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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Layout Proposal for One-Handed Device Interface</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oliver Sipos</string-name>
          <email>oliversipos@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <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>Dragan Ivetic</string-name>
          <email>ivetic@uns.ac.rs</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>BCI'12, September 16-20, 2012, Novi Sad, Serbia.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Copyright © 2012 by the paper's authors. Copying permitted only for private and</institution>
          ,
          <addr-line>academic purposes. This volume is published and copyrighted by its editors., Local Proceedings also appeared in ISBN 978-86-7031-200-5</addr-line>
          ,
          <institution>Faculty of Sciences, University of Novi Sad.</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Novi Sad</institution>
          ,
          <country country="RS">Serbia</country>
        </aff>
      </contrib-group>
      <fpage>81</fpage>
      <lpage>84</lpage>
      <abstract>
        <p>The paper presents a novel interface layout design suited for thumb navigation on one-handed device. The layout supports common tasks for this class of devices with minimal cognitive and physical effort and was developed through three iterations of designing and testing layouts. First design proposal was created based on existing papers and current trends in the field of mobile device design. Second and third proposals were made by altering previous proposal according to test results analysis. Finally, by combining experiences of other people who worked on similar studies, theoretical principles of interface design and empirically gained knowledge about this problem, design proposal was made. Proposal that will, hopefully, become fundamental in designing layouts for small hand held devices with touch sensitive screens.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Touch screen</kwd>
        <kwd>layout</kwd>
        <kwd>interface</kwd>
        <kwd>thumb navigation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Many studies closely examine usage of thumb in interaction with
mobile devices. They were examined quite thoroughly to see if
there are some ground rules on which all of the studies agreed.
Conclusions we reached by analyzing these studies gave us more
specific area of study on which we should focus, and also enough
knowledge to build a layout's initial proposal that can be used for
further testing.</p>
      <p>
        Results tell that the easiest task for one hand is talking on the
phone, dialing the numbers, contact lookup and usage of the
builtin camera. On the other hand, the most difficult tasks were text
entry, contact entry, messaging etc. So, it shows that most difficult
tasks are those who require entering text into the phone. Basically,
all the applications that do not require excessive text entry can be
adapted for thumb use (see Figure 1). [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
Of all the studies previously examined, none of them was using
controlled testing on commercial devices. One of them has
controlled testing on the prototype devices [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and some other
one has uncontrolled testing on commercial devices. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] So, the
decision was made to create some custom tests, because it will
probably be more practical and the results will be more realistic.
Main objective of this research was designing a layout that will
improve user’s experience with thumb navigated devices with
touch screen. The goal was to ease up thumb movement so that
users could navigate faster and more easily. The other goal was
reduction of cognitive effort, prevention of thumb cramps and
error reduction while pressing buttons. Off course, this is planned
to be accomplished by determination of specific location and size
of all the buttons on the layout that will give the best performance
results with thumb navigation.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. RESEARCH PROJECT</title>
      <p>This work and study was part of a bigger project, which is,
ultimately, with the same goal, but it is consisted of several
studies (including ours). All teams that worked on this bigger
project worked together in first steps of it. Those steps were basic
research and project planning. One of the initial tasks was to
determine which devices are interesting for our research, what
platform these devices use and, most significantly, is there a way
to design and implement software solution that will generate
touch screen test tasks for volunteers that helped on this project
and then gather touch screen statistics of these tests.</p>
      <p>
        This significant part was broken down to two very related, yet
obviously different studies. First is based on finding the right
mathematical tool that generates graphical representation which
help us understand data collected and stored by methods made by
other study [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Our first step, as layout design team, was to make
layout proposal from the publications, articles and studies that
were already made on this topic.
