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Dive into the research topics where Thomas Pietrzak is active.

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Featured researches published by Thomas Pietrzak.


human factors in computing systems | 2013

Métamorphe: augmenting hotkey usage with actuated keys

Gilles Bailly; Thomas Pietrzak; Jonathan Deber; Daniel Wigdor

Hotkeys are an efficient method of selecting commands on a keyboard. However, these shortcuts are often underused by users. We present Métamorphe, a novel keyboard with keys that can be individually raised and lowered to promote hotkeys usage. Métamorphe augments the output of traditional keyboards with haptic and visual feedback, and offers a novel design space for user input on raised keys (e.g., gestures such as squeezing or pushing the sides of a key). We detail the implementation of Métamorphe and discuss design factors. We also report two user studies. The first is a user-defined interface study that shows that the new input vocabulary is usable and useful, and provides insights into the mental models that users associate with raised keys. The second user study shows improved eyes-free selection performance for raised keys as well as the surrounding unraised keys.


IEEE Transactions on Haptics | 2009

Creating Usable Pin Array Tactons for Nonvisual Information

Thomas Pietrzak; Andrew Crossan; Stephen A. Brewster; Benoît Martin; Isabelle Pecci

Spatial information can be difficult to present to a visually impaired computer user. In this paper, we examine a new kind of tactile cuing for nonvisual interaction as a potential solution, building on earlier work on vibrotactile Tactons. However, unlike vibrotactile Tactons, we use a pin array to stimulate the finger tip. Here, we describe how to design static and dynamic Tactons by defining their basic components. We then present user tests examining how easy it is to distinguish between different forms of pin array Tactons demonstrating accurate Tacton sets to represent directions. These experiments demonstrate usable patterns for static, wave, and blinking pin array Tacton sets for guiding a user in one of eight directions. A study is then described that shows the benefits of structuring Tactons to convey information through multiple parameters of the signal. By using multiple independent parameters for a Tacton, this study demonstrates that participants perceive more information through a single Tacton. Two applications using these Tactons are then presented: a maze exploration application and an electric circuit exploration application designed for use by and tested with visually impaired users.


international conference on multimodal interfaces | 2007

The micole architecture: multimodal support for inclusion of visually impaired children

Thomas Pietrzak; Benoît Martin; Isabelle Pecci; Rami Saarinen; Roope Raisamo; Janne Järvi

Modern information technology allows us to seek out new ways to support the computer use and communication of disabled people. With the aid of new interaction technologies and techniques visually impaired and sighted users can collaborate, for example, in the classroom situations. The main goal of the MICOLE project was to create a software architecture that makes it easier for the developers to create multimodal multi-user applications. The framework is based on interconnected software agents. The hardware used in this study includes VTPlayer Mouse which has two built-in Braille displays, and several haptic devices such as PHANToM Omni, PHANToM Desktop and PHANToM Premium. We also used the SpaceMouse and various audio setups in the applications. In this paper we present a software architecture, a set of software agents, and an example of using the architecture. The example application shown is an electric circuit application that follows the single-user with many devices scenario. The application uses a PHANToM and a VTPlayer Mouse together with visual and audio feedback to make the electric circuits understandable through touch.


human factors in computing systems | 2016

ActiVibe: Design and Evaluation of Vibrations for Progress Monitoring

Jessica R. Cauchard; Janette L. Cheng; Thomas Pietrzak; James A. Landay

Smartwatches and activity trackers are becoming prevalent, providing information about health and fitness, and offering personalized progress monitoring. These wearable devices often offer multimodal feedback with embedded visual, audio, and vibrotactile displays. Vibrations are particularly useful when providing discreet feedback, without users having to look at a display or anyone else noticing, thus preserving the flow of the primary activity. Yet, current use of vibrations is limited to basic patterns, since representing more complex information with a single actuator is challenging. Moreover, it is unclear how much the user--s current physical activity may interfere with their understanding of the vibrations. We address both issues through the design and evaluation of ActiVibe, a set of vibrotactile icons designed to represent progress through the values 1 to 10. We demonstrate a recognition rate of over 96% in a laboratory setting using a commercial smartwatch. ActiVibe was also evaluated in situ with 22 participants for a 28-day period. We show that the recognition rate is 88.7% in the wild and give a list of factors that affect the recognition, as well as provide design guidelines for communicating progress via vibrations.


international conference on human computer interaction | 2009

Exploring Geometric Shapes with Touch

Thomas Pietrzak; Andrew Crossan; Stephen A. Brewster; Benoît Martin; Isabelle Pecci

