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Touch and Movement

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Mainly focus on mechanoreceptors, for obvious reasons ... this is what the average user would do anyways just plug it in and use it) ... – PowerPoint PPT presentation

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Title: Touch and Movement


1
Touch and Movement
2
Outline
  • Review
  • Touch
  • Movement
  • Fitts Law
  • Steering Law
  • Sloppy Selection Path

3
Touch/haptics
  • Three sensors in skin
  • Thermoreceptors
  • Respond to changes in termperature
  • Nociceptors
  • Respond to intense heat, pressure or pain
  • Mechanoreceptors
  • Respond to pressure
  • Mainly focus on mechanoreceptors, for obvious
    reasons
  • The interface that injures is probably bad
  • Two types of mechanoreceptors
  • Rapidly adapting respond quickly as skin dented,
    but then stop
  • Slowly adapting respond to continuous pressure
  • E.g. force feedback joystick project, etc.
  • Some areas are more sensitive
  • Two point test

4
Touch/haptics
  • Second aspect kinesthesis
  • Awareness of the position of body and limbs.
  • Ideas for use of this have been presented
  • E.g., Jeff Raskin proposed using kinesthesis for
    mode selection holding down a button -gt
    selection mode with pen interfaces
  • Three types
  • Rapidly adapting when a limb is moved quickly
  • Slowly adapting respond to movement and static
    position
  • Positional receptors let you know where your
    body is

5
Tangible interfaces
  • Under research topics
  • User interfaces focused around touch and the
    movement and placement of physical objects
  • Compelling
  • Toy
  • Called TUIs.
  • Scott Klemmer working on toolkit

6
Movement
  • Why is movement important in an interface?
  • Answers?

7
Movement
  • Why is movement important in an interface?
  • Answers?
  • Fitts Law
  • Steering Law

8
Fitts Law
  • Important to understand, as the formula provided
    a basis for trajectory movement studies
  • Developed in the 50s by experimental
    psychologists
  • Information theory to understand human
    perceptual, cognitive, and motor processes
  • relationship found that models speed/accuracy
    tradeoffs in aimed movements

9
T a b log2 ( A / W c)
  • T time needed to point to a target
  • W width of target
  • A distance to target
  • a b empirically determined constants. c
    0, 0.5, or 1
  • (different values used for c by different
    experimenters to achieve better fits for data,
    avoid negative values, etc.)

10
Key Components
  • Difficulty of the motor task called the index of
    difficulty(ID). A larger ID more difficult
    task.
  • Index of performance, to measure input device
    efficiency (IP).
  • ID b log2 ( A / W c)
  • IP ID / T or 1 / b

11
Physical interpretation of Fitts Law
  • Larger objects at closer range acquired faster
    than smaller ones that are farther away
  • Showed what we know intuitively the faster we
    move, the less precise our movements are

12
Advantages of Fitts Law
  • Allowed experimenters to translate performance
    scores in different tasks (pointing/tapping) into
    a performance index
  • Index of performance is independent of specific
    task parameters, so we can compare results across
    studies which use different experimental details

13
Disadvantages of Fitts Law
  • describes only one type of movement
    (pointing/selection)
  • modern computer input devices do more that point
    to targets. Based on trajectory input
  • Need to be able to compare performance in such
    tasks as
  • Pursuit tracking, free-hand inking, tracing, and
    constrained motion

14
Fitts Law Example
From Landays HCI slides Im still not sold on
Pie menus
15
Steering Law
16
Studies by Jonny Accot and Shumin Zhai
  • 2 papers behavior of trajectory based tasks.
  • 1997 development of formula and experiments to
    compare performance in such tasks with a single
    device (more mathematical.)
  • 1999 application of the formula to several tests
    to compare different input devices

17
Goals
  • Model motion mathematically
  • Extension of fitts law
  • Choose paradigm which focuses on steering between
    boundaries

18
Basis for Study of Trajectory Based Tasks
  • Early handwriting studies show that time needed
    for writing a character constant, regardless of
    size of character
  • but larger characters (larger amplitude) less
    precise
  • Also showed that faster movements shown to be
    less precise
  • So time to produce trajectories sets the relative
    speed-accuracy ratio
  • New experiment devised to establish quantitative
    relationships between completion time and
    movement constraints in trajectory based tasks.

19
Experiments
  • 1st experiment GOAL PASSING
  • Subjects passed a stylus from one end to other as
    fast as possible. Several trials with different
    amplitudes and widths.
  • Results show that goal passing follows the same
    law as Fitts tapping task. Graph shows linear
    relationship between ID and completion time.

20
Second Experiment Increasing Constraints
  • Next add more constraints
  • more goals placed on trajectory
  • what happens when number of goals approaches
    infinity
  • when there are no goals between end points
    equation is
  • ID1 log2 (A/W 1)
  • with N goals
  • IDN log2 (A / NW 1)

21
  • When N-gt infinity, the task approaches tunnel
    traveling
  • index of difficulty can be determined by finding
    limit of index of difficulty recursion (IDN)
  • Expand Taylor Series of
  • log2 (x 1)
  • To find
  • ID8 lim IDN (A / W ln 2)
  • N-gt 8
  • So difficulty to achieve this task not related to
    log (A/W) but just (A/W), giving equation
  • MT a b (A / W)

22
Third Experiment Narrowing Tunnel
  • wanted to see if it could also apply when linear
    trajectory not in a constant path, something like
    this
  • broke up the task into elemental steering tasks,
    and found sum of these
  • integrating these paths shows that the index of
    difficulty is
  • IDNT A / (W2 W1) ln (W2 / W1)
  • Results index of difficulty forms a linear
    relationship. High error rate due to the high
    constraint on the right side of the tunnel (18)

