We explore the use of multi-finger input to emulate full mouse functionality, such as the tracking state, three buttons, and chording. We first present the design space for such techniques, which serves as a guide for the systematic investigation of possible solutions. We then perform a series of pilot studies to come up with recommendations for the various aspects of the design space. These pilot studies allow us to arrive at a recommended technique, the SDMouse. In a formal study, the SDMouse was shown to significantly improve performance in comparison to previously developed mouse emulation techniques.
We explore gaming with mobile flexible devices through a comprehensive study.We conducted two experiments with two commonly sized mobile devices. The first experiment created user-defined bend gestures from a set of tasks derived from gaming.The results suggest pairing opposing events by gesture location, little differences in gestures performed on two sized devices and interaction paradigms relating to the Simon Effect. The results of the first experiment were summarized and provided guidelines for the design of the game controls used in the second experiment. We implemented the userdefined gestures into 6 games using an interactive flexible prototype. Usability and user experience were evaluated and we find an overall preference for the small size, identified an important usability issue related to hand position and interaction paradigms regarding the Simon Effect and bimanual input. Finally, we propose a set of design recommendations for flexible device interactions and game designers.iii
Bend gestures have a large number of degrees of freedom and therefore offer a rich interaction language. We propose a classification scheme for bend gestures, and explore how users perform these bend gestures along four classification criterion: location, direction, size, and angle. We collected 36 unique bend gestures performed three times by each participant. The results suggest a strong agreement among participants for preferences of location and direction. Size and angle were difficult for users to differentiate. Finally, users performed and perceived two distinct levels of magnitude. We propose recommendations for designing bend gestures with flexible displays.
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