Hand range interface: information always at hand with a body-centric mid-air input surface

Xuhai Xu, Alexandru Dancu, P. Maes, Suranga Nanayakkara
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引用次数: 18

Abstract

Most interfaces of our interactive devices such as phones and laptops are flat and are built as external devices in our environment, disconnected from our bodies. Therefore, we need to carry them with us in our pocket or in a bag and accommodate our bodies to their design by sitting at a desk or holding the device in our hand. We propose Hand Range Interface, an input surface that is always at our fingertips. This body-centric interface is a semi-sphere attached to a user's wrist, with a radius the same as the distance from the wrist to the index finger. We prototyped the concept in virtual reality and conducted a user study with a pointing task. The input surface can be designed as rotating with the wrist or fixed relative to the wrist. We evaluated and compared participants' subjective physical comfort level, pointing speed and pointing accuracy on the interface that was divided into 64 regions. We found that the interface whose orientation was fixed had a much better performance, with 41.2% higher average comfort score, 40.6% shorter average pointing time and 34.5% lower average error. Our results revealed interesting insights on user performance and preference of different regions on the interface. We concluded with a set of guidelines for future designers and developers on how to develop this type of new body-centric input surface.
手范围界面:信息总是在手与身体为中心的半空中输入表面
我们的交互设备,如手机和笔记本电脑的大多数界面都是平面的,并且是作为我们环境中的外部设备而构建的,与我们的身体断开连接。因此,我们需要把它们装在口袋里或包里,坐在书桌前或拿在手里,让我们的身体适应它们的设计。我们提出手范围界面,一个输入表面,总是在我们的指尖。这个以身体为中心的界面是一个附着在用户手腕上的半球体,其半径与手腕到食指的距离相同。我们在虚拟现实中制作了这个概念的原型,并通过一个指向任务进行了用户研究。输入面可以设计为随手腕旋转或相对于手腕固定。我们评估并比较了参与者在64个区域的界面上的主观身体舒适度、指向速度和指向精度。我们发现,固定方向的界面具有更好的性能,平均舒适得分提高41.2%,平均指向时间缩短40.6%,平均误差降低34.5%。我们的研究结果揭示了用户在界面上不同区域的表现和偏好。我们总结了一套指导方针,为未来的设计师和开发人员如何开发这种新的以身体为中心的输入表面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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