23
Establishing a Global Law
  • Applied narrowing tunnel concept of integrating
    the inverse of the path width along the
    trajectory to more complex paths to produce a
    generic formula
  • Verified by plugging in known formulas (e.g. 2nd
    experiment formula where constraints were
    increased to tend towards infinity). Resulting
    formula is the same
  • Tc a b (1/W )?c ds a b (A/W)

24
Fourth Experiment Spiral Tunnel
  • Spiral tunnel used to test a complex path
  • Subjects had to draw a line from center to end
  • Parameters varied
  • w width of spiral
  • n number of turns taken
  • experiments were run with 4 different values for
    each parameter

25
Results of Spiral Test
  • the formula to predict ID also applies to this
    more complex case
  • Proves that they derived a global law to predict
    the total time to perform a steering task
  • Local law, to model instantaneous speed
  • v(s) W(s)
  • ?
  • v(s) velocity of the limb, at the curvilinear
    point
  • W(s) width of path at the same point
  • ? empirically determined constant

26
Design Implications
  • hierarchical menu item selection involves 2 or
    more linear path steering tasks. This can be
    modeled as follows
  • Tn a b (nh/w) a b (w/h)
  • 2a b ( n/x x) with x w/h
  • h height of sub menu
  • n submenu level
  • So T is minimal when x vn or w vn h
  • the number of menu items there are, the greater
    the quotient w/h is
  • Can be used to compare designs, i.e. linear
    hierarchical menus and hierarchic pie menus

27
Justifification IBMs Trackpoint
  • 5 input devices tested, in 2 steering tasks
    (linear and circular steering tasks)
  • Linear representing the task of navigating in
    hierarchical menus
  • Circular examines the ability to move along
    curved trajectories

28
Formulas used to find difficulty of steering
through a tunnel
  • For linear tasks (straight tunnels)
  • T a b (A / W)
  • For circle tunnel steering tasks
  • T a b (2 ? R / W)

29
Devices Used
  • Logitech Mouseman
  • Wacom ArtZ II 6 x 8 tablet and stylus
  • Cirque Glidepoint touchpad 2

30
  • Marcus trackball
  • IBM trackpoint 3

31
Experiment Setup
  • All software parameters left at default level
    rather than optimizing them (OK, since this is
    what the average user would do anyways just
    plug it in and use it)
  • variables besides task type and device, movement
    amplitude and path width

32
Results
  • All devices fit the steering model
  • Device significantly affected the steering time
  • Mouse and tablet outperformed all others
    significantly
  • Circular task more difficult than linear one,
    even when the lengths and widths were the same in
    both cases
  • Some devices better than others in one task and
    worse in the other

33
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34
Effect of Variables
  • In some cases, changed the relative performance
    of devices.
  • Amplitude Larger amplitude Larger Steering
    time.
  • The touchpad and trackball faster than trackpoint
    with small amplitudes, but slower with larger
    ones. (Need repeated strokes for large
    movements.)
  • Width Larger width smaller steering time.
  • trackball performed similarly to touchpad in
    wider tunnels, but was faster in narrow tunnel
    steering.

35
Rankings of devices
IP 1/b used to compute index of performance,
that indicates the steering time increase as a
function of task difficulty
  • Circular steering
  • Mouse (5.5)
  • Tablet (5.4)
  • Trackpoint (3.7)
  • Trackball (3.0)
  • Touchpad (2.5)
  • Linear steering
  • Tablet (14.4)
  • Mouse (14.3)
  • Trackpoint (8.7)
  • Touchpad (6.7)
  • Trackball (5.3)

36
Conclusions
  • Performance can generally be grouped in this
    order
  • Tablet and mouse
  • Trackpoint
  • Touchpad and trackball
  • Points worth noting
  • Mouse and tablet are mostly similar, but steering
    time of tablet shorter in circular or narrow
    tasks as there is higher dexterity associated
    with the tablet
  • Relative performance of the trackball and
    touchpad switched order between linear and
    circular tasks
  • Trackpoint more advantageous than the trackball
    or touchpad for longer tunnels since dont have
    to release and re-engage it

37
  • Importantly, the steering law proved to hold for
    all the devices tested as none deviated more then
    0.02 from the law
  • Most devices tested were not developed with the
    steering law paradigm as their guide
  • Can be used to refine already existing ones, and
    to help develop new ones

38
The Sloppy Selection Path
  • Sometimes users are vague in the expression of
    their intention
  • For example
  • I want to select this line of text now.
  • Q Can we measure how accurately a user is
    expressing their intention?
  • My research

39
Problem formulation
Given a Path
Can we infer a tolerance
40
Problem formulation
In a particular region of interest, whats the
probability a point outside the selection could
be inside it (or vice versa)?
Inside selection
41
HCI work Steering Law
Fitts Law generalized to constrained paths Data
tablet/mouse Geared toward pop-out menu navigation
42
Neuroscience Trajectory analysis
2/3 Power Law Minimum Jerk Law
A(t) K C(t)2/3
Tangential Speed
V(t) K R(t)1/3
Time
43
Results to date
44
Results to date
45
Current status
  • Patent filed and pending
  • Project is on-going, with a lot to do
  • Need to do a lot of user trials to drive the
    development of a more accurate model
  • Need to integrate it with grouping and some
    notion of strength of groups
  • Need some intelligent way to display alternatives
  • Need some interface work to study interaction
    with different options and selection among options
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