`
`Ken Hinckley, Jeff Pierce, Mike Sinclair, Eric Horvitz
`Microsoft Research, One Microsoft Way, Redmond, WA 98052
`{kenh, sinclair, horvitz}@microsoft.com; jpierce@cs.cmu.edu
`
`ABSTRACT
`We describe sensing techniques motivated by unique
`aspects of human-computer
`interaction with handheld
`devices in mobile settings. Special features of mobile
`interaction include changing orientation and position,
`changing venues,
`the use of computing as auxiliary to
`ongoing, real-world activities like talking to a colleague,
`and the general intimacy of use for such devices. We
`introduce and integrate a set of sensors into a handheld
`device,
`and demonstrate
`several new functionalities
`engendered by the sensors, such as recording memos when
`the device is held like a cell phone, switching between
`portrait and landscape display modes by holding the device
`in the desired orientation, automatically powering up the
`device when the user picks it up the device to start using it,
`and scrolling the display using tilt. We present an informal
`experiment,
`initial usability testing results, and user
`reactions to these techniques.
`
`Keywords
`interaction techniques, sensing, context-
`Input devices,
`awareness, mobile devices, mobile interaction, sensors
`INTRODUCTION
`The rapidly growing market for mobile devices such as
`personal information managers (PIM’s: tablet, pocket, and
`credit-card sized), cellular telephones, pagers, watches, and
`wearable computers offers a tremendous opportunity to
`introduce interface design innovations to the marketplace.
`Compared to desktop computers, the use of PIM’s is more
`intimate because users often carry or even wear PIM’s
`throughout their daily routine, so they present HCI design
`opportunities for a more intimate user experience.
`
`People also use mobile devices in many different and
`changing environments, so designers don’t have the luxury
`of forcing the user to “assume the position”1 to work with a
`device, as is the case with desktop computers. For example,
`the user must accept qualities of the environment such as
`light levels, sounds and conversations, and the proximity of
`people or other objects, all of which taken together
`comprise attributes of the context of interaction. But if
`mobile devices remain unaware of important aspects of the
`user’s context, then the devices cannot adapt the interaction
`to suit the current task or situation. Thus an inability to
`
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`UIST ’00. San Diego, CA USA
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`
`detect these important events and properties of the physical
`world can be viewed as missed opportunities, rather than
`the basis for
`leveraging deeper shared understanding
`between human and computer.
`Indeed, Buxton has
`observed that much technological complexity results from
`forcing the user
`to explicitly maintain the context of
`interaction [3].
`
`Fig. 1 Our prototype device, a Cassiopeia E105 Palm-
`sized PC. It is augmented with a proximity range sensor,
`touch sensitivity, and a two-axis tilt sensor. 1
`Furthermore, the set of natural and effective gestures—the
`tokens that form the building blocks of the interaction
`design—may be very different for mobile devices than for
`desktop computers. Over the course of a day, users may
`pick up, put down, look at, walk around with, and put away
`(pocket/case) their mobile device many times; these are
`naturally occurring “gestures” that can and perhaps should
`become an integral part of interaction with the device.
`Because the user may be simultaneously engaged in real-
`world activities like walking along a busy street, talking to
`a colleague, or driving a car, and because typical sessions
`with the device may last seconds or minutes rather than
`hours
`[21],
`interactions also need to be minimally
`disruptive and minimally demanding of cognitive and
`visual attention.
`
`We believe that augmenting mobile devices with sensors
`has the potential to address some of these issues. There is
`
`1 George Fitzmaurice made this observation and coined this
`phrase (personal communication).
`
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`inexpensive but very capable sensors
`an explosion of
`[9][18]. While these sensors may enable new interaction
`modalities and new types of devices that can sense and
`adapt
`to the user’s
`environment,
`they raise many
`unresolved research issues. What interaction techniques or
`services can benefit from this approach? What problems
`can arise? What are the implications for end-users?
`
`To explore some of these research issues, and work towards
`our design goal of providing context-sensitive interfaces
`that are responsive to the user and the environment, we
`have constructed a prototype sensor-enriched mobile device
`based on the Cassiopeia E-105 Palm-sized PC (fig. 1). We
`add a two-axis linear accelerometer (tilt sensor), capacitive
`touch sensors, and an infrared proximity range sensor.
