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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Patterns for Robust and Flexible Multimodal Interaction</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Andreas Ratzka Institute for Media, Information and Cultural Studies University of Regensburg D-93040 Regensburg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Windows</institution>
          ,
          <addr-line>Icons, Menus, Pointing device</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Multimodal interaction aims at more flexible, more robust, more efficient and more natural interaction than can be achieved with traditional unimodal interactive systems. In order to achieve this, the developer needs some design support in order to select appropriate modalities, to find appropriate modality combinations and to implement promising modality adaptation strategies. This paper presents a first sketch of an emerging pattern language for multimodal interaction and focusses on patterns for “flexible interaction” and patterns for “robust interaction”. This work is part of a thesis project on pattern-based usability engineering for multimodal interaction. Multimodal interaction means interaction via several interaction channels such as speech, pointing device, graphics and the like. An interaction modality is defined by its interaction channel (acoustic, visual, haptic/tactile) and the interaction “language” (pointing, naming, emulating). Example modalities are pointing gestures, keyboard input, speech input, speech output, graphic output, and tactile output (e.g. vibrating steering wheels). Although every interactive system combines at least two interaction modalities (one for input, another one for output) not everyone is necessarily multimodal. Multimodality implies the use of at least either more than one input channel or more than one ouptut channel. Although mouse-based pointing and keyboard input are different modalities, typical WIMP 1 and desktop applications are not classified as multimodal systems. Only when different channels (acoustic, visual, haptic/tactile) are used for either input or output, a system can be called multimodal. According to Oviatt &amp; Kuhn (1998) goals of multimodal interaction are • flexibility and adaptability of the system with respect to users and context of use, • high interaction robustness due to mutual disambiguation of input sources, • interaction efficiency because of better integration into the work situation, and H-4-1</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>• the possibility to interact with the system in a natural way.</p>
      <p>This work is related to a thesis project about usability engineering of multimodal interactive
systems. One assumption of this thesis project is that, although multimodal interaction is a
relatively new field with very little market penetration, there exists already a corpus of well
founded research results and successful system implementations in which recurring patterns
can be found (Ratzka &amp; Wolff 2006).</p>
      <p>
        The usability engineering lifecycle (Mayhew 1999) comprises the phases of requirements
analysis, work reengineering, design standards, detailed design and implementation. All of
these lifecycle steps need both specification formalisms and knowledge-based design support.
Traditional approaches for multimodal interaction design provide implementation frameworks
(Niedermaier 2003) or formalisms for specifying detailed design (Dragicˇevic´ 2004, Duarte &amp;
Carric¸o 2006). Other work provides knowledge-based design support in the phases of
requirement analysis and work reengineering
        <xref ref-type="bibr" rid="ref3">(Bernsen 1999, B u¨rgy 2002, Obrenovic´ et al. 2007)</xref>
        .
      </p>
      <p>The application of patterns can complement these approaches since they seem to be an
appropriate tool for providing knowledge-based design support accross all lifecycle phases.</p>
      <p>This pattern collection is based on a thorough literature review of multimodal interaction in
industrial and research projects. The following questions helped to find an adequate
categorisation of question-solution pairs and thus a basis for pattern mining:
• When should certain interaction modalities (speech input or pointing input, speech output
or graphic output) be used?
• How should multiple interaction modalities (speech and pointing, speech and graphics
etc.) be combined?
• How can modalities be adapted according to context of use (user, environment, or
situation)?
2</p>
    </sec>
    <sec id="sec-2">
      <title>Pattern Overview</title>
      <p>This paper focusses on usability design patterns for robust and accessible multimodal
interaction. Two pattern sub-collections are presented. The first one, Flexible Interaction, focuses on
accessibility and cross-context usability. The abstract principle lying behind this sub-collection
is giving the user the possibility to select appropriate interaction modalities according to context
factors. In order to achieve this goal, this pattern group has to make use of suitable adaptation
strategies which are described in the patterns Multiple Ways of Input, Global Channel
Configuration and Context Adaptation.</p>
      <p>The second sub-collection Robust Interaction focusses on avoiding and corroborating
recognition errors as well as assuring communication between user and system. It contains the two
general patterns Redundant Input and Redundant Output which present its abstract principle
consisting in exploiting several interaction channels. The pattern Important Message, which
has been described by Tidwell (1999, view section 5 in this paper) can be seen as concretisation
of Redundant Output. The patterns Multimodal N-best Selection and Spelling-based Hypothesis
Reduction are specializations of the pattern Redundant Input. They can be used in connection
with the pattern Speech-enabled Form (Ratzka 2008, view section 5 in this paper), a
specialization of the pattern Form (Tidwell 1999) which can be itself enriched with the patterns Dropdown
Chooser and Autocompletion (Tidwell 2005). The patterns Dropdown Chooser (Tidwell 2005)
and Continuous Filter (van Welie &amp; Traetteberg 2000) are used to implement Multimodal N-best
Selection and Spelling-based Hypothesis Reduction respectively.</p>
      <p>A short outline of patterns referenced in this paper but described elsewhere can be found in
section 5.</p>
      <p>Flexible Interaction</p>
      <p>Robuste Interaktion
Multiple Ways
of Input</p>
      <p>Context</p>
      <p>Adaptation
Global Channel
Configuration</p>
      <p>Redundant</p>
      <p>Output
Redundant</p>
      <p>Input</p>
      <p>Important</p>
      <p>Message
Multi-modal</p>
      <p>N-best
Selection
Spelling</p>
      <p>Based
Hypothesis</p>
      <p>Reduction
Alternatives</p>
      <p>uses</p>
    </sec>
    <sec id="sec-3">
      <title>Patterns for Flexible Multimodal Interaction</title>
      <p>The patterns for flexible interaction focus on accessibility and usability across changing
situations, environmental and other context factors. The three patterns described here provide
each one different runtime modality adaptation strategies, i.e. ways of dynamically allocating
interaction modalities:
• Multiple Ways of Input offers the user several alternative interaction techniques. The user
is free to select the interaction modality that is most appropriate in the current context.</p>
      <p>He need not perform additional configuration steps.
