`Thumb Use on Small Devices
`John SanGiovanni
`Amy K. Karlson, Benjamin B. Bederson
`Microsoft Research
`Human-Computer Interaction Lab
`One Microsoft Way, Redmond, WA 98052
`Computer Science Department
`johnsang@microsoft.com
`Univ. of Maryland, College Park, MD, 20742
`{akk, bederson}@cs.umd.edu
`
`
`
`ABSTRACT
`We present two interfaces to support one-handed thumb use
`for PDAs and cell phones. Both use Scalable User Interface
`(ScUI) techniques to support multiple devices with different
`resolutions and aspect ratios. The designs use variations of
`zooming interface techniques to provide multiple views of
`application data: AppLens uses tabular fisheye to access
`nine applications, while LaunchTile uses pure zoom to
`access thirty-six applications. We introduce two sets of
`thumb gestures, each representing different philosophies for
`one-handed interaction. We conducted two studies to
`evaluate our designs. In the first study, we explored whether
`users could learn and execute the AppLens gesture set with
`minimal training. Participants performed more accurately
`and efficiently using gestures for directional navigation
`than using gestures for object interaction. In the second
`study, we gathered user reactions to each interface, as well
`as comparative preferences. With minimal exposure to each
`design, most users favored AppLens’s tabular fisheye
`interface.
`
`Author Keywords
`One-handed, mobile devices, gestures, notification, Piccolo,
`thumb navigation, Zoomable User Interfaces (ZUIs).
`
`ACM Classification Keywords
`H.5.2. User Interfaces: Input Devices and Strategies,
`Interaction Styles, Screen Design; D.2.2 User Interfaces;
`I.3.6 Interaction Techniques
`
`INTRODUCTION
`The current generation of mobile computing hardware
`features a variety of devices for interaction with the system
`software. One such class of devices, typically referred to as
`“smartphones”, features a numeric keypad or miniature
`thumb keyboard for input together with a screen for display
`
`Permission to make digital or hard copies of all or part of this work for
`personal or classroom use is granted without fee provided that copies are
`not made or distributed for profit or commercial advantage and that copies
`bear this notice and the full citation on the first page. To copy otherwise,
`or republish, to post on servers or to redistribute to lists, requires prior
`specific permission and/or a fee.
`CHI 2005, April 2–7, 2005, Portland, Oregon, USA.
`Copyright 2005 ACM 1-58113-998-5/05/0004…$5.00.
`
`output. These devices allow for single-handed interaction,
`which provides users with the ability to place calls and
`access information when one hand is otherwise occupied.
`However, because smartphones lack a touch-sensitive
`display, user interaction is constrained to a discrete set of
`keys, and thus the options for interaction design are limited
`to keypad-mapped functions and directional navigation.
`Another design approach, typically classified as a “Personal
`Digital Assistant” (PDA) features a touch-sensitive display
`surface designed primarily to be used with an included
`stylus. This design offers greater software design flexibility,
`but many of the small targets designed for a stylus are too
`small for fingertip actuation, making one-handed use
`difficult or impossible.
`Our goal is to create a new single-handed interaction
`system for both smartphone and PDA devices. In this work,
`we have focused on
`the problem navigating device
`applications, and have adopted two design strategies. The
`first leverages Scalable User Interface (ScUI) techniques
`[2,3] to allow the system to adapt to different screen
`resolutions as well as support both portrait and landscape
`device rotation. This architecture allows developers to
`create a single application that can target a wide variety of
`screen resolutions, and provides users with a consistent
`interface and
`interaction model across devices. We
`accomplish
`this using
`the University of Maryland’s
`Piccolo.NET development
`toolkit
`for zoomable and
`scalable user interfaces [5,18].
`to rich
`Our second design strategy provides access
`notification information from multiple applications. Most
`current PDA interfaces are designed for focused interaction
`with a single task or application, with limited consideration
`or display real estate allocated for notifications (e.g., email,
`appointment
`reminders) or monitoring of ambient
`information streams (e.g., stocks, sport scores). In our
`proposed designs, each application has a dynamic launch
`tile in the place of a static launch icon. This feature offers
`high-value at-a-glace information for several applications at
`once, as well as on-demand application launch when users
`desire more detailed information.
