EdgeWrite with Integrated Corner Sequence Help Benoît Martin LITA, Universite Paul Verlaine - Metz Ile du Saulcy, 57045 METZ CEDEX 1, France [email protected] ABSTRACT

We describe a system that informs the users of the shape of the EdgeWrite characters within the visual feedback area of EdgeWrite. We compared two versions (static and dynamic) of this design to a printed character chart in a five-session text entry experiment with three 8-participant groups. The participants were able to use EdgeWrite with the integrated help systems. There were no statistically significant differences in text entry rate between the group using the character chart and the two groups using the integrated help. However, the group with the dynamic help was faster than the group with the static help while maintaining a low corrected error rate. Author Keywords

Text entry, EdgeWrite, character chart, visualization ACM Classification Keywords

H5.2. [Information interfaces and presentation]: User Interfaces --- Input devices and strategies, Graphical User Interfaces. General Terms: Human Factors, Experimentation, Performance. INTRODUCTION

Many recent text entry method proposals have been motivated by mobile text messaging. Others have alleviated the difficulties that some people with disabilities have in text entry. EdgeWrite, proposed by Wobbrock et al. [5], has been studied in both contexts. Originally the EdgeWrite system used a rectangular input area where the user moved a stylus through a sequence of corners to enter a character. The edges of the input area do not generate input in EdgeWrite, but they can be leaned on when traveling from one corner to another. EdgeWrite has shown promise for being useful for people with disabilities that affect their motor capabilities [6, 10]. The properties of EdgeWrite are well known thanks to a large body of work on it [4, 5, 6, 7, 8, 9, 10, 11, 12]. 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 2008, April 5–10, 2008, Florence, Italy. Copyright 2008 ACM 978-1-60558-011-1/08/04…$5.00.

Poika Isokoski Department of Computer Sciences / TAUCHI 33014, University of Tampere, Finland [email protected] However, there are aspects of EdgeWrite use that have not been investigated. Methods of introducing the EdgeWrite characters to the users are an area that has received little attention. In all experiments that we are aware of, the characters have been presented to the users in a character chart that lists the Latin alphabet together with their EdgeWrite representations. The character chart is an effective way to introduce the characters. Line sequences that form shapes are easy to remember. An alphabetical order in the character charts makes finding characters fast. Consequently, character charts are difficult to beat in efficiency. Unfortunately, character charts are not a part of the text entry user interface. If they are introduced into the user interface, they can occupy a large part of the display area. Alternative means of presentation are problematic as well. Hand-held charts can get lost and a chart printed on the back of the device necessitates turning the device to see it. Other text entry methods such as soft keyboards and Quikwriting [3] display the characters directly on the user interface. Our goal was to do the same in EdgeWrite without hurting user performance. We implemented two versions of an integrated help system and evaluated them in a five-session text entry experiment. In the following we will describe EdgeWrite, the design and implementation of the integrated help, the experiment, and its results followed by our conclusions. JOYSTICK EDGEWRITE

EdgeWrite characters consist of sequences of five different tokens: four corners and a segmentation token. Because of this they can be entered with many different input devices. Here we will describe a version of EdgeWrite intended for joystick use. The source code for the EdgeWrite recognizer and the default feedback display were received from Jacob Wobbrock. We modified only the visual feedback; no changes to the recognizer were made. Our joystick interface, replicated the published characteristics of Wobbrock’s implementation [7]. In gamepad use the corners of EdgeWrite area are mapped to the corners of the stick movement area. When the stick stays in the center for a 100 milliseconds, the system generates a segmentation token and tries to recognize the current corner sequence. In our experiment the required center dwell was about 120ms in practice due to interaction

of processing delays and the 35ms polling interval used for reading the joystick data. The character set that we used was the one included in the EdgeWrite recognizer. The first four alphabets are shown in Figure 1. The relation of the character shape and the EdgeWrite input area together with the corner coding is shown around “A”. For a more complete character chart, please refer to Appendix A. 1

2

8

4

A 824

B 1848

C 2184

D 2484

The dashed curve in Figure 3 shows the path that the stick might take to enter an “a”. In comparison to Figure 1 we can see that in joystick use the characters have extra segments in the beginning and in the end to connect the starting and ending points to the center. The square in the center of Figure 3 is the center area within which the stick had to stay for 120 ms to end a character. The triangular areas in the corners are the areas within which the stick had to visit to add a corner into the corner sequence. When corners 1 and 4 were hit, the neighboring corner triangles (2 and 8) shrank to make hitting them less likely when crossing the input area diagonally. This technique has been found beneficial for right handed users by Wobbrock et al. [7]. In left-handed use the shrinking corners should presumably be shifted to the other diagonal.

