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Int. J. Human-Computer Studies 109 (2018) 79–88
Contents lists available at ScienceDirect
International Journal of Human-Computer Studies
journal homepage: www.elsevier.com/locate/ijhcs
Designing motion marking menus for people with visual impairments
Nem Khan Dim
a , Kibum Kim
a , b , Xiangshi Ren
a , ∗
a The Center for Human-Engaged Computing, Kochi University of Technology, 185 Miyanokuchi, Tosayamada-Cho, Kami-Shi, Kochi, 782–8502, Japan b Department of Game and Mobile Engineering, Keimyung University, Daegu, 42601, South Korea
a r t i c l e i n f o
Keywords:
Marking menus
Motion gestures
Accessibility
People with visual impairments
a b s t r a c t
Current smartphone accessibility for people with visual impairments relies largely on screen readers and voice
commands. However, voice commands and screen readers are often not ideal because users with visual impair-
ments rely mostly on hearing ambient sound from the environment for their safety in mobile situations. Recent
research has shown that marking menus in mobile devices provide fast and eyes-free access for sighted users
Francone et al., 2010; Oakley and Park, 2007, 2009. However, the literature is lacking design implications and
adaptations that meet the needs of users with visual impairments. This paper investigates the capabilities of vi-
sually impaired people to invoke smartphone functions using marking menus via 3D motions. We explore and
present the optimal numbers of menu items (breadth) and menu levels (depth) for marking menus that people
with visual impairments can successfully adopt. We also compared a marking menu prototype to TalkBack TM
which is an accessibility menu system in Android smartphones. The experimental results show that our partici-
pants could perform menu selections using marking menus faster than when using TalkBack. Based on the study
results, we provide implications and guidelines for designing marking menus and motion gesture interfaces for
people with visual impairments.
© 2017 Elsevier Ltd. All rights reserved.
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. Introduction
Even though some accessibility issues remain with smartphones, the
eliance of visually impaired people on smartphones has been increas-
ng ( Ye et al., 2014 ). Although smartphones support screen readers, such
s VoiceOver TM and TalkBack TM ( WebAIM, 2015 ), and voice commands,
hese features can be inefficient in noisy environments and inappropri-
te in quiet public environments. These systems enable users to browse
enu items on touchscreens using speech feedback. However, they re-
uire users to perform long sequences of touch gestures to browse the
enus. This might result in increased user fatigue and dissatisfaction.
here is an increasing need for more efficient interaction techniques as
upplements or alternatives to the accessibility features that are cur-
ently available for users with visual impairments.
Marking menus allow fast and eyes-free menu selections. In mark-
ng menus, menu items are arranged in certain directions (north, south,
est, east, and so on). Users perform menu selections by drawing marks
n the direction of the desired menu item without the need of visual at-
ention. Recently, marking menus have been adapted to mobile devices
ecause they offer fast and eyes-free interaction ( Oakley and Park, 2007;
009 ). This means marking menus may offer significant benefits to the
sers with visual impairments via eyes-free mobile interactions. Thus,
∗ Corresponding author.
E-mail address: [email protected] (X. Ren).
u
ttp://dx.doi.org/10.1016/j.ijhcs.2017.09.002
eceived 13 August 2016; Received in revised form 25 August 2017; Accepted 7 September 201
vailable online 8 September 2017
071-5819/© 2017 Elsevier Ltd. All rights reserved.
e propose marking menus working together with motion gestures to
rovide users with fast access to smartphones using only one hand. Ade-
uate motion sensors are now available on most common mobile devices
Negulescu et al., 2012 ), and we developed 3-D space motion gesture-
ased marking menu selection called Motion Marking Menus (MMM)
hich offer users with visual impairments ready access to smartphone
enus ( Fig. 1 ).
In spite of the need and potential, the capability of people with vi-
ual impairments to perform motion marking menus has not been inves-
igated until now. A thorough understanding of such capabilities will
elp in the design of more efficient and accessible interfaces. We pro-
ide valuable design implications regarding the spatial ability of smart
hone users to navigate motion marking menus, and more especially to
pply the benefits of this work to people with visual impairments.
Research questions include: Q1. How many directions can people
ith visual impairments distinguish? In other words, we wanted to de-
ermine how many user-discernable directions there are at each level
f efficient marking menus. Q2. How many hierarchic levels can peo-
le with visual impairments navigate in marking menu selections? Q3.
ow receptive are users with visual impairments to motion marking
enu systems?
To answer the aforementioned research questions, we performed two
ser studies. In Study 1, we investigated Q1 and Q2. In Study 2, we in-
7
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
Fig. 1. Motion Marking Menu (MMM) interfaces in smartphones. Menus are assigned
according to the movement of the device in certain directions (e.g., the Phone-call menu
is assigned to appear at the right side) and users perform menu selections by moving the
phone in the direction of the desired menu. Submenus are assigned in the same manner.
Users select a submenu by continuously moving the hand in the direction of the main
menu, then in the direction of a submenu (e.g. move hand to the right, then to down
directions).
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estigated Q3. To understand the relative efficiency of motion marking
enu systems, we compared the efficiency of our marking menu pro-
otype to TalkBack TM , an accessibility menu system currently available
n Android smartphones.
. Related work
Related work includes marking menus for mobile devices, non-visual
nteractions with menus and mobile spatial interactions.
.1. Marking menus on mobile devices
Kurtenbach (1993) introduced marking menus that allow users to
erform fast, eyes-free menu selections. According to Kurthenbach and
uxton ’s case study of marking menus in a real-world situation, marking
akes interaction more efficient, easier to learn, and faster than selec-
ion using the menu ( Kurtenbach and Buxton, 1994 ). Recently, mark-
ng menus have been adapted to mobile devices. Jain and Balakrish-
an (2012) developed a marking gesture based mobile text entry system
hich requires less visual attention from users. pieTouch ( Ecker et al.,
009 ) is a marking gesture based vehicle information system designed
o reduce visual demand. Francone et al. (2010) presented touch-based
arking menus for navigating data hierarchies on mobile phones. Also,
akley et al. ( Oakley and Park, 2007; 2009 ) demonstrated a marking
enu based eyes-free menu system with 3D rotational strokes. Their
ystem deviated from the traditional marking menu system which was
ne dimensional and involved dividing a 90 ° portion of rotational space
nto three targets of 30 degrees each. Bauer et al. (2013) presented a
arking menu system for eyes-free interactions with a large display us-
ng smartphones and tablets. In their study, a marking menu was placed
n the touch screen of a smartphone or tablet so that the user could
emotely interact with a large display.
