`Patent: 7,463,245
`
`UNITED STATES PATENT AND TRADEMARK OFFICE
`_________________________
`
`BEFORE THE PATENT TRIAL AND APPEAL BOARD
`________________________
`
`SONY COMPUTER ENTERTAINMENT AMERICA LLC
`Petitioner
`
`v.
`
`APLIX IP HOLDINGS CORPORATION
`Patent Owner
`
`________________________
`
`Case No. IPR2015-00230
`
`Patent No. 7,463,245
`
`DECLARATION OF DR. KARON MACLEAN
`
`Mail stop PATENT BOARD
`Patent Trial and Appeal Board
`U.S. Patent & Trademark Office
`P.O. Box 1450
`Alexandra, VA 22313-145
`
`
`
`TABLE OF CONTENTS
`
`Page
`
`I.
`
`Background & Qualifications.................................................................................... 1
`
`A.
`
`B.
`
`C.
`
`D.
`
`E.
`
`Education background and career history.................................................... 1
`
`Research expertise ........................................................................................... 2
`
`Collaborations with Industry ......................................................................... 6
`
`Professional service and recognitions........................................................... 7
`
`Exhibits analyzed............................................................................................. 8
`
`II.
`
`Legal Framework ...................................................................................................... 10
`
`A.
`
`B.
`
`C.
`
`D.
`
`Scope and Content of the Prior Art............................................................ 10
`
`Differences Between the Art and the Invention ....................................... 11
`
`The Level of Skill in the Art......................................................................... 13
`
`Objective Indicia............................................................................................ 13
`
`III. Opinion ...................................................................................................................... 14
`
`A.
`
`Background of the Technology ................................................................... 14
`
`1.
`
`2.
`
`3.
`
`Short history of handheld computing devices up to 2003............ 14
`
`Short History of touchpads and use on computers generally and
`also on handheld devices up to 2003............................................... 15
`
`Designing Handheld Devices........................................................... 18
`
`B.
`
`Summary of the ’245 Patent......................................................................... 20
`
`ii
`
`
`
`C.
`C.
`
`Review of Petition Arguments..................................................................... 23
`Review of Petition Arguments ................................................................... .. 23
`
`1.
`1.
`
`2.
`
`2.
`
`3.
`3.
`
`4.
`
`4.
`
`5.
`
`5.
`
`Person of ordinary skill in the art .................................................... 23
`Person of ordinary skill in the art .................................................. .. 23
`
`Liebenow in view of Andrews.......................................................... 24
`
`Liebenow in View of Andrews ........................................................ .. 24
`
`Liebenow in view of Hedberg.......................................................... 43
`Liebenow in View of Hedberg ........................................................ .. 43
`
`Liebenow in view of Martin ............................................................. 55
`
`Liebenow in View of Martin ........................................................... .. 55
`
`Griffin in view of Liebenow............................................................. 62
`
`Griffin in View of Liebenow ........................................................... .. 62
`
`IV.
`
`IV.
`
`Conclusion ........................................................................................................... 83
`
`Conclusion ......................................................................................................... .. 83
`
`iii
`
`iii
`
`
`
`I. Background & Qualifications
`
`1.
`
`I have summarized in this section my educational background, career
`
`history, and other relevant qualifications. I have also attached a current version of my
`
`Curriculum Vitae as Ex. 2004.
`
`A.
`
`2.
`
`Educational background and career history
`
`I am presently a Full Professor at the University of British Columbia,
`
`with a regular appointment in Computer Science in the Faculty of Science, and a
`
`courtesy appointment in Mechanical Engineering in the Faculty of Applied Science. I
`
`have recently been a Visiting Professor at the University of Colorado (Boulder,
`
`Colorado, USA) and at the University of Canterbury (Christchurch, NZ).
`
`3.
`
`In 1986 I received a B.S. degree in Mechanical Engineering and
`
`Biological Sciences from Stanford University. In 1988 I received a M.S. in Mechanical
`
`Engineering from Massachusetts of Technology, and 1996 a Ph.D. in Mechanical
`
`Engineering from Massachusetts of Technology.
`
`4.