Figure 1. Four EdgeWrite characters and their corner sequences. The dots mark the starting points. In addition to the characters shown in Appendix A, the EdgeWrite recognizer recognizes alternative shapes for many characters. Upon non-recognition the recognizer recursively drops the first corner from the sequence and recognizes the remaining sequence. These tricks remain hidden from the users, but improve the recognition rate. The Logitech RumblePad 2 gamepad that was used in our experiment is shown in Figure 2. The rectangular mounting holes for the sticks are important for EdgeWrite use. With round holes the user would not feel the corners. Figure 3. The feedback display of joystick EdgeWrite and a curve showing the stick movement for an “a”. THE HELP SYSTEM

Ideally EdgeWrite users would know the corner sequences and would not need visual feedback on their stick movements. New users, however, do not know the corner sequences. Conventionally help on the corner sequences has been offered as character charts such as Appendix A. The EdgeWrite system that is available for download [12] includes character charts that can be displayed using a “Help” menu.

Figure 2. Logitech RumblePad 2 gamepad. The state of the EdgeWrite system is shown on the display. Figure 3 shows the feedback window of our joystick EdgeWrite implementation. The square area mapped directly to the joystick position. After hitting the first corner, the stick movement was shown as an orange line (not shown in Figure 3) that connected the recorded stick positions. The stick track was erased when the character was completed.

Our goal was to integrate the information on the character chart into the feedback display of EdgeWrite. This could be done in many ways: a miniature character chart could be shown superimposed on the feedback window, there could be a query mechanism that would allow the user to browse a larger character chart through the small window, instead of the character chart the corner sequences could be displayed in textual form, or the corner sequences could be revealed one corner at a time. We chose the last alternative. The Static Help

In its initial state our system displayed each character in the first corner of its sequence as shown in Figure 4. The

characters were presented in rows of similar characters. When possible, the rows had an internal order such as alphabetical or numerical order. The background color separated character types to make visual search easier.

display the same information in the integrated help and character chart and avoid complications due to character chart design. Therefore, we included only one corner sequence per character in both forms of help. All sequences remained functional in the recognizer. The issues with multiple shapes per character were left for further work. An Example

As an example, on the operation of the integrated help we will walk through the entry of an “i”. In Figure 4 we can see that “i” is shown in the upper left corner. Therefore, to enter “i”, the user needs to move the stick to the upper left corner.

Figure 4. The initial state of the integrated character help. As seen in Figure 4, there were two kinds of character displays. The alphabets and numerals were shown in the main feedback area, and sets of icons for commands and special characters, such as those shown in Table 1, were shown on the left and right edges of the display. The reason for two kinds of visualizations was that we wanted to separate normal characters from commands. In addition space, the most frequent character, is learned so fast that including it among the alphabet was not considered necessary. The reason for using only the left and right edges for the icons was that an optional word completion system [9] needs the top and bottom for its operation. The word completion system was not used in our experiment, but did not want our design to be incompatible with it. Backspace Home Enter End Left arrow Alphanumeric mode Right arrow Punctuation mode Space Extended mode Tabulator Table 1. The most frequent sidebar icons. It is possible to show in the integrated help only one shape for each character or all shapes that the recognizer knows. For example the help can display only the sequence 824 for “a” although the recognizer recognized sequences 814, 8248, 8148, and 218424 as well (see Figure 1 for corner numbering). Adding all alternative shapes would have increased the number of characters in the initial integrated help display from 37 to 58 characters (57% increase). Adding all alternative shapes would have increased the character chart for the alphabet and numerals from 37 to 138 EdgeWrite characters (273% increase). We wanted to