Despite the fact that marking menus are promising for eyes-free in-
ut, questions about the capability of people with visual impairments to
avigate marking menus has not been investigated.
.2. Non-visual interactions with menus
Research studies have attempted to provide more accessible inter-
aces for users with visual impairments. Kane et al. (2008) presented a
pecialized touch-based interface for menu selections called Slide Rule.
lide Rule is a set of audio-based multi-touch interaction techniques that
nable people with visual impairments to access smartphone functions
ncluding making phone calls, mailing, and music performance func-
ions. Zhao et al. (2007) developed EarPod using touch input and sound
80
eedback for eyes-free menu selections. Audio-based text entry systems
ere also developed by Sánchez and Aguayo (2007) and Yfantidis and
vreinov (2006) . These systems used multi-tap, directional gestures and
udio feedback, to enable users to enter text on touchscreens. On the
ther hand, Oliveira et al. (2011) showed that spatial ability plays an
mportant role in the blind user ’s ability to use and perform accurately
ith touch-based text-entry methods.
The literature has demonstrated several accessibility features on mo-
ile devices that utilized touch-based gestures and speech feedback.
n mobile situations, people with visual impairments usually have one
and occupied with a cane or a guide dog leash ( Ye et al., 2014 ), while
ouch-based interfaces may require users to use both hands, one hand to
old the phone and the other to perform gestures. Although touch-based
nterfaces enable one hand operation using the thumb, user perfor-
ance in thumb-based interactions greatly relies on several factors such
s surface size, hand size and hand posture ( Bergstrom-Lehtovirta and
ulasvirta, 2014 ). For the purpose of use “on the go ”, 3D motion ges-
ures are suitable because they provide fast access and enable users to
perate the system with only one hand ( Negulescu et al., 2012; Ruiz
t al., 2011 ).
Some researchers studied the design space of motion gestures for
on-visual interfaces ( Wolf et al., 2011 ) and other researchers validated
ody-space gestures with a view to improving on-the-move interaction
erformance ( Guerreiro et al., 2008 ). Also, a previous study has reported
hat motion gesture interfaces were efficient and well received by users
ith visual impairments ( Dim and Ren, 2014 ). Some previously devel-
ped motion gesture interfaces in ( Dim and Ren, 2014 ) were based on
inear gestures performed to the left or to the right, e.g., to select a con-
act, users repeated the gesture, to the left for the previous contact and
ight for the next contact, until they found the desired contact name in
list.
To increase efficiency of motion gesture interfaces for users with vi-
ual impairments, we propose motion marking menus (MMM). MMM
llow users to perform menu selections by drawing marks in the direc-
ion of the desired menu with six degrees of freedom in 3D space.
.3. Mobile spatial interactions
Recently, there has been a growing interest in research regard-
ng input techniques in mobile devices that allow spatial input. For
xample, SideSight ( Butler et al., 2008 ) allows multitouch interac-
ions around the device. HoverFlow ( Kratz and Rohs, 2009 ) and Abra-
adabra ( Harrison and Hudson, 2009 ) provided spatial interactions in
obile devices using motion input in space around the device. Min-
ut ( Harrison and Hudson, 2010 ) is also a spatial interaction that al-
ows users to manipulate the whole device for input. On the other
and, Skinput ( Harrison et al., 2010 ) provides spatial input by allow-
ng users to appropriate the body for finger input. Peephole displays
Yee, 2003 ) offered spatial input that maps physical movements of a
evice to movements in a virtual world. VirtualShelves ( Li et al., 2009;
010 ) extends these techniques by treating the space around the user as
discrete set of regions (shelves), so that the user can access contents on
hese virtual shelves. Gustafson et al. (2010) presented Imaginary Inter-
aces i.e., spatial interactions that occur only in the user ’s imagination.
h et al. (2013) proposed and evaluated a gesture sonification inter-
ace which generates various sounds based on finger touches, creating
n audio representation of gesture.
Romano et al. (2015) conducted a preliminary elicitation study to
nderstand the preferences of blind people with respect to touch and
otion gestures on mobile devices. In addition, several studies have
emonstrated spatial interaction in mobile devices as a promising eyes-
ree input modality.
Our study investigates the spatial ability of people with visual im-
airments to perform motion marking menus for eyes-free input in mo-
ile phones. MMM differ from other solutions such as VirtualShelves
n that MMM inherit the advantages of traditional marking menus:
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
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1) MMM efficiently facilitate the transition from novice to expert
ode (our participants learned the motion marking menus reasonably
uickly), (2) MMM support hierarchical menus which can be performed
y compound markings.
. Preliminary interviews
In previous work ( Shinohara and Wobbrock, 2011 ), an interview was
sed to find out how assistive technologies are used by participants. We
lso conducted a preliminary interview with 10 visually impaired par-
icipants (8 males and 2 females). Ages ranged from 27 to 78 years. Five
f them were totally blind, two of them could distinguish between light
nd dark, and three could see objects, but none were able to distinguish
etween objects. Eight of the participants were early-blind (ages from
to 3 years) and two of them were late-blind (at 6 years and 18 years
espectively). The interviews took around one hour for each participant.
ach participant was paid $10 for their participation.
The interview questions were designed to investigate (i) current
roblems with the mobile phones they were using, (ii) the potential of
arking menus and spatial interactions for eyes-free interaction, (iii) the
patial awareness in the daily lives of people with visual impairments.
he final set of the interview questions achieved a high inter-rater
eliability among authors and one independent rater (Kappa = 0.919,
< 0.001). After the interview, data were analyzed by clustering the
uotes and identifying common themes using a bottom-up inductive
nalysis approach.