`In the work presented here, however, we limit our
`discussion of scalability and notification in favor of
`emphasizing the design features relevant to one-handed
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`two designs:
`interaction. We proceed by describing
`AppLens (characterized by zoom+fisheye) and LaunchTile
`(characterized by zoom+pan). The two approaches employ
`variations of zooming interface techniques [1] to overview
`several notification tiles, each roughly the size of a postage
`stamp. AppLens uses a tabular fisheye approach to provide
`integrated access to and notification for nine applications.
`LaunchTile uses pure zooming within a landscape of thirty-
`six applications to accomplish the same goals.
`Fisheye and pure zoomable techniques both offer promise,
`but there are no clear guidelines as to when each approach
`should be used. Our approach in this work, therefore, has
`been to design and build the best interfaces we could with
`roughly the same functionality, and then compare and
`contrast the results. In this way, we hope to understand
`which design direction makes the most sense for this
`domain and to learn something about the trade-offs between
`the two approaches.
`For device interaction when using a touch-sensitive screen,
`both designs utilize a gestural system for navigation within
`the application’s zoomspace. While our designs do not
`directly address one-handed text entry, they are compatible
`with a variety of existing single-handed
`text
`input
`techniques, including single- and multi-tap alphanumeric
`keypad input, as well as miniature thumb keyboards and
`unistroke input systems executed with a thumb (e.g.,
`Graffiti [6], Quikwriting [17]).
`
`RELATED WORK
`Gestures have proven a popular interaction alternative when
`hardware alone fails to effectively support user tasks,
`typical of many nontraditional devices, from mobile
`computers to wall-sized displays [9]. Gestures can be very
`efficient, combining both command and operand in a single
`motion, and are space-conserving, reducing the need for
`software buttons and menus. However, the invisible nature
`of gestures can make them hard to remember, and
`recognition errors can negatively impact user satisfaction
`[15]. Recent research efforts pairing gestures with PDA-
`sized devices have emphasized gestures based on changes
`in device position or orientation [10,21,28]. However, our
`work more closely resembles the onscreen gestures that
`have played a prominent role in stylus-based mobile
`computing (e.g., Power Browser [7]).
`Our thumb-as-stylus designs support usage scenarios in
`which only one hand is available for device operation, such
`as talking on the phone or carrying a briefcase. Although
`existing stylus-based gesture systems do not preclude the
`use of the thumb, we are not aware of any systems that have
`been specifically designed for the limited precision and
`extent of the thumb. The EdgeWrite [32] gesture-based
`stylus text entry system is particularly suited to mobile
`usage scenarios due to its use of physical barriers.
`EdgeWrite adaptation to one-handed mobile computing is
`compelling, but would require expanding the dedicated
`input area to accommodate thumb-resolution gestures.
`
`One handed device interaction has typically focused on text
`entry techniques, but beyond a numeric keypad, most one-
`handed text entry systems require specialized hardware,
`such as accelerometers [25,30] or customized keyboards
`[16]. We instead address the more general task of system
`navigation and interaction, and restrict our designs to
`existing hardware.
`Commercial products have also emerged with related
`design goals. The Jackito PDA [14] supports thumb-only
`interaction, but presumes two handed use and is not gesture
`oriented. Lastly, Apple’s iPod is an elegant one-handed
`interaction solution for audio play and storage [13], but is
`currently not designed for
`the
`type of generalized
`application interaction we propose.
`
`THE ZOOM+FISHEYE APPROACH: APPLENS
`AppLens provides one-handed access to nine applications,
`and is strongly motivated by DateLens, a tabular fisheye
`calendar [3]. We refer to AppLens as a “shell” application
`for its role in organizing and managing access to other
`applications.