As seen in the leftmost screenshot in Figure 5, the display has changed when the stick arrived in the upper left corner. The upper left corner is empty and the characters previously displayed there are now divided among the other corners. Each character has moved to the next corner in its sequence. Because only characters whose sequence starts from the upper left corner are shown, the number of shown characters has decreased significantly. We can see that “i” is now in the lower left corner. Therefore, the user will next move the stick there. As seen in the middle screenshot of Figure 5, the characters previously in the lower left corner have now moved to the other corners except for “i” that is now above the central rectangle. The position of “i” now signals that the corner sequence for “i” is complete and that “i” can be entered by moving the stick to the center. In addition to the lower case “i” in the center, we can see that an upper case “I” has appeared in the upper left corner. This happens with all lower case alphabets. The upper left corner at the end of a corner sequence is reserved for upper case characters. As seen in the rightmost screenshot in Figure 5, centering the stick erases the orange stick track from the display. The “i” remains to be displayed above the central rectangle as a reminder of the last entered character. The character help display in the corners has returned to the initial state except that accented versions of “i” have appeared in some corners. The background color for the accented characters is different to make noticing their appearance easier. If the user wishes to replace the newly entered “i” with one of the accented versions, it can be done just like entering any other character by following the desired character from corner to corner. The EdgeWrite mechanism of entering the character first and then replacing it with the accented version afterwards is a happy coincidence for the help design. In many desktop keyboard character layouts accented characters are composed by first entering the accent and then the character. This order would have been more challenging since it would have required the display of all accents in the initial state of the help making it more difficult to read. The help displays in Figures 4 and 5 show only Alphabetical character mode including accents, alphabets and numerals. Other characters were entered through two

Figure 5. Entering “i” with the static integrated help. additional modes called Punctuation and Extended character mode. The mode changes were represented by the two bottom icons in the icon strip in the lower right corner (see Table 1). For our prototype we amended the mode changing mechanism of EdgeWrite to include direct links between all three modes. The initial displays in punctuation and extended modes are shown in Figure 6.

following corner, the characters of the selected corner traveled from their old location to the new. The speed at which the characters travel from corner to corner must, of course, be decided when implementing the animation. We tried many alternatives and found that it is important that the characters do not travel too fast. The speed of the animation does not limit the speed of text entry because the users do not need to wait for the animation to complete before moving the stick. It is enough to see the direction to which the character starts its movement. It was important to minimize the likelihood that the characters occlude each other during the start of the animation. Because of this it was better to have the characters travel at a constant speed. The alternative approach of making the characters travel a constant portion of the distance (1% for example) per frame leads to a higher probability of occlusions.

Figure 6. Punctuation and Extended modes. The Dynamic Help

One of our main concerns regarding the character help system was whether the visual search involved in using the help system would slow the users down significantly. With a character chart the user can acquire the corner sequence with one consultation of the chart whereas the help system forces a visual search of all corners potentially many times during the entry of a character. We found no way to remove the piece-wise revealing of the characters in the system, but we thought that it might be possible to make the visual search less demanding by giving direction hints as the user arrives in a corner. We did this by animating the movement of the characters to the next corners. The animation is illustrated in Figure 7. The initial state of the display was the same as with the static help. When the stick moved to the first corner, the characters in the three other corners disappeared. The characters in the selected corner appeared in the next corner in their sequence just like in the static version. In addition to appearing in the

We ended up with the speed of three pixels per frame. Frames were rendered at 8 ms intervals. The display hardware updated the display every 17 ms. Therefore, the participants saw characters moving on average in 6 pixel jumps. The time needed for a character to travel one edge of the EdgeWrite square was about 725 ms. Anticipated Effects of the Integrated Character Help

We expected that with the integrated character help users would be able to use EdgeWrite without a character chart or other outside source of for the corner sequences. We also expected that the time for completing a character would be distributed differently when using the character chart and the integrated help. With the character chart there should be a pause in joystick activity before starting an unknown character because of the chart consultation. With the integrated help the pause between characters might be shorter because the users would not need to shift their attention to a separate character chart. However, there might be a pause in each corner when the user is searching the other corners for the desired character.

Figure 7. Illustration of the dynamic help. The new positions appear as in the static version, but in addition the characters travel from the old position to the new. The trajectory of “i” is shown with the black dashed arrow. Regarding the dynamic help we expected that experienced users would be looking at the character that they want to enter and the direction to which the character starts to travel would tell them which corner to aim for next. In order to see the same hint in the next corner the user has to find the character there. Finding it in one corner should take less time than searching all three possible corners. Thus, when using the dynamic help the pause preceding an unknown character might be shorter than it is with the character chart, and the pauses in the corners might be shorter than they are with the static help. What we did not know before the experiment was how these factors balance out in a writing situation. We were hoping that the help would not slow the users down too much, but we were not sure. Overall we expected user performance with the different help systems to converge with training. An experienced EdgeWrite user does not need help to remember the corner sequences. In fact we would expect that the whole visual feedback window would be unnecessary for sufficiently skilled users. When the visual feedback is not used, it should not have an effect on user performance. Therefore, experts should have the same performance regardless of the method used to learn the alphabet. There might, however, be help-related differences in how long it takes to develop this kind of skill. IS HELP NEEDED?