• Global Channel Configuration provides several interaction profiles with each different
configurations of input and output channels. This way, the system can be tailored to
typical contexts of use. The user can switch the interaction profile in just one interaction
step using an always-on-top widget or function button. Thus, the user can switch on/off
audio output or speech recognition when appropriate.
• Context Adaptation requires the system to evaluate interaction history and environment
data to adapt system behaviour accordingly. In contrast to Multiple Ways of Input and
Global Channel Configuration, Context Adaptation provides system-initiated adaptation
strategies.</p>
      <p>These patterns try to resolve following forces:
• Typing is powerful for a lot of tasks but if the target user group includes typing-unskilled
or even illiterate people other alternatives have to be used.
• Speech input is well suited for both text input and item selection. But in loud
environments, speech recognition will be very error prone because the background noise masks
the proper signal or is interpreted as input where there is none.
• Mechanical input via keyboards or pointing devices is widely applicable. But if the user’s
hands are occupied, wet, or dirty, there is no way to operate the systems.
• Graphic output and feedback is useful in a lot of situations but cannot be perceived in bad
lighting conditions or by blind people. At the same time, speech output might be difficult
to understand or even be overheard in loud environments.
• Speech output and input can make mobile interaction more comfortable. But confidential
data must not be read out loudly in public environments.
• Environmental factors can be controlled via special installations such as specially mounted
lamps, phone booths, directional speakers, earphones, or view shields, but these measures
are not viable in every case such as mobile interaction.</p>
      <sec id="sec-3-1">
        <title>Multiple Ways of Input</title>
        <p>Context Context factors are not always predictable. This holds especially for mobile
interaction in changing environments or public information kiosks that should be usable for quite
different user groups.</p>
        <p>Problem How can input modalities be adapted to the context of use without burdening the
user with additional configuration tasks?</p>
        <sec id="sec-3-1-1">
          <title>Forces</title>
          <p>• The user should be able to interact with the system using preferred and task appropriate
interaction styles. However, disabilities, or changing environmental conditions such as
lighting or background noise may affect the usability and robustness of task-optimized
interaction modalities.
• If background noise is low, speech input and output provide a valid interaction style.</p>
          <p>However, in public environments, bystanders might feel annoyed by persons conversing
with an interactive system.
• Environmental factors can be controlled via special installations:
– Specially mounted lamps help to overcome bad lighting conditions.
– Phone booths reduce background noise and help to assure privacy.
– Earphones and directional speakers avoid to annoy bystanders and enhance privacy.
– View shields help to assure privacy.</p>
          <p>But these measures are not viable in every case such as mobile interaction.
• Users might differ according to preferences, language, reading, typing skills etc. The
system can provide alternative interaction styles and adapt to the user. However, the
system is not able to predict precisely which input modalities are most likely to be selected
by the user in the current situation.</p>
          <p>Solution Enable each system function to be operated via several alternative interaction
modalities differing in the interaction channel.</p>
          <p>Enable the user to select his preferred interaction channel, be it speech, typing or pointing.
This modality should be active, i.e. the user should not have to switch the system configuration
to use it.</p>
          <p>The system has to be designed in a way, that the user can change interaction modalities
wherever sensible, even for single interaction steps while performing a certain task.</p>
          <p>Labels, help messages, prompts, console and speech commands should share a uniform
vocabulary in order to minimise habituation and learning efforts.
• Providing several alternative interaction styles, the system supports access for physically
disabled or illiterate people.
• As the user can select from a set of complementary modalities which are each
differently affected by environmental factors, the system can be used in varying environmental
conditions.</p>
          <p>– In loud or public environments the users can simply sidestep to pointing / text input.
– When background noise is low users can opt for speech interaction.
• Expert users can estimate whether speech input or pointing gestures are possible or
desirable at the current moment.
• Interaction can be assured even though no special installations such as view shields or
directional speakers are available.
• It is up to the users to select their preferred interaction style. They do not need to rely
on mystic autoadaptation mechanisms. Instead, they gain self-confidence as they are
controlling the system which leads to higher user satisfaction.
• First time users might not know which interaction styles are available at all. The system
must provide effective help and prompting strategies that reveal alternative interaction
modalities.
