`
`TRADING TECH EXHIBIT 2174
`IBG ET AL. v. TRADING TECH
`CBM2015-00181
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`Case CBM2015-00181
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`U.S. Patent 7,676,4l 1
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`I. Qualifications
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`I.
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`I, Dan R. Olsen .Ir., Ph.D., am a resident of Orem, Utah and have more
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`than 35 years of experience in computer science and human—cornputer interaction
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`(I-ICI). I hold a doctorate in Computing and Information from the University of
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`Pennsylvania. For 3 Vi years I was an Assistant Professor of Computer Science at
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`Arizona State University. I then served for 30 years on the faculty of Brigham
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`Young Un.iversity retiring as a full professor in 2015. During that time at BYU, I
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`also served as the chair of the Department of Computer Science. I took leave fi'om
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`BYU in 1996 to become the founding director of the Human Computer Interaction
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`Institute in the School of Computer Science at Carnegie Mellon University. I
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`returned to BYU in 1998. I am currently the CEO of a software startup in
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`educational technology (SparxTeq, Inc).
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`2.
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`During the course ofmy academic career, I authored over 70 papers in
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`the field of computer science. The topics on which I have published papers are:
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`-
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`User Interface Management Systems
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`Syntactic representations of user interfaces
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`Multi-user interaction across networks
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`Induction of interaction behavior from pictures
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`Novel interaction techniques using speech and laser pointers
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`Interactive machine learning
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`U.S. Patent 7,676,411
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`Interactive robotics
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`Interactive television
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`3 .
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`I currently hold 4 patents in human-computer interaction. I have
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`authored 3 textbooks on the techniques of software design for human-computer
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`interaction.
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`4.
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`I have had extensive involvement in professional societies, such as the
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`Association for Computing Machinery (ACM), the premiere society in computing.
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`I have served in many offices of ACM’s Special Interest Group on Computer
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`Human Interaction (SIGCI-II) and currently serve as its treasurer. I have been
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`conference chair of CH], which is the premier conference in Computer Human
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`Interaction. I was the founding editor of ACM’s Transactions on Computer Human
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`Interaction. I was a co-founder and active leader for the conference on User
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`Interface Software and Technology (UIST) for the past 29 years. I have also served
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`at the governor’s request on the Utah Science, Technology and Research (USTAR)
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`board, which oversees and fimds state economic development efforts in
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`technology.
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`5.
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`I twice received best paper awards in intelligent user interfaces. In
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`2004, I was appointed to the CHI Academy for international excellence in
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`Computer Human Interaction research. In 2007, I was recognized as one of ACM’s
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`U.S. Patent 7,676,411
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`Fellows for research in computer science and in 2012 received the CHI Lifetime
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`Research Award, which is the highest award in Computer Human Interaction.
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`II. Graphical User Interfaces and the ‘411 Patent
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`6.
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`Attorneys for the Patent Holder have explained to me that U.S. Patent
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`No. 7,676,411 (“the ‘411 patent”) has been challenged as a Covered Business
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`Method (CBM) patent. I have been asked to review the nature of the invention in
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`the ‘411 patent. As explained below, it is my opinion that the ‘4l1 patent claims a
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`technological invention because the claimed invention provides a technical
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`improvement to prior graphical user interfaces.
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`III. Historical context
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`7.
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`In discussing how graphical user interfaces are a technology with
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`specific technical problems, I would first like to refer to two very old patents
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`involving earlier mechanical technologies. I will use these two patents to illustrate
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`two key pieces of technical knowledge that are used widely in graphical user
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`interface (GUI) technology.
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`Case CBM201S—001 81
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`U.S. Patent 7,676,41 1
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`annulus lemma we ruinous
`711-4 50th :0. ma
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`3 am:-mun 1
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`Figure 1 — Speedometer in the Steering Wheel.
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`IV.
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`Simplification of perception — US patent 1,692,601
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`8.