Before running costly experiments we needed to verify that there is a need for character help for new EdgeWrite users. In other words we needed to know if there are characters with corner sequences that are difficult to guess without a character chart or some other form of help. Wobbrock et al. [8] have published data on the guessability of EdgeWrite characters - guessability meaning the ability of people to produce the corner sequences without being shown what they are. Wobbrock et al. give two guessability numbers for EdgeWrite: 51% for the “original” and 80% for the improved “user designed” character set. Although both numbers suggest that some help is needed for

beginners, we did not know which of the mentioned character sets is included in the EdgeWrite recognizer. We suspected a combination of the two with some other improvements as well. Therefore, to quantify the guessability of the character set to be used in our experiment we collected our own guessability data. The data were collected with a simple pen and paper method where the picture of the EdgeWrite input area was printed for each character. The participant was given textual instructions that explained the overall constraints of EdgeWrite input (i.e. only corners count) and asked to draw the path that they thought would be used for each character. The participants were told to try to emulate the shape of the Latin alphabet as well as they could under the EdgeWrite constraints. The participants were not required to consider the whole character set, so drawing the same sequence for two different characters was permitted. The results are shown in Figure 8. The “replies” bars show the number of corner sequences that we were able to decipher from the participants’ drawings. In total we had 56 participants, but as seen in Figure 8 some of them failed to provide drawings for some characters, or provided drawings that despite the instructions broke some of the EdgeWrite rules (e.g. failed to visit corners). The “whole charset” bars show the number of sequences that the default EdgeWrite recognizer would have recognized correctly. The “reduced charset” bars show the number of drawings that match the sequences in Appendix A. Our data includes the characters that Wobbrock et al [8] used in their guessability experiment and some other characters. The guessability score in our data (i.e. percentage of correct sequences) was 41.36%. This is not directly comparable with Wobbrock et al. because of the additional characters. However, a comparable figure including only the alphabet and numerals can be computed. It was 46.31%. This is reasonably close to the 51% figure reported by Wobbrock et al. A possible reason for the lower score is that we did not require the participants to resolve conflicts between characters. For example many

Replies

60

Whole charset

Reduced charset

50 40

30

20 10

0 a b c d e f g h i

j

k l m n o p q r s

t u v w x y z ç œ sp bk ,

.

;

: 1 2 3 4 5 6 7 8 9 0 + -

*

/ % & = €

Figure 8. The correct guesses per character (sp = space, bk = backspace). participants entered the same sequence for “S” and “5”. The guessability of the “reduced charset” was 31%. Overall, we concluded that beginners need help with EdgeWrite corner sequences and that the help is especially important for non-alphabet characters. EXPERIMENT: PAPER HELP VS. INTEGRATED HELP

To investigate the effects of the integrated help system we collected user performance data on EdgeWrite use with three different ways of presenting the corner sequences: the character chart in Appendix A shown on an A4 paper (paper help), with the static integrated help (static help), and with the animated integrated help (dynamic help). In this section we describe this experiment in detail. Design

We needed to record data on the first use of EdgeWrite. The first exposure contaminated the users so that it was impossible to subsequently record and compare their first use with another kind of character help. Therefore, a between groups design was chosen. To see how EdgeWrite writing skill develops over the first hour of usage, we needed to record the user’s performance in several sessions making the inclusion of large groups of participants difficult. Considering our resources, we ended up with eight participants per group each completing five 15-minute sessions of transcription. The independent variables in the experiment were the type of help (paper, static, dynamic) and the amount of training (session number). The dependent variables were measures of user performance. These were text entry rate (words per minute), user effort (keystrokes per character), error rate (minimum string distance between the presented and transcribed phrases), and the time spent per character divided to preparation time and entry time. Participants

24 participants between 20 and 26 years of age (M=23) were recruited from the students and staff of the University

of Metz. Due to the sex distribution of the student population only one of the participants was female. One participant was left handed. None of the participants had previous experience with EdgeWrite. Procedure