• The more flexible a system is, the more planning, testing and reviewing is needed during
design as the number of error sources increases rapidly with system complexity.
Rationale According to user characteristics, preferences, environment and situation, different
interaction modalities are preferable (Oviatt et al. 2000, Bu¨ rgy 2002, Obrenovic´ et al. 2007).</p>
          <p>Users can judge better than the system, which interaction modality and style is appropriate,
e.g. whether background noise or bad lighting impedes the use of speech or graphics, whether
surrounding people might feel annoyed because of spoken interaction or whether private
information is being conveyed.</p>
          <p>Ibrahim &amp; Johansson (2002) have shown for their multimodal TV guide, that users prefer,
when they can choose to use direct manipulation and speech either unaccompanied or combined
in order to adapt to the current context of use.</p>
          <p>
            Users learn to estimate and select the most context-appropriate modality. After recognition
errors, users tend to switch the interaction modality
            <xref ref-type="bibr" rid="ref2">(Oviatt et al. 2000, Oviatt &amp; vanGent 1996,
Oviatt et al. 1999, Oviatt 1999)</xref>
            .
          </p>
          <p>Known Uses In the SmartKom system (Reithinger et al. 2003) the user can interact either via
pen or speech.</p>
          <p>Mobile systems such as Microsoft’s MiPad (Miyazaki 2002, Microsoft) and IBM’s Personal
Speech Assistant (Comerford et al. 2001) are good examples of systems allowing users to
flexibly select input modalities. The same holds for driver assitance system such as the ones decribed
in Neuss (2001) and Pieraccini et al. (2004).</p>
          <p>Further examples of this pattern can be found in the interactive TV guide by Ibrahim &amp;
Johansson (2002), and MICASSEM (McCaffery et al. 1998).
Related Patterns This pattern is on the one hand an alternative to Global Channel
Configuration and Context Adaptation. On the other hand these patterns can be combined.</p>
          <p>Whereas Global Channel Configuration requires an additional interaction step to select the
input / output profile of the system, Multiple Ways of Input offers a wider spectrum of input
modalities which can be used without additional configuration steps. In contrast to Global
Channel Configuration, this pattern is restricted to the adaptation of user input.</p>
          <p>That’s why this pattern should be used with Context Adaptation. This way, system output
can be adapted according to the user’s input behaviour.</p>
          <p>In contrast to system-driven Context Adaptation, Multiple Ways of Input offers, similarly to
Global Channel Configuration, user-driven system adaptation.</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Global Channel Configuration</title>
        <p>Context Interactive devices that offer several alternative and complementary interaction
channels such as audio input and output, typing and graphic manipulation have to be adapted to the
context of use.</p>
        <p>Problem How can interaction (input and output) be adapted to the current context of use,
while giving the user control over the system without burdening him with too much
configuration tasks?
• One can keep several input channels active and leave it up to the user to select the most
appropriate interaction modality for the current context. However, the system might try
to interpret input from unused distorted channels, e.g. because of background noise. This
might lead to false positives, that is the system misinterprets background noise as input.
• Redundant output via several channels can assure information perception by users.
However, in public environments, bystanders might feel annoyed by persons conversing with
an interactive system. In the same way, it is not desirable, that private data be read out
loudly by the system.
• The system may analyse interaction behaviour, lighting conditions, background noise,
movement and position changes and adapt to the user and context of use. However, the
system does not find out as fast as the user does which interaction modalities are most
appropriate in the current context of use or for the current user.
• Even if automatic adaption works quite well, many users will prefer being able to control
the system.</p>
        <p>Solution Provide several interaction profiles with input and output channel configurations
tailored to each context of use. Enable the user to select the interaction profile with only one
additional interaction step.</p>
        <p>Display for instance always on top buttons with self explaining icons or provide physical
push-to-talk and mute buttons etc. so that the user can select the interaction profile (speech
input, audio output), the notification profile of a mobile phone (ringing, vibrating, mute) with
one click.</p>
        <p>Consequences
• The user can quickly react to context changes and reconfigure the system accordingly in
one interaction step:
– Input channels such as speech input can be deactivated when necessary (in loud
environments) without great effort by simply clicking the necessary button.
– In order not to disturb bystanders in public environments, the user can deactivate
speech output with one click.
• Users feel better when exercising control over the system instead of being delivered to its
“caprices”.
• Users have to do at least one additional interaction step which might be annoying anyway.
• Users might by fault select an inappropriate interaction profile.
• The users might not be able to rembember the current configuration state of the system
and that they have to reconfigure the system at each situation change.</p>
        <p>Rationale According to user preferences, abilities, environment and situation, different
interaction modalites are appropriate and have to be preferred (Oviatt et al. 2000, B u¨rgy 2002,
Obrenovic´ et al. 2007).</p>
        <p>
          Users learn to estimate and select the most context-appropriate modality. After recognition
errors, users tend to switch the interaction modality
          <xref ref-type="bibr" rid="ref2">(Oviatt et al. 2000, Oviatt &amp; vanGent 1996,
Oviatt et al. 1999, Oviatt 1999)</xref>
          .