`These sensors combine low power consumption and cost
`with the potential to capture natural, informative gestures.
`
`We have sought to explore a range of interactive sensing
`techniques to gain experience with general issues and to
`explore issues of integrating techniques that may conflict
`with one another. We implement techniques such as voice
`memo recording by speaking into the device just as one
`would speak into a cell phone, switching between portrait
`and landscape display modes by holding the device in the
`desired orientation, automatically powering up when the
`user picks up the device, and scrolling the display using tilt.
`We suggest new points in the design space, contribute
`design and implementation issues and alternatives, and
`discuss challenges such false positive and false negative
`recognition. We present initial usability testing results and
`user reactions to these techniques, as well as an informal
`experiment
`that suggests our sensed gesture for voice
`memo recording may be less demanding of visual attention
`than traditional techniques.
`RELATED WORK
`Research in ubiquitous computing [27] has led to increased
`interest
`in providing system support
`for background
`interaction using passively sensed gestures and activity, as
`opposed to the foreground interaction of traditional GUI’s.
`Buxton describes this vision and contributes a general
`foreground / background model of interaction [3].
`
`An important part of enabling background interaction is to
`develop the sensors and software that can detect and infer
`information about the user’s physical activity. For example,
`Harrison et al. [10] use pressure sensors to detect in which
`hand the user is holding a mobile device. Hinckley et al.
`[11] describe a touch-sensitive mouse. Zhai et al. integrate
`eye tracking with traditional manual pointing [30].
`
`Sensors can also be used to augment or sense the
`environment itself. Want et al. [26] add electronic tags to
`objects and assign them unique ID’s; a mobile device with
`a tag-reading sensor can then determine the identity of
`nearby objects. Rekimoto’s Pick-and-Drop technique uses
`the unique identifier of each user’s stylus to transfer
`information between devices [17].
`
`Context awareness has been the subject of much recent
`research [5, 15, 19, 20, 22], with some ideas already
`appearing in commercial products (e.g., a light sensor for
`adjusting display quality [4]). Schmidt et al. [22] describe a
`cell phone that combines tilt, light, heat, and other sensors
`to sense contexts such as sitting on a table, in a briefcase, or
`being used outdoors. These states modify the behavior of
`the device, such as the tone and volume of the ring.
`Schmidt et al. have explored a number of other sensing
`techniques, including powering on/off a device based on
`touch, portrait vs. landscape display mode selection, and
`detection of walking [21][22][23], but they do not report
`usability testing, and many aspects of
`the interactive
`behavior still need to be further explored.
`
`Horvitz et al. [13][14] describe architectures and techniques
`to infer attention and location via integration of sensed
`events (keyboard, mouse, and microphone). Sawhney &
`Schmandt [19] explore contextual notification. Schilit et al.
`[20] describe proximate selection, which uses location-
`awareness to emphasize nearby objects, making them easier
`for the user to select. Note that all of these techniques use
`background sensing to support foreground activity.
`
`A number of research efforts have explored the use of
`sensors to provide additional input degrees-of-freedom for
`navigation tasks on mobile devices. Rekimoto uses tilting
`for menu selection and map browsing [16]. Harrison et al.
`[10], Small & Ishii [24], and Bartlett [1] use tilt sensors to
`scroll through and select information on a handheld device.
`The SmartQuill digital pen [28] uses tilt sensors to digitize
`the pen’s ink trail. Fitzmaurice augments a palmtop device
`with a six degree-of-freedom tracker to create a virtual
`window into a 3D information space [7][8]. Verplaetse [25]
`reviews motion-sensing technologies.
`HARDWARE CONFIGURATION AND SENSORS
`All of our sensors and electronics are integrated directly
`into the Cassiopeia E105, making the device totally mobile.