We propose a new technique to help users to explore geometric shapes without vision. This technique is based on a guidance using directional cues with a pin array. This is an alternative to the usual technique that consists of raising the pins corresponding to dark pixels around the cursor. In this paper we compare the exploration of geometric shapes with our new technique in unimanual and bimanual conditions. The users made fewer errors in unimanual condition than in bimanual condition. However they did not explore the shapes more quickly and there was no difference in confidence in their answer.


user interface software and technology | 2014

A three-step interaction pattern for improving discoverability in finger identification techniques

Alix Goguey; Géry Casiez; Daniel Vogel; Fanny Chevalier; Thomas Pietrzak; Nicolas Roussel

Identifying which fingers are in contact with a multi-touch surface provides a very large input space that can be leveraged for command selection. However, the numerous possibilities enabled by such vast space come at the cost of discoverability. To alleviate this problem, we introduce a three-step interaction pattern inspired by hotkeys that also supports feed-forward. We illustrate this interaction with three applications allowing us to explore and adapt it in different contexts.


human factors in computing systems | 2016

LivingDesktop: Augmenting Desktop Workstation with Actuated Devices

Gilles Bailly; Sidharth Sahdev; Sylvain Malacria; Thomas Pietrzak

We investigate the potential benefits of actuated devices for the desktop workstation which remains the most used environment for daily office works. A formative study reveals that the desktop workstation is not a fixed environment because users manually change the position and the orientation of their devices. Based on these findings, we present the LivingDesktop, an augmented desktop workstation with devices (mouse, keyboard, monitor) capable of moving autonomously. We describe interaction techniques and applications illustrating how actuated desktop workstations can improve ergonomics, foster collaboration, leverage context and reinforce physicality. Finally, the findings of a scenario evaluation are (1) the perceived usefulness of ergonomics and collaboration applications; (2) how the LivingDesktop inspired our participants to elaborate novel accessibility and social applications; (3) the location and user practices should be considered when designed actuated desktop devices.


user interface software and technology | 2017

Characterizing Latency in Touch and Button-Equipped Interactive Systems

Géry Casiez; Thomas Pietrzak; Damien Marchal; Sébastien Poulmane; Matthieu Falce; Nicolas Roussel

We present a low cost method to measure and characterize the end-to-end latency when using a touch system (tap latency) or an input device equipped with a physical button. Our method relies on a vibration sensor attached to a finger and a photo-diode to detect the screen response. Both are connected to a micro-controller connected to a host computer using a low-latency USB communication protocol in order to combine software and hardware probes to help determine where the latency comes from. We present the operating principle of our method before investigating the main sources of latency in several systems. We show that most of the latency originates from the display side. Our method can help application designers characterize and troubleshoot latency on a wide range of interactive systems.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2017

Leveraging finger identification to integrate multi-touch command selection and parameter manipulation

Alix Goguey; Daniel Vogel; Fanny Chevalier; Thomas Pietrzak; Nicolas Roussel; Géry Casiez

Identifying which fingers are touching a multi-touch surface provides a very large input space. We describe FingerCuts, an interaction technique inspired by desktop keyboard shortcuts to exploit this potential. FingerCuts enables integrated command selection and parameter manipulation, it uses feed-forward and feedback to increase discoverability, it is backward compatible with current touch input techniques, and it is adaptable for different touch device form factors. We implemented three variations of FingerCuts, each tailored to a different device form factor: tabletop, tablet, and smartphone. Qualitative and quantitative studies conducted on the tabletop suggests that with some practice, FingerCuts is expressive, easy-to-use, and increases a sense of continuous interaction flow and that interaction with FingerCuts is as fast, or faster than using a graphical user interface. A theoretical analysis of FingerCuts using the Fingerstroke-Level Model (FLM) matches our quantitative study results, justifying our use of FLM to analyse and validate the performance for the other device form factors.


human factors in computing systems | 2016

Direct Manipulation in Tactile Displays

Aakar Gupta; Thomas Pietrzak; Nicolas Roussel; Ravin Balakrishnan

Tactile displays have predominantly been used for information transfer using patterns or as assistive feedback for interactions. With recent advances in hardware for conveying increasingly rich tactile information that mirrors visual information, and the increasing viability of wearables that remain in constant contact with the skin, there is a compelling argument for exploring tactile interactions as rich as visual displays. Direct Manipulation underlies much of the advances in visual interactions. In this work, we introduce the concept of a Direct Manipulation-enabled Tactile display (DMT). We define the concepts of a tactile screen, tactile pixel, tactile pointer, and tactile target which enable tactile pointing, selection and drag & drop. We build a proof of concept tactile display and study its precision limits. We further develop a performance model for DMTs based on a tactile target acquisition study. Finally, we study user performance in a real-world DMT menu application. The results show that users are able to use the application with relative ease and speed.

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Alix Goguey

University of Saskatchewan

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Gilles Bailly

Université Paris-Saclay

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