        </p>
        <p>Known Uses The multimodal map-based system SmartKom Mobile covers the use cases of
pedestrian and automotive navigation as well as map-based queries (Malaka et al. 2004) and
allows the user to switch between several interaction modes (cf. Wasinger 2006, p. 59):
• Default: All input and output modalities are supported.
• Listener: Speech+graphics are supported for output, for input only pen gestures are
possible.
• Silent: Only graphics for output and pen gestures for input are supported.</p>
        <p>• Speech Only: Only speech interaction is active.</p>
        <p>Some mobile phones such as Nokia E71 offer the user to select profiles such as office or home.
In addition to different startup screens, these profiles can be set to an appropriate
contextdependent notification mode (ringing, vibrating).</p>
        <p>With some restrictions, desktop applications, operating system environments, and
multimedia applications that provide an audio icon in the system tray for setting the system’s audio
characteristics can be seen as examples for this pattern.</p>
        <p>Push-to-talk buttons in some speech based driver assistance systems are examples, too:
When operated once, speech output is stopped and speech input activated. Operated once more,
speech interaction can be deactivated and, lateron, reactivated.</p>
        <p>Related Patterns This pattern is an alternative to Multiple Ways of Input and Context
Adaptation but can be used in combination with them, too.</p>
        <p>In contrast to Multiple Ways of Input, which offers the user to select among several
alternative input modalities without having to perform additional configuration actions, this pattern
requires one additional interaction step. Furthermore, it comprises, in contrast to Multiple Ways
of Input, the adaptation of system output.</p>
        <p>In contrast to system-driven Context Adaptation, Global Channel Configuration and
Multiple Ways of Input are forms of user-initiated system adaptation.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Context Adaptation</title>
        <p>Context Examples for this pattern can be found in interactive devices that support different
alternative and complementary interaction channels such as audio output and input, typing and
graphic manipulation.</p>
        <p>Problem How can interaction (input and output) be adapted to the current situation,
environment and user without the user having to perform additional interaction steps?
• Redundant output via several channels can assure information perception by users.
However, superfluous spoken output might disrupt or slow down the user’s secondary task or
annoy third persons.
• One can keep several input channels active and leave it up to the user to select the most
appropriate interaction modality for the current context. However, the system might try
to interpret input from unused distorted channels. This might lead to false positives, that
is the system misinterprets background noise as input.
• Alternatively, one could let the user configure system input and output according to the
current context of use. But, as long as sufficient information is available to the system
additional configuration steps should be avoided.
• Letting the user configure the system himself seems not to be a problem at first. But the
user might not be able to rembember the current configuration state of the system and to
reconfigure the system at each situation change.</p>
        <p>Solution The system should analyse as much assured context information as available to setup
system configuration autonomously.</p>
        <p>One information source that can be used is the interaction history:
• If the user interacts via speech, it is not clear where the user looks. In this case speech
output should complement display updates.
• If the user does not want to annoy surrounding people, he will avoid speech interaction.
• If the user interacts with pointing device or keyboard – might be in order to avoid
annoying surrounding people – he is usually looking at the display such that speech output is
superfluous.</p>
        <p>Other aspects of system state can be exploited for adaptation, too: A driver assistance system
should disable touch screen input while the car is driving – the driver should keep his hands on
the steering wheel. Smartphones should disable touch screen input while the user is making a
telephone call – the ear of the user should not lead to unwanted actions.
• Information output can be restricted according to the context of use.
• False positive recognitions can be avoided via context dependent recogniser activation.
• The user does not need to reconfigure the system repeatedly where this can be done by
the system itself.
• The user need not remember configuration states and reconfigure the system at each
situation change.
• Automatic adaptation can fail or be unappropriate. That’s why the user should always
have the possibility to carry over control and perform interaction configuration himself.
Known Uses In the SmartKom system (Reithinger et al. 2003) the user can interact either
via pen or speech. System feedback is adapted in a way that fits to the user’s attention: The
TV-guide subsystem of SmartKom presents the TV-program usually as a listing but reads out
spoken feedback to spoken queries. When the user is watching TV, the system presents the
program list verbally, too, because it supposes that the visual channel is occupied.</p>
        <p>Driver assistance system such as the ones decribed in Neuss (2001) and Pieraccini et al.
