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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>User-Friendly Menu for New-Age Mobile Phones</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ivan Peric</string-name>
          <email>gotrunx@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oliver Sipos</string-name>
          <email>oliversipos@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Novi Sad</institution>
          ,
          <addr-line>+381(0)64/643-9883</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Novi Sad</institution>
          ,
          <addr-line>Bulevar Despota Stefana 2/76, 21000 Novi Sad, Serbia, +381(0)60/166-3016</addr-line>
        </aff>
      </contrib-group>
      <fpage>76</fpage>
      <lpage>80</lpage>
      <abstract>
        <p>Even the quick peek at the specs of upcoming or currently most popular mobile phones makes you come to a conclusion that they are getting physically thinner, yet taller and wider even though technology is getting smaller. Screen size is the main reason for this. As many manufacturers surpass 3.5” display barrier to bring more information and options to the screen, challenge is laid upon the software to keep the benefits of one-handed interaction available to users. In this paper, we will focus on problem that appears on some of the most popular mobile platforms: application menu. Combining usage statistics, minimalistic design and ergonomics point of view, we created solution that is generic, but still follows most of the major platforms design guidelines.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Mobile phones</kwd>
        <kwd>user-friendly interface</kwd>
        <kwd>adaptable menu</kwd>
        <kwd>adaptive menu</kwd>
        <kwd>ergonomics</kwd>
        <kwd>thumb-navigation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>At the start of 21st century, mobile phones started to be available
to almost every human being capable of holding and affording it.
Latter condition loosened much in the last decade, because with
each new generation of mobile device, older one got cheaper. So,
even people with very limited budget can afford older mobile
phone of previous generation. Advances in technology and
societies constant desire for improving communication systems
made mobile phone market rapidly expand and that was assisted
by a large number of manufacturers. This caused mayhem in
mobile phone designs. There were countless attempts to
revolutionize mobile phone industry, and most of them obviously
BCI’12, September 16–20, 2012, Novi Sad, Serbia.</p>
      <p>Copyright © 2012 by the paper’s authors. Copying permitted only for private and
academic purposes. This volume is published and copyrighted by its editors.
Local Proceedings also appeared in ISBN 978-86-7031-200-5, Faculty of Sciences,
University of Novi Sad.
failed because now we can point out only two mainstream design
categories of mobile phones: bar and slate.</p>
      <p>A bar (slab, block, or, commonly in the United States, candy bar)
phone takes the shape of a cuboid. It is named because of its
resemblance to a candy bar in size and shape. A slate phone is a
subset of the bar form that, like a slate computer, has minimal
buttons, instead relying upon a touchscreen and virtual QWERTY
keyboard.</p>
      <p>
        End of the first decade of 21st century and the beginning of the
second brought slate-type phones that surpassed 3.5" barrier [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
While this was applauded by large group of users (but less then
majority), platform developers didn't seem to contribute much to
this new wave of mobile device. In order to preserve quality of
user experience in their interaction with the device, they simply
enlarged target objects. For example, application menu icons
grown from 9mm (Samsung's previous models) up to 14mm
(Samsung Galaxy S II). This solved some of the problems, but not
all of them.
      </p>
      <p>Even if your hand is big enough so that you can reach far top
corners of display, you will cover most of it with your hand which
means that you will have to make a couple of difficult movements
in order to navigate and still observe most of the screen (see
Figure 1). Difficult movements do not only bring fatigue to user's
thumb, they also decrease stability of user's grip on the device.
It's obvious that solution has to come in software enhancements,
and if the screen sizes keep this trend, even user with big hands
will be asking for a way to use their new device with one hand.
This is where adaptive and adaptable interface could come to
rescue. Instead of choosing one of these two types of interface, we
decided to create a mixture that will make phone of any size easy
for interaction for every user. For future reference, we will
address this interface proposal as SUI (Simple User-friendly
Interface).</p>
    </sec>
    <sec id="sec-2">
      <title>2. PROBLEM'S CORE AND AVAILABLE</title>
    </sec>
    <sec id="sec-3">
      <title>SOLUTIONS</title>
      <p>
        No matter how you hold your mobile device, if your hand is a
regular size, you will not be able to cover some areas of the
screen with your thumb without changing the way you hold the
device. Since all areas of the screen are treated equally in major
OS interfaces (see Figure 2) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], except for bottom area which is
sometimes reserved for some basic shortcuts.
      </p>
      <p>
        Android 4.0 [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], iOS 5 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and Windows Phone 7 [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] are
currently most represented in modern mobile phones so it will be
most productive to analyze their guidelines in user interface. As
for other OS interface designs, and proposals based on scientific
research, there have been countless different ideas, some of them
brilliant, but most of them still focus on regular-size screens, and
there's almost none worth mentioning when it comes to new-age
big-screen devices [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Even design guidelines for previously
named mobile operative systems skip to mention anything about
significant change in UI for large screens.
      </p>
      <p>Their design guidelines indicate that suggested element size
should be ~9mm, or 48x48 pixels for screens with medium dpi.