Each participant participated in five sessions. In the beginning of the first session they were given a leaflet with a 4.5 page description of the EdgeWrite system. The description of the static integrated help was one page shorter than the description of the dynamic integrated help. The leaflet also included the instructions for completing the transcription task. In addition to the written instructions the participants’ questions were answered. The only complete corner sequence included in the instructions was that of “i” which was used as an example. In principle it was possible to memorize the first corner of all characters and the two first corners of the characters starting form the upper left corner based on the screenshots that illustrated the integrated help for “i”. However, we suspect that the participants were not motivated or capable of memorizing these sequences in the limited time that they spent with the EdgeWrite leaflet. After the participants had finished reading the instructions, they began the first 15-minute transcription task. The phrases to transcribe were chosen randomly among 500 phrases. These phrases were a French translation phrase set by Soukoreff and MacKenzie [4]. Unlike the original set, the translation included upper case characters and punctuation where grammatically appropriate. As usual with sets of this size, the character frequency correlation to “normal” usage of the language was high. The correlation between the character frequencies in the translated phrase set and the frequencies reported in Wikipedia for the French language was 0.98. We obtained similar figures with other sources of character frequency data. Participants were instructed to transcribe the phrases as fast as possible while correcting those errors that they noticed. Correcting errors was allowed only using the backspace,

After completing a phrase the participants had to enter the character corresponding to the “enter” key to see the next phrase to transcribe. The phrase presentation software did not present the next phrase until the length of the transcribed phrase was long enough. This prevented accidental entry of the “enter” from causing a large number of errors due to missing characters in the transcribed phrase. For the fifth session we changed the phrase set to one with 62 phrases that required extensive use of the punctuation and extended modes. This set included phrases like “æ = ligature de a et e” and “"C:\\Temp\\Edge Write"”. The purpose of the fifth session was to force the participants back to intensive use of the help after they had learned the basic usage of EdgeWrite. Apparatus

The modified EdgeWrite described above was used in the experiment. The size of the Edgewrite box was 242 pixels plus the 30 pixel sidebars. A 14 pt. font was used for the help characters. The system had right and left stick usage modes for right and left handed users. The characters were not mirrored for left handed users. A detailed log of the stick movements, corner activations, and the resulting characters was saved for later analysis. The software used for presenting the phrases and logging user input was the one that Isokoski has made available on the web [1]. We chose this over Wobbrock’s software [11] because the source code was available, and it exhibited fewer problems with non-ASCII characters that were plentiful in our phrases. We needed to make some changes to Isokoski’s software to handle the characters start, character end, and non-recognition symbols sent by EdgeWrite. We also needed to filter out some character codes that the C# library function used for sending the characters out from EdgeWrite produces in some situations. The software for analyzing the EdgeWrite logs consisted of programs written for the purpose in C# and Java. Results

In total 1168 phrases with 35661 characters were transcribed. The number of characters entered was larger (51072) than the number of characters in the phrases because of error correction activity, uncompleted phrases at the end of sessions, mode changing, and accents. We used ANOVAs with one within-subjects factor (session number 1-4) and one between subjects factor (help

presentation mode: paper, static, or dynamic) to test for differences in sessions 1-4 with bonferroni-corrected posthoc tests. Because of the different phrase set in session 5, comparisons between sessions 1-4 and 5 were not interesting. Therefore, separate bonferroni-corrected t-tests were used to test for differences between help presentation modes in session 5. Text entry rate

The results for text entry rate are summarized in Figure 9. The text entry rate was computed using the transcribed phases except for the first character of each phrase and the “enter” at the end of the phrase which were excluded. Time spent on corrections was included. One word per minute equals 5 characters including spaces. 7 Words per minute (WPM)

but some participants used the cursor movement commands anyway – sometimes by accident. These accidents may have necessitated more cursor movement to get back to the end of the phrase. Unfortunately cursor movements are not handled by the input stream analysis algorithm of Wobbrock and Myers [11]. Consequently, we report the error rates results using the Minimum String Distance (MSD) and Keystrokes Per Character (KSPC) metrics described by MacKenzie and Soukoreff [2].