`
`From 1989 to 1991 I worked as a project engineer at the University of
`
`Utah’s Center for Engineering Design in Salt Lake City, UT. From 1996 to 2000 I was
`
`a Member of Research Staff and Project Lead at Interval Research Corporation in
`
`Palo Alto, CA.
`
`1
`
`
`
`B.
`
`5.
`
`Research expertise
`
`The majority of my research relates to different aspects of the design of
`
`physical interfaces for human use. These draw on disciplines of Human Computer
`
`Interaction (HCI), robotics and mechatronics, human biomechanics, psychophysics
`
`and cognition, and design practices more broadly. As a sample, my research includes
`
`design of interaction techniques for handheld devices, invention of flexible sensors
`
`for touch sensing and machine-learning recognition of human gestural touch,
`
`prototyping tools for haptic designers, psychophysically-based tools for creating sets
`
`of “haptic icons” (meaningful signals rendered by tactile and force-feedback
`
`actuators), and design and deployment of emotional touch in therapeutic applications
`
`of touch-based affective robots. Other research interests include human-robot
`
`interaction (HRI), accelerometer based motion recognition and interactive motion
`
`guidance for users, and mobile tools for systematizing health issue investigation.
`
`6.
`
`With my students and postdocs, I have co-authored over 100 peer-
`
`reviewed publications in these areas. In the fields of HCI and HRI, top-tier (peer-
`
`reviewed, 20-25% acceptance) conferences are a primary mode of publication. My
`
`team has received seven “Best Paper” awards and two additional runners-up in the
`
`last 10 years at such conferences, including the ACM Conference on Human Factors
`
`in Computing Systems (CHI), ACM/IEEE Human Robot Interaction (HRI), IEEE
`
`HAPTICS and ACM ICMI (Int’l Conference on Multimodal Interaction).
`
`2
`
`
`
`7.
`
`I am a co-inventor on four patents, filed between 1999 and 2001 and
`
`listed in my CV, which address novel physical interaction design concepts arising
`
`from research of the team I led at Interval Research in Palo Alto While they rely on
`
`creative and sometimes sophisticated disposition of technology elements that were
`
`newly available at the time, their primary contributions were in how to make
`
`technology work in a physical way for real problems that people had or foreseeably
`
`would have – for example, in controlling new forms of digital media, and the
`
`emerging challenges of mobile interactions.
`
`8.
`
`I have graduated 33 graduate students and supervised 6 postdocs and 52
`
`directed undergraduate research projects since 2000. Many of these individuals are
`
`presently employed in influential human-computer interaction roles in prominent
`
`companies including Apple, RIM, Microsoft, Google, Phillips, Canada’s National
`
`Research Council, Immersion Corp., Dolby, and the National Basketball Association
`
`as well as numerous smaller startups and other ventures. Two initiated a startup based
`
`on the research they did with me (Haptok Inc.).
`
`9.
`
`I currently am solely or jointly responsible for CAN$0.7M in research
`
`funding (FY 2014 funding at UBC and elsewhere) and for CAN$7.8M in grants
`
`overall since 2000 from (for example) Canada’s NSERC, CIHR and CFI funding
`
`agencies, the USA’s NSF and numerous private companies including Nokia, Nissan,
`
`3
`
`
`
`Immersion, and General Motors. The majority of this funding involves multi-
`
`disciplinary and multi-institutional projects.
`
`10. My work in human interface systems has its roots in an undergraduate
`
`research job at Stanford/VA Rehabilitation Research & Development Center, where
`
`in the early 1980’s I worked with Felix Zajac and his group on modeling the human
`
`musculoskeletal system. I continued in bioengineering with my Master’s research in
`
`MIT’s Mechanical Engineering Design Division, and a rehabilitation group creating
`
`computer-controlled prosthetics and robotics. My own research in functional
`
`neuromuscular stimulation was ultimately directed at restoring function to spinal-cord
`
`injured humans; with my supervisor William Durfee I characterized motor responses
`
`to neural stimulation, and devised a system by which to control motor activation. I
`
`then worked for two years at the University of Utah’s Center for Engineering Design,
`
`a world leader in complex human-controlled robotics, on the design and digital
`
`controls for high-degree of freedom, teleoperated, force-feedback robots for undersea
`
`and animatronic applications.
