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Interaction Techniques with Mobile Devices. Jingtao Wang jingtaow@cs.berkeley.edu. March 6th, 2006 Guest Lecture for CS160. Agenda. Why Mobile Devices Matters Ubiquitous Computing Key Challenges in Designing Mobile Applications
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Interaction Techniques with Mobile Devices Jingtao Wang jingtaow@cs.berkeley.edu March 6th, 2006 Guest Lecture for CS160
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices • Interact With Other Devices
Why Mobile Devices Matters • 6.5 billion people in the world • 1.5 billion cell phones worldwide • 500 million PCs (?) • 46 million PDAs • 1 million TabletPCs • Challenge: How can handheld devices improve the user interfaces of everything else, and not just be another gadget to be learned
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices • Interact With Other Devices
Mark Weiser (1952 – 1999) Introduced the idea of “ubiquitous computing”
Weiser’s Vision “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it”
Weiser’s Vision: Pervasive • Mainframe • many people share 1 computer • PC • 1 person with 1 computer • Ubicomp • many computers server each person
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices • Interact With Other Devices
Key Challenges in Making Mobile Applications • Limited Physical Resources • CPU, Memory, Screen Size, Input Devices, Battery Life etc • Diversified Context of Use • Different Activities • Limited Attention
Limited Physical Resources • A mobile device usually has 1/100 CPU power, 1/30 Screen resources, 1/20 Memory, and extremely limited input devices when compared with desktops in the same era. • Small Screen Geography is different b. Small Screen a. Large Screen
Different Activities • People use small-screen devices for different activities than desktops; don’t assume you understand these activities already
Limited Attention • Don’t assume your applications have people’s full attention; they’re doing something else while using your device.
Context, Activity, Attention • There is more opportunity for purpose-specific or context-specific devices than for general-purpose solutions that try to work for everyone in any situation.
One Sentence Summary • There is no silver bullet in designing mobile applications, but there is one sentence you should remember - Mobilize, Don’t Miniaturize !
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices
Input Techniques for Mobile Devices • Pointing • Text Input • (Virtual) Keyboard Input • Handwriting Input • Speech Input • Marker Based Input
Common Pointing/Navigation Techniques JogDial iPod Dialpad TrackPoint Touch Screen Four-directional keypad
TinyMotion – Camera Phone Based Pointing • Detecting the movements of cell phones in real time by analyzing image sequences captured by the built-in camera. • Typical movements include - horizontal and vertical movements, rotational movements and tilt movements.
Input Techniques for Mobile Devices • Pointing • Sensor Augmented Input • Text Input • (Virtual) Keyboard Input • Handwriting Input • Speech Input • Marker Based Input
Making QWERTY Keyboards Portable • Reducing the Absolute Size • Reducing the Number of Keys • Making Keyboards Foldable • Projective Keyboard
Projective Keyboard From http://www.vkb-tech.com
Projective Keyboard – Working Mechanisms • Template creation • Reference plane illumination • Map reflection coordinates • Interpretation and communication
Can We Perform Better Than QWERTY? • Originally QWERTY layout is manually optimized for two handed, alternative typing to minimize mechanical jam OPTI ATOMIK FITALY OPTI II
Theories Behind Quantitative Keyboard Layout Optimization • Fitt’s Law • Digraph Distribution Model in a Language
Can We Use Less Buttons than a Full QWERTY? 12-button Keypad 15-button Keyboard Half Keyboard
Disambiguation Methods for Reduced Size Keyboard • The QWERTY keyboard itself is ambiguous! ( A vs. a, 3 vs. #) • Pressing Several Keys together (shift key) • Multiple Key Press • Multi-Tap (22.5 wpm*) • Two-Key Input (25.0wpm*) • Dictionary/Statistics Based Disambiguation Methods • T9/T15 (45.7 wpm*) • LetterWise *Performance Upper Bound Estimation from Silfverberg 2000
FingerSense – Button Disambiguation by Fingertip Identification • Differentiating a pressing action by identifying the actual finger involved • Can be Faster than Regular Tapping When the Adjacent Tapping Involves Different Fingers and Different Buttons (59% on a phone keypad)
Input Techniques for Mobile Devices • Pointing • Sensor Augmented Input • Text Input • (Virtual) Keyboard Input • Handwriting Input • Speech Input • Marker Based Input
Handwriting Input • 1938 George Hansel, U.S. Patent 2,143,875, machine recognition of handwriting • 1957 T. L. Dimond's stylator - the first on-line handwriting recognizer prototype • Newton, Palm Pilot, PocketPC, CrossPad, TabletPC
Handwriting Recognition - Terminology • Printed Character Recognition (OCR) • Relatively mature these days, key challenges – layout analysis, fonts recovery, robust recognition for low quality, low resolution input • Major Usage – Digital Library • Handwritten Character Recognition • Online HWR (With Temporal info) • Character, Word, Sentence Level • Offline HWR (Using raster image as input, no temporal info) • Major Usage : Bank Check Recognition, Postal Automation
Word/Sentence Level Recognizer • Build on Top of Character Recognizer • General Strategy • Over Segmentation • Call Character/Component Recognizer, Get a List of Candidates with Scores • Apply Geometry Spatial Information ( size, component gap ) Language Information (Dictionary, Language Model etc) to Each Sub Path • Use Hypnosis Search (Dynamic Programming, A* etc) to Determine the Best Possible Path
Challenges in Online HandwritingRecognition • Character Set/Dictionary Size (Especially Asian Languages!) • Cursive Writing Styles/Broken Strokes/Duplicate Strokes/Omitted Components • Stroke Order Variations • Limited memory and CPU Power in Small Devices
New Form Factors - Anoto Pen • Commercial Product is Available In the U.S. Market (Logitech IO Pen) • Uses A Camera Mounted Beside the Tip of the Pen and Preprinted Dot Patterns to Detect Pen Movment
SHARK – Shorthand Writing on Stylus Keyboard • A Combination of Virtual Keyboard and Handwriting Recognition • Writing Shape of a Word (Shorthand) is Defined By the on Screen Location of Characters in the Word
EdgeWrite Input • An EdgeWrite user enters text by traversing the edges and diagonals of a square hole imposed over the usual text input area • Faster and More Reliable Than Regular Graffiti • Especial Useful for People with Motor and Muscle Disabilities
Input Techniques for Mobile Devices • Pointing • Sensor Augmented Input • Text Input • (Virtual) Keyboard Input • Handwriting Input • Speech Input • Marker Based Input
Input Techniques for Mobile Devices • Pointing • Sensor Augmented Input • Text Input • (Virtual) Keyboard Input • Handwriting Input • Speech Input • Marker Based Input
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices • Interact With Other Devices
Zoomable Interface on Mobile Devices • ZoneZoom By Microsoft • Take advantage of spatial memory VS.
Halo - A Virtual Periphery for Mobile Devices Provding Visual Cue for Objects Located Out of the Small Screen
Agenda • Why Mobile Devices Matters • Ubiquitous Computing • Key Challenges in Designing Mobile Applications • Input Techniques for Mobile Devices • Output Techniques for Mobile Devices • Interact With Other Devices
Using Mobile Devices with Desktop Computers • Pebbles Project at CMU • Using a PDA as additional keypad, touch pad, scroll wheel and controller of PointPoint slides for desktop Applications • http://www.pebbles.hcii.cmu.edu/
Using Mobile Devices with Laptops Wang 2002