their performance when accounting for different cognitive loads. Our empirical insights, along with our openly available dataset, enhance our understanding of attentional processes in UIs under varying cognitive (and perceptual) loads and open the door for new models that can predict user attention while multitasking. Anwesha Das 0002, Zekun Wu 0001, Iza Skrjanec, Anna Maria Feit |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2023 | Towards Flexible and Robust User Interface Adaptations With Multiple ObjectivesabstractThis paper proposes a new approach for online UI adaptation that aims to overcome the limitations of the most commonly used UI optimization method involving multiple objectives: weighted sum optimization. Weighted sums are highly sensitive to objective formulation, limiting the effectiveness of UI adaptations. We propose ParetoAdapt, an adaptation approach that uses online multi-objective optimization with a posteriori articulated preferences—that is, articulation of preferences after the optimization has concluded—to make UI adaptation robust to incomplete and inaccurate objective formulations. It offers users a flexible way to control adaptations by selecting from a set of Pareto optimal adaptation proposals and adjusting them to fit their needs. We showcase the feasibility and flexibility of ParetoAdapt by implementing an online layout adaptation system in a state-of-the-art 3D UI adaptation framework. We further evaluate its robustness and run-time in simulation-based experiments that allow us to systematically change the accuracy of the estimated user preferences. We conclude by discussing how our approach may impact the usability and practicality of online UI adaptations. Christoph Albert Johns, João Marcelo Evangelista Belo, Anna Maria Feit, Clemens Nylandsted Klokmose, Ken Pfeuffer |
UIST | 3 |
| 2023 | Typing Behavior is About More than Speed: Users' Strategies for Choosing Word Suggestions Despite Slower Typing RatesabstractMobile word suggestions can slow down typing, yet are still widely used. To investigate the apparent benefits beyond speed, we analyzed typing behavior of 15,162 users of mobile devices. Controlling for natural typing speed (a confounding factor not considered by prior work), we statistically show that slower typists use suggestions more often but are slowed down by doing so. To better understand how these typists leverage suggestions -- if not to improve their speed -- we extract eight usage strategies, including completion, correction, and next-word prediction. We find that word characteristics, such as length or frequency, along with the strategy, are predictive of whether a user will select a suggestion. We show how to operationalize our findings by building and evaluating a predictive model of suggestion selection. Such a model could be used to augment existing suggestion algorithms to consider people's strategic use of word predictions beyond speed and keystroke savings. Florian Lehmann, Itto Kornecki, Daniel Buschek, Anna Maria Feit |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | AUIT - the Adaptive User Interfaces Toolkit for Designing XR ApplicationsabstractAdaptive 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 |
UIST | 3 |
| 2021 | XRgonomics: Facilitating the Creation of Ergonomic 3D InterfacesabstractArm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user’s environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators to identify UI positions that optimize users’ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit may address design goals beyond ergonomics. João Marcelo Evangelista Belo, Anna Maria Feit, Tiare M. Feuchtner, Kaj Grønbæk |
CHI | 2 |
| 2021 | Complex Interaction as Emergent Behaviour: Simulating Mid-Air Virtual Keyboard Typing using Reinforcement LearningabstractAccurately modelling user behaviour has the potential to significantly improve the quality of human-computer interaction. Traditionally, these models are carefully hand-crafted to approximate specific aspects of well-documented user behaviour. This limits their availability in virtual and augmented reality where user behaviour is often not yet well understood. Recent efforts have demonstrated that reinforcement learning can approximate human behaviour during simple goal-oriented reaching tasks. We build on these efforts and demonstrate that reinforcement learning can also approximate user behaviour in a complex mid-air interaction task: typing on a virtual keyboard. We present the first reinforcement learning-based user model for mid-air and surface-aligned typing on a virtual keyboard. Our model is shown to replicate high-level human typing behaviour. We demonstrate that this approach may be used to augment or replace human testing during the validation and development of virtual keyboards. Lorenz Hetzel, John J. Dudley, Anna Maria Feit, Per Ola Kristensson |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Detecting Relevance during Decision-Making from Eye Movements for UI AdaptationabstractThis paper proposes an approach to detect information relevance during decision-making from eye movements in order to enable user interface adaptation. This is a challenging task because gaze behavior varies greatly across individual users and tasks and ground-truth data is difficult to obtain. Thus, prior work has mostly focused on simpler target-search tasks or on establishing general interest, where gaze behavior is less complex. From the literature, we identify six metrics that capture different aspects of the gaze behavior during decision-making and combine them in a voting scheme. We empirically show, that this accounts for the large variations in gaze behavior and out-performs standalone metrics. Importantly, it offers an intuitive way to control the amount of detected information, which is crucial for different UI adaptation schemes to succeed. We show the applicability of our approach by developing a room-search application that changes the visual saliency of content detected as relevant. In an empirical study, we show that it detects up to 97% of relevant elements with respect to user self-reporting, which allows us to meaningfully adapt the interface, as confirmed by participants. Our approach is fast, does not need any explicit user input and can be applied independent of task and user. Anna Maria Feit, Lukas Vordemann, Seonwook Park, Caterina Bérubé, Otmar Hilliges |
