Title: Touch and Movement
1Touch and Movement
2Outline
- Review
- Touch
- Movement
- Fitts Law
- Steering Law
- Sloppy Selection Path
3Touch/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
4Touch/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
5Tangible 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
6Movement
- Why is movement important in an interface?
- Answers?
7Movement
- Why is movement important in an interface?
- Answers?
- Fitts Law
- Steering Law
8Fitts 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
9T 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.)
10Key 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
11Physical 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
12Advantages 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
13Disadvantages 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
14Fitts Law Example
From Landays HCI slides Im still not sold on
Pie menus
15Steering Law
16Studies 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
17Goals
- Model motion mathematically
- Extension of fitts law
- Choose paradigm which focuses on steering between
boundaries
18Basis 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.
19Experiments
- 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.
20Second 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)
22Third 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)
23Establishing 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)
-
24Fourth 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
25Results 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
26Design 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
27Justifification 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
28Formulas 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)
29Devices Used
- Logitech Mouseman
- Wacom ArtZ II 6 x 8 tablet and stylus
- Cirque Glidepoint touchpad 2
30- Marcus trackball
- IBM trackpoint 3
31Experiment 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
32Results
- 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(No Transcript)
34Effect 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.
35Rankings 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)
36Conclusions
- 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
38The 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
39Problem formulation
Given a Path
Can we infer a tolerance
40Problem formulation
In a particular region of interest, whats the
probability a point outside the selection could
be inside it (or vice versa)?
Inside selection
41HCI work Steering Law
Fitts Law generalized to constrained paths Data
tablet/mouse Geared toward pop-out menu navigation
42Neuroscience 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
43Results to date
44Results to date
45Current 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