(2004) offer the user to interact using speech or manual input devices. System output is adapted
acordingly.</p>
        <p>Smartphones disable touch screen input during telephone calls.</p>
        <p>Related Patterns This pattern is an alternative to Global Channel Configuration and Multiple
Ways of Input but may be used complementarily to these ones. In contrast to these user-driven
adaptation strategies, Context Adaptation implements a system-initiated adaptation strategy.</p>
        <p>This pattern can be used as complement to Multiple Ways of Input in order to update system
output according to user input.</p>
        <p>In addition to Context Adaptation, Global Channel Configuration should be used, to give
the user control over the system.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Patterns for Robust Multimodal Interaction</title>
      <p>This subcollection comprises a set of four patterns: two abstract two concrete. Both abstract
patterns Redundant Output and Redundant Input go back to the same basic principle of mutual
disambiguation of redundant signals. Whereas the pattern Redundant Output is used to present
redundant data to the user such that the user is more likely to understand or at least perceive the
information conveyed by the system, the pattern Redundant Input fuses user input coming from
several channels in order to reduce recognition and interpretation errors.</p>
      <p>The pattern Redundant Output has no concretisation within this collection. Tidwell’s pattern
Important Message (Tidwell 1999, view section 5 in this paper) can be seen as a concretisation
of this one, as it suggests the usage of several modalities (visual and auditive signals) to attract
the user’s attention and convey urgent information.</p>
      <p>For the pattern Redundant Input two refining patterns are given:
• Multimodal N-best Selection combines several interaction modalities for input and
disambiguation dialogs. The user first speaks a word or command. As speech recognition is
not a sharp but rather statistical process a list of n best hypotheses is returned. The user
can now directly select from this list e.g. via pointing. When this step has to be done via
speech, too, alternatives to simply re-speaking the item – e.g. naming the row number –
should be supported and prompted for in order to avoid endless loops of repeated errors
due to intrinsic acoustic confusability.
• Spelling-based Hypothesis Reduction combines several input modalities to reduce
recognition errors. Typically, the user first inputs some letters via typing in order for the system
to reduce the set of possible alternatives. Then, the user speaks the desired entry which
can be properly recognised by the system. Spelling can be done after spoken selection,
as well. Then, the system has to recalculate the recognition hypotheses according to the
updated list of available alternatives.</p>
      <p>These pattern, although focusing on robust interaction, are closely linked to patterns for efficient
multimodal interaction, especially the patterns Voice-based Interaction Shortcut and
Speechenabled Form (Ratzka 2008, view section 5 in this paper) as well as to traditional user interface
patterns such as Continuous Filter (van Welie &amp; Traetteberg 2000, cf. section 5), Form (Tidwell
1999, cf. section 5), Autocompletion (Tidwell 2005, cf. section 5) and Drop-down Chooser
(Tidwell 2005, cf. section 5).</p>
      <sec id="sec-4-1">
        <title>Redundant Output</title>
        <p>Context Communication channels might be unpredictably distorted due to bad lighting
conditions, background noise, technical (network) problems or disabilities such as speech, motor
or perception disorders.</p>
        <p>Public systems that should be accessible for everybody should use this pattern especially
during the first interaction steps when it is not clear which interaction channels are appropriate
for the current user.</p>
        <p>Problem How to assure information output when communication channels are distorted in an
unforseeable way?
• The system can be configured or adapted to output information using modalities that are
less affected by channel disorders. However, in some cases several interaction channels
are distorted to some degree. Examples are:
– Visually impaired people or illiterate people that want to interact in loud
environments.</p>
        <p>– Deaf people that want to interact in bad lighting conditions or while moving around.
• Potential channel distortions might be circumvented by selecting alternative interaction
channels. However, if the potentially distorted channel were otherwise the best candidate,
abandoning this channel cannot be justified.
• The system can use those modalities that are most appropriate in the current
environmental context. However, when the user’s attention does not fit to the situation he might miss
important notifications. E.g. when the system uses purely visual output due to high
background noise level but the user’s visual attention is focused elsewhere the system fails to
notify the user.</p>
        <p>Solution Combine several output channels in order to make use of redundancy. Information
should be output both visually and acoustically and possibly even in a haptic way (e.g. using
vibration) to raise the probability that it is perceived and can be understood by the user.</p>
        <sec id="sec-4-1-1">
          <title>Consequences</title>
          <p>• The use of several channels raises the probability that the user is able to perceive the
information conveyed to him by the system. Visually impaired people in loud environments
or deaf people in bad lighting conditions can process more data when output is presented
redundantly to them.
• You don’t need to abandon an output channel totally, only because it might be distorted.</p>
          <p>Visually impaired people might have problems reading a text and recognise each letter.
After hearing the spoken variant and knowing what the text is about the visual
representation can be used as memory hook. The same might be true for dark environments or
mobile scenarios, when it is difficult to fix visual attention to the text.
• It is more likely to attract the user’s attention when information is output via several
channels, e.g. both audio and sight, than when only one output modality is used.
Rationale Independent disturbances of different channels rarely affect the same aspects of the
content.</p>
          <p>Multi-channel feedback of written and spoken text has proven to be effective for elderly
(Emery et al. 2003) and visually impaired users, especially those suffering from AMD2 (Vitense
et al. 2002, Jacko et al. 2003, 2004, Edwards et al. 2004).</p>
          <p>In the context of language understanding, it has been proven that users understand language
better when they can read the lips of their interlocutor simultaneously to hearing (Sumby &amp;
Pollack 1954, Neely 1956, Binnie et al. 1974, Erber 1969, 1975, Summerfield 1979, Schomaker
et al. 1995). This holds especially in loud environments.</p>
          <p>Plosives ([p], [t], [k], [b], [d], [g]) sound similar and are likely to be confused when sound
quality is low. At the same time these phones have distinctive lip shapes such as open lips (in
the case of [g] and [k]) vs. initially closed lips (in the case of [b] and [p]). Lip shapes may differ
for some similar sounding vowels, too.</p>
          <p>
            Known Uses Some interactive systems such as PPP
            <xref ref-type="bibr" rid="ref2">(Andre´ et al. 1996)</xref>
            , NUMACK (Kopp
et al. 2004), COMIC (Foster et al. 2005) and SmartKom (“Smartakus” Wahlster et al. 2001)
display talking heads, in order to exploit the advantages of audiovisual language understanding
(Benoˆıt et al. 1998).
