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JoyFlick: Japanese Text Entry Using Dual Joysticks for Flick Input Users

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Human-Computer Interaction – INTERACT 2021 (INTERACT 2021)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12934))

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Abstract

We show JoyFlick: A Japanese text entry method on game consoles with dual joysticks for flick-input users. To reduce the learning cost, the procedure of JoyFlick is designed based on a flick-input, which is a Japanese text entry method that approximately 80% of young Japanese people use daily on smartphones. The user using JoyFlick is able to enter a Japanese basic phonetic character with two joystick operations. In addition, JoyFlick’s widgets spend a little amount of real estate on a screen, making it easy for developers to allocate space for other content. We conducted user studies that compared the performance of JoyFlick with a Kana syllabary keyboard, the de-facto standard for the Japanese text entry method on game consoles. The results showed the followings: (1) after training employing 28 phrases (289 characters, mean entry time \(= 373 \,\mathrm {s}\)), the flick-input users using JoyFlick can enter texts faster than using the Kana syllabary keyboard; (2) the flick-input users can enter text using JoyFlick 1.53-fold faster (60.1 CPM) than the Kana syllabary keyboard (39.2 CPM) after one-week training in which the users enter texts less than 140 (\(\mathrm {M} = 135 \)) characters per day. These results show that JoyFlick provides a fast and easy Japanese text entry method to the flick-input users using the game controllers and yet spends a little amount of real estate on a screen.

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Correspondence to Kaisei Yokoyama .

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Yokoyama, K., Takakura, R., Shizuki, B. (2021). JoyFlick: Japanese Text Entry Using Dual Joysticks for Flick Input Users. In: Ardito, C., et al. Human-Computer Interaction – INTERACT 2021. INTERACT 2021. Lecture Notes in Computer Science(), vol 12934. Springer, Cham. https://doi.org/10.1007/978-3-030-85613-7_8

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  • DOI: https://doi.org/10.1007/978-3-030-85613-7_8

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