`Digital and analog-to-digital inputs of a Microchip 16C73A
`Peripheral
`Interface Controller
`(PIC) microprocessor
`capture the sensor values. The PIC transmits the data to the
`serial port of the Cassiopeia. Also, our PIC processor
`remains powered up even when the Cassiopeia device itself
`is powered off. The software for our automatic-on feature
`executes in the PIC processor for this reason; all other
`features are implemented as Windows CE applications on
`the E105’s processor. The PIC continuously samples the
`sensors and transmits packets to the host at 19200 baud
`(approximately 400 samples per second).
`
`Touch Sensors
`A large touch sensor covers the back surface and sides of
`the device, allowing us to detect if the user is holding the
`device. The sensor detects capacitance of the user’s hand in
`a manner similar to [11], except the sensor is divided into
`two regions (an “active” area and a “ground” area) because
`we encountered problems detecting capacitance to a single
`sensor pad on a small mobile device. We placed a second
`touch sensor on the left side of the screen bezel.
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`Tilt Sensor
`Our device currently uses an Analog Devices ADXL05
`two-axis linear accelerometer. This sensor detects the tilt of
`our device relative to the constant acceleration of gravity.
`This sensor also responds to linear accelerations, such as
`those resulting from shaking the device. Figure 2 shows
`some example data of one of the authors entering an
`elevator, looking at the display, holding the device down at
`his side, and finally walking to a meeting.
`
`the readings, although in
`light can also affect
`ambient
`practice we have found that only direct sunlight is truly
`problematic, reducing the range to only a couple of inches.
`
`Example tilt data. The top trace is forward/back tilt;
`Fig. 2
`the bottom trace is left-right tilt.
`The tilt sensors are most accurate when held flat, and
`become increasingly insensitive to tilting as the angle
`approaches 90°. They follow a response curve of the form
`Angle = sin-1((T - Tc) / K), where T is the tilt sensor value, Tc
`is the sensor value at 0°, and K is a gain parameter. Because
`the sensor cannot detect the sign of the gravity vector, it is
`unable to determine if the user is holding the device with
`the display facing right side up, or upside-down. We could
`augment the sensor with a simple gravity-activated switch
`to work around this limitation, but we have not yet
`implemented this. One other limitation of the tilt sensor is
`that it cannot respond to rotation about the axis parallel to
`gravity. Adding a digital magnetic compass, as found in
`some mountaineering watches, may allow us to overcome
`this missing degree of freedom in future work.
`
`Proximity Sensor
`The proximity sensor uses an infrared transmitter / receiver
`pair positioned at the top of the device (fig. 1). A timer
`drives the transmitter, an IR light-emitting diode with a 60°
`beam angle, at 40 kHz. The IR receiver is same type
`typically used to receive remote control signals. These
`receivers have an automatic gain control output that we use
`to measure the strength of the received signal. With our
`emitter/detector pair placed close together on the device,
`the receiver senses the reflected IR light off of the user’s
`hand or other object;
`this signal
`is proportional
`to the
`distance to the object. Fig. 3 shows the sensor response.
`
`We calibrated this sensor by measuring the actual distance
`to an author’s hand in a normally lit office environment. As
`seen in the graph, the sensor response reaches a maximum
`at approximately 5-7cm from the sensor, and does not
`increase further if the user or an object moves closer; even
`if the user is actually touching the sensor it still returns the
`maximum value. Beyond about 25cm the data is noisy.
`Dark objects reflect less light and appear further away;
`
`Response curve for the proximity sensor. We use
`Fig. 3
`the curve Zcm= K/((P/Pmax) – c)α to approximate the data.
`Zcm is the distance in cm, P is the raw proximity reading, Pmax
`is the maximum sensor reading, c is a constant, α is the
`nonlinear parameter (0.77), and K is a gain factor.
`Our proximity sensor currently consumes more power than
`we would like it
`to, but we could reduce power
`consumption by only pulsing the LED a few times a second
`when the user is out of proximity, or by reducing the duty
`cycle of the 40kHz IR LED output.
`SOFTWARE ARCHITECTURE
`We implemented a software context information server that
`acts as a broker between the PIC / sensors and the
`applications. The server continuously receives sensor data
`packets from the PIC, converts the raw data into logical
`form,
`and
`derives
`additional
`information
`(fig.
`4).