`
`11.
`
`For my MIT PhD (1990-1996) I developed and psychophysically
`
`characterized one of the very first of what later came to be known as haptic interfaces.
`
`At a time we knew absolutely nothing of how humans would perceive virtual force
`
`displays or how to create high fidelity haptic representations of real environments. I
`
`studied this by simulating and haptically rendering linear pushbutton switch profiles
`
`4
`
`
`
`with high performance motors and examining human responses to these displays
`
`relative to traditional switches. MIT at this time was a haptics breeding-ground,
`
`spawning the majority of early haptics researchers and entrepreneurs internationally.
`
`For example, my fellow students and friends included Thomas Massie, inventor of the
`
`Phantom haptic device; Margaret Minsky, credited with publication of a first haptic
`
`application; Ed Colgate, who later became the first Editor-in-Chief of the new IEEE
`
`Transactions on Haptics, and also chaired the first haptics conference in 1992; and
`
`Elaine Chen, a haptic inventor.
`
`12.
`
`I took up a postdoc and then researcher / team leader roles at Interval
`
`Research Corporation (1996-2000), a Palo Alto technology think-tank funded by Paul
`
`Allen, where I led a diverse team of designers and engineers in developing novel
`
`haptic interaction techniques and technology, predominantly for handheld interaction
`
`with physical devices. This was a period of frenetic development in user interface
`
`technology, much of it centered in Silicon Valley, and Interval had a front-row seat to
`
`observe and participate in it.
`
`13.
`
`At UBC, I am now primarily engaged on three threads of work: physical
`
`and generally handheld interface design including using these devices for motion
`
`sensing and guidance feedback, with a special focus on attentional processes; affective
`
`human-robot interaction; and mobile health applications. My background, spanning
`
`robot controls, bioengineering /psychophysics and human computer interaction
`
`5
`
`
`
`(HCI) design, is somewhat unusual and I have exploited this to bridge my various
`
`communities. At present, I am leading a group of about ten students and postdocs at
`
`UBC from a mix of computational, engineering and arts backgrounds, working on
`
`interaction techniques and sensing technology for mobile and HRI contexts.
`
`14.
`
`In summary, my research has been largely focused on physical human
`
`interfaces and human neuro, musculoskeletal and cognitive systems since the early
`
`1980’s, and I have been actively engaged in communities at the forefront of
`
`developments in these areas throughout my career.
`
`C.
`
`15.
`
`Collaborations with Industry
`
`As an HCI designer, it has always been useful to align with end-users
`
`and industries who inform me of human problems and industry needs. I will mention
`
`a few. Immersion Corp has been a primary holder of haptic intellectual property since
`
`the late 1990’s, whom I consulted for in 2000, and have received funding from and
`
`sent students to for employment ever since. I have worked closely with two
`
`automotive companies, Nissan on cockpit controls and General Motors on human-
`
`robot interaction for collaborative automation. I have given invited talks at Apple
`
`regarding my interaction design techniques, and three of my graduates work there
`
`now on the Apple Watch project. At RIM, one of my graduates spearheaded the push
`
`to put haptics onto the Blackberry in the late 2000’s. I am on the advisory board of
`
`Tangible Haptics, a Northwestern startup by Edward Colgate commercializing
`
`6
`
`
`
`variable-friction surface haptic feedback, a concept which he invented; my students
`
`and I developed interaction techniques for it which then won a Best of CHI award. I
`
`am on the advisory board of the EU research consortium WEARHAP. I have also
`
`worked with numerous small companies over the years in collaborative and advisory
`
`capacities.
`
`D.
`16.
`
`Professional service and recognition
`I have co-chaired major academic conferences, most recently the 2010
`
`and 2012 IEEE Haptics Symposium, and served in 2014 as Area Chair (Interaction
`
`Techniques and Devices) for the largest HCI conference, ACM CHI. I currently serve
`
`on the editorial board of the Int’l Journal of Human-Computer Studies (IJHCS), and
`
`was a founding associate editor of the IEEE Transactions on Haptics, whose 2008
`
`creation I orchestrated. I have served on numerous program committees in HCI,
`
`robotics, haptics and mobile interaction. In 2014-2015, I was on the Awards
`
`committees for all three major haptics conferences (Eurohaptics 2014, Haptics
`
`Symposium 2014 and Worldhaptics 2015).