          </p>
          <p>Mobile phones combine visual (blinking), auditive (ringing) and haptic (vibrating) signals
in order to notify the user about phone calls or incoming short text messages.
Related Patterns Tidwell’s Important Message (Tidwell 1999) is a concretisation of this
pattern. In this case, information is output multimodally in order to attract the user’s attention.
Beyond attention attraction and raising perception probability, the generic pattern Redundant
Output tries to overcome comprehension problems caused by context factors such as bad light
or background noise.</p>
          <p>2Age-related Macular Degeneration</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Problem</title>
          <p>way?</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>Redundant Input</title>
        <p>Context Communication channels might be unpredictably distorted due to bad lighting
conditions, background noise, technical (network) problems or disabilities such as speech, motor
or perception disorders.</p>
        <p>How to assure input when communication channels are distorted in an unforseeable
• The system can be configured or adapted to recognise and interpret that modality that is
less affected by channel disorders, but in some cases all available interaction channels are
distorted to some degree.</p>
        <p>– In loud environments users with motor disabilities or illiterate people have problems
to interact with the system.
– In dark environments or in hands-free scenarios (e.g. while carrying a bag,
wandering around, driving a car) people with speech disorders have problems to input
data.</p>
        <p>– In exerted conditions, both speech input and pen gestures are problematic.
• Interaction can be alleviated if passive modalities for data input (gaze input, free
gestures) or authentication (voice recognition, face recognition) are used. However, these
interaction channels are error prone so that they cannot be applied directly.</p>
        <p>Solution Combine several interaction channels in order to make use of redundancy. Input
coming from several channels (visual: e.g. lip movements, auditive: e.g. speech signal) should
be interpreted in combination in order to reduce liability to errors.</p>
        <p>Consequences
• The use of several channels raises the probability that the system is able to recognise and
interpret the information input by the user in the desired way.
• Even if several channels are distorted the distortion rarely affects exactly the same pieces
of information. Fusion mechanisms allow for reconstructing of at least some part of the
input information.
• “Imperfect”, error prone interaction channels can be combined to mutually disambiguate
recognition errors.</p>
        <p>Rationale Independent disturbances of different channels rarely affect the same aspects of the
content. That’s why for instance audio-visual speech recognition, which combines acoustic
signals and lip movement analysis, leads to better recognition performance than unimodal speech
recognition (cf. Benoˆıt et al. 1998, S. 24 f.):</p>
        <p>Plosives ([p], [t], [k], [b], [d], [g]) sound similar and are likely to be confused when sound
quality is low. At the same time these phones have distinctive lip shapes such as open lips (in
the case of [g] and [k]) vs. initially closed lips (in the case of [b] and [p]). Lip shapes may differ
for some similar sounding vowels, too.</p>
        <p>Channel distortions rarely affect both the recognition of a specific phoneme in the acoustic
signal and of the corresponding viseme in the visual signal in the same way. Fusion algorithms
allow to combine sound pieces of information from several channels such that some distorted
parts can be reconstructed.</p>
        <p>Studies conducted by (Oviatt 1999) revealed that an appropriate recogniser architecture that
combines gesture and speech recognition can reduce recognition errors. This was shown for
non-native speakers, in loud environments (Oviatt 2000a, b, c) and for exerted conditions
(Kumar et al. 2004).</p>
        <p>Known Uses This pattern is manifested in very different application areas including data
input (audio-visual speech recognition), scene analysis (Wachsmuth 2001), person identification
(Yang et al. 1998, 1999, Hazen et al. 2003, Jain 2003, Snelick et al. 2003), emotion recognition
(Nasoz et al. 2002, Lisetti &amp; Nasoz 2002, Busso et al. 2004, Gunes et al. 2004, Zeng et al. 2004)
and the like. Following modality combinations are used:
• virtual reality and speech (Kaiser et al. 2003),
• gaze direction and speech (Zhang et al. 2004, Tan et al. 2003, Tanaka 1999, Campana
et al. 2001),
• lip-reading in loud environments (Saenko et al. 2004), e.g. to filter out simultaneous
speakers (Patterson &amp; Gowdy 2003),
• speech and gesture (Holzapfel et al. 2004, Chai &amp; Qu 2005),
• voice, ink and touchtone (Trabelsi et al. 2002),
• biometrics, voice and face to identify persons (Yang et al. 1999, Hazen et al. 2003).
Related Patterns Spelling-based Hypothesis Reduction as well as Multimodal N-best
Selection are refinements of this pattern.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Multimodal N-best Selection</title>
        <p>Context This pattern can be used in multimodal systems that offer speech input of
unconstrained text or speech-based selection of items from very large sets such as timetable or
navigation systems.</p>
        <p>Problem Speech recognition is a statistical process. The recognition of input phrases results
in a set of several recognition hypotheses. It is frequently the case that the original input phrase
is included in the n-best set but does not coincide with the system’s best estimate.
