Studienprojekte

Projekte sind ein essenzieller Bestandteil des Curriculums von Mobile Computing. Die Studierenden bekommen die Möglichkeit, das im Zuge ihres Studiums erworbene theoretische Wissen selbst praktisch umzusetzen. Ein sowohl für StudentInnen als auch für Lehrende immer wieder spannendes Unterrichtskonzept, in dem schon erfolgreiche Startups wie z.B. runtastic und Butleroy ihre Anfänge gefunden haben.

Swipearent

Zeitraum
Oct 2017 - Feb 2018
FH Studierende
Roman Benetseder
FH BetreuerIn
FH-Prof. Mag. DI Dr. Clemens Holzmann

Keyboards are nowadays worldwide standard for the input of text on computers, but for wearable devices, which have become more common in recent years, such as smartwatches, smart rings, and head mounted displays, they are not very convenient. For this reason, a lot of new tools and techniques for keyboard-less text input have been developed in the last years with the goal to provide an intuitive and easy to use method for entering text in wearable devices. But most of them failed, because of the very limited screen sizes or because they are based on additional hardware, which in turn have to be bought and carried around.

Ziel

The main objective of this project is the combination of two well known software keyboards, called Invisiboard and SwipeKey, to provide a new text input technique with the benefits of both of them.

Umsetzung

This newly developed text input technique is based on the T9 keyboard layout, which uses the entire display size for the text input and for showing the application content at the same time. The selection of a letter is done by pressing the corresponding button, followed by a swipe-gesture in a certain direction.

Given that the entire display screen is used for text input, the buttons become bigger, which in turn reduces the error rate. This effect is supported by the combination of multiple letters to a single button, which leads to less and therefore even bigger buttons. The arrangement of the letters based on the T9 keyboard layout allows a high learnability and memorability, which are essential for text input methods to be accepted by the users.