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? 2018 IJSRET
900
International Journal of Scientific Research & Engineering Trends
Volume 4, Issue 5, Sept-Oct-2018, ISSN (Online): 2395-566X
A Study of the Learning Curve of the Japanese
Keyboard on Smartphone
Muhammad Suhaib
suhaibkhan@msn.com
Abstract ¨C Japanese (Nihongo) is an east Asian Language, extensive use of Chinese character called KANJI and Phonetic
Characters called KANA (hiragana and katakana). Many people assume Japanese Keyboard on smartphone is difficult to use
that¡¯s why I decide to conduct study to determine how easy to learn Japanese Keyboard for new users. Two user with no
experience with Japanese keyboard on smart phone were asked to enter some Japanese sentences as fast as they can at least 20
times and same thing was asked to experienced users as well.
Keywords ¨C Japanese Keyboard, Learning Curve, Smart phone. etc.
I. INTRODUCTION
Japanese writing is uses Phonetic Japanese Alphabets it¡¯s
called KANA (¢Ãû) and Chinese Characters Called
KANJI (h×Ö) and English Alphabets called ROMAJI
(Romaji literally means ¡°Roman characters ¡±.). Kana has
two types Hiragana (¤Ò¤é¤¬¤Ê), and Katakana
(¥«¥¿¥«¥Ê), Hiragana Looks like curvy and Katakana
looks angular. Unlike western alphabet the Japanese
writing system consist of syllable. It is often transposed
on smart phone keyboards like the following figures.
II. OBJECTIVE
Many People Especially Foreign People assume that
Japanese Keyboard is very difficult to use on
smartphone, this study will try to determine how easy it
is to learn this keyboard for new users.
III. RELATED WORK
Zhai, S., Milgram, P., and Buxton, W. 1996. The
influence of muscle groups on performance of multiple
degree-of-freedom input, Proceedings of the ACM
Conference on Human Factors in Computing Systems,
User performance in relation to 3D input device
design[1][2], Oakley, I. and O'Modhrain, S. 2005.
Evaluating a motion based vibrotactile mobile interface,
In Proceedings of the Eurohaptics [3], Muhammad
Suhaib .TILT OR TOUCH? An Evaluation of Steering
Control on Tablet or Smartphone, A Study of Playing
Video Game on Computer with Keyboard Control [4][5].
IV. METHODOLOGY
2 Foreign Fresh 1st
Year Graduate Students with no
experience with this keyboard were request to enter
different Japanese sentences as fast as they can minimum
20 times. The same thing was request to 5 experienced
users (more than 2 years¡¯ usage).
¤à¤«¤·¡¢¤à¤«¤·¡¢¤¢¤ë¤È¤³¤í¤Ë
¤ª¤¸¤¤¤µ¤ó¤È¤ª¤Ð¤¢¤µ¤ó¤¬¤¤¤Þ¤·¤¿¡£
¤ª¤¸¤¤¤µ¤ó¤¬É½£¨¤ä¤Þ£©¤Øľ£¨¤­£©¤ò¤­¤ê¤Ë¤¤¤±¡¢
¤ª¤Ð¤¢¤µ¤ó¤Ï´¨£¨¤«¤ï£©¤Ø¤»¤ó¤¿¤¯¤Ë¤Ç¤«¤±¤Þ¤¹¡£
¡¸¤ª¤¸¤¤¤µ¤ó¡¢¤Ï¤è¤¦¤â¤É¤Ã¤Æ¤­¤Ê¤µ¤ì¡£¡¹
¡¸¤ª¤Ð¤¢¤µ¤ó¤â¤­¤ò¤Ä¤±¤Æ¤Ê¡£¡¹
¤Þ¤¤ÈÕ£¨¤Ë¤Á£©¤ä¤µ¤·¤¯¤¤¤¤¤¢¤Ã¤Æ¤Ç¤«¤±¤Þ¤¹¡£
(Japanese Text Sample)
V. OBSERVATIONS
Experienced users can enter 110char/min on
average.Below are 2 curves representing the evolution of
the number of characters entered each of the 20 trials for
the 2 new user¡¯s participants (N1-M and N2-D).
Fig.1 Japanese Smartphone keyboard
(hold a key to access relative syllable).
Ph.D. Candidate
Sr. Full Stack Developer, T-Mark Inc, Tokyo, Japan
? 2018 IJSRET
901
International Journal of Scientific Research & Engineering Trends
Volume 4, Issue 5, Sept-Oct-2018, ISSN (Online): 2395-566X
VI. MODEL
We choose to fit the mean of the new user¡¯s progress
using a Least square linear regression. Below is the
formula of the regression y follow by the coefficient of
determination r2
to quantify the error
Y= 0.59x +10.91
r2
= 0.83
VII. CONCLUSION
The learning curve of the Japanese keyboard on smart
phone is linear. A new user will need approximately 168
trials to reach the experienced level. This study has some
limitation worth mentioning: short time of candidate
training (2days), and a relatively small number of trials.