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`In 1928, U.S. patent 1,692,601 was issued for an automobile
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`speedometer that was mounted in the center of the steering wheel. This patent
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`claims the ability to perceive an automobi1e’s speed. It was not for the sensor for
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`measuring speed (Which was well known at the time). It was not for the concept of
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`displaying speed in a meter (which was also well known). The key claim was as
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`follows:
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`first, to provide a steering control means -for vehicles on which is
`mounted a speedometer whereby the speed of the vehicle may be
`readily determined by merely dropping the vision slightly to the
`middle portion of the steering wheel which is substantially in line with
`the line of vision of the driver and as close to the eyes of the driver as
`possible, thus determining the speed of the vehicle with least danger
`to the driver and other occupants
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`4
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`9.
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`This patent’s key contribution was that it placed the speedometer in
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`the center of the steering Wheel Where it was easier for the driver to perceive. This
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`Was not awarded for the esthetics or appearance ofthat speedometer placement. It
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`was the arrangement of the components of the technology for easiest human
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`perception that was the key to this patent. It will be shown in this report that the
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`‘411 patent claims constructing a GUI to display information in particular
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`locations to improve the interface between man and machine by improving the
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`user‘s perception of the relevant information, with bits and pixels comprising the
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`GUI elements rather than cables, shafts and gears.
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`V. Reduction of human effort - US 714,878
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`10.
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`In 1902, U.S. patent 714,878 was issued for a new steering
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`mechanism. The claim was not for steering, which was well known, and not for the
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`gears, shafts and motive power that were used. The essential claim of this patent. is
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`as follows:
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`This invention relates to improvements in motor-vehicles or
`automobiles, and more particularly to the class of such vehicles
`wherein the front Wheels are both the driven and the steering wheels;
`and the invent—ion more especially pertains to the mechanisms and
`controlling appliances whereby the motor may be made available for
`the propulsion ofthe vehicle through the front steering wheels,
`whereby the motor may be employed to swing the steering-wheels to
`steer, whereby the motor may be simultaneously caused to both drive
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`U.S. Patent 7,676,111 1
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`and steer, and whereby the motor may only drive the steering-wheels,
`the steering being operated manually.
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`The improved mechanism is especially useful on large and heavy
`motor wagons or trucks in which, especially at the time of starting the
`same, considerable power is necessary to change the relative position
`of the wheels under the body.
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`1 1. By this time the steering of vehicles was well known. The specific
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`technical problem that was addressed was that with very heavy vehicles the power
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`required to turn the steering wheels was beyond the capacity of normal human
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`beings. They were simply not strong enough. In this patent, a mechanism is
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`described for using power from the motor to perform the task that a human could
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`not do. As explained in this report, the ‘411 patent, rather than using a motor to
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`reduce human effort, describes a way of constructing a GUI to allow a human to
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`perceive and enter information in a way that a human previously could not. Bits
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`and pixels comprising GUI components have replaced gears, motors and shafts but
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`again human capacity to control and interface with a machine has still been
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`enhanced i.n a novel way.
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`VI. Graphical User Interface Technology
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`12. One of the questions at issue in the Petitioner’s arguments is whether
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`or not GU15 constitute a technology. User interface technology is the subject of
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`study at institutions such as MIT-Media Lab, CMU-HCI Institute in their School of
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`Computer Science, Stanford, UC-Berkeley, University of Washington and Georgia
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`Tech. All ofthese highly technical institutions have strong research faculty and
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`educational programs in human-computer interaction. The goals of HCI research
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`are to invent new Ways for people to interact with computers. This is not a new
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`field of study, but rather a subset of man-machine interface design. Indeed, HCI
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`has adopted a number ofterms from its mechanical parent. For example, buttons,
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`sliders, exist in both fields for study, and just as changes to these features may
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`provide an improvement in a mechanical device, improving the equivalent features
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`in a GUI allows a computer to function better or even in ways that were not
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`previously conceived. For example, the various GUIS on the iPhone transform it
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`into a phone, compass, calculator, and so on. Without these GUIs, the iPhone is a
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`useless handheld computer. Indeed, the iPhone itself uses HCI design, for
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`example, by using slide to unlock to access the phone to replace a mechanical lock.
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`13.
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`Two common measures of success in HCI research are speed -and
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`accuracy. Learnability is also a common success metric. The ease with which
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`someone can master a user interface is very important. Although esthetics do come
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`into play when marketing some types of products (e.g., retail products), HCI
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`researchers generally ignore this aspect and focus on making a user interface more
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`effective rather than just prettier.