6 5 4 3 2

paper static dynamic

1 0 1

2

3 Session

4

5

Figure 9. Average text entry rate over the 5 sessions. Besides the obvious main effect for session (F3,63=326, p<0.001) in sessions 1-4, the ANOVA showed a statistically significant effect of the help presentation mode (F2,21=3.8, p<0.05). The post-hoc tests showed a statistically significant difference between the static and the dynamic help (p<0.05) with the dynamic help resulting in faster text entry. The same difference was observed in session 5 (t7=3.2, p<0.05). There were no other statistically significant results. Effort

The results in Figure 9 were computed based on the presented phrases and the time needed for transcription. Due to errors and corrections participants entered more characters than the phrases contained. This extra effort can be quantified by the number of characters entered per one character in the presented phrase. This measure is known the keystrokes per character (KSPC). In the context of EdgeWrite the keystrokes must be understood as entered EdgeWrite characters rather than actual keystrokes. The KSPC results are shown in Figure 10. The smallest possible value in this experiment was larger than 1 because of the mode changing and accent characters. The dynamic integrated help yielded the lowest KSPC in sessions 1-4,

but the differences between the help presentation modes were not statistically significant. However, in session 5 the dynamic integrated help resulted in a statistically significantly lower KSPC (t7=3.3, p<0.05) than the paper help. A main effect of training (session number) was found in sessions 1-4 (F3,63=11.8, p<0.001) meaning that overall KSPC decreased towards the end of the experiment.

(preparation time) and the time from the entering the first corner to the completion of the character (entry time). These times are summarized in Figure 12. Note that figures 9 and 12 are not directly comparable. Text entry rate was computed based on the transcribed phrases whereas Figure 12 deals with the “input stream” that includes all entered EdgeWrite characters. To convert between figures 9 and 12 KSPC needs to be factored in.

2.5 p:ptime s:ptime d:ptime

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Figure 10. Average KSPC over the 5 sessions. Figure 12. Preparation time (ptime) and entry time (etime) for the three help modes (p=paper, s=static, d=dynamic).

Error rate

In addition to KSPC which shows the effort spent on error correction there were errors that were left in the transcribed phrases. Figure 11 shows the minimum string distance (MSD) between the presented and transcribed phrases. Minimum string distance is the number of character additions, substitutions, and deletions that are needed to make two strings identical. In Figure 11 we see that only about 1% of the characters in the transcribed phrases were erroneous in sessions 1-4. The error rate in session 5 was around 2%. The differences between the help modalities were too small to be of statistical or practical significance. paper static dynamic

2.0%

MSD

1.5% 1.0% 0.5% 0.0% 1

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Figure 11. Average error rate over the five sessions. Preparation Time and Entry Time

The time for entering a character with EdgeWrite can be divided into the time before entering the first corner

The time per character (the sum of ptime and etime, not shown in Figure 12) showed again a learning effect (F3,63=4.3, p<0.001) and a statistically significant difference between the help presentation modes (F2,21=4.2, p<0.05). Post-hoc test showed a difference between the paper help and the static help (p<0.05), but no other statistically significant differences. Investigating further in preparation time and entry time separately revealed no statistically significant differences in preparation time except for the learning effect. In entry time the ANOVA showed again the learning effect, but also a statistically significant interaction of session and help presentation mode (F6,63=6.3, p<0.01) We interpret this as a product of the relatively constant entry time with the paper help and the convergence of entry times towards the end of the experiment. The ANOVA also showed a statistically significant effect of the help presentation mode (F2,21=6.7, p<0.01). Post-hoc tests showed a statistically significant difference between the paper and the static help (p<0.01). Analyzing session 5 yielded a statistically significant difference between the paper help and the static integrated help (t7=3.2, p<0.05) in entry time and between static and dynamic help (t7=3.2, p<0.05) in preparation time. In summary, the per-character times indicated that, as expected, the paper help was superior to the static integrated help in entry time initially, but the difference decreased towards the end of the experiment. The relationship between the paper help and the dynamic integrated help was similar, but the difference between them was smaller and not statistically significant.

Questionnaire Data

The end questionnaire consisted of 11 questions that were common to all three groups (paper, static, and dynamic). These common questions provide a basis for comparisons. The participants answered by marking one of four boxes on the scale from “disagree” to “agree”. The results were compared using t-tests assuming equal variances. The group that used the dynamic help found EdgeWrite faster than the group that used the paper help (t7=3.3,p<0.05). The group that used the paper help found the shape of the EdgeWrite gestures more suitable (t7=6.2,p<0.01) and easier to memorize (t7=2.5,p<0.05) than the group that was using the static integrated help. No other questions elicited statistically significant differences. DISCUSSION