`
`Generalized Data Access Using Tabular Fisheyes
`Spence and Apperley [27] introduced the “bifocal display”
`as one of the first examples of fisheye distortion applied to
`computer interfaces. Furnas extended the bifocal display to
`include cognitive perceptual strategies and introduced a set
`of
`analytical
`functions
`to
`automatically
`compute
`generalized
`fisheye effects
`[8]. Since
`then,
`fisheye
`distortion has been applied with mixed success across a
`variety of domains, including graphs [24], networks [26],
`spreadsheets [20], and documents [12,23].
`Bederson et al. [3] drew upon that work in developing
`DateLens, a space-conserving calendar for PDAs, which
`was shown to perform favorably for long-term scheduling
`and planning tasks when compared to a traditional calendar
`implementation. One of the strengths of DateLens was the
`pairing of distortion and scalability, which allowed the
`details of a single day to be viewed in the context of up to
`several months of appointment data. Also important was the
`design of effective representations for the variety of cell
`sizes and aspect ratios that resulted from tabular distortion.
`One drawback of DateLens, however, was that it required
`two-handed stylus interaction to actuate the small interface
`widgets. Our design extends the principles of DateLens to
`include one-handed thumb access and generalizes the
`approach for use across a variety of domains.
`We developed a scalable framework that provides a grid,
`tabular layout, and default views for cell contents at a
`variety of sizes and aspect ratios. We also developed a
`general API to make it simple for applications to be built
`within this framework; developers need only to replace a
`small number of cell views with representations that are
`meaningful within the target domain.
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`tiles, may be rendered quite differently depending on their
`position relative to the focus tile, which dictates whether the
`peripheral tile is a square, a wide-flat rectangle, or a narrow-
`tall rectangle. To reduce visual overload, peripheral tiles are
`displayed at 40% transparency. The contents of distorted
`peripheral tiles are not themselves distorted, but rather
`change representation to provide the most meaning in the
`space available.
`The third and final Full zoom level expands a tile to a fully
`interactive application that occupies 100% of the display
`(Figure 1b).
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`Gesture-Based Cursor Navigation
`Existing application designs for PDAs are often inappropriate
`for one-handed use due to their reliance on screen regions
`that typically cannot be reached while maintaining control of
`the device (e.g., accessing the Start menu in the upper left-
`hand corner of a display while holding the device in the right
`hand), and the use of standard widgets that are too small for
`reliable thumb use (e.g., radio buttons, checkboxes, and on-
`screen keyboards). In support of traditional designs, AppLens
`uses an object cursor to identify the on-screen object that is
`the current interaction target. The cursor is depicted as a
`dynamically-sized rectangular orange border that users move
`from one on-screen object to another via command gestures.
`Cursors are not new to PDA interface design: the WebThumb
`[31] web browser includes a similar notion of cursor, but
`which is controlled via directional hardware, and others [29]
`have explored device tilting to manipulate PDA cursors.
`Neither the cursor nor gestures interfere with the most
`common stylus interactions of tap and tap+hold. Although
`gestures do overlap stylus drag commands, dragging is rarely
`used in handheld applications and could be distinguished
`from gestures by explicitly setting a gesture input mode.
`We established a core set of commands that would allow
`users to navigate applications using only the input cursor.
`Our command language supports directional navigation (UP,
`DOWN, LEFT, RIGHT) as well as two widget interaction
`commands: one equivalent to a stylus tap (ACTIVATE), and
`the other which negates widget activation (CANCEL),
`equivalent to tapping the stylus outside the target widget. We
`also include the convenience commands FORWARD and
`BACKWARD, equivalent to TAB and SHIFT-TAB on Windows
`PCs.
`
`Command Gestures
`Our use of gestures is motivated by Hirotaka’s observation
`that the button positions on cell phones require interaction
`using a low, unstable grip [11]. PDA joysticks face a similar
`drawback in that they are typically located along the lower
`perimeter of the device. AppLens avoids this problem since
`its gestures can be issued anywhere on the screen. Each
`AppLens gesture is uniquely defined by a slope and
`direction, or vector, which allows gestures to be robust and
`highly personalizable; users can issue gestures of any length
`(beyond an activation threshold of 20 pixels) anywhere on
`
`
` (a) (b)
`
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`
` (c) (d)
`Figure 1. AppLens Zoom Levels: (a) Notification, (b) Full,
`(c, d) Context.