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`14. Merriam-Webster dictionary defines technology as “the practical
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`application of knowledge, especially in a particular area.” At issue then is the
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`U.S. Patent 7,676,111 1
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`knowledge, or scientific principles, that cause the invention claimed in the ‘411
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`patent to work better than previous solutions. In my opinion, at least two basic GUI
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`principles cause users to perceive the claimed GUI as an improvement over prior
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`GU1s, namely: human visual search, and optimizing human effort. This section of
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`the report includes a light introduction to these principles so that they can be
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`understood with respect to the claims of the ‘411 patent.
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`V11. GUI Architecture
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`15.
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`In the case of the ‘411 patent, the claims identify the specific
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`architecture/make-up, functionality, and structural components, including order-
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`entry regions allowing for user interaction, and display regions providing
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`information about the particular commodity market in which trades are occurring.
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`The design ofthis presentation is absolutely critical to the user’s ability to correctly
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`perceive the state of the interaction information. There are many possibilities for
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`the design of the GUI architecture and they will vary widely in how rapidly and
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`accurately the user can perceive information the user is trying to perceive. The
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`claims of the ‘411 patent describe how to construct a GUI with a very specific and
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`concrete arrangement of the presentation of the market information at particular
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`locations so that the inside market (the current highest bid price and current lowest
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`ask price) moves relative to a price axis so as to facilitate the user’s (trader)
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`"perception of the market.
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`16.
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`The ‘411 claims describe a particular way of constructing a GUI with
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`areas in an order entry region at particular locations to allow for order entry which
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`requires less effort of the user than before and provides greater accuracy without
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`sacrificing speed versus the disclosed conventional screens. The ’411 patent claims
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`a way of constructing a GUI with a specific structure and make-up for presenting
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`information and that permits a specific way in which users can enter data and cause
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`messages to be sent, which in this case is data parameters of trade orders and
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`messages that represent trade orders. The ‘41 1 patent claims provide a GUI that a
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`user can see, feel and interact with no differently than a mechanical device. The
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`‘411 claims provide technical solutions to the technical problems ofus.er’s
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`perception of market data and entry of data.
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`17.
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`Innovation in human control ofprocesses has a long patent history.
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`US Patent 3,018,661 issued in 195 7 is for an aviation dispiay. The goal of this
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`display is as follows:
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`It is an object of the present invention to provide an
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`aircraft instrument constructed to facilitate the control of
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`an aircraft simultaneously in pitch and roll by a human
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`pilot and which preferably is combined with means to
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`display the pitch and roll attitude of the aircraft to give a
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`readily appreciated indication of the actual attitude of the
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`aircraft and the action which is required to attain the
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`desired flight path.
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`And the patent claimed providing that particular way of presenting information as
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`follows:
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`1. An aircraft instrument comprising means to define a
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`Viewing aperture, a first index supported for movement
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`Within the aperture, means within the aperture to define a
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`datum position for the first index, driving means
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`connected to the first index, means to control the driving
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`means in accordance with the component of the normal
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`plane absolute acceleration of the aircraft in direction of
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`its Z axis so that the displacement of the first index from
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`the said datum position is proportional to the said
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`component of the normal plane absolute acceleration of
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`the aircraft, a further index supported for movement
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`within the aperture and means to displace the further
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`index in relation to the said datum position in accordance
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`with a demanded value, both as to magnitude and
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`direction of the normal plane absolute acceleration, said
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`demanded Value being that required if some desired flight
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`10
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`path is to be achieved and a maneuver of the aircrafi in
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`bank and pitch to superpose the first index and further
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`index thus resulting in the attainment of the demanded
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`normal plane acceleration and the desired flight path,
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`neglecting any components of the normal plane absolute
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`acceleration in the direction of the transverse axis of the
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`18.
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`The innovation in this aviation patent relies upon the pilot’s ability to
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`perceive his current flight state in a way that will more easily allow him to control
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`the plane. The ‘4l1 patent innovates in a similar way using mouse, keyboard and
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`screen rather than gears and dials.
