At Google in Mountain View I worked on modelling and prediction of user performance, using the tools of machine learning / Tensorflow. The work also includes an eye-tracking study that provides an in-depth analysis of visual attention on mobile phones. It was presented April at the CHI conference in Montreal, Canada.
The thesis is finished! It’s the proof of 4 years of living the life of a lab-rat, it’s a manual on how to build a gaze-interactive landscape of user interfaces, it’s a most (un-)likely vision of a gaze based future, and it’s an Inception-like design space of design spaces exploration.
An exploration of 3D eye gaze interactions in VR. Focus is on what kind of capabilities one would gain when using gaze with freehand gestures. It’s different to my prior work on 2D touchscreens – less than a traditional input device, more like a supernatural ability! Lots of examples, scenarios, build with low-fidelity prototypes.
This paper was the result of the amazing internship in MSR 2016. Developed lots of interaction concepts using pen and touch modalities, in a typical exploratory design approach from Ken Hinckley & co. The video reached >30000 views!
This work continues on the multi-user work, and studies user performance for a collaborative search task. The work proposes four different ways to represent the gaze cursor to the users, between subtle (and less noticeable by others) and strong visuals (more noticeable by other, but more distracting too).
A fun project to develop a game, that can be considered the most fun game for eye-tracking! It’s a tabletop UI where we attached two Tobii eyex trackers. The game has some interesting concepts: what if users look at the same target? What if they don’t?
Another design space exploration for gaze input. Here it’s about how gaze can support touch interaction on tablets. When holding the device, the free thumb is normally limited in reach, but can provide an opportunity for indirect touch input. Here we propose gaze and touch input, where touches redirect to the gaze target. This provides whole-screen reachability while only using a single hand for both holding and input.
What is partially indirect? It’s about a new way of interacting with two hands: one does direct input via a pen, and the other indirect via touch & gaze. This paper provides an in-depth study to investigate this constellation.