`
`
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`AppLens Zoom Levels
`The AppLens shell (Figure 1) has been implemented within
`our generalized tabular fisheye framework, using a 3x3
`grid, and assigning one of nine applications to each cell.
`The support for tabular layout includes representations at 3
`zoom levels: Notification, Context and Full.
`Notification zoom distributes the available screen real estate
`equally among the 9 application tiles (Figure 1a). One tile
`(shown centered) remains reserved for settings, which can
`be used to configure the selection of applications which
`occupy the other 8 notification tiles. Generally, tiles at
`Notification size display high level static and/or dynamic
`application-specific notification information.
`Context zoom (Figure 1c) allocates roughly half the available
`display area to a single focus tile, compressing the remaining
`tiles according to a tabular fisheye distortion technique
`[3,20]. A tile at Context size typically appears much like a
`fully functional application, but selectively displays features
`to accommodate display constraints, and is not interactive.
`Tiles on the periphery of a Context zoom, called peripheral
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`the touch-sensitive surface. This flexibility lets users interact
`with our designs using the grasp that provides maximum
`stability in a mobile scenario.
`
`application tile to animate from Full zoom to Context zoom,
`and if issued again, to Notification zoom.
`
`
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`Figure 2. Screen area Figure 3. The gesture set.
`accessible with one hand.
`We based the gesture set on the limited motion range of
`thumbs (Figure 2), with the goal of creating a gesture
`language that could be learned with minimal training. After
`informally experimenting with a variety of gestures, we
`developed a simple set of gestures with the aim of
`maximizing memorability and robustness of execution
`(Figure 3). We assigned the directional commands UP, DOWN,
`LEFT and RIGHT to spatial gestures that map directly to their
`function. We assigned ACTIVATE and CANCEL to the two
`gestures defined by pivoting the thumb from bottom to top
`and top to bottom respectively. We made these assignments
`both to reinforce their opposing relationship as well as for
`ergonomic ease in issuing common commands. Finally, we
`assigned the upper-left to lower-right diagonal to FORWARD
`due to its relative forward nature, and by similar reasoning,
`the reverse gesture to BACKWARD.
`The eight gesture commands can also be activated with a
`numeric keypad by mapping each to the key corresponding to
`the gesture endpoint: 1-BACKWARD, 3-ACTIVATE, 7-CANCEL,
`and 9-FORWARD. Since smartphones have a joystick that can
`be used for directional navigation, the keypad-to-command
`mapping is not necessary, but can be assigned as follows: 2-
`UP, 4-LEFT, 6-RIGHT and 8-DOWN.
`Using Command Gestures within AppLens
`levels using
`Users navigate between AppLens zoom
`ACTIVATE and CANCEL gestures. As a rule, the ACTIVATE
`gesture behaves as a stylus tap on the current cursor target,
`thus its effects are target-specific. Since application tiles are
`non-interactive at Notification and Context zoom levels, the
`ACTIVATE gesture simply zooms in, animating the layout first
`from Notification to Context zoom, and then to Full zoom.
