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Articles

Fingerskate: Relaxing the Physical Constraint of Two-Finger Touchscreen Operations

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Pages 822-832 | Published online: 06 Mar 2017
 

ABSTRACT

Two-finger operations, such as rotation operations and zoom operations, are now standard touchscreen operations. However, these two-finger operations may pose an ergonomic problem when they are performed with one hand. FingerSkate is an interaction technique to mitigate the ergonomic problem of two-finger operations adopting the concept of gesture relaxation. A preliminary study showed that the FingerSkate technique was accepted well by the participants. In particular, a micro-analysis of finger movements during the study showed that FingerSkate was utilized well for large rotations. In a subsequent user study, the effects of two FingerSkate design options, Concurrency and Pivot, were examined. The Concurrency option had a statistically significant effect on performance and task workload for a docking task. The Pivot option had a statistically significant effect on task workload for a puzzle task. More participants preferred the sequential Concurrency option, and most participants preferred the center-of-object Pivot option.

Additional information

Notes on contributors

Jeongmin Son

Jeongmin Son received his B.S. and M.S. degrees in computer science from the Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Korea, in 2012 and 2014, respectively. He is currently pursuing a Ph.D. degree at the School of Computer Science, KAIST, Daejeon, Korea. His current research interests include human–computer interaction.

Geehyuk Lee

Geehyuk Lee received a B.Sc. and a M.Sc. degree in physics from the Korea Advanced Institute of Science and Technology (KAIST) in 1990 and 1992, respectively, and a Ph.D. degree in electrical engineering from the University of Pennsylvania in 2000. He is currently an associate professor at the Department of Computer Science, KAIST. His primary research interests are interaction devices and techniques for smart information appliances, wearable computers, and smart environments.

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