Differences in movement microstructure of the mouse and the finger-controlled isometric joystick
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction with mobile systems
Accuracy measures for evaluating computer pointing devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
More than dotting the i's --- foundations for crossing-based interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visual touchpad: a two-handed gestural input device
Proceedings of the 6th international conference on Multimodal interfaces
Comparing cursor orientations for mouse, pointer, and pen interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The tilt cursor: enhancing stimulus-response compatibility by providing 3d orientation cue of pen
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using direct and indirect input devices: Attention demands and age-related differences
ACM Transactions on Computer-Human Interaction (TOCHI)
Detail-preserving paint modeling for 3D brushes
NPAR '10 Proceedings of the 8th International Symposium on Non-Photorealistic Animation and Rendering
Acquiring and pointing: an empirical study of pen-tilt-based interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Grips and gestures on a multi-touch pen
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Indirect pen interfaces with a horizontal control space and a vertical display space are common in designers' work environments. They have advantages compared to direct pen interfaces in respect of fatigue and occlusion problems. An intrinsic problem of indirect pen interfaces, however, is that users have to work with limited visual feedback about the pen and the hand. In order to understand and cope with the limited visual feedback problem, we undertook a three-phase user study. First, we conducted an observation study to examine the symptoms of the limited visual feedback problem. Second, we tested different types of cursors to cope with the limited visual feedback problem. Third, we performed a controlled user study to analyse the effects of different cursor designs and their quality factors. We summarize the main findings from our user study that may contribute to the usability of indirect pen interfaces.