These factor make it difficult to judge the design of this
keyboard accurately. But, we can still tell that the design
is good since the user is supposed to frequently use it on
his smart phone. The user can then quickly reach the 168
trials to become an experienced user.Some other
correlation was observed, for example the level of
Japanese of the participant and the typing speed.
REFERENCES
[1]. Zhai, S., Milgram, P., and Buxton, W. 1996. The
influence of muscle groups on performance of
multiple degree-of-freedom input, Proceedings of the
ACM SIGCHI Conference on Human Factors in
Computing Systems - CHI '96, ACM, New York,
NY, 308-315.
[2]. Zhai, S., User performance in relation to 3D input
device design. 1998, ACM Siggraph Computer
Graphics, 32, (Oct. 1998), 50-54.
[3]. Oakley, I. and O'Modhrain, S. 2005. Evaluating a
motion based vibrotactile mobile interface, In
Proceedings of the Eurohaptics Conference and
Symposium on Haptic Interfaces for Virtual
Environment and Teleoperator Systems. IEEE, New
York, NY, 40-49.
[4]. Muhammad Suhaib. 2018. Tilt or Touch? An
Evaluation of Steering Control of Racing Game on
Tablet or Smartphone, International Journal of
Innovative Research in Computer and
Communication Engineering, Vol. 6, Issue 9,
September 2018 ISSN (Print) : 2320 ¨C 9798 ISSN
(Online) : 2320 - 9801. p. 7843-7847.
[5]. Muhammad Suhaib.2018. A Study of Playing
Video Game on Computer with Keyboard Control,
International Research Journal of Engineering and
Technology (IRJET) Volume: 05 Issue: 10 | Oct
2018 e-ISSN: 2395-0056, p-ISSN: 2395-0072, 113-
115.
[6]. Suhaib, Muhammad, & Atsushi Ohnishi. "Potential
Conflicts Identification among Sub Goals in Goal
Oriented Requirement Analysis Using
Matrix." International Journal of Progressive
Sciences and Technologies [Online], 10.2 (2018):
280-283.
Muhammad Suhaib
Doctoral Student
suhaibkhan@msn.com
Sr. Full Stack Developer, T-Mark Inc, Tokyo,
Japan Master of Engineering, Ritsumeikan
University, Japan.
Fig.3 Model fitting the mean of new
users typing evolution.
Fig.2 New Users progress.

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A Study of the Learning Curve of the Japanese Keyboard on Smartphone

  • 1. ? 2018 IJSRET 900 International Journal of Scientific Research & Engineering Trends Volume 4, Issue 5, Sept-Oct-2018, ISSN (Online): 2395-566X A Study of the Learning Curve of the Japanese Keyboard on Smartphone Muhammad Suhaib suhaibkhan@msn.com Abstract ¨C Japanese (Nihongo) is an east Asian Language, extensive use of Chinese character called KANJI and Phonetic Characters called KANA (hiragana and katakana). Many people assume Japanese Keyboard on smartphone is difficult to use that¡¯s why I decide to conduct study to determine how easy to learn Japanese Keyboard for new users. Two user with no experience with Japanese keyboard on smart phone were asked to enter some Japanese sentences as fast as they can at least 20 times and same thing was asked to experienced users as well. Keywords ¨C Japanese Keyboard, Learning Curve, Smart phone. etc. I. INTRODUCTION Japanese writing is uses Phonetic Japanese Alphabets it¡¯s called KANA (¢Ãû) and Chinese Characters Called KANJI (h×Ö) and English Alphabets called ROMAJI (Romaji literally means ¡°Roman characters ¡±.). Kana has two types Hiragana (¤Ò¤é¤¬¤Ê), and Katakana (¥«¥¿¥«¥Ê), Hiragana Looks like curvy and Katakana looks angular. Unlike western alphabet the Japanese writing system consist of syllable. It is often transposed on smart phone keyboards like the following figures. II. OBJECTIVE Many People Especially Foreign People assume that Japanese Keyboard is very difficult to use on smartphone, this study will try to determine how easy it is to learn this keyboard for new users. III. RELATED WORK Zhai, S., Milgram, P., and Buxton, W. 1996. The influence of muscle groups on performance of multiple degree-of-freedom input, Proceedings of the ACM Conference on Human Factors in Computing