posted on 2013-08-12, 15:51authored byAlan Chamberlain
The focus of this thesis is on the evaluation of input modalities for generic
input tasks, such inputting text and pointer based interaction. In particular,
input systems that can be used within a wearable computing system are
examined in terms of human-wearable computer interaction. The literature
identified a lack of empirical research into the use of input devices for text
input and pointing, when used as part of a wearable computing system.
The research carried out within this thesis took an approach that
acknowledged the movement condition of the user of a wearable system, and
evaluated the wearable input devices while the participants were mobile and
stationary. Each experiment was based on the user's time on task, their
accuracy, and a NASA TLX assessment which provided the participant's
subjective workload. The input devices assessed were 'off the shelf' systems.
These were chosen as they are readily available to a wider range of users
than bespoke inpu~ systems. Text based input was examined first. The text
input systems evaluated were::a keyboard,; an on-screen keyboard, a
handwriting recognition system, a voice 'recognition system and a wrist-
keyboard (sometimes known as a wrist-worn keyboard). It was found that the
most appropriate text input system to use overall, was the handwriting
recognition system, (This is forther explored in the discussion of Chapters
three and seven.)
The text input evaluations were followed by a series of four experiments that
examined pointing devices, and assessed their appropriateness as part of a
wearable computing system. The devices were; an off-table mouse, a speech
recognition system, a stylus and a track-pad. These were assessed in relation
to the following generic pointing tasks: target acquisition, dragging and
dropping, and trajectory-based interaction. Overall the stylus was found to be
the most appropriate input device for use with a wearable system, when used
as a pointing device. (This isforther covered in Chapters four to six.)
By completing this series of experiments, evidence has been scientifically
established that can support both a wearable computer designer and a
wearable user's choice of input device. These choices can be made in regard
to generic interface task activities such as: inputting text, target acquisition,
dragging and dropping and trajectory-based interaction.