They also suggest 64x64, 72x72 or 96x96 for high and extra-high
dpi, in order to keep elements size at ~9mm. But, reality has
shown that new versions of these operative systems have items
with increased size up to 14mm and that OS UI designers decided
to handle possible thumb inaccuracy caused by bigger dimensions
by scaling up interactive elements (see Figure 3).</p>
      <p>Ergo, even though screens have grown larger, some parts of UI do
not display more information or interactive elements from their
predecessors, which should essentially be their purpose. That’s
why we tried to come up with UI that will really exploit
advantages of mobile phones with extra large screens and
improve user experience.</p>
    </sec>
    <sec id="sec-4">
      <title>3. USER-FRIENDLY LAYOUT PROPOSAL – SUI</title>
      <p>As we mentioned earlier in this paper, this layout proposal will
focus on one of the most used parts of UI that is also one of the
most affected by increase in screen size – application menu. SUI
solves this problem with adaptive layout.</p>
    </sec>
    <sec id="sec-5">
      <title>3.1 Adaptive Layout</title>
      <p>
        An adaptive user interface (also known as AUI) is a user interface
which adapts, that is changes, its layout and elements to the needs
of the user or context and is similarly alterable by each user
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>These mutually-reciprocal qualities of both adapting and being
adaptable are, in a true AUI (sometimes referred to as an AUII),
also innate to elements that comprise the interface's components;
portions of the interface might adapt to and affect other portions
of the interface. This later mechanism is usually employed to
integrate two logically-distinct components, such as an interactive
document and an application (e.g. a web browser) into one
seamless whole.</p>
      <p>The user adaptation is often a negotiated process, as an adaptive
user interface's designers ignore where user interface components
ought to go while affording a means by which both the designers
and the user can determine their placement, often (though not
always) in a semi-automated, if not fully automated manner.</p>
    </sec>
    <sec id="sec-6">
      <title>3.2 Layout Proposal</title>
      <p>SUI has a simple application menu navigation component (see
Figure 4). It has “Home” button and two additional buttons that
help user to navigate through application menu pages. Swipe
gesture has taken over application menu navigation in most
mobile operative systems, mostly because navigation buttons took
too much space on the screen. Since screens have grown, we will
show that it is possible to increase number of interactive items on
the screen, add navigational component and improve user
experience at the same time.</p>
      <p>Since SUI is adaptable interface, it enables user to setup layout
orientation however he wishes (see Figure 5), which makes it
universal for both left- and right-handed users without any
restrictions regarding their hand size. On the other side, SUI does
some self-modification on its own. It modifies menu items size
and highlighting according to frequency of their usage. Also, user
is allowed to change places and highlight particular menu items as
a part of the setup process.</p>
    </sec>
    <sec id="sec-7">
      <title>3.3 SUI Setup and Examples</title>
      <p>First of all, it’s important to mention that SUI layout divides
application menu area into grid whose dimensions depend on
screen features (resolution, physical size and dpi). During initial
setup user can choose where to place navigational component, as
well as direction and radius of items placement (items are
spreading in a radial manner). Secondly, user can change item
positions and highlighting, after SUI has generated layout
according to previous setup step. User can rerun these steps at any
time, but other than that, the rest of menu modifications rest on
SUI’s usage statistics.</p>
      <p>As mentioned earlier in this paper, SUI tracks user interaction and
highlights most popular interactive items. Since avoiding
repositioning is strongly advised, items are highlighted by
increase in size and addition of background outer glow (see
Figure 6).</p>
    </sec>
    <sec id="sec-8">
      <title>4. TESTING SUI</title>
      <p>Since SUI is meant to solve problems occurring with commercial
devices, we decided to do controlled testing with commercial
device that we found most suiting - Samsung Galaxy S II. With its
4.3 inch ~217 dpi screen and modern UI it was a perfect device to
test how well SUI will perform versus it's built in TouchWiz UI
v4.0.</p>
      <p>Main goals of testing were measuring user satisfaction with SUI,
user’s opinions of SUI versus TouchWiz, and time needed for
users to setup SUI. User satisfaction and opinions were collected
after test procedure. Setup time is extracted from SUI's statistics
which keeps data about user’s interaction.</p>
    </sec>
    <sec id="sec-9">
      <title>4.1 Volunteer Testers</title>
      <p>We tried to find as much testers as we could, and achieve as much
diversity in their handedness, hand size, age and gender as
possible. Testing process was conducted over the period of two
weeks and the final number was 87 volunteers. Tester diversity
was quite satisfying (see Tables 1 and 2).</p>
      <p>
        The average length of an adult male hand is 189 mm, while the
average length of an adult female hand is 172 mm. The average
hand breadth for adult males and females is 84 and 74 mm
respectively [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Based on these facts, we separated testers into 6
groups, 3 groups per gender, according to hand length:
•
•
•
•
•
•
      </p>
      <sec id="sec-9-1">
        <title>Female smaller: less than 165 mm,</title>
      </sec>
      <sec id="sec-9-2">
        <title>Female average: 165 - 175 mm,</title>
      </sec>
      <sec id="sec-9-3">
        <title>Female larger: more than 175 mm,</title>
      </sec>
      <sec id="sec-9-4">
        <title>Male smaller: less than 185 mm,</title>
      </sec>
      <sec id="sec-9-5">
        <title>Male average: 185 - 195 mm, and</title>
      </sec>
      <sec id="sec-9-6">
        <title>Male larger: more than 195 mm.</title>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>4.2 Test Scenario</title>
      <p>Users were given commercial testing device (Samsung Galaxy S
II) with SUI and unlimited amount of time to setup and test SUI
until they find layout that suits them the most. After that, users
were required to use layout they selected for some time, so that
they could verify its optimal setup, and highlighting functionality.
