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Kevin Arthur does user experience research and design. This blog is a personal project and the opinions here are strictly my own.

Usability Books
  • Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Cost-Justifying Usability, Second Edition: An Update for the Internet Age, Second Edition (Interactive Technologies)
    Morgan Kaufmann
  • Designing for the Digital Age: How to Create Human-Centered Products and Services
    Designing for the Digital Age: How to Create Human-Centered Products and Services
    by Kim Goodwin
  • Designing Gestural Interfaces
    Designing Gestural Interfaces
    by Dan Saffer
  • Designing Interactions
    Designing Interactions
    by Bill Moggridge
  • The Design of Design: Essays from a Computer Scientist
    The Design of Design: Essays from a Computer Scientist
    by Frederick P. Brooks
  • The Design of Everyday Things
    The Design of Everyday Things
    by Donald A. Norman
  • The Design of Future Things: Author of The Design of Everyday Things
    The Design of Future Things: Author of The Design of Everyday Things
    by Donald A. Norman
  • Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
    by Suzanne Ginsburg
  • Designing the Mobile User Experience
    Designing the Mobile User Experience
    by Barbara Ballard
  • Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules
    by Jeff Johnson
  • Emotional Design: Why We Love (or Hate) Everyday Things
    Emotional Design: Why We Love (or Hate) Everyday Things
    by Donald A. Norman
  • Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    Handbook of Usability Testing: Howto Plan, Design, and Conduct Effective Tests
    by Jeffrey Rubin, Dana Chisnell
  • The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications, Second Edition (Human Factors and Ergonomics)
    CRC Press
  • The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity
    by Alan Cooper
  • Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies)
    by Thomas Tullis, William Albert
  • Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    Moderating Usability Tests: Principles and Practices for Interacting (Interactive Technologies)
    by Joseph S. Dumas, Beth A. Loring
  • Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems
    by Steve Krug
  • Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies)
    by Bill Buxton
  • Tapworthy: Designing Great iPhone Apps
    Tapworthy: Designing Great iPhone Apps
    by Josh Clark
  • Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    Text Entry Systems: Mobility, Accessibility, Universality (Morgan Kaufmann Series in Interactive Technologies)
    by I. Scott MacKenzie, Kumiko Tanaka-Ishii
  • The Trouble with Computers: Usefulness, Usability, and Productivity
    The Trouble with Computers: Usefulness, Usability, and Productivity
    by Thomas K. Landauer
  • Usability Engineering
    Usability Engineering
    by Jakob Nielsen
  • The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Interactive Technologies)
    by Deborah J. Mayhew
  • User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    User-Centered Design Stories: Real-World UCD Case Studies (Interactive Technologies)
    by Carol Righi, Janice James
  • Usability Testing Essentials: Ready, Set...Test!
    Usability Testing Essentials: Ready, Set...Test!
    by Carol M. Barnum
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Wednesday
Jun032009

Crocodile touchscreen keyboard with triangular buttons

From The Register:

A British inventor has submitted a patent application for a wacky touchscreen keyboard design which, he claims, could spell the end for accidental key presses.

Baker told Register Hardware today that each triangular key has significantly more dead space around it than you’d find on a standard Qwerty layout. Consequently, users are more likely to press the correct key each time they tap.

Link: Triangular buttons key to touchscreen typing success -- inventor.

Crocodile_keyboard_iphone_002

Hmm. The hexagonal grid design is useful, I think (see previous post) but I'm not sure that the extra dead space is always going to be so helpful, especially if you were to shrink that keyboard down to regular iPhone size so that it covers only half the screen (or, worse, to its size in portrait orientation).

There are (at least) two important aspects of soft keyboard buttons. There's the displayed button shape, and it may be true that drawing them smaller makes people more accurate, and there's also the active area's shape. The active area is the region where a touch gets accepted as that particular key. The two areas are typically not the same, and the iPhone actually resizes the active areas dynamically so that more likely letters are easier to press. (e.g. if you type 't', 'h', then the active area for 'e' will be expanded in expectation that you'll type that next.)

It gets even more complicated when you consider that there isn't just a single xy location associated with a keypress. There is a touch-down position, a lift-off position, and a stream of positions in-between. The key event is triggered when lift-off happens (typically -- because this works best for capacitive touch). But you don't want to just take that single lift-off position. It needs to be filtered somewhat to account for the fact that the trailing end of position data may be a little skewed when people lift their fingers. That filtering and other tricks mean that effectively there is not even a simple fixed "active area" for the button -- it's really dynamic and determined by the whole interaction.

All of which is to say that designing good touchscreen keyboards is a heck of a lot more complicated than creating the shape of the keys. (I'm sure this inventor knows all this -- I'm not trying to pick on him, just on the impression that this news story gives. And I haven't read his patent application.)

Reader Comments (2)

I like your point on the complexity of key events. (touch-down, lift-off...etc)

Here is my take if you are interested:"One key question is whether the visual presentation enhances the motor skill that’s guided by it. Perhaps a more plausible version would be, does a stricter target help train the user’s motor skill better over time?"

http://josephlai.com/2009/tech/triangular-keys-for-your-touchscreen-virtual-keyboard
June 19, 2009 | Unregistered CommenterJoseph
Excellent question and I don't know the answer. :) It could well have some effect, but I don't think anybody has published an experiment on this question yet.
June 20, 2009 | Unregistered CommenterKevin Arthur

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