`Applications can access the context data by polling a block
`of shared memory where the context server maintains the
`latest context information, or alternatively, by asking the
`server for notification when a specific piece of information
`changes value. We implement this functionality by sending
`messages between applications. We also allow applications
`to share information by submitting it to the context server.
`
`We use the names of the context variables shown in fig. 4
`to help describe our interaction techniques. Names in the
`Courier font represent context variables (which can also
`be thought of as events). Italicized items represent
`particular named values of a context variable.
`
`INTERACTIVE SENSING TECHNIQUES
`Creating smarter interfaces by giving computers sensory
`apparatus to perceive the world is not a new idea, but
`nonetheless there are few examples of interactive sensing
`techniques. By implementing specific examples, we explore
`some new points in the design space, uncover many design
`and implementation issues, and reveal some preliminary
`user reactions as well as specific usability problems.
`
`Usability Testing
`In the following sections, we discuss usability issues in the
`context of each technique. Seven right-handed test users (2
`women, 5 men) between the ages of 30 and 50, all current
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`a general-purpose device with many capabilities, and an
`appliance-like device with a specific use.
`
`The user’s impression is that one just speaks into the device
`to make it record. Our implementation of this concept uses
`all three of our hardware sensors:
`• The user must be holding the device. This prevents
`accidental activation when in a purse or briefcase.
`• The user must hold the device in Close proximity, or
`within approximately 8 cm, to speak into it.
`• The user must tilt the device towards himself. This is
`the natural posture that the hand makes when bringing
`an object towards the head. Fig. 5 describes the exact
`criteria for acceptable angles.
`If these conditions hold true for 0.1 seconds, the device
`makes a distinct click (to give early feedback that
`the
`gesture has been recognized), and starts the standard
`WinCE voice recorder control. The control issues a single
`sharp beep just before it starts recording, after which the
`user can leave a voice memo of any length. When finished
`speaking, users naturally move the device away, which
`automatically stops the recording. We stop recording if the
`device enters the proximity OutOfRange state,
`if
`it
`returns to a mostly flat orientation (±25°), or if the user
`stops Holding it. The voice recorder control issues two
`sharp beeps when recording stops. The audio feedback
`seems crucial to the interaction, as it provides non-visual
`feedback of the gesture recognition, cues the user when to
`start speaking, and confirms that the memo was recorded.
`
`Acceptable angles for voice memo detection
`Fig. 5
`(device in left hand). The candidate angle must fall within
`±10° of
`the line segment shown above. We collected
`candidate samples by using the device in either hand. The
`same model, but with a negative slope, fits the right-handed
`poses. The model is y = mx + b with m=0.925 and b=76.
`Informal Experiment
`To explore our hypothesis that the sensed voice memo
`gesture requires less cognitive and visual attention than
`traditional methods, we collected some quantitative data by
`asking our test users to perform a visual tracking task. This
`tracking task was used to simulate a visually intensive real-
`world task, such as driving. The data are suggestive but not
`conclusive. We studied three separate conditions:
`
`Control (C): For one full minute, the subject attempted to
`track a pseudo-randomly moving cross symbol, which was
`
`users of palm-sized PIM devices, participated in our
`informal usability tests. Four own Palm Pilots, and 3 own
`Windows CE devices (2 Casio E100 series, 1 Philips Nino).
`The occupation of most participants required significant
`mobility; some used their devices to store commonly
`needed files, while others claimed, “it controls my life.”
`
`TouchingBezel, Dur
`
`TiltAngleLR,
`TiltAngleFB
`
`DisplayOrientation
`& Refresh
`
`Description
`Context Variable
`Holding & Duration Whether or not user is holding
`the device, and for how long.
`(direct reading of touch sensor)
`If the user is touching the
`screen bezel, and for how long.
`(bezel contact over 0.2 sec.)
`The left/right and forward/back
`tilt angles, in degrees. (sensor
`reading & transform per fig. 3)
`Flat, Portrait,
`LandscapeLeft,
`LandscapeRight, or
`PortraitUpsideDown. A
`Refresh event is posted if
`apps need to update orientation.
`Dominant frequency and mag-
`nitude from FFT of tilt angles
`over the last few seconds.
`If user is looking at the display.