`Once at Full zoom, the input cursor transitions to the objects
`within the application, at which point the command gestures
`affect the current target widget. The CANCEL command
`negates the effects of the ACTIVATE command. At Full zoom,
`the effects of the CANCEL command depend on the location
`of the cursor and the state of its target. The CANCEL
`command will first deactivate an active target. If the current
`target is not in an active state, CANCEL will cause the
`
` (a) (b)
`
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`
` (d)
`(c)
`Figure 4. Three LaunchTile zoom levels: (a, b) Zone, (c)
`World, (d) Application
`
`
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`THE ZOOM+PAN APPROACH: LAUNCHTILE
`Our second design, LaunchTile proposes another way to
`interact with a grid of notification tiles. The primary shell of
`the LaunchTile design is an interactive zoomspace consisting
`of 36 application tiles, divided into 9 zones of 4 tiles each
`(Figure 4c). The 36 tile configuration is an exploration of the
`maximum number of applications that can reasonably fit
`within the display space. Since the design is fundamentally
`scalable, however, it can display any number of tiles up to
`36, and fewer may even be preferable. As a central design
`element, LaunchTile uses a large blue onscreen button, called
`Blue (Figure 4a), to unify the shell and applications with a
`consistent visual metaphor. Blue provides a consistent point
`of reference for zooming and panning navigation, with
`onscreen tiles, menus, and functions maintaining a consistent
`relative position to Blue. The LaunchTile zoomspace consists
`of 3 zoom levels: World (36 tiles, Figure 4c), Zone (4 tiles,
`Figures 4a and b) and Application (1 tile, Figure 4d).
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`Zone View
`The Zone view of LaunchTile divides the screen area into 4
`equally-sized application tiles (Figure 4a). To view other
`tiles, the user pans the zoomspace to neighboring 4-tile
`clusters, called zones. The zones are arranged as a 3x3 grid,
`each associated with a numerical designator from 1 to 9 as on
`a conventional telephone keypad. Zone 5 is the center zone,
`which defines the Home screen, and shows the 4 highest
`priority notification tiles, as configured by the user.
`
`Panning Techniques
`To support various input hardware and styles of interaction,
`there are several ways to pan the zoomspace within Zone
`view. If the device has a multidirectional control joystick, the
`user can push it in the direction of the targeted zone. From
`the Home screen, the 16 tiles in zones 2, 4, 6, and 8 are only
`a single tap away. As many directional pads do not support
`diagonal action, the 16 additional tiles in the corner zones 1,
`3, 7, and 9 are two taps away. Alternatively, if the device has
`a touch-sensitive display, the user can use his or her thumb
`directly to drag the zoomspace. Dragging is performed “on
`rails”, permitting the user to drag vertically and horizontally,
`but not diagonally. Although the zoomspace moves with the
`thumb during dragging, Blue
`remains centered and
`stationary. Because only one instance of Blue exists within
`Zone view, each zone is depicted with an empty center hub
`during dragging. Upon thumb release, the zoomspace
`animates to align Blue with the closest zone’s empty hub.
`The visual and automated guidance ensures the user is never
`caught between zones.
`Within each 4-tile zone, indicator widgets communicate the
`user’s relative location within the zoomspace. The indicator
`has two components. First, directional arrows show where
`other zones are. If users only see indicators pointing up and
`right, they know they are in zone 7. Small blue dots featured
`with the arrows represent the location of all zones not
`currently in view. The blue dots could also be used to
`indicate an alert or status change in a neighboring zone,
`though this feature was not implemented in our prototype.
`The final way to pan the zoomspace is to tap the directional
`indicator itself. An oversized hit target ensures that the user
`can easily hit the indicator without using a stylus.
`
`Zooming Out to the World View
`From any one of the nine 4-tile Zone view zones, the user
`may tap Blue (or press the 5 key) to zoom out to view the
`entire 36-tile zoomspace (Figure 4c). Since all 36 tiles are
`visible at once, this view reduces each tile to a small icon.
`From this World view, the user can easily see the absolute
`location of each tile, as well as monitor all applications at
`once. In the World view, the display is divided into a grid of
`9 hit targets, each mapping to a 4-tile zone. Single-tapping a
`zone animates to Zone view, displaying the zone’s 4
`notification tiles.
`
`Zooming In to an Application
`The user taps any of the 4 notification tiles within Zone view
`to launch the corresponding application. An animated zoom
`draws the zoomspace toward the user until the target
`application fills the entire display (Figure 4d). If the device
`has only a numeric keypad (no touchscreen), the user presses
`the numeric key in the corner that corresponds to the zone.