.1. Current problems with mobile phones
Seven of the participants used feature phones and the other three
sed smartphones. When asked about their current mobile phone us-
ge, the feature phone users commented mostly on the limited features
n their mobile phones and the need for faster operation. All of them
entioned that they would like to have access to more utilities such as
PS, calendar and weather. The smartphone users mostly commented
n the fatigue they experienced using their smartphones. Current acces-
ibility features in smartphones support flick gestures and speech output
o browse menus on the screen. One of our participants stated, “Many
imes (when using the smartphone), I want to jump the cursor to the
unction I want to select. Sometimes the guiding voice is frustrating in
ublic places. ”
.2. Potential of marking menus and spatial interactions
Through the interview study, we learned that many interactions in
he daily lives of people with visual impairments are facilitated by spa-
ial awareness and kinesthetic memory. All participants consistently
entioned that performing their daily tasks was mostly facilitated by
ouch, relocation of objects that they use each day and by memorizing
abits they learned through repetition. When asked about daily tasks
hey could successfully perform by repetition and habit, one of the par-
icipants replied, “I can put an appropriate amount of water into a jug
o make coffee even though I cannot see it. ” The same participant men-
ioned, “It is not that difficult to do daily tasks. But I am in trouble if
omeone has moved things that I usually use. ”
The important point to note with marking menus is that the physical
ovements performed when selecting a menu item are embedded in the
ser ’s muscle memory. This in turn suggests that marking menus could
e used as eyes-free interactions for people with visual impairments.
.3. Spatial awareness
When asked about their awareness of directions, all participants ex-
ressed difficulty with cardinal directions (i.e. North, West, etc.). Most
f the participants were not familiar with directions of a compass (N, S,
, W) or the twelve divisions on a clockface (e.g. “at 2 o ’clock ”). One
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f the participants mentioned, “I used a tactile watch before, so I can
oughly say the directions of hours on a clock. For example, 8 o ’clock
ould be at the lower-left of my body. ” Another participant stated, “I
ave never used a compass though a compass with sound or texture
ould be usable. ” All participants agreed that directions relative to their
ody (i.e. left, right, etc.) were easy to understand and that they fre-
uently used those directions to arrange items they used each day. One
articipant mentioned, “I put my daily items around my chair where I
an easily access them, for example, my mobile phone at my right side,
y radio or charger at my left side. ” All participants mentioned that
hey preferred saying directions using left/right because they are con-
tant relationships with regard to the body. Answers regarding the spa-
ial awareness of our participants suggested that their familiarity with
ompass or clock layouts depends on the individuals ’ training in visual
hinking (e.g., whether they were exposed to and taught to read a braille
lock or a raised compass).
. Study 1: Suitable menu items and levels for people with visual
mpairments
Study 1 was conducted to answer two questions, Q1. How many di-
ections can people with visual impairments distinguish to successfully
erform marking menu selections? Q2. How many hierarchic levels can
eople with visual impairments navigate in marking menu selections?
hat is the optimum number of hierarchical levels on a marking menu
or efficient navigation by people with visual impairments?
.1. Experiment design
Experimental trials to establish the number of items (breadth) and
he number of levels (depth) were designed as within-subject repeated
easures. The participants performed menu selections in 16 menu lay-
uts of 4 breadths (angular width 90°), 6 breadths (angular width 60°),
breadths (angular width 45°) and 12 breadths (angular width 30°)
rossed with depths from 1 to 4 levels. The angular threshold was
hree degrees. For example, in the 4-breadth menu, the acceptable an-
ular ranges for the ’down ’ gesture was between 138 ( = 135+3) and
22 ( = 225-3) degrees, considering clock-wise increase starting from 12
’clock origin. Each menu breadth had four depths from 1 to 4 levels.
he schematic diagram of menu breadth and levels is shown in Fig. 2 .
ur interview study informed us that people with visual impairments
ere more familiar with body-centric directions (left, right) than cardi-
al directions (east, west). According to these findings, we labeled all
enus in relation to the human body (left, right).
The rationale for selecting the number of menu items and menu lev-
ls was based on the experimental design from a previous marking menu
tudy ( Kurtenbach, 1993 ). We also added 6-item menus because we hy-
othesized that this menu layout could be a good option if menu selec-
ions in 8-item menus were found too error prone for our participants.
In each menu layout, three different menu selections were presented.
ach selection was presented three times. Three different menu selec-
ions were configured to include both easy and difficult target menus.
asy menus were those that existed along vertical and horizontal axes
i.e. left, right, up, down). Difficult menus were those that existed in
ff-axis positions (i.e. upper-left, upper-right, etc.). We paid attention
o ensure that menu selections included easy, moderately difficult and
ifficult menus. Each participant performed 432 trials in total (16 menu
ayouts × 3 menu selections × 3 repetitions × 3 blocks = 432). The
rder of the menu selections was counterbalanced using a Latin Square.
he occurrences of menu layouts were randomized among the partici-
ants.
.2. Participants
Twelve participants (2 females and 10 males), with ages ranging
rom 27 to 78 years, participated in the experiment. Seven of them par-
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
Fig. 2. Schematic diagram of menus used in the experiment. (a) menu items (breadth), (b) menu levels (depth). To select menus at more than one level, users perform continuous
marking gestures in the direction of the target menus (e.g., right, then downward). c) Tactile patterns for twelve directions. The participants were trained with regard to the directions
using tactile patterns at the parctice session.
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Fig. 3. Participant performing menu selection.
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icipated in the preliminary interviews. Two of the participants had light
isual perception and three of them could see objects, but none were
ble to distinguish between objects. The rest were totally blind. Two of
ur participants were late blind (onset at age 22 years and 48 years re-
pectively), the rest were early blind (onset from ages 0 to 3 years). All
he participants were right-handed. Each was paid $15 for their partic-
pation.
.3. Apparatus
Our study required a sound motion capturing system to avoid sensor
oise confusion. Thus, for capturing user hand movement in menu se-
ections, we used twelve Bonita 10 cameras (frame rate: 250 fps, resolu-
ion: 1 megapixel (1024 × 1024), lens operating range: up to 13m, angle
f view wide (4mm): 70.29° × 70.29°, angle of view narrow (12mm):
6.41° × 26.41°).
The participants held an Alcatel OneTouch Dimension - 5.37 × 2.74
0.30 in, Weight - 1.6g) smartphone for performing motion gestures.
en markers (14mm wide) were attached on the smartphone, the par-
icipant ’s wrist, forearm, elbow, arm and shoulder ( Fig. 3 ).