Systems, User performance in relation to 3D input device design[1][2], Oakley, I. and O'Modhrain, S. 2005. Evaluating a motion based vibrotactile mobile interface, In Proceedings of the Eurohaptics [3], Muhammad Suhaib .TILT OR TOUCH? An Evaluation of Steering Control on Tablet or Smartphone, A Study of Playing Video Game on Computer with Keyboard Control [4][5]. IV. METHODOLOGY 2 Foreign Fresh 1st Year Graduate Students with no experience with this keyboard were request to enter different Japanese sentences as fast as they can minimum 20 times. The same thing was request to 5 experienced users (more than 2 years¡¯ usage). ¤à¤«¤·¡¢¤à¤«¤·¡¢¤¢¤ë¤È¤³¤í¤Ë ¤ª¤¸¤¤¤µ¤ó¤È¤ª¤Ð¤¢¤µ¤ó¤¬¤¤¤Þ¤·¤¿¡£ ¤ª¤¸¤¤¤µ¤ó¤¬É½£¨¤ä¤Þ£©¤Øľ£¨¤­£©¤ò¤­¤ê¤Ë¤¤¤±¡¢ ¤ª¤Ð¤¢¤µ¤ó¤Ï´¨£¨¤«¤ï£©¤Ø¤»¤ó¤¿¤¯¤Ë¤Ç¤«¤±¤Þ¤¹¡£ ¡¸¤ª¤¸¤¤¤µ¤ó¡¢¤Ï¤è¤¦¤â¤É¤Ã¤Æ¤­¤Ê¤µ¤ì¡£¡¹ ¡¸¤ª¤Ð¤¢¤µ¤ó¤â¤­¤ò¤Ä¤±¤Æ¤Ê¡£¡¹ ¤Þ¤¤ÈÕ£¨¤Ë¤Á£©¤ä¤µ¤·¤¯¤¤¤¤¤¢¤Ã¤Æ¤Ç¤«¤±¤Þ¤¹¡£ (Japanese Text Sample) V. OBSERVATIONS Experienced users can enter 110char/min on average.Below are 2 curves representing the evolution of the number of characters entered each of the 20 trials for the 2 new user¡¯s participants (N1-M and N2-D). Fig.1 Japanese Smartphone keyboard (hold a key to access relative syllable). Ph.D. Candidate Sr. Full Stack Developer, T-Mark Inc, Tokyo, Japan
  • 2. ? 2018 IJSRET 901 International Journal of Scientific Research & Engineering Trends Volume 4, Issue 5, Sept-Oct-2018, ISSN (Online): 2395-566X VI. MODEL We choose to fit the mean of the new user¡¯s progress using a Least square linear regression. Below is the formula of the regression y follow by the coefficient of determination r2 to quantify the error Y= 0.59x +10.91 r2 = 0.83 VII. CONCLUSION The learning curve of the Japanese keyboard on smart phone is linear. A new user will need approximately 168 trials to reach the experienced level. This study has some limitation worth mentioning: short time of candidate training (2days), and a relatively small number of trials. These factor make it difficult to judge the design of this keyboard accurately. But, we can still tell that the design is good since the user is supposed to frequently use it on his smart phone. The user can then quickly reach the 168 trials to become an experienced user.Some other correlation was observed, for example the level of Japanese of the participant and the typing speed. REFERENCES [1]. Zhai, S., Milgram, P., and Buxton, W. 1996. The influence of muscle groups on performance of multiple degree-of-freedom input, Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems - CHI '96, ACM, New York, NY, 308-315. [2]. Zhai, S., User performance in relation to 3D input device design. 1998, ACM Siggraph Computer Graphics, 32, (Oct. 1998), 50-54. [3]. Oakley, I. and O'Modhrain, S. 2005. Evaluating a motion based vibrotactile mobile interface, In Proceedings of the Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems. IEEE, New York, NY, 40-49. [4]. Muhammad Suhaib. 2018. Tilt or Touch? An Evaluation of Steering Control of Racing Game on Tablet or Smartphone, International Journal of Innovative Research in Computer and Communication Engineering, Vol. 6, Issue 9, September 2018 ISSN (Print) : 2320 ¨C 9798 ISSN (Online) : 2320 - 9801. p. 7843-7847. [5]. Muhammad Suhaib.2018. A Study of Playing Video Game on Computer with Keyboard Control, International Research Journal of Engineering and Technology (IRJET) Volume: 05 Issue: 10 | Oct 2018 e-ISSN: 2395-0056, p-ISSN: 2395-0072, 113- 115. [6]. Suhaib, Muhammad, & Atsushi Ohnishi. "Potential Conflicts Identification among Sub Goals in Goal Oriented Requirement Analysis Using Matrix." International Journal of Progressive Sciences and Technologies [Online], 10.2 (2018): 280-283. Muhammad Suhaib Doctoral Student suhaibkhan@msn.com Sr. Full Stack Developer, T-Mark Inc, Tokyo, Japan Master of Engineering, Ritsumeikan University, Japan. Fig.3 Model fitting the mean of new users typing evolution. Fig.2 New Users progress.