Finally, SUI was disabled, so user can test TouchWiz application
menu and compare it to SUI. Test completion percentage was
100%, since tasks at hand were rather simple.</p>
    </sec>
    <sec id="sec-11">
      <title>5. TEST RESULTS</title>
      <p>We gathered feedbacks from all test volunteers, analyzed SUI's
phone interaction statistics for each tester and after some time
spent on data analysis, we came to a conclusion we we're hoping
for: SUI prevailed over TouchWiz and, more importantly,
enhanced users experience with large screen phone.</p>
    </sec>
    <sec id="sec-12">
      <title>5.1 SUI Setup Statistics</title>
      <p>This was probably the aspect that surprised us the most during
testing procedure of SUI. Although significant number of users
placed navigational component in the area we presumed is
mostlikely to be selected, there were also some quite unexpected
setups (see Figure 7). Actual results are displayed in a form of a
heat map, where brighter areas represent more used selection in
setup. Differentiation of right-handed user results over left-handed
user results seemed unnecessary to us, because our goal was to
make universal solution for all users.
experience both SUI and built-in TouchWiz before judging how
good SUI is. However results of "SUI vs. TouchWiz" poll where
more than encouraging.</p>
      <p>Number of setups before reaching optimal layout per user was not
so high, and the time needed to setup SUI and verify layout was
shorter than expected. Of course, many users kept trying another
layouts even when they found the one they liked the most,
because they liked the idea of many different possibilities and
combinations, and they wanted to try as much of them as they
could (see Figure 8).</p>
    </sec>
    <sec id="sec-13">
      <title>5.3 SUI vs. TouchWiz</title>
      <p>After testing both SUI and TouchWiz users were prompted to
choose which one they found better and easier to use, and to enter
the reason for their decision. Most of the users chose SUI and we
we're able to single out couple of reasons that repeated through
the list of user comments (see Figure 10 and Table 3).</p>
      <p>Average grade was 4.24 (for more precise data, see Figure 9)
which didn't meet our expectations at first. But after a deeper
analysis, we concluded that most of these users didn't have much
experience with phones with large screen, and that it was
probably our mistake to expect higher grades than these because
they didn't experience navigational problems with them before,
and tests weren't designed in a way that will allow user to</p>
      <p>We were also keen on checking out users critics of UI, because it
could give us a way to proceed with SUI evolution. Apart from
reasons that are not SUI-related, or the issues that are neither
resolved in TouchWiz, there were no significant comments. So,
we decided to focus on the latter. What can we do to make SUI
even better? Users said that a purpose or function should be found
for empty space that sometimes remains on the far corners of the
screen. Even though we had a couple ideas about that space, we
didn't implement none of them, because we failed to find which
would be the best one, and we believed that adding this to user
poll will be unnecessary at that moment because we still didn't
knew if the core idea of SUI is better of existing solutions at all.</p>
    </sec>
    <sec id="sec-14">
      <title>6. CONCLUSION</title>
      <p>Main goal of this research was to find better solution for
application menu of modern mobile phones with big screens.
Most users that tested both SUI and currently one of the most
popular mobile user interfaces (TouchWiz) have chosen SUI as a
better option. With this in mind, we came to a conclusion that
current mobile operative system do not do much to improve users
experience for phones with large screens and that carefully
designed simple and adaptable interface could just do the trick.
In the hindsight, all we did is brought back simple navigation
component to the interface (this time on screen), returned items
size to 9mm as they were before (so that more information and
interactive elements could be placed on screen) and gave a user a
chance to setup his own layout. Simple, yet effective combination
of changes managed to improve user’s interactive experience.
Of course, we are aware that job is still not done. Our main
concern is space that is left empty in the far corners of the screen
that user pronounced hard to reach. We could display system
status info, time and weather, or maybe even preview of most
used icons from next menu screen.</p>
      <p>Even though SUI is not based on clear mathematical model
because user interface design has no globally defined
rules/formulas/definitions. Instead, it is mostly based on
organization-, device type-, manufacturer-, or even
devicespecific guidelines which can variate significantly. So, we came
up with theory that we could not verify in any other way except
by testing proposed solution empirically. SUI could improve users
interactive experience with the upcoming mobile phones which
tend to get bigger because of their hi-resolution screens with large
dimensions.</p>
    </sec>
    <sec id="sec-15">
      <title>7. ACKNOWLEDGMENTS</title>
      <p>Our thanks to our friends, colleagues and other volunteers for
taking time to help us test SUI.</p>
    </sec>
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