`Pressing 1 launches the upper left tile, 3 launches the upper
`right, 7 launches the lower left, and 9 launches the lower
`right. This technique provides quick, single-tap access to
`each visible tile, and was inspired by ZoneZoom of Robbins
`et al. [22].
`As the system zooms, Blue stays in view and retains its
`function as a central point of reference (Figure 4d).
`Application menu commands are represented as on-screen
`buttons clustered around Blue, now positioned at the bottom
`of the display. Each menu button displays a numeric label, so
`that mobile phone users may activate each menu by pressing
`the corresponding number on the keypad. A visual indicator
`to the left of the zoomspace animates during interaction to
`reflect the user’s current absolute zoom level within the
`LaunchTile environment.
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`Zoom Control
`Pressing Blue typically moves the user deeper into the object
`hierarchy, while a dedicated Back button moves the user up
`the hierarchy. In the Zone view however, Blue toggles
`between Zone view (4 tiles) and World view (36 tiles). Once
`an application is launched, three dedicated software buttons
`along the top edge of the screen support inter- and intra-
`application navigation (Figure 4d). A green Home button
`immediately zooms the view out to the Home screen. There
`is also a Back button on the upper right edge of the screen,
`and another global command key. The placeholder for this
`function in our prototype is an icon for voice command and
`control. On a non-touchscreen device, Back and Home
`commands are executed with dedicated physical buttons,
`such as those provided on a smartphone.
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`Application-Level Interaction
`Although the original focus of our designs was on the
`application “shell”, we extended the LaunchTile interaction
`philosophy to the application level, where we sought to make
`interaction consistent with navigation among the application
`tiles. Several gestures have been designed to specifically
`support one-handed navigation and item selection within
`applications. Previously, others have demonstrated that for
`direct-manipulation interfaces, a grounded tap-drag-select-
`release technique is more accurate than a tap-to-select [19].
`We therefore made all LaunchTile tap-to-select targets large
`enough for thumb activation. In cases when limited display
`real estate necessitates smaller targets, the central Blue
`widget serves as a moveable tool glass which can be
`positioned over the target object (e.g., email header, message
`text). The large thumb-friendly drag target is offset below the
`selection area to prevent the user’s thumb from occluding the
`target. Alternatively, the user can drag the application
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`contents, such as to pan a map, scroll a list of email, or
`navigate to text outside the view area. Together, these two
`interaction techniques permit the user to address a large
`application content space, yet bring focus to a target much
`smaller than a finger. Alternatively, a non-touchscreen user
`uses the multidirectional joystick to position the selection
`area on the screen. Keys 2 and 8 are used for page control up
`and down, and 4 and 6 can be either menu items or horizontal
`page control, as appropriate.
`Once the targeted item is in the tool glass selection area, a tap
`on Blue (or pressing the 5 key) activates the item, which may
`either draw the user further into the application (e.g., open an
`email), or may replace the application menus with a context-
`sensitive menu clustered immediately around Blue. As with
`the application menus, keys on a numeric keypad execute
`context menus according to their positions relative to Blue.
`At this point a second tap on Blue sends the user to the
`deepest level of the zoomspace, text input. At this level, a
`modular text input object called an InputTile appears around
`the selection area for alphanumeric input. Alternatively a
`mini qwerty keyboard may be used for directly entering text.
`With this design, a double tap on Blue while text is selected
`will bypass the context menu and take the user directly into
`text edit mode.
`
`IMPLEMENTATION
`The AppLens and LaunchTile prototypes have been built
`using the University of Maryland’s PocketPiccolo.NET
`development toolkit for Zoomable User Interfaces (ZUIs)
`[5,18]. Although the primary development and test platform
`has been the HP iPAQ PocketPC running Microsoft
`Windows Mobile 2003, both run unmodified on the iMate
`Smartphone II running Windows Mobile Smartphone 2003
`(Figures 1d and 4b respectively).
`Although the core architecture and gesture recognition for
`each shell has been implemented, applications have been
`simulated with images. This has allowed us to put designs
`that are faithful to the look and feel of each shell in the hands
`of users for early feedback, but falls short of full interactivity.
