Input Devices
Dimensions to Classify Computer Input
Sensing Method
- Mechanical (e.g. switch, potentiometer)
- Motion (e.g. accelerameter, gyroscope)
- Contact (e.g. capacitive touch, pressure censor)
- Signal processing (e.g. computer vision, audio)
Continous vs. Discrete
Degrees of Freedom (DOF)
Typewriters and QWERTY
- QWERTY is designed to space "typebars" to reduce jams and speed typing up
Problems:
- Common combinations require awkard finger motions
- Common combinations require a jump over home row
- Common combinatiosn are typed with one hand
- Most typing with left hand
(16% lower row, 52% top row, 32% home row)
Alternatives includes DVORAK and QWERY
DVORAK Layout
- Letteres should be typed by alternating between hands
- Most common letters and diagraphs should be easiest to type
- about 70% of strokes are on home row
- The least common letteres should be on the bottom row, which is the hardest to reach
The right hand should do more of the typing (most people are right handed)
Does not significantly improve speed in comparison to QWERTY
Mechanical Design of Keyboards
- Downsized keyboards to improve portability
- Interferes with typing
Virtual Keyboards
- Touch screen or other flat surface
Problems | Advantages |
---|---|
- Small keys reduce accuracy | - Portable, no extra hardware |
- No mechanical feedback (hard to tell if a key is pressed) | - Customizable keys |
- No tactile feedback (hard to find home row) | - Customizable layout or functionality |
- Resting of hands difficult |
Chording Keyboards
Englebart's NLS Keyboard
- Multiple keys together to produce letter
- No "targeting", potentially very fast
- Can be small and portable
- One handed
Thand Starner's Twiddler
- For wearable computing input
Text Recongnition and Gestures
- Graffiti/Unistroke Gestures
- Map single strokes to "enter letter" commands
- Natural handwiriting recognition
- Dictionary-based classification algorithms
Predictive Text
- Use language characteristics to predict input
- The most likely intended character and word giving the existing input
- A variation is used for T9, nine-key text entry (traditional phones)
- Given an ambiguous set of characters, what is the most likely word
- Potential problems
- "Collisions" between common words
- Entering words that's not in the dictionary is difficult
- hard to focus on typing and monitoring prediction
Positional Input Devices
Absolute vs. Relative positioning
Absolute - a direct mapping of input device position to a display input position
- e.g. touchscreen
Relative - maps changes in input device position to changes in display input position
- e.g. mouse
Direct vs. Indirect contact
- Direct: touchscreen
Indirect: mouse
Absolute direct: touchscreen
Relative indirect: digitizer
Force vs. Displacement sensing
- Force: most joysticks
Displacement: mouse
Also called isometric vs. isotonic
Elastic isometric devices vs. pure isometric devices
Position vs. Rate control
- Rate: joysticks
Position: mouse
Force sensing (isometric) should be mapped to rate (speed)
Displacement (isotonic) sensing should be mapped to position
DOF (dimensions) sensed
- 1 = dial, 2 = mouse, 3 = Wiimote
Control-Display Gain (CD Gain)
- Ratio of display pointer movement to device control movement
- A scale factor
- Usually expressed in terms of velocity
- Works for rate/position control
Gesture Input
- Maps movements to commands (position of body part)