Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gait phase effects in mobile interaction
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Head tilting for interaction in mobile contexts
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Pressure-based text entry for mobile devices
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
PressureMove: Pressure Input with Mouse Movement
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Characteristics of pressure-based input for mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pressure-based menu selection for mobile devices
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Evaluation of human tangential force input performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A paradigm shift for mobile interaction: a decade later
CASCON '13 Proceedings of the 2013 Conference of the Center for Advanced Studies on Collaborative Research
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Pressure-based interactions have largely been limited to static scenarios; very few have focused on its use on mobile devices and even fewer have investigated the use of pressure while the user is in motion (i.e. walking). Pressure input is well suited to mobile interaction as mobile devices almost universally adopt touch and gestural input. This paper presents the initial results of research looking into the effects of walking on the application of pressure during linear targeting. Positional and rate-based (velocity) control methods are compared in order to determine which allows for more stable and accurate selections. Results suggest that rate-based control is superior for both mobile (walking) and static (sitting) linear targeting and that mobility significantly increases errors, selection time and subjective workload. These results will influence the design of a second part of the study, which will evaluate user ability to control the same application using only audio feedback.