• When a speech input attempt fails the user can be prompted to repeat or to switch to
another interaction modality. But it is inefficient to throw away input data which has
failed the goal just by a hair.
• Playing back the n best recognition hypotheses, prompting for (spoken) selection and
reducing the speech recognition vocabulary to this reduced list of n items can correct the
error in just one further interaction step. However, items contained in the n-best list are
likely to have some acoustic similarity so that they might be mixed up repeatedly by the
recogniser.
• Playing back just the item on top of the n best recognition hypotheses and prompting for
accepting or rejecting may resolve this problem in a few steps, but if the desired item
is only the fifth (sixth, seventh ...) best recognition hypothesis five (six, seven ...) error
corroboration steps are needed.</p>
        <p>Solution Provide the user a means of selecting the correct result from a set of recognition
hypotheses via pointing or key presses.</p>
        <p>In order to satisfy cases where the desired item cannot be found in the n-best list there has
to be a way of explicitly leaving the list selection dialog and to start over the input attempt.
Consequences
• Imperfect recognition results are not thrown away but reused in subsequent interaction
steps.
• Recurring recognition problems due to confusability are avoided through alternative
selection techniques. Instead of re-speaking the misrecognised item, the user can point to
the item displayed in the list.
• Frequently, instead of endless error correction loops, this pattern helps to correct
recognition errors in just one additional interaction step.</p>
        <p>
          Rationale Suhm et al. (2001) point out that re-speaking the same word or phrase after
recognition failure, although natural, is not the most promising form of error recovery in interactive
systems. Changing the input modality to list selection seems to be more promising and has been
suggested by
          <xref ref-type="bibr" rid="ref1">Ainsworth &amp; Pratt (1992)</xref>
          and Murray et al. (1993).
Known Uses Directory assistance, timetable information systems, speech-based driver
assistance systems support n-best selection.
        </p>
        <p>Related Patterns This pattern can be used in conjunction with Speech-enabled Form ,
Dropdown Chooser (Tidwell 2005) and Autocompletion (Tidwell 2005) to alleviate error handling in
speech-enhanced input forms.</p>
        <p>This pattern and Spelling-based Hypothesis Reduction are refinements of Redundant Input.
Multimodal N-best Selection makes use of Drop-down Chooser (Tidwell 2005) to provide the
user a non-speech alternative for selecting from a list of the n most likely recognition hypotheses
and to avoid repeated errors.</p>
        <p>Variant The solution described in this pattern is not restricted to strictly multimodal
interaction. Speech-only systems provide similar speech-based approaches of selecting the desired
item from a list of hypotheses.</p>
        <p>If n-best selection via speech is supported, it is important to offer input modifications to
avoid repeated errors. The user should be given the possibility to select the desired option via
speaking the line number or re-speaking the item in combination with some distinctive attribute
such as the first letter(s).</p>
        <p>In these cases, the user has to be prompted in a way that reveals alternative selection
strategies apart from simple re-speaking, e.g.: “Did you mean one Jonathan Smith, two John Griffith,
three Joseph Reddish or new input”.</p>
        <p>
          While the list is being read out the user should have the possibility to interrupt the playback.
In full-duplex systems with cleanly separated channels for audio input and output barge-in can
be used. That means that the system playback is stopped when the user starts speaking. In
half-duplex systems the user should be able to interrupt system playback using a push-to-talk
button. In the cases of both barge-in and push-to-talk the interruption moment can be used as a
further information source to estimate the selected item
          <xref ref-type="bibr" rid="ref3">(Balentine 1999, Balentine &amp; Morgan
2001)</xref>
          .
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>Spelling-based Hypothesis Reduction</title>
        <p>Context Examples where this pattern can be used are systems that offer speech input of
unconstrained text or speech-based selection of items from very large sets such as timetable or
navigation systems. Errors are particularly likely in cases, when the user has to select from lists
with similar sounding words or words with inconsistent pronunciation such as foreign names.
Problem Large recognition vocabularies entail error-prone recognition, especially when many
similar sounding words have to be distinguished.
• Speech input can be used for selecting items from a list that cannot be displayed
completely on a small screen, but if the list is too large for speech recognition or includes
several similar sounding or problematic words, speech recognition is likely to fail.
Problem areas are names in directory assistance systems as well as album and song titles in
entertainment systems.
• In the case of recognition failure, the user can switch to text input (typing), but in some
applications such as driver assistance systems only unhandy (if any) string input facilities
are available.
• Typing the first letters can reduce the size of the selection list so that pointing is
possible again, but in some applications such as navigation systems there might be a lot of
characters to be input (using an impractical input device) before the list is reduced to a
displayable size.