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`VII1. Human factors
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`19.
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`This is not the place for a complete discussion of the human factors
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`principles that impact the design of interfaces between man and machine.
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`However, there are three that are instructive in this case. They are: short term
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`memory, foveated perception and expressive leverage.
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`A. Seven +/- two
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`20. A great deal of what we do when we work depends upon our short-
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`term memory. Short term memory consists of the knowledge we need right now
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`for the task at hand. It has been shown that the number of concepts that can be held
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`in short term memory is between 5 and 9, which is described as the “seven plus or
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`minus two” rule. When the amount of information required for a task exceeds these
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`limits we forget something to make room for a new piece of information. This is
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`Why talking with someone will cause us to forget a phone number that we just
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`looked up. The new information from talking pushes out the phone number we just
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`saw. In commodity trading, driving a car, or piloting aircraft there are many pieces
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`of information that must be considered rapidly and simultaneously to perform
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`successfully.
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`B. Foveated perception
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`21. When information is displayed on the screen, the speed and accuracy
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`with which a user can interact is heavily influenced by their ability to find desired
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`information on the screen. The visual search for information is largely controlled
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`by the anatomy of the eye and specifically the retina. Figure 3 shows the anatomy
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`of the eye. Most of the retina is the periphery with a small spot near the center
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`called the macula or the fovea. The periphery has a lot of sensors but they are quite
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`spread out and can only sense gray, not color. This means that most of the image
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`that we see at any one time is gray and quite blurry. The sensors at the fovea are
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`densely packed so that we see in high resolution and they also can sense color.
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`Low RDSDIIJIIDI1
`GrayFast
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`I
`Macuiaf
`FDVEG
`High Resolution
`Ooh:-I
`Slaw
`Saccade Sfsec
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`Figure 3 — Eye anatomy
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`22. At first most people do not believe that their eye works this way
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`because they think they see everything in high resolution and in color. In actuality
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`that is your visual memory that is supplying the information as well as the fact that
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`your eye can move very rapidly. As soon as you think about wanting to see
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`something, your eye moves to look at it and it appears in high resolution. This
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`effect can be understood by a simple experiment. Pick a line of text in the middle
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`13
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`of this paragraph. Hold your eyes still and witl1out moving them, attempt to read
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`the lines above and below. With double-spaced text you will not be able to see
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`anything but a blur outside of the line you. are looking at.
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`23.
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`Because only the fovea can pick up high resolution information, it
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`relies upon the eye’s ability to move very rapidly (5 times per -second) and on the
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`periphery to identify important locations to look. However, the periphery is limited
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`in its ability to identify where to look because of its low resolution (blurry images).
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`Good interface design will organize information so that it is easy for the periphery
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`to identify where the eye should look for the desired information. For example, this
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`is why warning lights in a car are displayed around a cars more frequently viewed
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`speedometer. The claims of the ‘41l patent describe a particular way of
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`constructing a GUI with a specific set of visual relationships to simplify visual
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`search for the information.
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`C. Expressive leverage
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`24.
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`The process of visual search is only part of the technical problem of
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`creating an efficient interactive solution. We also need to minimize the human
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`effort to interact with the GUI. One principle of such interactivity is called
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`“expressive leverage” [OLSE 07]. Expressive leverage is the ratio between the
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`amount of information to be expressed and the amount of human effort required in
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`such expression. High expressive leverage creates Very eflicient user interfaces.
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`Natural languages such as English are attractive due to their high expressive
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`leverage.
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`25.
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`A very common way to measure human effort in an interaction is the
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`keystroke-level model (KLM) [CARD 08]. This simply counts the number of key
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`or button entries required to accomplish a task. This measure has many limitations
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`but it will serve here as a simple measure of expressive leverage in this discussion.
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`Use PrEv.iau5 ..
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`Name:
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`George Menden hall
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`Street Address:
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`1450 Sonuma Blvd
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`City:
`
`_ Pig Creek
`
`=
`:
`
`'
`
`lap
`98 765
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`I
`
`i
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`|
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`I
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`Figure 4 — Form Filling
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`26.