`
`17.
`
`I am a Senior Member of the Association for Computing Machinery
`
`(ACM), and a Senior Member of the Institute for Electrical and Electronics
`
`Engineering (IEEE), active in the Computer Society and the Robotics and
`
`Automation Society.
`
`7
`
`
`
`18.
`
`I have been the prime architect of UBC’s HCI curriculum, creating it in
`
`2000 and twice re-vamping a program that has reappeared in many other universities;
`
`it is now among the largest in North America. I have also taught numerous summer
`
`schools and workshops with the aim of bringing HCI practices to engineering haptics
`
`audiences, and vice versa.
`
`19.
`
`I am currently leading a major pan-university initiative to create an HCI
`
`Institute at UBC, including proposals to secure major funding for it.
`
`20.
`
`I was the recipient of the 2001 Peter Wall Early Career Scholar, the 2006
`
`Izzak Walton Killam Memorial Faculty Research Fellowship, the 2008 Charles A
`
`McDowell Award (the top research prize at UBC), and received a 2013 NSERC
`
`Accelerator Grant, awarded to top science researchers nationally in Canada.
`
`E.
`
`Exhibits analyzed
`
`Exhibit 1001
`Exhibit 1003
`Exhibit 1004
`Exhibit 1005
`Exhibit 1006
`Exhibit 1007
`Exhibit 1010
`
`Exhibit 2001
`
`Petition for Inter Partes Review of U.S. Patent No. 7,463,245
`Decision Instituting Inter Partes Review of U.S. Patent No.
`7,463,245 (Paper 16)
`U.S. Patent No. 7,463,245 to Beth Marcus et al.
`U.S. Patent Application Publication No. 2002/0118175 to
`Liebenow et al.
`International Publication No. WO2000/59594 to Andrews et al.
`International Publication No. WO1999/18495 to Hedberg
`U.S. Patent No. 7,336,260 to Martin et al.
`U.S. Patent Application Publication No. 2003/0020692 to
`Griffin et al.
`Expert Declaration of Dr. Gregory F. Welch
`Amended Complaint in Aplix IP Holdings Corporation v. Sony
`Computer Entertainment Inc. and Sony Computer Entertainment
`America LLC, Case No. 1:14-cv-12745
`
`8
`
`
`
`Exhibit 2002
`
`Exhibit 2007
`
`Exhibit 2008
`
`Exhibit 2009
`
`Exhibit 2010
`
`Exhibit 2011
`
`Exhibit 2012
`
`Exhibit 2013
`
`Exhibit 2014
`
`Exhibit 2015
`
`Exhibit 2016
`
`Exhibit 2017
`
`Exhibit 2018
`
`Exhibit 2019
`
`Office Action dated October 5, 2006, from the file history of
`U.S. Ser. No. 10/699,555 (parent of the application for U.S.
`Patent 7,463,245).