      </p>
      <p>
        Then, testing team took suggested layout implemented in second
team's software and bring it in hands of volunteer testers [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Results of testing were analyzed by the layout design team with
the help of previously mentioned graphical representation of the
data, and then another proposal was made of layout which is,
basically, modified first layout. After three iterations of this
testing process, final layout proposal was made.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. LAYOUT DESIGN</title>
      <p>The studies mentioned in the Introduction section were examined
quite thoroughly to see if there are some patterns on which all of
the studies agreed. By empirical experiments, it shows that the
movement of a thumb (right handed) in direction Northwest to
Southeast (or vice versa) is quite difficult and should not be used,
especially in repetitive tasks (see Figure 2).</p>
      <p>All studies show that the lower right corner is the most difficult
for thumb. It requires much effort to get to that area using a thumb
on the left hand. It has been shown that the easiest area for thumb
is the mid-region. Also, it is very important to know that the
safety of the phone is a serious concern, because of the fact that
the phone is not stable in the hand while user is trying to reach
some of the corners, or try to perform some more difficult
activities.</p>
      <p>In terms of usage of one hand in application, there are some
results based on experience and tests performed on volunteers.
Results tell that the easiest task for one hand is talking on the
phone, dialing the numbers, contact lookup and usage of the
builtin camera. On the other hand, the most difficult tasks were text
entry, contact entry, messaging etc. Figure 1 shows that the most
difficult task is text entry.</p>
      <p>The application that will be developed for thumb usage will be
consisted of call dialing, talking on the phone, contact and
calendar lookup.</p>
    </sec>
    <sec id="sec-4">
      <title>4. WIDGET SIZE</title>
      <p>Regarding the size of the buttons on the touch screen, two studies
were thoroughly examined.</p>
      <p>
        First study [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] consisted of two phases. The first phase explored
the required target size for single-target (discrete) pointing tasks,
such as activating buttons, radio buttons or checkboxes. The
second phase investigated optimal sizes for widgets used for tasks
that involve a sequence of taps (serial), such as text entry. As a
result, it has been shown that the minimal size of the element that
are being pressed for single-target pointing tasks is 9.2mm and for
serial (multi-target) tasks is 9.6mm. This could be good
measurement for the size of our elements (widgets …).
Second study [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] evaluated three key sizes: 4mm, 7mm and
10mm) in the experiment, and the results showed the touch key
size of 10mm provided the best usability. In addition, the 7mm
size provided statistically the same usability as the 10mm size for
the two time-related measures. First study used only North to
South (or vice versa) movement that were known to better match
the thumb’s natural axis of rotation than East to West (or vice
versa) movement, while this study did not restrict the movement
direction.
      </p>
      <p>Some practical test were conducted to collect the data that were
later analyzed and some facts were extracted from it. When some
facts were determined during the process of observation they were
put together into knowledge database which then contained all
necessary facts that are needed for creating layout that will enable
user to put less effort into device usage, prevent thumb from easy
tiring and reduce possibility of “gorilla arm” side-effect. When
certain facts were analyzed from the knowledge database, layout
model was made as best as it could be made with most of those
facts (not all), because some of them are in direct confrontation so
not all of them can be fulfilled at the same time.</p>
    </sec>
    <sec id="sec-5">
      <title>5. LAYOUT PROPOSALS</title>
      <p>When it was determined which applications are the best
candidates for applying our layout model (some application are, as
it was earlier mentioned, more or less thumb-oriented), proposals
of their interface was made, according to author's research.
Figures 3, 4 and 5 show how commands can be shaped and
positioned to make the layout model we talked about. They
represent rough proposal for interfaces of following application in
respectful order: main menu navigation, calendar lookup, dialing
the numbers (phone mode) and in-talk mode.</p>
      <p>The additional improvement this layout brings is the possibility to
determine whether the user is left or right handed and option for
users to resize and relocate buttons and commands at desired
application interface. That brings additional significance that this
layout model is only suggested default according to general
testing results, but every user has different possibilities (hand size,
thumb movement capabilities…) that makes him less or more
unique so he would be able to adjust or proposed layout to fit his
desire totally. There is possibility of easier change of the language
that is used for buttons titles.</p>
      <p>As it was previously mentioned in this article, there were two
layout proposals that were made before the final proposal. Third
testing iteration was satisfying in comparison to the initial
expectations. It’s important to point out that we didn’t come up
with whole basic layout design by ourselves. We took the
guidelines from the study which also done some work on this
subject and then we modified it so that it could be used on devices
that were available to us for testing.</p>
    </sec>
    <sec id="sec-6">
      <title>5.1 First Iteration</title>
      <p>Design that was made before first testing iteration is presented in
Figure 3. Layouts were made for three phone modes. Menu mode,
dial mode and phone call mode. Images represent these modes,
respectfully. These layouts are made according to layout
proposals of studies that were mentioned before.</p>
    </sec>
    <sec id="sec-7">
      <title>5.2 Second Iteration</title>
      <p>After testing the first proposed layout, received data was
represented in the following way:
1. Each time tester tried to press one button (whether it is
successful or not) that contact with touch sensitive screen is
caught by our software as array of screen dots. This is
because screens we tested lack the possibility of sensing
multiple contacts at the same time, so devices own firmware
could not detect touched surfaces. Instead, they detected
successive array of hit dots.