`However, because LaunchTile design principles extend to the
`applications themselves, we have prototyped email and
`mapping as two interactive examples within LaunchTile.
`
`STUDIES
`two studies to inform future research
`We conducted
`directions. The first study explored whether users could learn
`and perform the AppLens gesture set with only minimal
`training. The second was a formative evaluation which
`gathered user reactions to each shell design, as well as users’
`comparative preferences.
`
`APPLENS GESTURE STUDY
`A significant difference between the gesture designs of each
`shell
`is
`that all gestures
`in LaunchTile are direct
`manipulation, while all gestures in AppLens are remote-
`control commands. In LaunchTile, users physically drag
`objects with their thumbs, be it the zoomspace, a tool glass, a
`
`map, or a list of email headers. In AppLens, gestures only
`affect the cursor target, rather than the objects over which the
`gesture is performed. The success of AppLens therefore
`depends as much on the utility of the tabular design as the
`ability for users to execute the gesture command set.
`Participants were tested on gesture execution performance
`and efficiency in navigating an information space.
`PARTICIPANTS: 20 participants (12 male, 8 female) were
`recruited from the general population with the only selection
`criteria being that participants were right-handed. The
`median participant age was 30, and although 12 of the
`participants considered themselves advanced computer users,
`only 6 regularly used a PDA.
`
`
`
`
`
` (a) (b) (c)
`Figure 5. Example gesture study environment states: (a) the top
`level, (b) the third level after ACTIVATE is performed on 6.5,
`(c) highlighting within a cell.
`MATERIALS: The study was run on an HP iPAQ measuring
`4.5x2.8x0.5 inches with a 3.5 inch screen. We constructed a
`software
`test environment modeled after AppLens: a
`hierarchical tabular information space, with each level in the
`hierarchy represented by a 3x3 grid of equal-sized cells,
`numbered 1-9 like a phone keypad. For the experiment, the
`hierarchy was limited to 5 levels and Context zoom was
`eliminated so that activating a cell animated the display to the
`next level. Cell contents served as navigational landmarks,
`each labeled with a hierarchical address constructed by
`prepending the cell’s local logical number (1-9) with its
`parent’s label, separated by a dot (Figure 5b and 5c). We
`reserved an area at the top of the screen for task instructions,
`and disabled tapping to restrict input to gestures alone.
`Gestures retained their meaning from AppLens: Navigational
`gestures LEFT, RIGHT, UP and DOWN controlled the movement
`of an orange rectangular cursor within a level; ACTIVATE
`zoomed in to the next level and CANCEL zoomed out to the
`previous level. Within the context of the test environment,
`FORWARD and BACKWARD were used for intra-cell selection,
`allowing participants to cycle a highlight either forward or
`backward through cell label digits (Figure 5c). Highlighted
`digits could then be bolded or “activated” using the
`ACTIVATE gesture or un-bolded or “deactivated” using the
`CANCEL gesture. Participants were provided with a reference
`sheet that described the hierarchical information space and
`labeling scheme, as well as the eight gestures to be used for
`navigation and interaction.
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`CHI 2005 ׀ PAPERS: Small Devices 1
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`April 2–7 ׀ Portland, Oregon, USA
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`Neonode Smartphone LLC, Exhibit 2006
`Page 2006 - 6
`IPR2021-00144, Samsung Elecs. Co. Ltd. et al. v. Neonode Smartphone LLC
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`flipping and answer-searching have been reflected in the task
`time, and thus did not analyze this data further.
`
`Gesture Efficiency
`
`Bottom Third
`Middle Third
`Top Third
`Optimal
`
`
`
`35
`30
`25
`20
`15
`10
`
`05
`
`Number of Gestures
`
`NA_2
`NA_1
`N_7
`N_6
`N_5
`N_4
`N_3
`N_2
`N_1
`C_3
`C_2
`C_1
`A_4
`A_3
`A_2
`A_1
`
`Task Name
`
`Figur