For the Vicon system, Nexus 2.2.1 motion capture software was used.
ustom software was also developed to track user hand movement data
ia the Vicon system. When a user started and ended a gesture, the
ustom software logged frame numbers from the Vicon cameras and po-
ition data from the markers which were attached to the body. Those
ata were later used for calculating errors and the response times of
estures. The software was also used to trigger real-time instructions to
he participant. Gesture recognition was stroke-by-stroke recognition.
elocity threshold of the movements (i.e., 4mm/s) was used to recog-
ize the final stroke. The motion tracking system ’s accuracy was tested
everal times to confirm that the desired movements were achievable.
.4. Building models
Each participant used their dominant hand to perform the gestures.
ser models were built for both left and right hands. Each model in-
luded four segments: shoulder, arm, forearm and a phone. Three mark-
rs were used for the shoulder segment, two for the arm, two for the
orearm and three for the phone.
82
One marker on the shoulder, one on the elbow and one on the phone
ere used to connect two segments, that is, connecting the hand and the
orearm, connecting the forearm and the upper arm, and connecting the
pper arm and the shoulder.
To enable the system to differentiate between the left and right hands
ith no errors, markers on the left arm were placed in different positions
o those on the right arm. Markers on the left arm were placed higher
han those on the right hand so that the two ratios would be different
nd the system would not confuse the left and the right arms.
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
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Table 1
Mean error rates. Standard errors are shown in paren-
theses.
Breadth Level
1 2 3 4
4 0.0 0.0 0.93 0.0
(0.0) (0.0) (0.93) (0.0)
6 0.93 2.78 10.04 20.34
(0.93) (2.46) (3.03) (4.01)
8 0.0 2.78 7.41 15.74
(0.0) (1.45) (3.16) (2.54)
12 35.18 24.07 36.33 37.96
(2.68) (4.90) (2.38) (3.73)
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.5. Procedure
Participants ’ consent forms were gathered before the trials. The par-
icipants were then introduced to the purpose of the study and to the
tudy procedure. Four of our participants used their left hands to hold
he phone and to perform the gestures. Markers were put in place, and
ach participant was handed a smartphone on which three markers were
ttached.
The participants were then taught the menu layouts. To help the par-
icipants learn the menu layouts, we put tactile patterns of directions on
he wall ( Fig. 2 c). The participants were exposed to the tactile directions
nd allowed to practice until they felt that they were familiar with all
irections and direction labels. The participants were also trained with
ll menu layouts via verbal instructions. Then they were trained with
he experimental custom software to help them become familiar with
he experimental setup. To minimize the learning effect, we used 4 × 1
ondition which was the easiest layout for menu selections.
After training and practice sessions, the experiment started. Each
xperimental trial occurred as follows. The participant stood in a ‘re-
axed ’ state with the arms beside the body. Then the system ’s speaker
nstructed the participants to adopt a ‘ready ’ state. The participant re-
ponded by moving the dominant hand to any position in which they
elt comfortable to start the menu selection. After 500 milliseconds, the
ystem read out the menu name that the participant had to select. The
articipant responded by moving the dominant hand to select the menu.
hen the speed of the user ’s hand movements exceeded the threshold
i.e. 4mm/s) the system logged that point as the starting point of a ges-
ure. When the user slowed the speed down or stopped arm movement,
hat is, when the movement speed was less than the pre-established
hreshold and if the distance between the start point and the end point
as more than 20 mm, the system logged that point as the ending point
or the gesture. For menu selections with more than one menu level, the
ystem read out the next menu to be selected while the participant was
erforming the gesture for the current menu level. This procedure was
epeated for each gesture stroke until all menu levels were completed.
nce the participants finished menu selection, the system instructed the
articipant to return to the ‘relaxed ’ state. After three seconds, the next
rial started with the same procedure. No backward or reselecting of
argets was allowed. All the experimental instructions were made in the
rst language of each participant. We measured errors and menu selec-
ion times.
After the experiment, the participants were asked for their subjective
omments on each menu layout and direction that were particularly easy
r difficult for them to understand and to perform. Participants were also
sked for comments on the gestures.
.6. Results
We measured errors and menu selection times. Errors were defined
s errors in the angle of the participants ’ hand movements in respective
enu layouts. Angular errors were calculated for each gesture stroke
each menu level). Thus, if one of the gesture strokes with a particular
enu level had an angle error, that menu selection was regarded as
n erroneous menu selection. Response time was defined as the time
lapsed until the completion of the menu from the start of the gesture
y the participant.
Each participant performed three blocks of trials in the experiment.
e first checked the learning effect on menu selection over the three
locks of trials to see if the data collected had reached a level of stability.
e analyzed the error rates after each experiment block. Error rates
ecreased over blocks. The average error rates were 12.67 (SD = 1.31)
or block 1, 11.11 (SD = 0.87) for block 2, and 8.31 (SD = 0.83) for
lock 3. Significant differences in error rates were found between block
and block 3 (p < 0.05) and between block 2 and block 3 (p < 0.05). No
ignificant difference was found between block 1 and block 2 (p = 0.27).
esponse time also decreased over blocks. The average response times
83
ere 2.55 (SD = 0.33) for block 1, 2.43 (SD = 0.39) for block 2, and 2.03
SD = 0.14) for block 3. Significant differences in response times were
ound between block 1 and block 3 (p < 0.05) and between block 2 and
lock 3 (p < 0.05). No significant difference was found between block 1
nd block 2 (p = 0.33). Apparently, participant performance was steady
fter two blocks. Thus, taking the learning effect into account, we used
ata only from the third block for the rest of our analysis in this section.
In addition, we removed errors caused by “mental slip ”
Norman, 1981 ). “Mental slip ” is common human error caused by
omentary loss of concentration. For example, sometimes when in-
tructed to select the menu on the left, a participant would accidently
ove the hand to the right. We did not include these types of errors in
he data sets because they were not caused by selection inaccuracies.
e removed forty-one “mental slip ” errors from the data set. During
he experiment, the participants were given real-time instructions using
he custom software. This software was developed to give instructions
ased on thresholds set for vector speeds of participant hand move-
ents (e.g., start moving the hand for the gesture, stop moving the
and after the gesture, etc.). In a few cases, the software could not
ive the instruction and could not log the movement data because the
articipants ’ hand movements did not match the system ’s thresholds
e.g., the participants moved more slowly than the threshold speed).
n such cases, we recorded the trial number of those movements and
emoved those data from the data set.
