Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/116791
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dc.contributorDepartment of Industrial and Systems Engineeringen_US
dc.creatorLee, LHen_US
dc.creatorYau, YPen_US
dc.creatorHui, Pen_US
dc.date.accessioned2026-01-20T03:03:22Z-
dc.date.available2026-01-20T03:03:22Z-
dc.identifier.issn1044-7318en_US
dc.identifier.urihttp://hdl.handle.net/10397/116791-
dc.language.isoenen_US
dc.publisherTaylor & Francisen_US
dc.rights© 2024 Taylor & Francis Group, LLCen_US
dc.rightsThis is an Accepted Manuscript of an article published by Taylor & Francis in International Journal of Human–Computer Interaction on 25 Mar. 2024 (published online), available at: https://doi.org/10.1080/10447318.2024.2327199.en_US
dc.subjectCognitive ergonomicsen_US
dc.subjectMachine learningen_US
dc.subjectMobile UIsen_US
dc.subjectOne-handed interactionen_US
dc.subjectReachabilityen_US
dc.titlePerceived user reachability in mobile UIs using data analytics and machine learningen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage2703en_US
dc.identifier.epage2726en_US
dc.identifier.volume41en_US
dc.identifier.issue4en_US
dc.identifier.doi10.1080/10447318.2024.2327199en_US
dcterms.abstractOne-handed interactions on smartphone interfaces offer a prominent feature of highly mobile inputs. Thus, the design factor of user reachability is essential to realizing the incentive. However, the sole consideration of physical characteristics, such as hand size and thumb length, does not fully reflect the users’ perceived choices of hand poses and the corresponding inertia. We first conducted a 6-week questionnaire-based study of UI rating tasks and collected 62,156 responses reflecting user preferences for 3000 clustered UIs. Our analysis of the responses shows that user perceptions of smartphone UI components are divergent from their physical ability of thumb reaches; e.g. they can reach an icon with a thumb reach, but they prefer alternative hand poses. Accordingly, we propose a machine learning model, i.e. XGBoost (XGB), to predict the user’s choices of hand poses, with a reasonable prediction accuracy of 64% that can be regarded as a practical preliminary evaluation tool. With illustrative examples, our model can offer auxiliary information in the assessment of perceived user reachability with one-handed interaction on smartphone interfaces, which paves a path toward a computational understanding of UI designs, and such findings can be further extended to 2D UIs in 3D worlds.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal of human-computer interaction, 2025, v. 41, no. 4, p. 2703-2726en_US
dcterms.isPartOfInternational journal of human-computer interactionen_US
dcterms.issued2025-
dc.identifier.scopus2-s2.0-86000386145-
dc.identifier.eissn1532-7590en_US
dc.description.validate202601 bcjzen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.SubFormIDG000720/2025-12-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryGreen (AAM)en_US
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