dc.contributor.author | Sommervold, Aslak Burheim | |
dc.contributor.author | Øvergaard, Benjamin Nils | |
dc.contributor.author | Nysether, Eskil | |
dc.contributor.author | Nur, Mohamed Yusuf | |
dc.contributor.author | Sandnes, Frode Eika | |
dc.date.accessioned | 2020-12-11T10:00:45Z | |
dc.date.accessioned | 2021-02-18T11:20:29Z | |
dc.date.available | 2020-12-11T10:00:45Z | |
dc.date.available | 2021-02-18T11:20:29Z | |
dc.date.issued | 2020-07-10 | |
dc.identifier.citation | Sommervold, Øvergaard, Nysether, Nur, Sandnes FE: A Comparative Study of Three Sudoku Input Methods for Touch Displays. In: Antona M, Stephanidis. Universal Access in Human-Computer Interaction. Theory, Methods and Tools, Part I, 2020. Springer p. 211-222 | en |
dc.identifier.isbn | 978-3-030-49281-6 | |
dc.identifier.isbn | 978-3-030-49282-3 | |
dc.identifier.issn | 0302-9743 | |
dc.identifier.issn | 1611-3349 | |
dc.identifier.uri | https://hdl.handle.net/10642/9608 | |
dc.description.abstract | Sudoku is a popular recreational game which is claimed to have positive health effects. It can be played using paper or electronically using computers. Only very few studies have explored Sudoku interaction methods. We therefore designed a controlled within-groups experiment involving N = 18 participants to empirically compare three Sudoku interaction methods implemented in a popular Sudoku smartphone app. Our results show that the participants entered digits faster when they selected the location first, followed by selecting the input digit, compared to selecting the digit first followed by selecting the cell location. Participants also preferred selecting cell first over selecting input digit first. No effects of error rates were found. | en |
dc.language.iso | en | en |
dc.publisher | Springer | en |
dc.relation.ispartof | HCII 2020: Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies. 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I | |
dc.relation.ispartofseries | Lecture Notes in Computer Science;volume 12188 | |
dc.rights | This is a post-peer-review, pre-copyedit version of a conference proceeding that has been published in HCII 2020: Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies. 14th International Conference, 22nd HCI International Conference, Proceedings, Part I, which is part of the Lecture Notes in Computer Science book series (volume 12188). The final authenticated version is available online at:
http://doi.org/10.1007/978-3-030-49282-3_15 | en |
dc.subject | Sudoku | en |
dc.subject | Smartphone game design | en |
dc.subject | Touch interaction | en |
dc.subject | Cell first | en |
dc.subject | Digit first | en |
dc.subject | Game interactions | en |
dc.subject | Preferences | en |
dc.title | A Comparative Study of Three Sudoku Input Methods for Touch Displays | en |
dc.type | Conference object | en |
dc.date.updated | 2020-12-11T10:00:45Z | |
dc.description.version | acceptedVersion | en |
dc.identifier.doi | https://doi.org/10.1007/978-3-030-49282-3_15 | |
dc.identifier.cristin | 1858668 | |
dc.source.isbn | 978-3-030-49281-6 | |