`
`HzLR, MagnitudeLR,
`HzFB, MagnitudeFB
`
`LookingAt & Dur.
`
`Moving & Duration
`
`If device is moving in any way.
`
`Shaking
`
`Walking & Duration
`
`If the device is being shaken
`vigorously.
`If the user is walking.
`
`Touch
`
`Tilt/Accelerometer
`
`Proximity
`
`Other
`
`Proximity
`
`ProximityState &
`Duration
`
`Scrolling
`
`VoiceMemoGesture
`
`Estimated distance in cm to
`proximal object, if in range.
`(sensor transform per fig. 4)
`Close, InRange,
`OutOfRange (see fig. 4),
`AmbientLight (when out-
`of-range and bright ambient
`light is present).
`If the user is currently
`scrolling. (posted by scroll app)
`If recording a voice memo.
`(posted by voice recording app)
`the sensor data & derived events
`Some of
`Fig. 4
`available from the Context Server.
`VOICE MEMO DETECTION
`Some current PIM devices include voice recording features,
`and many dedicated digital voice recorders are available on
`the market. However, finding a button or activating a
`control on the screen can require significant visual
`attention. We allow the user to record a voice memo by
`simply holding the PIM like a cell phone or microphone
`and speaking into the device– a natural, implicit gesture
`that
`requires little cognitive overhead or direct visual
`attention. This gesture allows our PIM to have a very
`specific sensed context of use, resulting in a combination of
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`displayed on a traditional computer monitor, using a
`standard computer mouse. We generated the motion using
`summed sinusoidal functions, as typically done in manual
`tracking experiments [29], with an amplitude of 100 pixels
`and a base frequency of 0.06Hz.
`
`Sensed (S): The subject performed the tracking task with
`the mouse in the right hand, while simultaneously holding
`the E105 device in the left hand and recording voice memos
`(“Testing, 1-2-3”) using our sensed gesture. We required
`the user to put the device down on a desk, and then re-
`acquire it, after recording each message. The user recorded
`as many messages as possible during a 1-minute trial, while
`simultaneously tracking the moving cross symbol.
`
`Manual (M): As above, except the subject used the E105’s
`built-in recording button to record the voice memo. The
`button (6mm in diameter) is located on the left side of the
`device, and it must be held down while recording.
`
`All subjects performed the control condition first. We
`counterbalanced the Order of the Sensed and Manual
`conditions. One subject was not able to attend the study, so
`as a result we have 7 users (4 Manual first, 3 Sensed first).
`The user clicked at the center of the cross to start the trial.
`At 100Hz, we calculated the RMS (root mean square) error
`between the mouse position and the cross symbol, and then
`updated the position of the tracking symbol. We used the
`average RMS error (in pixels) over the course of the trial as
`the outcome measure. Fig. 6 shows the results.
`
`Results of informal experiment. The tables show
`Fig. 6
`the average RMS error (in pixels) and standard deviation for
`each condition, as well as the RMS error by Order (whether
`the subject performed the Manual condition first or second).
`The Manual
`condition exhibited the worst
`average
`performance, with 61% more RMS error than the Control
`condition, and 25% more error than the Sensed condition.
`The Sensed condition exhibited 27% worse performance
`than the Control condition. Two-tailed t tests revealed that
`both the Manual condition (p<0.01) and the Sensed
`condition (p<0.001) differed significantly from the Control
`condition. However, although the averages are suggestive,
`and six out of the seven subjects reported that the Sensed
`condition requires
`less
`concentration,
`the
`statistical
`difference between the Manual and Sensed conditions was
`marginal (p=0.097, not significant). This results from the
`small number of subjects and the high variance in the
`Manual condition, which we believe occurred due to
`
`strategies and pace recording voice
`differing subject
`memos. For a more definitive result, we would need to
`devise a method of more carefully controlling the pace and
`level of performance for the actual voice memo recording.
`Nonetheless, although one test subject did prefer
`the
`Manual button, the current data is quite suggestive that the
`sensed technique may require less cognitive or visual
`attention. Future studies will need to resolve this issue.