A two-way repeated-measure ANOVA (analysis of variance) was used
ith the two factors of the number of items (breadth) and the number
f levels (depth). All tests were run at a significant level of alpha ( 𝛼) =.05.
.6.1. Errors
Using a two-factor repeated measures ANOVA, we did statistical
nalyses for error rates. The results of Mauchlys test of Sphericity in-
icated that there were no violations of the assumption of Sphericity
or breadth and the depth. However, Mauchlys test of Sphericity for
readth x depth interaction was violated, x 2 (44) = 88.8, p < 0.01. So,
he Greenhouse-Geisser procedure was applied to correct the degree of
reedom of the F-distribution, F(3.41, 37.51) = 3.76.
The results show that there is a significant main effect for the menu
readth, F(3, 33) = 118.1, p < 0.001; a significant main effect for the
enu depth, F(3, 33) = 25.5, p < 0.001; and a significant interaction
etween these two factors, F(3.41, 37.51) = 3.76, p < 0.02.
Post hoc pair-wise analysis with Bonferroni correction indicated that
rror rates were not significantly different among 4-item, 6-item and
-item menus, up to 2 levels in depth. However, error rates became
ignificantly higher for 6-item and 8-item menus than for 4-item menus
tarting from 3 levels (p < 0.01). No significant difference was found
etween 6-item and 8-item menus at any level. Error rates in 12-item
enus were significantly higher than error rates in other menu layouts
t any level (p < 0.01). Error rates in each menu layout are shown in
ig. 4 and Table 1 .
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
Fig. 4. Percentages of errors in each menu layout.
Fig. 5. Response times in each menu layout.
Table 2
Mean response times. Standard errors are shown in
parentheses.
Breadth Level
1 2 3 4
4 1.19 1.59 2.53 3.36
(0.17) (0.11) (0.30) (0.25)
6 1.41 1.85 2.73 4.03
(0.29) (0.21) (0.21) (0.29)
8 1.14 1.91 2.73 3.75
(0.11) (0.91) (0.22) (0.31)
12 1.36 2.16 3.30 3.87
(0.13) (0.22) (0.26) (0.24)
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Table 3
Criteria for acceptable error rates and usable menu layouts (The error rates are shown in
parentheses).
Criteria Usable menu layouts
Error < 1% 4 × 1 (0.0), 4 × 2 (0.0), 4 × 3 (0.93), 6 × 1 (0.93), 8 × 1 (0.0)
1% < Error < 3% 6 × 2 (2.78), 8 × 2 (2.78)
3% < Error < 10% 8 × 3 (7.41)
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.6.2. Response time
Response time was affected by both the menu breadth (F(3, 33) =1.99, p < 0.05) and the menu level (F(3,33) = 65.84, p < 0.05). Breadth
nd level also interacted to affect the response time (F(9, 99) = 3.04, p
0.05). Post hoc pair-wise analyses with Bonferroni correction indicated
hat 4-item menus were significantly faster than 6-item menus, 8-item
enus and 12-item menus. No significant differences were found be-
ween 6-item and 8-item menus. However, response times were slightly
onger in 6-item menus compared with 8-item menus due to the inclu-
ion of more off-axes items in 6-item menus. Response times increased
inearly as the number of menu levels increased ( Fig. 5 ), and the differ-
nces were significant at any level (p < 0.001). Response times in each
enu layout are shown in Table 2 .
84
.7. Discussion
The experiment results and qualitative data collected in the inter-
iew enabled us to answer our research questions relating to marking
enus for users with visual impairments.
Q1) How many directions can people with visual impairments distinguish?
From our study and preliminary interviews, we observed that people
ith visual impairments are less aware of directions in terms of cardi-
al directions or clockwise directions (e.g., 2 o ’clock point) than of body
riented directions (e.g., left, upper-left). Participants were able to suc-
essfully perform marking menus for 4-item, 6-item and 8-item menus
abelled for body oriented directions. Thus, in general, it was reasonable
o conclude that people with visual impairments can perform directional
estures in up to 8 directions.
The participants could distinguish the menu directions well when
he directions were labelled in relation to the human body (whether left
r right). The literature has also reported that, although people who
re congenitally blind have more difficulty in representing spatial in-
ormation allocentrically, tasks requiring egocentric frames of reference
relating to one ’s body) were similarly performed by early blind (early
nset of blindness), late blind and sighted people ( Iachini et al., 2014 ).
Q2) How many hierarchic levels can people with visual impairments nav-
gate in marking menu selections?
Error rates are the main limiting factors for the number of hierarchic
evels in marking menus ( Kurtenbach, 1993 ). Acceptable error rates vary
epending on the consequences of errors and the purpose of use. Thus,
n table Table 3 , we showed menu layouts with error rates less than 10%
s suggested in ( Kurtenbach, 1993 ).
A previous marking menu study which was performed with sighted
eople recommended using menus with a breadth of 4 up to 4
evels (maximum error rate 5.10%, SD = 4.20) and menus with a
readth of 8 up to level 2 (maximum error rate 8.82%, SD = 4.62)
Kurtenbach, 1993 ). In our study, the nearest error rate to 8.82% was
ound when the participants performed gestures for 8-item menus up to
evel 3 (error rate 7.41%, SD = 3.16). Comparing results from our study
nd those from ( Kurtenbach, 1993 ), our results indicated lower error
ates in all menu layouts. Thus, it is questionable whether people with
isual impairments have any advantage over sighted people in spatial
bility when navigating hierarchic marking menus.
In addition to the differences between participants with and with-
ut visual impairments from our study and those in (Kurtenbach,
993), there is also the difference regarding input modalities. In
Kurtenbach, 1993 ), the participants drew marks on the screen using
pen or a mouse. In our study, the participants performed markings
sing motion gestures. Physical movement with motion gesture is an
xpressive channel which has six degrees of freedom that can be easily
pplied for proprioception. Moreover, menu direction in our study was
abeled in relation to the human body (left, right) which allowed the
articipants to rely on kinesthetic cues (awareness of object positions in
pace with respect to one ’s body).
