# Comp 4020 - Human-Computer Interaction II Assignment #2 Handed out on by rtu18834

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```									                      Comp 4020 – Human-Computer Interaction II
Assignment #2
Handed out on: February 1st
Due on: February 25th

Experimentation/Fitt’s Law
The aim of this part is to apply concepts of experimentation discussed in class and introduce
you to Fitt’s law. You will compare the throughput of two input devices, the stylus and the
mouse. In doing this experiment you will collect reaction time, experience data analysis, and
write an evaluation report. For this assignment you will need to implement a program only on
the PDA for carrying out the Fitt’s law experiment.

You are required to compare two devices, the stylus and the mouse. You should run the
experiment, analyze the results, and write the report. The program you create should help you
carry out the Fitt's tapping task. The amplitude of the movement (A) and the target size (W)
should vary to produce a number of ID conditions. Your program should collect data for the
experiment in a manner that can be easily processed for further analysis.

Carry out the experiment with at least ten (10) participants, each performing at least 5 trials
per condition. This should give you enough data points to which you can fit the best line.

• Equations for MT for both the stylus and the mouse.
• Graphs of the best-fit lines to the data. For an explanation on doing a linear fit of your
data in Excel go to the following site:
http://www.towson.edu/~yau/Excel2001.02.05.htm.
• Answer to the question “Which device has the better throughput?”

BONUS (10%): talk to your professor regarding this one. I will explain this in class.

Hand-In: the final report. See submission guidelines below.

Some online references for this part of the assignment are given below:
Bibliography of Fitts’ Law Research (compiled by Dr. Scott MacKenzie)
http://www.yorku.ca/mack/RN-Fitts_bib.htm

Soukoreff, R. W. & MacKenzie, I. S. (1995). Theoretical upper and lower bounds on
typing speed using a stylus and soft keyboard. Behaviour & Information Technology, 14,
370-379. (http://www.yorku.ca/mack/bit95.html)

Some example where Fitt’s law can improve design

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PROJECT COMPONENT

Initial implementation (20% of total project mark)

For each project, there is a different deliverable. However all deliverables include an
implementation component.

Project #1: Implement all the necessary data-entry screens for the MovieOrganizer project.

Project #2: Implement a stylus based interface that will select items by crossing. Your
interface is basically replacing the selection of radio buttons or check boxes with a crossing
gesture. You should first create a component that will accept crossing as the basic mechanism
of selection.

Project #3: Implement the text-entry mechanism that you will eventually evaluate. Later on
(not in this assignment) you will implement the following three (3) instruction styles: bullet base
(text), static image and animated image (in flash or other animation package).

Project #4: Look at the Hop paper and associated video. Implement the hopping technique
for a set of arbitrary maps.

Project #5: Implement the connectivity module (either in Bluetooth or Wi-Fi). Also implement
a basic flicking technique to send images through the connection.

Project #6: Implement two (2) out of the three (3) modules for the project. The suggested
three modules are a photo browser, a two-player pong game, and a cooperative Tetris game.
You can suggest other modules (upon consulting with the professor) and you can also use
opensource code for the purposes of this project.

Format and guidelines
(a) All answers should be typed.
(b) Your document should be appropriately structured.