`Allen, J. P., Handheld Computing Predictions: What Went Wrong?,
`Proceedings of the 1st International Symposium on Handheld
`and Ubiquitous Computing, Karlsruhe, Germany: Springer-
`Verlag, 1999, pp. 117-123
`Wikipedia entry on “List of Blackberry products” at
`https://en.wikipedia.org/wiki/List_of_BlackBerry_products,
`accessed 8/3/2015
`Keyboard image at http://www.computerhistory.org/
`collections/catalog/102642008, accessed 8/2/2015
`Patent US 5,305,017
`Wikipedia entry on “Touchpad” at
`https://en.wikipedia.org/wiki/Touchpad, accessed 8/1/2015
`Buxton, W., Multi-Touch Systems that I Have Known and Loved, at
`www.billbuxton.com/multitouchOverview.html, accessed
`8/2/2015
`Walker, G., A Review of Technologies for Sensing Contact Location on
`the Surface of a Display, Journal of the Society for Information
`Display, vol. 20:8, pp. 413-440, 2012
`Wikipedia entry on “IBM Simon” at
`https://en.wikipedia.org/wiki/ IBM_Simon, accessed 8/2/2015
`Wikipedia entry on “Casio PB 1000” at
`https://en.wikipedia.org/wiki/Casio_PB-1000, accessed
`8/5/2015
`Blickenstorfer, C., NeoNode N1, Can a unique interface put this
`compelling smart phone on the map? At
`http://pencomputing.com/WinCE/neonode-n1-review.html,
`accessed 8/2/2015
`Wikipedia entry on “List of iPod models” at
`https://en.wikipedia.org/wiki/List_of_iPod_models, accessed
`8/2/2015
`Barker, M., Microsoft Teams with Interlink Electronics for Xbox
`Controllers, at www.Gamasutra.com, accessed 8/2/2015
`Hinckley, K., Pierce, J., Sinclair, M., and Horvitz, E., Sensing
`Techniques for Mobile Interaction, Proceedings of the 13th Annual
`ACM Symposium on User Interface Software and Technology,
`San Diego, California, USA: ACM, 2000, pp. 91-100
`
`9
`
`
`
`Exhibit 2020
`
`Exhibit 2021
`
`Exhibit 2022
`
`Wikipedia entry on “Camera phone” at
`https://en.wikipedia.org/wiki/Camera_phone, accessed
`8/3/2015
`Partridge, K., Chatterjee, S., Sazawal, V., Borriello, G., and
`Want, R., Tilttype: Accelerometer-Supported Text Entry for Very Small
`Devices,” in Proceedings of the 15th annual ACM symposium on
`User interface software and technology. Paris, France: ACM,
`2002, pp. 201-204
`Wigdor, D. and Balakrishnan, R., Tilttext: Using Tilt for Text Input
`to Mobile Phones” in Proceedings of the 16th annual ACM
`symposium on User interface software and technology.
`Vancouver, Canada: ACM, 2003, pp. 81-90
`
`II. Legal Framework
`21.
`Counsel has informed me that a patent claim is obvious if the
`
`differences between it and the prior art are such that it would have been obvious at
`
`the time the invention was made to a person having ordinary skill in the relevant art.
`
`To determine obviousness I must consider the scope and content of the prior art, the
`
`differences between the prior art and the claimed invention, the level of ordinary skill
`
`in the field of the invention, and any relevant objective considerations of
`
`nonobviousness. I have taken each of these factors into account in my analysis
`
`below.
`
`A.
`22.
`
`Scope and Content of the Prior Art
`I am informed that prior art for obviousness purposes is limited to art
`
`that is analogous, meaning that it is from the same “field of endeavor” as the patented
`
`invention, or is “reasonably pertinent” to the particular problem with which the
`
`inventor was involved.
`
`10
`
`
`
`23.
`
`I understand that two pieces of art that relate to the same general subject
`
`matter are not necessarily in the same field of endeavor. Similarity in the structure
`
`and function of the invention and the prior art is indicative that the prior art is within
`
`the same field of endeavor, and differences in structure and function suggest the
`
`contrary.
`
`24.
`
`I am further informed that another way that art can be considered
`
`analogous is if it is “reasonably pertinent” to the problem the inventor was trying to
`
`solve. A reasonably pertinent reference is one that logically would have commended
`
`itself to an inventor's attention in considering the problem the inventor was trying to
`
`solve.
`
`25.
`
`Even when art is analogous, however, I understand that it is also
`
`important to consider the differences between the art and the invention as claimed
`
`and whether a person of ordinary skill would have had a motivation to combine the
`
`references in the manner of the claim.
`
`Differences Between the Art and the Invention
`B.
`26. Most inventions are an assembly of pre-existing technology. It is
`
`therefore not proper to say that an invention was obvious merely because it is a
`
`recombination of the prior art. Such an invention might be perfectly obvious in
`
`hindsight, but that is not the test for validity purposes. Rather, the test is it would
`
`have been obvious at the time of the invention to a person of ordinary skill who did
`
`11
`
`
`
`not have the benefit of the inventor’s teachings. Moreover, sometimes it is the
`
`recognition of the problem to be solved, rather than the claimed solution, that was
`
`non-obvious.
`
`27.