• Some speech recognisers, especially those for small devices, have only restricted
resources such that only small vocabularies e.g. for number recognition or for recognising
letters of the alphabet are supported. But operating applications this way only provides
little added value in contrast to using a small keypad, especially since letters some of
which sound similar are likely to be confused by the recogniser.</p>
        <p>Solution Offer the user to input the first letters of the input tokens via typing. Use this
substring to reduce the size of selectable items (i.e. of the speech recognition vocabulary) to
headmatching strings. Using this vocabulary forthcoming speech inputs can be recognised more
robustly.</p>
        <p>Record speech input attempts and keep this recording available for some forthcoming
interaction steps. Failed speech input can thus be reinterpreted afterwards successfully with reduced
vocabulary.</p>
        <sec id="sec-4-4-1">
          <title>Consequences</title>
          <p>• By inputting quite few letters, the set of alternatives can be reduced to a size that –
although still unsuited for pointing-based list selection – allows robust speech recognition.
• The user needs only to input few letters. This is important in cases where text input is
inconvenient.
• There is no need to navigate and scroll through lists.
• Recognition of names, song titles and other problematic words becomes more robust.
• This technique of reducing speech recognition vocabularies simplifies speech recognition
on platforms with limited resources.</p>
          <p>Rationale The reduction of speech recognition vocabulary can improve recognition
performance significantly.</p>
          <p>Known Uses Marx &amp; Schmandt (1994) describe the messaging system Chatter which allows
the user to input contact names via voice spelling, touch-tone spelling and speech-based naming
in a combined fashion.</p>
          <p>The prototype of a multimodal driver assistance system by Neuss (2001) allows the user
to input the first letters using a rotary knob mounted on the centre console, so that the speech
recognition vocabulary can be reduced.</p>
          <p>Other examples that go in the same direction can be found in Suhm et al. (2001) and Tan
et al. (2003).</p>
          <p>Related Patterns This pattern can be used in conjunction with Speech-enabled Form ,
Dropdown Chooser (Tidwell 2005) and Autocompletion (Tidwell 2005) to alleviate error handling in
speech-enabled input forms.</p>
          <p>This pattern and Multimodal N-best Selection are refinements of Redundant Input.
Spellingbased Hypothesis Reduction uses (or is) some kind of variant of Continuous Filter (van Welie
&amp; Traetteberg 2000). Instead of filtering the items of a selection list, the recognition vocabulary
is reduced according to the letters input by the user.</p>
          <p>Variant Some systems allow the user to dictate characters (voice spelling) in a purely
speechbased way to reduce the recognition vocabulary.</p>
          <p>In this case, phonetic alphabets can be used to reduce recognition failures. But this is only
feasible if the target user group is expected to be proficient in that phonetic alphabet.</p>
          <p>When a phonetic alphabet is supported the user is not proficient in, this might result in
spontaneous wordings such as Motel instead of Mike or October instead of Oscar. This way,
recognition errors might even increase.
5.1</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Related Patterns from other Collections</title>
      <sec id="sec-5-1">
        <title>Multimodal User Interface Patterns</title>
        <p>This is only a fraction of the patterns identified during this work. Other patterns focus on fast
/ efficient interaction. The following table outlines only the pattern Speech-enabled Form (cf.
Ratzka 2008), since it is referenced several times in this paper:</p>
        <p>Name
Speech-enabled
Form</p>
        <p>Problem
How to simplify string input in form
filling applications?</p>
        <p>Solution
Let the user select the desired form field via
pointing and input the desired value via speech.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Related Patterns from other Authors</title>
        <p>These patterns for multi-modal interaction are closely related to traditional user interface
patterns described by other authors:</p>
        <p>Name
Reference
Continuous Filter
(van Welie &amp;
Traetteberg 2000)
Important
Message
(Tidwell 1999)
Form
(Tidwell 1999,
Sinnig et al. 2004),
(www.welie.com)
Drop-down
Chooser
(Tidwell 2005)
Autocompletion
(Tidwell 2005)</p>
        <p>Problem
“The user needs to find an item in an
ordered set”.
“How should the artefacts convey
this information to the user?”.
“The user must provide structural
textual information to the
application. The data to be provided is
logically related”
“The user needs to supply input that
is a choice from a set [...], a date
or time, a number, or anything other
than free text typed at a keyboard.
[...]”.
“The user types something
predictable, such as a URL, the user’s
own name or address, today’s date, or
a filename [...]”.</p>
        <p>Solution
“Provide a filter component with which the user
can in real time filter only the items in the data
that are of interest.”
“Interrupt whatever the user is doing with the
message, using both sight and sound if
possible.”
“Provide users with a form containing the
necessary elements. Forms contain basically a set
of input interaction elements and are a means of
collecting information [...]”.
“For the Drop-down Chooser control’s ‘closed’
state, show the current value of the control in
either a button or a text field. To its right, put a
down arrow. [...] A click on the arrow (or the
whole control) brings up the chooser panel, and
a second click closes it again [...]”.
“With each additional character that the user
types, the software quietly forms a list of the
possible completions to that partially entered
string [...]”.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>This paper outlines an emerging pattern language for multimodal interaction which is far from
being complete. Despite the research history of over twenty years, multimodality is still a
research-centric field. It begins to reach some dissemination in the fields of automotive,
industrial and mobile applications. That is why interaction design support is needed. Interaction
design patterns constitute a challenging and exciting approach to this domain.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>I would like to thank my shepherd Michael vanHilst and the members of the workshop group at
EuroPLoP 2008 for the numerous suggestions and valuable feedback.
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