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`In one application a user may be required to enter a shipping address
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`using the form shown in figure 4. To enter the address shown in the figure requires
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`49 key presses plus 5 mouse clicks for a KLM measure of 54. If the user enters this
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`address many times, the designers can introduce the “Use Previous” button that
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`requires only 1 click (expressive leverage of 54/1) to accomplish the task. This is
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`the technique used by Amazon in US Patent 5,960,411. These examples are
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`modern instances of the same kind of innovation found in the power steering
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`patent. Again bits and pixels have replaced shafts, wheels and gears but the
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`concept of magnifying the power of humans to effect desired actions is the same.
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`IX.
`
`The ‘4l1 patent analysis
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`27.
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`The preceding discussion has laid out some of the knowledge and
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`principles found in the field of interface design. We have shown that improvements
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`to interfaces have long been the subject of patentable technologies and provide
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`specific benefits. In particular, the ‘41l patent addresses the technical problem of
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`increasing the speed and accuracy of entering data and usability by constructing a
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`GUI to improve user interaction by displaying market information and areas in an
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`order entry region selectable by a single action to set a price for a trade order and
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`send an order at that price with a default quantity. It is not the nature of commodity
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`trading that is claimed in the ‘411 patent but rather the technology of a new
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`mechanism for improved efficiency in entering data and sending messages
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`representing trades that is claimed.
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`Figure 5 — [Figure 4] from the ‘411 patent
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`The third—fifth, and seventh paragraphs of claim 1 are as follows:
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`displaying, via the computing device, a bid display region comprising
`a plurality of graphical locations, each graphical location in the bid
`display region corresponding to a different price level of a plurality of
`price levels along a price axis;
`
`displaying, via the computing device, an ask display region
`comprising a plurality of graphical locations, each graphical location
`in the ask display region corresponding to a different price level of the
`plurality of price levels along the price axis;
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`dynamically displaying, via the computing device, a first indicator
`representing quantity associated with at least one trade order to buy
`the commodity at the current highest bid price in a first graphical
`location of the plurality of graphical locations in the bid display
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`1?
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`region, the first graphical location in the bid display region
`corresponding to a price level associated with the current highest bid
`price;
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`dynamically displaying, via the computing device, a second indicator
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`representing quantity associated with at least one trade order to sell
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`the commodity at the current lowest ask price in a first graphical
`location of the plurality of graphical locations in the ask display
`region, the first graphical location in the ask display region
`corresponding to a price level associated with the current lowest ask
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`price;
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`These elements provide benefits for several reasons. First is that the axis
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`alignment improves Visual search by the fovea for a specific market price.
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`Alignment along the axis gives the eye a very specific direction to look. Arranging
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`the prices in regular intervals gives the brain’s visual system a good idea of exactly
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`how far to look to locate a specific price. Arranging the bid/ask information in a
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`specific locations relative to the price location greatly simplifies the trader’s visual
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`search for bid information at a specific price. The requirement of the common
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`price axis displayed against both bid and ask solves the technical problem of the
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`user efficiently perceiving the whole market.
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`29.
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`The sixth paragraph of claim 1 reads:
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`upon receipt of market information comprising a new highest bid
`price, moving the first indicator relative to the price axis to a second
`graphical location of the plurality of graphical locations in the bid
`display region, the second graphical location corresponding to a price
`level ofthe plurality of price levels associated with the new highest
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`bid price, wherein the second graphical location is different from the
`first graphical location in the bid display region;
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`The goal of this element is to show movement of the highest bid price as the
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`market changes. Because the price axis is remaining static the periphery of the eye
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`as well as the visual memory retains the position of various prices without the
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`time-consuming process of reading the prices using the fovea. As the highest bid
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`price moves it is easy for the eye to follow and for the trader to quickly understand
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`the corresponding price change. This is made possible because‘ the indicator is
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`moving relative to the fixed price locations. This is in contrast with the old method
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`in figure 2 of the ‘4l1 patent where the user must read prices (visually much
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`slower) to understand the movement. The eighth paragraph of claim 1 claims
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`similar interactive properties as paragraph six. The difference is that it discusses
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`the lowest ask price rather than the highest bid price. The visual analysis is the
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`same.
