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Maximizing the guessability of symbolic input
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Source Conference on Human Factors in Computing Systems archive
CHI '05 extended abstracts on Human factors in computing systems table of contents
Portland, OR, USA
SESSION: Late breaking results: short papers table of contents
Pages: 1869 - 1872  
Year of Publication: 2005
ISBN:1-59593-002-7
Authors
Jacob O. Wobbrock  Carnegie Mellon University, Pittsburgh, PA
Htet Htet Aung  Carnegie Mellon University, Pittsburgh, PA
Brandon Rothrock  Carnegie Mellon University, Pittsburgh, PA
Brad A. Myers  Carnegie Mellon University, Pittsburgh, PA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 9,   Downloads (12 Months): 41,   Citation Count: 7
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ABSTRACT

Guessability is essential for symbolic input, in which users enter gestures or keywords to indicate characters or commands, or rely on labels or icons to access features. We present a unified approach to both maximizing and evaluating the guessability of symbolic input. This approach can be used by anyone wishing to design a symbol set with high guessability, or to evaluate the guessability of an existing symbol set. We also present formulae for quantifying guessability and agreement among guesses. An example is offered in which the guessability of the EdgeWrite unistroke alphabet was improved by users from 51.0% to 80.1% without designer intervention. The original and improved alphabets were then tested for their immediate usability with the procedure used by MacKenzie and Zhang (1997). Users entered the original alphabet with 78.8% and 90.2% accuracy after 1 and 5 minutes of learning, respectively. The improved alphabet bettered this to 81.6% and 94.2%. These improved results were competitive with prior results for Graffiti, which were 81.8% and 95.8% for the same measures.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Fleetwood, M.D., Byrne, M.D., Centgraf, P., Dudziak, K.Q., Lin, B. and Mogilev, D. (2002) An evaluation of text-entry in Palm OS-Graffiti and the virtual keyboard. In Proc. HFES 2002. Human Factors and Ergonomics Society, pp. 617--621.
 
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Wiedenbeck, S. (1999) The use of icons and labels in an end user application program: An empirical study of learning and retention. Behavior and Information Technology 18 (2), pp. 68--82.
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Collaborative Colleagues:
Jacob O. Wobbrock: colleagues
Htet Htet Aung: colleagues
Brandon Rothrock: colleagues
Brad A. Myers: colleagues