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Design Principles and Challenges for Gaze + Pinch Interaction in XR

Research output: Contribution to Journal/MagazineJournal article

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Design Principles and Challenges for Gaze + Pinch Interaction in XR. / Pfeuffer, Ken; Gellersen, Hans; Gonzalez-Franco, Mar.
In: IEEE Computer Graphics and Applications, Vol. 44, No. 3, 21.06.2024, p. 74-81.

Research output: Contribution to Journal/MagazineJournal article

Harvard

Pfeuffer, K, Gellersen, H & Gonzalez-Franco, M 2024, 'Design Principles and Challenges for Gaze + Pinch Interaction in XR', IEEE Computer Graphics and Applications, vol. 44, no. 3, pp. 74-81. https://doi.org/10.1109/mcg.2024.3382961

APA

Pfeuffer, K., Gellersen, H., & Gonzalez-Franco, M. (2024). Design Principles and Challenges for Gaze + Pinch Interaction in XR. IEEE Computer Graphics and Applications, 44(3), 74-81. https://doi.org/10.1109/mcg.2024.3382961

Vancouver

Pfeuffer K, Gellersen H, Gonzalez-Franco M. Design Principles and Challenges for Gaze + Pinch Interaction in XR. IEEE Computer Graphics and Applications. 2024 Jun 21;44(3):74-81. doi: 10.1109/mcg.2024.3382961

Author

Pfeuffer, Ken ; Gellersen, Hans ; Gonzalez-Franco, Mar. / Design Principles and Challenges for Gaze + Pinch Interaction in XR. In: IEEE Computer Graphics and Applications. 2024 ; Vol. 44, No. 3. pp. 74-81.

Bibtex

@article{e0af6ea6eee44e35a6a79d5338dfcff5,
title = "Design Principles and Challenges for Gaze + Pinch Interaction in XR",
abstract = "For Extended Reality (XR) headsets, a key aim is the natural interaction in 3-D space beyond what traditional methods of keyboard, mouse, and touchscreen can offer. With the release of the Apple Vision Pro, a novel interaction paradigm is now widely available where users seamlessly navigate content through the combined use of their eyes and hands. However, blending these modalities poses unique design challenges due to their dynamic nature and the absence of established principles and standards. In this article, we present five design principles and issues for the Gaze + Pinch interaction technique, informed by eye-hand research in the human–computer interaction field. The design principles encompass mechanisms like division of labor and minimalistic timing, which are crucial for usability, alongside enhancements for the manipulation of objects, indirect interactions, and drag & drop. Whether in design, technology, or research domains, this exploration offers valuable perspectives for navigating the evolving landscape of 3-D interaction.",
author = "Ken Pfeuffer and Hans Gellersen and Mar Gonzalez-Franco",
year = "2024",
month = jun,
day = "21",
doi = "10.1109/mcg.2024.3382961",
language = "English",
volume = "44",
pages = "74--81",
journal = "IEEE Computer Graphics and Applications",
issn = "0272-1716",
publisher = "IEEE Computer Society",
number = "3",

}

RIS

TY - JOUR

T1 - Design Principles and Challenges for Gaze + Pinch Interaction in XR

AU - Pfeuffer, Ken

AU - Gellersen, Hans

AU - Gonzalez-Franco, Mar

PY - 2024/6/21

Y1 - 2024/6/21

N2 - For Extended Reality (XR) headsets, a key aim is the natural interaction in 3-D space beyond what traditional methods of keyboard, mouse, and touchscreen can offer. With the release of the Apple Vision Pro, a novel interaction paradigm is now widely available where users seamlessly navigate content through the combined use of their eyes and hands. However, blending these modalities poses unique design challenges due to their dynamic nature and the absence of established principles and standards. In this article, we present five design principles and issues for the Gaze + Pinch interaction technique, informed by eye-hand research in the human–computer interaction field. The design principles encompass mechanisms like division of labor and minimalistic timing, which are crucial for usability, alongside enhancements for the manipulation of objects, indirect interactions, and drag & drop. Whether in design, technology, or research domains, this exploration offers valuable perspectives for navigating the evolving landscape of 3-D interaction.

AB - For Extended Reality (XR) headsets, a key aim is the natural interaction in 3-D space beyond what traditional methods of keyboard, mouse, and touchscreen can offer. With the release of the Apple Vision Pro, a novel interaction paradigm is now widely available where users seamlessly navigate content through the combined use of their eyes and hands. However, blending these modalities poses unique design challenges due to their dynamic nature and the absence of established principles and standards. In this article, we present five design principles and issues for the Gaze + Pinch interaction technique, informed by eye-hand research in the human–computer interaction field. The design principles encompass mechanisms like division of labor and minimalistic timing, which are crucial for usability, alongside enhancements for the manipulation of objects, indirect interactions, and drag & drop. Whether in design, technology, or research domains, this exploration offers valuable perspectives for navigating the evolving landscape of 3-D interaction.

U2 - 10.1109/mcg.2024.3382961

DO - 10.1109/mcg.2024.3382961

M3 - Journal article

VL - 44

SP - 74

EP - 81

JO - IEEE Computer Graphics and Applications

JF - IEEE Computer Graphics and Applications

SN - 0272-1716

IS - 3

ER -