In our experiments, the used menus were largely divided into three
roups: one group consisted of entirely on-axis menus (i.e. up, down,
eft and right), another group consisted of a mixture of on-axis and off-
xis menus, and the last group consisted entirely of off-axis menus (i.e.
pper-left, lower-right, etc). To find out whether these different layouts
f menu configuration effect error rates among menu breadth and depth,
e analyzed user performance in these three different menu configura-
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
Fig. 6. The menu systems used in Study 2. (a) TalkBack - linear gestures, (b) TalkBack - spatial localization. Four menus were arranged horizontally. Each menu is about 1.75cm wide
and about 1.5cm high, (c) Motion Marking Menus.
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ions. As we expected, off-axis had a significant effect on errors (F(2, 22)
16.2, p < .05). We also found that axis and menu levels had significant
nteractions on errors (F(8, 88) = 30.56, p < .05). This was particularly
eflected in 6-item menus. In 6-item menus, errors become significantly
igher in level 3 (up to 10.04). As the number of menu levels increased,
ore off-axis items were included in the combination because most of
he menus existed off-axis (60, 120, 240 and 300 degrees) in 6-item
enus. Similarly, in 8-item menus, errors increased from 7.41 up to
5.74 in level 4.
To evaluate the most challenging strokes/directions of motion, we
ompared performance in pairs of menus (i.e. left/right, up/down,
own-left/down-right and up-left/up-right). In general, less errors were
ound for right and up-right directions when compared to left and up-
eft. However, no significant effect from direction on performance was
ound for any direction.
. Study 2: efficiency of motion marking menus in smartphones
In Study 1, we investigated usable menu layouts for marking menus
or people with visual impairments. Study 2 was intended to investigate
he feasibility of proposed interactions in terms of user performance and
ubjective assessment using the motion marking menu system. Study 2
as intended to answer Q3: How receptive are people with visual im-
airments to motion marking menu systems for mobile interactions? To
etter understand the relative efficiency and user assessments of the
arking menu system, we compared our prototype to TalkBack TM , a
ommercial menu system on Android devices for users with visual im-
airments.
In TalkBack, users can browse the menus either by directional flick
estures, that is, right for the next content and left for the previous con-
ent ( Fig. 6 a) or by localizing the menu contents (i.e. by estimating the
osition of the menu on the screen and directly pointing on it ( Fig. 6 b).
fter each gesture or spatial localization, the system reads out the active
enu name. Users gesture or localize until they find the desired menu.
sers confirm the menu by performing a double-tap on the screen. Users
hen perform the same procedure to find the submenu.
.1. Experimental design
We developed a proof-of-concept prototype for motion marking
enus with a breadth of four and a depth of two, i.e., 4 × 2 menu
ayout. Two mobile phone applications, phone book and music, were
ssigned for the high-level menu items. Four submenus were assigned
o each high-level menu. That is, four contact names were assigned in the
hone book menu and four submenus were assigned in the music menu
ig. (6) . Before the experimental tasks, a pilot study was conducted with
ne participant with visual impairments and two blind-folded partici-
ants. We chose four by four menu selections in order to minimize the
ognitive load of the participants when remembering the menu layout.
85
The participants selected each submenu three times. The same eight
enu items were assigned in the TalkBack system. Therefore, each par-
icipant performed 48 (2 menu systems × 8 menu selections × 3 blocks
48) menu selections in total. The design was within-subjects and the
rder of experiment was counter balanced. Task completion times and
rror rates were measured.
.2. Participants and apparatus
Twelve participants (3 female, 9 male) took part in Study 2. Nine of
hem had participated in Study 1. Ages ranged from 26 to 78 years. Four
f them were smartphone users and they were experienced with screen
eader functions on smartphones. All were right-handed. Each was paid
10 for their participation.
For both menu systems, an Alcatel OneTouch Idol 2S smartphone
Processor - Quad-core 1.2 GHz, Dimension - 5.37 ×2.74 ×0.30 in,
eight - 1.6g) was used. In order to test the feasibility of the proposed
nteraction technique, a prototype of the motion marking menu system
as implemented using a built-in accelerometer sensor. The recognition
lgorithm used a dual-axis tilt calculation method that support com-
lete 360 ° tilt sensing. To reduce sensitivity mismatch, the offset and
ensitivity were calibrated and the calibrated acceleration output was
sed to calculate the angle of inclination. The angular threshold was 3
egrees. The system was implemented in Java language. For the mark-
ng menu system, both novice and expert modes were implemented. In
ovice mode, the system read out all menu items at each menu level.
n expert mode, only the final target menu was read out once it was se-
ected. Novice mode was used to let the participants discover the menu
tems and practice menu selections. After practicing in novice mode,
he participants used only the expert mode in the experimental trials.
lthough the motion sensing system was different from sensing method
n Study 1, through pilot studies, we made sure that the sensing algo-
ithms supported similarly acceptable accuracy for the menus used in
ur experiment.
.3. Procedure
Each participant ’s consent form was collected before the trials. The
xperimenter then demonstrated each system and explained how to per-
orm each task. The participants were allowed to practice with each sys-
em. For TalkBack, the participants were trained with both directional
estures ( Fig. 6 a) and spatial localization ( Fig. 6 b), and they were al-
owed to use either method during the experiment. Only two of the
articipants chose to use spatial localization. The practice session took
round 15 minutes. Once the practice session was completed, the ex-
eriment began. The order of menu systems was randomized among
he participants. Half of the participants started with TalkBack, and the
ther half started with the marking menu system. For each technique,
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
Fig. 7. Selection times using MMM and TalkBack systems.
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Table 4
Mean selection time for Talkback TM in each
menu level after discarding speech feedback
times. Contacts/Playlists 1 to 4 were assigned
in ascendant order.
Main menu Submenu Selection time
Phone Contact 1 3.03 (0.88)
Contact 2 3.56 (0.81)
Contact 3 4.75 (1.20)
Contact 4 6.01 (1.89)
Music Playlist 1 3.89 (0.66)
Playlist 2 5.34 (1.90)
Playlist 3 5.46 (1.97)
Playlist 4 6.82 (1.92)
Fig. 8. Subjective assessment on the two menu systems. The lower number indicates less
fatigue in the Fatigue assessment. In other assessments, the higher number indicates the
more satisfaction and ease of use.