2. These dots are then used and processed in convex hull 2D
algorithm, so that we can get graphical representation of
polygon that is minimum size, but still contains all the hit
dots from the same finger tap.
3. Finally, these polygons are overlaid and according to the
density of success, heat map is created.</p>
      <p>Then this heat maps were overlaid with layouts that were tested
and it looked like Figure 4. It is easy to see that some of the
buttons were frequently either partially or even totally missed. For
example, volume “-“ button was frequently missed, button “6”
was hard to hit because it was too small, button “9” was hard to
reach because it was “under” the users thumb (see Figures 7 and
8). So, these maps were analyzed, some conclusion were made
regarding them and made the necessary modifications.</p>
    </sec>
    <sec id="sec-8">
      <title>5.3 Third Iteration</title>
      <p>Third and final iteration also brought some modifications after test
results heat maps were analyzed. Changes were far less significant
than those after first testing so we decided that this could be the
final layout for now. It’s important to mention the fact that layouts
represented in figures in this work are mostly those used for
testing right-handed users. Layouts for left-handed are basically
done by mirroring the other ones over vertical axis, which is good
enough for research of this magnitude. There was also some text
input tested, but that was meant only for single word entry like
contact lookup, one-word message reply, etc. Final layouts are
presented by Figure 5.</p>
    </sec>
    <sec id="sec-9">
      <title>6. CONCLUSION</title>
      <p>Zone of the screen that is the easiest for navigation for
righthanded people is lower left side of the screen. For left-handed
people the lower right side of the screen is the easiest for
navigation. Buttons located in that zone require small amount of
time to be reached and practically no thumb bending, which
minimizes possibilities of “gorilla-arm”. According to this, the
most frequently used buttons should be placed on these locations,
if possible.</p>
      <p>In case of phone menu mode, these buttons are navigational ones.
Their size and exact position are result of the conclusion
previously mentioned along with modifications made during
testing iterations. As for other buttons related to the phone menu
mode, their location and size are also related to the frequency of
their use, but mostly to function they execute. For example, select
button is most frequently used and its activation can hardly give
any bad and irreversible consequence in case it is activated
accidentally. Back button is also harmless like select button, but it
is made smaller because it is used less than the other one. Delete
and exit button, on the other hand, can have some consequence, so
they are placed in screen zones that will make them little harder
for user to get to than the select and back button, but still they
could be reached without big effort. This decision was made
because we wanted to minimize the possibility of accidental
triggering of those buttons.</p>
      <p>In phone dial mode buttons with numbers must be positioned in
standard grid, because users are used to it. That grid is a bit
modified so that it follows thumbs easiest movement trajectory.
Their size is set according to empirical conclusions, because not</p>
      <p>For phone in call mode, only volume and load speaker buttons are
considered, because other buttons match the ones from previous
mode. After analyzing results of first testing, we came to realize
that volume “-“ button is too small for that zone of screen, so we
had to move it a bit left a make bigger.</p>
      <p>In the future, we plan to continue our research on layouts for this
kind of devices, but we intend to expand these studies to include
text entry layouts, like virtual keyboard during text messaging.
Regarding the issue of the difference between left-handed and
right-handed users, layout will remain “mirrored” as long as the
button sizes and positions are considered. On the other hand,
button functions will not be changed for numbers and letters. The
reason for this is because left-handed users are already used to this
interface and layout, so it would be easier for them that it remains
the same.</p>
      <p>Drag and drop technique will also be tested and implemented in
layout (screen locking like iPhone, icon moving, etc), but the
biggest problem will probably be multi-touch issue which cannot
yet be tested due to lack of commercial devices that support that
on hardware and firmware level.</p>
    </sec>
  </body>
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</article>