ETRA | 1 |
| 2019 | How do People Type on Mobile Devices?: Observations from a Study with 37, 000 VolunteersabstractThis 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 |
MobileHCI | 2 |
| 2019 | Context-Aware Online Adaptation of Mixed Reality InterfacesabstractWe present an optimization-based approach for Mixed Reality (MR) systems to automatically control when and where applications are shown, and how much information they display. Currently, content creators design applications, and users then manually adjust which applications are visible and how much information they show. This choice has to be adjusted every time users switch context, i.e., whenever they switch their task or environment. Since context switches happen many times a day, we believe that MR interfaces require automation to alleviate this problem. We propose a real-time approach to automate this process based on users' current cognitive load and knowledge about their task and environment. Our system adapts which applications are displayed, how much information they show, and where they are placed. We formulate this problem as a mix of rule-based decision making and combinatorial optimization which can be solved efficiently in real-time. We present a set of proof-of-concept applications showing that our approach is applicable in a wide range of scenarios. Finally, we show in a dual-task evaluation that our approach decreased secondary tasks interactions by 36%. David Lindlbauer, Anna Maria Feit, Otmar Hilliges |
UIST | 2 |
| 2018 | eystrokesabstractWe 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 |
CHI | 2 |
| 2018 | Physical Keyboards in Virtual Reality: Analysis of Typing Performance and Effects of Avatar HandsabstractEntering text is one of the most common tasks when interacting with computing systems. Virtual Reality (VR) presents a challenge as neither the user's hands nor the physical input devices are directly visible. Hence, conventional desktop peripherals are very slow, imprecise, and cumbersome. We developed a apparatus that tracks the user's hands, and a physical keyboard, and visualize them in VR. In a text input study with 32 participants, we investigated the achievable text entry speed and the effect of hand representations and transparency on typing performance, workload, and presence. With our apparatus, experienced typists benefited from seeing their hands, and reach almost outside-VR performance. Inexperienced typists profited from semi-transparent hands, which enabled them to type just 5.6 WPM slower than with a regular desktop setup. We conclude that optimizing the visualization of hands in VR is important, especially for inexperienced typists, to enable a high typing performance. Pascal Knierim, Valentin Schwind, Anna Maria Feit, Florian Nieuwenhuizen, Niels Henze |
CHI | 3 |
| 2018 | AdaM: Adapting Multi-User Interfaces for Collaborative Environments in Real-TimeabstractDeveloping 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 |
CHI | 4 |
| 2018 | Selection-based Text Entry in Virtual RealityabstractIn recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. While the technology for input as well as output devices is market ready, only a few solutions for text input exist, and empirical knowledge about performance and user preferences is lacking. In this paper, we study text entry in VR by selecting characters on a virtual keyboard. We discuss the design space for assessing selection-based text entry in VR. Then, we implement six methods that span different parts of the design space and evaluate their performance and user preferences. Our results show that pointing using tracked hand-held controllers outperforms all other methods. Other methods such as head pointing can be viable alternatives depending on available resources. We summarize our findings by formulating guidelines for choosing optimal virtual keyboard text entry methods in VR. Marco Speicher, Anna Maria Feit, Pascal Ziegler, Antonio Krüger |
CHI | 2 |
| 2017 | Toward Everyday Gaze Input: Accuracy and Precision of Eye Tracking and Implications for DesignabstractFor eye tracking to become a ubiquitous part of our everyday interaction with computers, we first need to understand its limitations outside rigorously controlled labs, and develop robust applications that can be used by a broad range of users and in various environments. Toward this end, we collected eye tracking data from 80 people in a calibration-style task, using two different trackers in two lighting conditions. We found that accuracy and precision can vary between users and targets more than six-fold, and report on differences between lighting, trackers, and screen regions. We show how such data can be used to determine appropriate target sizes and to optimize the parameters of commonly used filters. We conclude with design recommendations and examples how our findings and methodology can inform the design of error-aware adaptive applications. Anna Maria Feit, Shane Williams, Arturo Toledo, Ann Paradiso, Harish Kulkarni, Shaun K. Kane, Meredith Ringel Morris |
CHI | 1 |
| 2017 | Computational Support for Functionality Selection in Interaction DesignabstractDesigning 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. | 2 |
| 2016 | How We Type: Movement Strategies and Performance in Everyday TypingabstractThis 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 |
CHI | 1 |
| 2015 | Investigating the Dexterity of Multi-Finger Input for Mid-Air Text EntryabstractThis 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 |
CHI | 2 |
| 2014 | PianoText: redesigning the piano keyboard for text entryabstractInspired 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 Systems | 1 |