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he participants performed 24 trials for each of the following applica-
ions: (i) phone book (ii) music. Menu selection times and errors were
ecorded. All the experimental trials were video recorded.
After the experimental trials, the participants were asked to rate the
espective systems in terms of ease of use, satisfaction with the systems
nd fatigue when performing the menu selections, using a 7-point Lik-
rt scale. They were also asked to give a rating based on the statement,
I would like to use them if marking menus and motion gesture in-
erfaces were available on smartphones, ” using a 7-point Likert scale
1 = strongly disagree and 7 = strongly agree). The experiment ended
ith the participants making questions or comments if they had any.
e recorded all the participants comments for qualitative data analysis.
he experiment took around one hour.
.4. Results
We analyzed menu selection times, error rates and the subjective
omments of our participants after they had used the two menu sys-
ems. Participants performed three blocks of trials and we checked to
ee whether there were any learning effects by repeating trials. We also
onfirmed that the data collected had reached a level of stability. Error
ates decreased over blocks. The average error rates were 0.35 (SD =.11) for block 1, 0.20 (SD = 0.09) for block 2, and 0.15 (SD = 0.07) for
lock 3. However, no significant differences in error rates were found
mong blocks. Response time also decreased over blocks. The average
esponse times were 20.78s (SD = 23.58) for block 1, 11.83s (SD = 10.91)
or block 2, and 6.89 (SD = 5.73) for block 3. Significant differences in
esponse times were found between block 1 and block 2 (p < 0.01) and
etween block 1 and block 3 (p < 0.01). No significant difference was
ound between block 2 and block 3 (p = 0.16). Like in Study 1, for selec-
ion times and errors, we analyzed the data from block 3. In addition, as
nly two participants selected the localization option in TalkBack (see
ig. 6 b), we removed their data from the analysis.
.4.1. Selection times and errors
A one-way repeated measures ANOVA test showed that the menu
ystems had a significant effect on selection times (F(1,9) = 86.10, p
0.05). The average selection time in TalkBack was 12.2 (SD = 3.74)
econds while the selection time in the marking menus was 1.88 (SD =.49) seconds. The menu selection times in the two systems are shown
n Fig. 7 .
We remark that, in TalkBack, the speech feedback after every ges-
ure or spatial localization was one cause of the slow selection times,
ecause users needed to wait for voice feedback after each gesture. To
ake selection times in the two menu systems more comparable, we also
nalyzed the data after discarding the audio feedback time in TalkBack
sing a one-way repeated measures ANOVA. Motion marking menus
ere significantly faster than for the TalkBack system without feedback
F(1,9) = 68.70, p < 0.05). We also analyzed the selection times ranging
rom the best cases to the worst cases, that is, where the target menus
main menu and submenu) were located at the top in the menu list,
nd vice versa. Table 4 shows selection times in TalkBack with voice
eedback times discarded.
86
Regarding selection errors, a one-way repeated measures ANOVA
howed that the menu systems had no significant effect on the error
ates (F(1,9) = 1.46, p = 0.26). The average error rate in TalkBack was
.99 (SD = 3.41) while the error rate in the marking menus was 4.64
SD = 6.38).
.4.2. Subjective assessment
After experimental trials, participants were asked to rate how easy
t was to complete the tasks, how tiring it was to complete the tasks
nd how satisfying the system was, for each system. Fig. 8 shows the
ubjective ratings of the participants. The participants scored higher for
he motion marking menu system in all dimensions except for fatigue. A
urther Wilcoxon signed-rank test showed significant differences in sat-
sfaction (z = -2.75, p < 0.05) and fatigue (z = -2.03, p < 0.05), however
his test revealed no significant difference for ease of use. When asked
o rank the statement regarding how much they want to use motion-
arking menus, 7 participants rated strongly agree and 3 participants
ated to agree. Two of the participants preferred to use the traditional
eature phones that they were currently using.
Most of the participants made positive comments about the mark-
ng menu system. One of the participants who was a smartphone user
ommented, “using the motion marking menu was like using shortcuts
nd it was very efficient. ” The participant also mentioned, “Sometimes,
he continuous voice guidance in current smartphones is frustrating in
ublic places. ” Another participant who did not use a smartphone men-
ioned, “Both TalkBack and marking menus were great, really enabling
eople with visual impairments to use smartphones. ” Ten out of twelve
articipants preferred the motion marking menu system to the TalkBack
ystem.
The participants ’ comments also showed that there are learnability
ssues in motion marking menu system. Our participants commented
hat it was hard to remember all the menu items in a short time, for ex-
mple, one of the participants stated, “The gestures are easy to perform
ut it ’s difficult to remember menu positions. But it would be different
f I could arrange the menus myself. ” The same participant commented
hat customizing gestures for calling frequently called contacts would
e very useful. For the TalkBack system, only two of the participants
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
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sed spatial localization to select the menus stating that it was difficult
or them to remember the menu positions on the screen.
When doing the gestures for menu selections, most of the partici-
ants used small movements (i.e. moving only the wrist). Using small
ovements, gestures to left were particularly difficult for the partici-
ants. One of the participants stated, “Leftward movements are very
ifficult. I should move my arm (i.e., large movements including elbow
ovement for gestures to left. ” Another participant stated, “I want to use
nly one stroke motion for frequently used functions such as answering
alls. ” Comments from the participants indicated that the participants
ere very alert to the potential benefit of using motion marking menu
ystems. For example, one of the participants stated, “I wish motion ges-
ure interfaces would become very popular and every visually impaired
erson could use them. ”
.5. Discussion
Recalling Q3, “How receptive are people with visual impairments
o motion marking menu systems for mobile interactions?, ” the subjec-
ive comments of our participants and their ratings on 7-point Likert
cales confirmed that they were very receptive to MMM (e.g., higher
atisfaction and ease of use, and lower fatigue than with TalkBack. In
articular, the subjective comments of our participants confirmed that
eople with visual impairments are receptive to motion marking menus
n smartphones as a way of interacting with smartphone devices.