`
`Usability Problems & Other Observations
`The main usability problem with the sensed gesture is that
`it is not easily discoverable. Current users do not expect
`devices to be able to react in this way. However, the only
`instruction subjects needed to use it was “talk into it like
`you would talk into a cell phone.”
`
`Several test users commented that the sensed gesture was
`“Quite a bit easier, I can focus on what I’m trying to do”
`and that they “would probably use the voice recorder more
`if it worked that way.” Users did not think that the gesture
`was necessarily any faster, but reported that it seemed to
`require less concentration: “I have to think about finding
`the button, pushing it, holding it,” but “with the [sensors] it
`was just listen for the beep.” Figure 7 shows our analysis of
`the workflow for voice recording; the sensed gesture seems
`the user goal Record a message by
`to better support
`naturally phrasing the task into a single cognitive chunk [2].
`
`Normal Button Hold
`1. Pick up device
`2. Find the …(cid:148) button
`3. Position hand to press
` button
`4. Press & maintain tension
`5. Listen for beep
`6. Record message
`7. Release button
`8. Double-beep confirms
`
`Sensor-Based Gesture
`1. Pick up device (to face)
`2. Listen for click, beep
`3. Record message
`4. Relax device when done
`5. Double-beep confirms
`completion
`
`Fig. 7 Workflow analysis of the voice recording interfaces.
`Subjects particularly felt that concentration was required to
`find and acquire the button, and then remember to maintain
`continuous tension on the button (steps 2, 3, and 4).
`Overall, 6 out of 7 participants preferred the sensed gesture
`to using the button (average 4.29 on 5-point Likert scale).
`One user did not like the sensed gesture at all, commenting
`that it was “disorienting to put up to my face to talk.” We
`did observe two instances where false positives occurred:
`one user triggered voice recording when demonstrating
`how she might put the device in a sweater pocket; another
`held the device with her hand on top of the display while
`walking, triggering recording when she tilted it at an angle.
`This latter false-positive condition could be eliminated if
`we looked for a transition in the proximity from InRange
`to the Close state (this currently is not required); the
`previous case seems harder to eliminate, although it should
`be noted that the memo turned off as soon as she dropped
`the device in her pocket (since Holding is required).
`Also, keep in mind that the traditional button solution itself
`suffers from false positive (hitting it by mistake) and false
`negative (forgetting to hold down the button) conditions.
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`PORTRAIT / LANDSCAPE DISPLAY MODE DETECTION
`Unlike a stationary desktop monitor, users of mobile
`devices can tilt or rotate their displays to look at them from
`any orientation. Using the tilt sensor, we detect
`these
`gestures and automatically reformat the display to suit the
`current viewing orientation. For example, a user reading an
`E-book or inspecting a spreadsheet may find a portrait or
`landscape display mode more pleasant depending on the
`document content.
`
`When the user holds a palm-sized device, he will naturally
`tilt it towards himself. We process these tilt angles and
`format the window to the nearest 90 degree rotation. Note
`that, assuming a non-rectangular display, simply rotating
`the bitmap is not always sufficient, as seen in fig. 8; the
`user interface must reformat
`itself to accommodate the
`display orientation, as suggested by Fitzmaurice et al’s
`work with Rotating User Interfaces [6]. Our application
`also rotates the orientation of some other inputs (in this
`case, the direction pad, which provides previous / next page
`navigation) to maintain correspondence with the display.
`
`Portrait / Landscape display mode detection.
`Fig. 8
`Top: An E-book application. The display automatically
`rotates and reformats the UI
`to fit
`the new screen
`orientation. Bottom: Spreadsheet application. The user can
`get the most out of the small display.
`As other examples, a digital camera could sense the
`orientation at which a photograph was captured (we did not
`implement this), or a drawing program could reformat its
`screen real estate to accommodate the desired proportions
`of a sketch. We did implement such a drawing program, but
`it was not presented to our test users. However, if one
`wishes to rotate the display to allow drawing a curve from a
`comfortable angle (as experienced artists do constantly [6]),
`the users must place the device flat on a desk surface, lest
`the display reformat itself at an undesired time.