Overall, we had two kinds of results. On one hand the dynamic integrated help was more efficient than the static integrated help. On the other hand some measures showed that the paper help was more efficient than the static integrated help. Putting these together it appears that the static integrated help was worse than the other two, but no clear difference was found between the paper help and the dynamic integrated help. These results should, however, be taken with some caution. Our study with only 8 participants per group was fairly small for a between subjects design. It is possible that the dynamic help is more interesting or helpful or that it better maintains the participants’ motivation. It is also possible that the group with the dynamic help just happened to be more skilled and better motivated. In the paper help condition the participants had the character chart visible on an A4 paper sheet on the desk. Had this not been the case, it would have been impossible for them to enter many of the characters because they did not know the corner sequences to use. In real world usage the user would have to turn on the character chart display on the device and possibly browse several screens before finding the desired corner sequence. In other words, the paper help condition represented the ideal character chart usage situation whereas the conditions with the integrated help represented a more realistic usage situation. Although our experiment was done with joystick operated EdgeWrite, the help system will work with any input device. The dynamic version may require too much processor power to be useful in battery operated devices such as mobile phones. The static version should be usable in these devices as long as the display size and resolution are sufficient to present the feedback in legible size while leaving enough display area for the application that receives the text being entered. CONCLUSION

The integrated help is effective, and it brings no significant efficiency penalty with it. Therefore, we recommend

including it in EdgeWrite implementations so that it can be used if the context of use does not allow a character chart. ACKNOWLEDGMENTS

We thank Caroline Berthonneau for data collection, Cathy Senser and David Neto for work on the integrated help as their final programming project, Jérôme Wax for the ideas on the animated character transitions, Jacob Wobbrock for the EdgeWrite source code, David Ferro for useful comments on the text, and the participants for their effort. REFERENCES

1. Isokoski, P., Text entry test package, http://www.cs.uta.fi/~poika/downloads.php 2. MacKenzie, I. S., and Soukoreff, R. W., Phrase sets for evaluating text entry techniques. Extended Abstracts of CHI 2003, ACM Press (2003), 754-755. 3. Perlin, K. Quikwriting: continuous stylus-based text entry. Proc. UIST 1998. ACM Press (1998), 215-216. 4. Soukoreff, R. W., and MacKenzie, I. S., Metrics for text entry research: An evaluation of MSD and KSPC, and a new unified error metric. Proc. CHI 2003, ACM Press (2003), 113-120. 5. Wobbrock, J.O., Myers, B.A. and Kembel, J.A., EdgeWrite: A stylus-based text entry method designed for high accuracy and stability of motion. Proc. UIST 2003, ACM Press (2003), 61-70. 6. Wobbrock, J.O., Myers, B.A., Aung, H.H. and LoPresti, E.F., Text entry from power wheelchairs: EdgeWrite for joysticks and touchpads. Proc.ASSETS 2004. ACM Press (2004), 110-117. 7. Wobbrock, J.O., Myers, B.A. and Aung, H.H., Writing with a joystick: A comparison of date stamp, selection keyboard and EdgeWrite. Proc. of Graphics Interface 2004, Canadian Human-Computer Communications Society (2004), 1-8. 8. Wobbrock, J.O., Aung, H.H., Rothrock, B. and Myers, B.A. Maximizing the guessability of symbolic input. Extended Abstracts of CHI 2005. ACM Press (2005), 1869-1872. 9. Wobbrock, J.O. and Myers, B.A., From letters to words: Efficient stroke-based word completion for trackball text entry. Proc. of ASSETS 2006. ACM Press (2006), 2-9. 10. Wobbrock, J.O. and Myers, B.A. Trackball text entry for people with motor impairments. Proc. CHI 2006, ACM Press (2006), 479-488. 11. Wobbrock, J.O. and Myers, B.A., Analyzing the input stream for character-level errors in unconstrained text entry evaluations. ACM Transactions on ComputerHuman Interaction, 13 (4). ACM Press (2006), 458-489. 12. Wobbrock, J.O., EdgeWrite Text Entry, http://depts.washington.edu/ewrite/

APPENDIX A

This is the character chart that was used in the experiment. The bitmaps that show the characters were downloaded from Wobbrock’s EdgeWrite web site (http://depts.washington.edu/ewrite/). The grouping was modified and the French texts added by the authors.

EdgeWrite with Integrated Corner Sequence Help

Apr 10, 2008 - characters out from EdgeWrite produces in some situations. The software for analyzing the EdgeWrite logs consisted of programs written for the ...

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