While the key advantage of motion gesture interfaces is that they en-
ble one-handed operations, we also observed two important features of
otion gesture interfaces throughout the study. (1) Familiarity of the in-
eraction space is particularly important. Compared to motion gesture
nterfaces, our participants had much more difficulty becoming familiar
ith and performing the tasks on touchscreens. Tasks on touchscreens
uch as gestures and taps were particularly difficult for some of our par-
icipants. One of the participants stated, “I feel the phone screen cannot
espond to my gestures, may be because my fingers are too dry? ” An-
ther participant stated, “Double taps are just too difficult for me. ” (2)
otion marking menus provide more freedom with regard to interac-
ion boundaries, i.e., users can start the interactions anywhere in 3D
pace, so they are not limited to the space available on a device (e.g.,
ouchscreen) in the case of motion marking menus.
Nevertheless, there are situations where motion gestures are not nec-
ssarily the most suitable form of interaction. Some users may not be
ble to remember infrequently used menu items. In those cases, navigat-
ng the menus on touchscreens would be easier for users than recalling
hose menus from a motion marking menu system. Also, motion ges-
ures may not be appropriate for use in crowded public places because
estures require users to wave their phones around (even though the
ovements do not need to be large). More studies need to be conducted
o test the use of this interaction approach in the wild. Thus, we regard
hat currently available menu systems and motion marking menus can
e good as supplements. For example, users can use MMM for calling
requently called contacts and TalkBack for more complicated functions
uch as changing the system settings.
. Design implications and guidelines
Throughout the studies, we collected the participants ’ subjective
omments about gesture preferences, menu selections and preferred
enu layouts. Based on comments from the participants, we provided
esign guidelines for motion marking menus in mobile devices for peo-
le with visual impairments.
.1. Preferred gestures
In Study 1, all participants commonly stated that diagonal directions
i.e. upper-left, upper-right, etc.) were difficult to instantly understand.
87
ecause all our participants were right-handed, they mentioned that ges-
ures to the lower-left and upper-left directions were the most tiring ges-
ures to perform. Thus, designers should avoid gestures in the forehand
irections of the dominant hand for frequently used functions. The par-
icipants also mentioned that downward gestures were particularly easy
o perform because they followed the force of gravity.
.2. Menu layout
Our participants suggested that one motion (i.e. single stroke ges-
ure) was desirable for functions such as answering or hanging up a
all. Also, gesture customization should be supported wherever possi-
le. The subjective comments informed us that end-user customization
s particularly desirable for functions such as arranging contact names
nd customizing playlists. User customization of menu layouts can be
ade available for people with visual impairments so they can navigate
fficiently and comfortably. However, for default menus assigned by de-
igners, menu items of 4, 6, and 8 with menu up to 2 levels deep would
e the most preferable.
.3. Menu learnability
There is a need to consider the learnability of the entire menu layout
n novice mode for motion marking menus. One advantage of the tradi-
ional marking menu is that it helps users make efficient transitions from
he novice to the expert modes because it provides visual information
bout the entire menu layout in the novice mode. Once in the expert
ode, marking menu provides shortcuts to the target via continuous
trokes. For motion marking menus, information about the entire menu
ayout should be provided to users using speech before the user switches
o the expert mode. Once in the expert mode, users may select the tar-
et by a series of continuous motions. Although participants were able
o learn menu layout and transit to the expert mode reasonably quickly
n our experiment, more learnability would be achieved if menu items
ere arranged as close as possible according to each user ’s priorities and
eeds, e.g., place the most frequently used menus in on-axis positions,
nd arrange the menu items in meaningful ways. This is particularly
mportant because mental mapping is a great aid to learning for people
ith visual impairments ( Ungar, 2000 ). End-user customization would
e helpful for learnability and memorability of menu layouts.
.4. Gesture recognition
When performing menu selections in Study 2, we found that the par-
icipants had different movement preferences regarding length and ve-
ocity. It was difficult for the system to recognize gestures performed
sing movements with very low velocity. Gesture recognition should be
mplemented to allow more freedom of movement to the users. Also, as
ost of the participants used small gestures, accuracy needs to be as-
ured for fine movement gestures. However, it is not always preferable
o have very sensitive gesture recognition. Thus, in real applications, it
ould be a good idea to allow the end-user personalization of thresholds
or gesture recognition (e.g. slow movement, small gesture).
.5. Feedback
In our experiment, feedback was provided with the menu names read
loud when selections were successfully completed. Feedback and guid-
nce should also be provided when menu selections are not successful.
or example, users may not perform enough movement necessary to trig-
er menu selection. In that case, vibrations or speech guidance should
e issued to request more significant movements form the user. Also, it
ould be desirable to give diverse feedback options. Users may prefer a
on-verbal sound or vibration feedback, once they become more expert
t using the system.
N.K. Dim et al. Int. J. Human-Computer Studies 109 (2018) 79–88
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. Conclusion
This paper aims at mitigating the effects of visual impairments in
enu selection on mobile phones. We proposed that marking menus
orking together with motion gestures could offer more natural and
fficient interactions on smartphones. We investigated and presented
he number of menu items (breadth) and the number of menu levels
depth) for motion marking menus with which people with visual im-
airments could perform well. We also compared the efficiency of a
otion-based marking menu system compared to a commercial touch-
ased linear menu system, TalkBack.
Results from Study 1 indicate that people with visual impairments
re able to efficiently perform directional gestures in up to 8 directions
hich are consistently referenced to the users own body (i.e. left, right,
p, down, upper-left, upper-right, lower-left, lower-right).
Results from Study 2 indicate that marking menus are faster than the
urrent commercial menu system. We also found that people with vi-
ual impairments were very receptive to motion marking menu systems
n smartphones. Through the analyses of qualitative data, we provided
esign guidelines for motion marking menus for people with visual im-
airments.
cknowledgements
This study has been partially supported by the Grant-in-Aid for Sci-
ntific Research by MEXT ( Ministry of Education, Culture, Sports, Sci-
nce and Technology of Japan ), under Grant No. 25330241 . In addition,
his research was supported by Basic Science Research Program through
he National Research Foundation of Korea (NRF) funded by the Min-
stry of Education (Grant No. NRF-2017R1D1A3B03033353) and by the
eimyung University Research Grant of 2017. Authors would like to
hank the participants, Zhenxin Wang, Guanghui Chen, Qi Fang and
embers of CHEC for their great effort and support.
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