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`30.
`
`The ninth and tenth paragraphs of claim 1 read:
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`displaying, via the computing device, an order entry region
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`comprising a plurality of graphical areas for receiving single action
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`commands to set trade order prices and send trade orders, each
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`graphical area corresponding to a different price level along the price
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`axis; and
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`selecting a particular graphical area in the order entry region through a
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`single action of the user input device to both set a price for the trade
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`order and send the trade order having a default quantity to the
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`electronic exchange
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`This paragraph of the claim further defines the structure and features of the GUI,
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`namely the order entry region that a user may select to send trade orders. This
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`paragraph shows that the claimed invention addresses the whole interactive
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`problem, not just the Visual display. Specifically, the claimed GUI provides
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`functionality for a trader to not only understand the market but repeatedly take
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`action within that market. By aligning the graphical areas that accept order
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`commands with the corresponding prices, the ‘4l1 patent takes advantage of two
`
`GUI principles. The alignment with the price simplifies the eye’s location of the
`
`order command area. Also by aligning the order area with the price the trader can
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`simultaneously specify the price as well as the order. This increases the expressive
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`leverage of the user interface. The inclusion of a default quantity further increases
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`the expressive leverage.
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`31.
`
`The whole of the language of claim 1 is not about executing
`
`commodity trades. The claim provides the structure, make-up, and functionality to
`
`address technical problems ofproviding a GUI that is efficient to perceive and
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`accurate and eficient for entering data over the conventional systems (e. g., Fig. 2
`
`GU15) that the patent discloses. The inventors have applied GUI design knowledge
`
`to the particular area of commodities trading to achieve a practical solution of
`
`providing a more efficient interface for doing commodity trading. Thus, they have
`
`applied technical knowledge to a technical problem.
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`20
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`Page 21 of 125
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`
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`Case CBM2015-00181
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`U.S. Patent 7,676,411
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`X. Market speed
`
`32.
`
`In previous work by the inventors and others it was common to
`
`provide the current market bid and ask prices in a fixed location in a GUI. Figure 2
`
`of the ‘4 1 1 patent. The patent describes this as the normal user interface for
`
`commodity trading before the technology covered by the ‘411 patent was
`
`introduced. It is also my understanding that these displayed prices could be
`
`clicked to execute an order at the current market price. The problem is that people
`
`cannot respond to Visual data in less than 200 milliseconds and usually much
`
`longer. However, the commodities market changes much faster than that. This
`
`means that traders using such a user interface would not always order at the price
`
`they thought they were (if they were trying to obtain a particular price) because
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`between the time they decided to order and they could execute a click the price
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`would have changed. From the user’s perspective, an order placed at a price that
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`differed from their intended price would be a data entry error. From the computer’s
`
`perspective, the interface would be operating correctly. The ‘4 11 method provides
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`an improved GUI for traders who want to enter an order at a particular price
`
`because it constructs the GUI in a way that removes that discrepancy between the
`
`user’s intended price and what the computer understands the user’s selected price
`
`to be. This allows for exact price orders to be executed, addressing this problem.
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`Page 22 of 125
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`
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`References
`
`Case CBM2015-00181
`
`U.S. Patent 7,676,411
`
`[CARD 80] Card, Stuart K; Moran, Thomas P; Allen, Newell (1980). "The
`
`keystroke-level model for user performance time with interactive systems".
`
`Communications of the ACM 23 (7): 396-410.
`
`[OLSE 07] Olsen, D. R. "Evaluating User Interface Systems Research,"
`
`UIST 2007, ACM (2007)
`
`I declare that all statements made herein of my knowledge are true, and that
`
`all statements made on information and belief are believed to be true, and that
`
`these statements were made with the knowledge that Willftll false statements and
`
`the like so made are punishable by fine or imprisonment, or both, under Section
`
`1001 of Title 18 of the United States Code.
`
`Date: 642$;/5
`
`B % é
`
`Dan R. Olsen, J .
