Interacting With Notebook Input Devices: An Analysis of Motor Performance and Users' Expertise

@article{Sutter2005InteractingWN,
  title={Interacting With Notebook Input Devices: An Analysis of Motor Performance and Users' Expertise},
  author={Christine Sutter and Martina Ziefle},
  journal={Human Factors: The Journal of Human Factors and Ergonomics Society},
  year={2005},
  volume={47},
  pages={169 - 187}
}
  • C. Sutter, M. Ziefle
  • Published 1 March 2005
  • Computer Science, Medicine
  • Human Factors: The Journal of Human Factors and Ergonomics Society
In the present study the usability of two different types of notebook input devices was examined. The independent variables were input device (touchpad vs. minijoystick) and user expertise (expert vs. novice state). There were 30 participants, of whom 15 were touchpad experts and the other 15 were mini-joystick experts. The experimental tasks were a point-click task (Experiment 1) and a point-drag-drop task (Experiment 2). Dependent variables were the time and accuracy of cursor control. To… 
Sensumotor transformation of input devices and the impact on practice and task difficulty
  • C. Sutter
  • Computer Science, Medicine
    Ergonomics
  • 2007
TLDR
Ergonomic guidelines can be derived for the efficient usage of laptop input devices and an optimized hardware and software design for the user-specific optimization of the usage of touchpad and trackpoint.
Psychomotor Performance of Input Device Users and Optimized Cursor Control
TLDR
This study examined the fit of the stochastic optimized submovement model (= SOS model; Meyer, Abrams, Kornblum, Wright and Smith, 1988) for cursor movements of two laptop input devices to discuss the well-known performance inferiority of input devices with difficult sensori-motor transformations on the basis of the SOS model.
Notebook input devices put to the age test: the usability of trackpoint and touchpad for middle-aged adults
TLDR
The results show that ageing is a central factor to be considered in input device design and a significant training effect was observed for both devices and both age groups, although the benefit of training was greater for the middle-aged group.
How Users with RSI Review the Usability of Notebook Input Devices
  • C. Sutter
  • Engineering, Computer Science
    HCI
  • 2007
TLDR
It can be concluded that RSI-impaired computer users limit the usefulness of notebook input devices as found for keyboard and mouse, and face great barriers in terms of effort and highly rely on low demanding, low repetitive input tasks, and on adequate rest periods.
Investigation of the performance of trackpoint and touchpads with varied right and left buttons function locations.
TLDR
The results show that the touchpad with the cursor-tracking pad located on the bottom-center and the right and left buttons on thebottom-left beneath the keyboard, which avoids ulnar and radial deviation and hindrance of text-entry-pointer-manipulation switching, leads to higher performance and preference, while the trackpoint leads to lower performance.
Exploring the Optimal Number of Trials and Participants for Touchpad Testing Using Fitts-based Tasks
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Results indicate that when testing performance with a multidirectional Fitts test, twelve participants is acceptable for device comparison with at least 48 trials, and there is evidence to support reducing the number of trials to 24.
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A new mouse design, which in its traditional ergonomics may affect the interaction with a computer and, consequently, with the Web, is introduced, and a mobile application, the M2TA, which transforms a touchscreen mobile device into a mouse controller is introduced.
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TLDR
Recommendations derived from this review show that older users will profit most from touch based or mouse operated interfaces and easy icon and menu designs are often missed and will become more and more important for older users.
Anticipatory movement compatibility for virtual reality interaction devices
TLDR
The data support the idea that the compatibility of motor movements with the resulting (i.e. anticipated) object movements is an important determinant of usability in VR environments.
Virtual Active Touch: Perception of Virtual Gratings Wavelength through Pointing-Stick Interface
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It is shown that the virtual-active-touch method presents the surface wavelengths of the gratings, which is a fundamental property for texture roughness, and that the gain significantly influences the textures experienced by the operators.
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