`
`Fig. 9 shows how we convert the sensed tilt angles to a
`display orientation. The gray zones are ±5° dead bands that
`prevent jitter; to change display orientation, the tilt angles
`must pass all the way through a gray region until they fall
`into one of the four outside white regions, and the angles
`must stay within the same white region for 0.5 seconds.
`When both tilt angles fall within the center region (±3°), we
`consider the device to be resting Flat and do not change
`the display orientation.
`
`Plot of left-right tilt vs. forward-back tilt and the
`Fig. 9
`sensed orientation.
`An important implementation detail is to use the center of
`the screen (Cx, Cy) as the center of rotation when rendering
`the screen. Otherwise, the rotation when the user switches
`display modes may not appear intuitive. The transform of a
`point (x, y) in the document to a point (x’, y’) on the screen
`is given by M=T*R*T-1, where T is the translation (-Cx, -Cy)
`and R is the 2D rotation matrix (for 0°, 90°, 180°, or 270°).
`
`The “put-down problem” arises when the user places the
`device on a flat surface: the user may tilt the display while
`setting it down, which can change the display mode
`unintentionally. One solution is to simply extend the time-
`out to switch display modes from our default 0.5 seconds to
`2 or 3 seconds, but this introduces annoying lag into the
`process when a display mode switch is desired. Instead, we
`maintain a FIFO queue of recent display orientations. When
`the user puts down the device (indicated by Flat and not
`Holding), we search through this queue to find the most
`stable recent orientation (other than Flat). A Refresh
`event is sent out if the display mode needs to be changed.
`The net result is that the device has a strong tendency to
`maintain its current display mode when the user puts it
`down. We had test users try picking up and putting down
`the device several times, and users clearly felt that this was
`the expected behavior: they did not expect it to revert to
`Portrait mode, for example.
`
`All users felt that it was easy to switch display modes by
`turning the display (average rating of 5). One user
`described the technique as being “like a snow globe” and
`explained that it was “so easy to change direction I would
`probably use the other [display] modes, like to show the
`screen to someone else.” For comparison, we also had users
`try switching the display using a traditional menu that
`dropped down from the menu bar. When asked if “I prefer
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`to switch the display mode using the drop-down menu” the
`average rating was 2 (disagree). Six of the seven users
`preferred the sensed gesture, while one user disliked the
`technique: “I think it would drive me nuts… I liked it better
`when I had control of it.”
`
`Several test users commented that they could easily show
`information on the screen to a friend or co-worker seated
`across a table by simply tilting the display towards that
`person (thus switching to the PortraitUpsideDown
`mode). The technology affords
`such quick,
`informal
`sharing of the display because it responds quickly, has
`minimal overhead, and does not interrupt the flow of the
`conversation. However, one test user did express concern
`that the display might change orientations if she twisted it
`while showing it to someone seated next to her.
`
`/ Landscape
`Schmidt proposes an automatic Portrait
`technique where “the screen orientation is adapted to device
`orientation whenever a stable change in orientation is
`sensed,” but provides no other description of the behavior
`or user-level issues. Bartlett [1] switches display modes if
`the user stands the device on edge for about 2 seconds. We
`use a different algorithm to quickly determine the
`orientation and contribute another approach to integration
`with tilting for scrolling the display as described below.
`
`TILT SCROLLING & PORTRAIT / LANDSCAPE MODES
`The idea of tilting to scroll the display of a mobile device
`has been well documented by previous work [1][10][16].
`We contribute several
`issues to consider in the signal
`handling, as well as some novel
`twists. Due to time
`constraints, only 5 of our 7 users tried tilt-scrolling.
`
`Clutching and Screen Real Estate Optimization
`We use contact with the screen bezel (BezelTouching)
`to initiate scrolling. Scrolling continues until
`the user
`releases contact. An advantage of using this touch sensor to
`engage scrolling is that the sensor has a large surface area
`and does not require muscle tension to maintain contact.
`However, inadvertent contact can be a problem, so a large,
`flat
`traditional button or pressure sensor [10] may be
`preferable. Bartlett [1] uses a tilt gesture that locks the
`display, allowing scrolling without a clutch.
`
`Several previous systems set a predefined or user-selectable
`“zero orientation” relati