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`Page 23 of 125
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`
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`APPENDIX A
`APPENDIX A
`[CARD 80]
`[CARDSM
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`Page 24 of 125
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`Page 24 of 125
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`
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`J I) Fole}
`Editor
`
`Graphics and
`Image Pl'OC£.‘I-Slilg
`The Ke stroke-Level
`Model or User
`Performance _T1me
`with Interacttve
`Systems
`
`Stuart K. Card and Thomas P. Moran
`Xerox Palo Alto Research C enter
`
`Allen Newcll
`
`Carnegie-Mellon University
`
`There are several aspects 0! user-computer
`performance that system designers should
`syslemati-ca.ll3' consider. This article proposu a simple
`model. the I{eystroke~Level Model. for predicting one
`aspect of performance: the time it takes an expert user
`to perform a given task on a given computer system.
`The mode! is based on counting keystrokes and other
`low-level operations.
`the user's menial
`preparations and the system's responses. Perfornxance
`iscodedintenrtsoftheseosterativuns undoperator
`fines summed to give predictions. Heuristic rules are
`given for predicting where mental preparations occur.
`When tested against an an to difierent systems. um
`model‘; preuiictim error is 21 percent for -mdivwal
`tasks. An examle is given to ilinstntehstflv the model
`canbeusedteprofiacepanmetricpredictiosnsandhow
`sensitititj‘ analysis can be used to redeem conclusions
`in the face at uncertain usumptions. Finally. the model
`is compared to several simpler versiaus. The potential
`role {or the !l'.eyst;rok¢-Level Model in system design is
`discussed.
`
`Key Words and Phrases: lamina-cornputer in-terlace.
`human-cuter interaction. user model. user
`performance. contrive psychology. ergonomics, human
`factors. systems design
`CR Categories: 3.36. 4.& 8.1
`
`
`grants-cl prorated Lhatlhe copmaxznmmadaordssmbuwd for (lift-‘.1
`cummcrual advantage. the ACNE oopyngtzi some and the mic or the
`pubhcauonmdmxtau:appea:.andncIuuc isywtn that rat:-pywnguhy
`permumun of the hnocuatmn {or Cmnputmg Mm:lx1tIcI'y To copy
`ottmwssc. ur to icpubhill. mquiflts a In and /or spa.-at's: pcnnnasm
`&I.t§hm'I' ptucnl aidmacx SK. Card and TJ’. Mann. Xmn
`Colqaotalxnt. Palo Alto Rarearch I_'cnl.tt'.J3J3Ca1H3l¢ Hill Road. Palo
`Alto. (in 943414‘. A Naval]. D1:
`of Computer Science. Car-
`m:=gio~Mellm: Unrva-rut}. Piruburgb. PA 15213.
`@ l¢H3 RCA-I [KIM -fi782fBi}/U7'lfl-0396 51]}, 75
`
`356
`
`I. Introduction
`
`'|"hc design and cvalualmn ul‘ lt1l8l“it(.‘ll\rt: uvmptltcr
`.-qrstcms should take Into .-tccnunt the tutu! pcrllnm-.mcc
`nfthc mrtihincd user-contpulcr .~'_v:ucin_ Such an account
`would rcllccl
`the pS_\r‘l.IlIulL'>g|Céll ch;iractcri.stu;s of u:-err.
`and llltttf mtcractiun with the task and the computer.
`This rarely occurs in am; systematic and ¢.IpllL'll way.
`The causes nI' Ihts failure unay lie prmly lI'| attitude.-s
`toward the possibility uf dcalirtg succa;-a:2t'ttll3.' with pray-
`chological factors. such as lhr: belief that intuttiun. sub-
`jcctivc experience. and unccdotc furrn tht: only txmiblc
`bases for dealing with them Whatever run); be true ul‘
`these: more global issues. om: flllljfli cause is the absence
`of good analysis tools for as.-ecssing mmhmcd u.-scr-cum-
`putcr performance.
`There exists quite a bit of research relevant to the
`area of u:.er—cou1pulcI' performance. but most of it
`15
`prtliminary in nature. Pcw et al. [14], in a review oI”40
`potentially relevant human-system performance models.
`conclude “that integrative models of human performance
`compatible with the requirements for representing com-
`mand and control system performance do not exist at the
`present time." Ramsey and Atwood [IS]. after reviewing
`the human factors literature pertinent to comp