`
`A reason to combine references might come from one of various
`
`sources. For instance, there might be a specific marketplace pressure or existing
`
`design demand that would motivate a person of ordinary skill in the art to make the
`
`combination. It does not matter what the source of the reason to combine is. What
`
`is important is clearly to identify a reason that a person of ordinary skill at the relevant
`
`time would have appreciated. Otherwise, the combination is obvious only in
`
`hindsight.
`
`28.
`
`I understand rather that there has to be some set of facts apart from the
`
`teachings of the patent itself to provide the glue to combine the art in the manner of
`
`the claims. One cannot simply put together pieces of art like a jigsaw puzzle using the
`
`patent as the picture on the puzzle box lid. That is impermissible hindsight.
`
`29.
`
`I understand that it can also be pertinent whether there was a reason in
`
`the art not to make the claimed combination. It could be that a person of ordinary
`
`skill would have considered the combination difficult to make or that the prior art
`
`“teaches away” from the claimed invention.
`
`12
`
`
`
`C.
`30.
`
`The Level of Skill in the Art
`I am informed that obviousness is to be judged from the perspective of
`
`a person of ordinary skill, not the perspective of an expert. Even if the invention
`
`would have been obvious to the brightest minds in the field, that does not render it
`
`unpatentable. I understand that highly educated and trained individuals know more,
`
`and thus more inventions are obvious to them. On the other hand, individuals with
`
`little education or training would have more difficulty in making connections and
`
`therefore fewer inventions would be obvious to them.
`
`D. Objective Indicia
`31.
`Finally, I am informed that one should take into account any objective
`
`evidence that suggest that the invention may have been obvious or nonobvious. For
`
`instance, if many different inventors came up with the same combination around the
`
`same time, that may suggest that it was an obvious combination to make. On the
`
`other hand, if the elements of the invention were around for a long time without
`
`anyone making the combination, that is an objective fact suggesting that the
`
`combination may not have been so obvious. I understand that there is no exhaustive
`
`list of objective factors.
`
`13
`
`
`
`III. Opinion
`
`A.
`
`Background of the Technology
`
`1.
`
`Short history of handheld computing devices up to 2003
`
`32.
`
`A number of technological and commercial developments were
`
`influential or significant with respect to handheld computing device interfaces and
`
`usage. While hand-sized, portable computers have existed in some form since at least
`
`the late 1980s, Palm Computing’s 1996 release of the Palm Pilot inaugurated the
`
`“PDA” (personal digital assistant) era and the idea of a handheld device that could
`
`work as a complement to a personal computer (Ex. 2007, Allen, at p. 5). Pen-based
`
`user input dominated handheld devices around this time.
`
`33.
`
`The decade from 1995 through the mid-2000’s saw enormous
`
`exploration and innovation in handheld input modalities, in part because the purpose
`
`and potential of handheld computing was far from resolved: what would they be good
`
`for, who would use them, and how would these devices fit into the growing
`
`ecosystem of other computational instruments at users’ disposal?
`
`34. Devices during this period tended to be specialized. Cell phones, PDAs,
`
`music players, cameras, game consoles and remote controls had and still have the
`
`liberty to focus on working well for one thing. Devices were marketed as
`
`“smartphones” as early as 2000 (e.g. the Ericsson R380, Palm Kyocera, and Treo 90),
`
`but combined a small number of relatively compatible functions, e.g., a PDA plus a
`
`14
`
`
`
`mobile phone. Blackberry released the first “convergent” 6000 series smartphone in
`
`2003 (Ex. 2008 at p. 1), with push email, mobile telephony, text, internet fax and web
`
`browsing.
`
`35. However, it was not until the 2007 iPhone and the 2008 Android HTC
`
`Dream that the “Swiss Army knife” smartphone truly emerged. From that point,
`
`smartphone uses spanned business, music and gaming as well as telephony and
`
`calendaring, and third party “apps” that it seemed could do just about everything else.
`
`After this point, smartphones lost most differentiation in size, shape and input
`
`modalities, with general convergence onto a thin slab with touchscreen controls.
`
`36.
`
`Innovation driven by use cases and enabling of helpful interaction techniques:
`
`Academic literature around this time illustrates considerable attention to how users
`
`might provide input to handheld devices, and also how users might use these devices
`
`to interact with other aspects of their environment. Their reports address both
`
`purpose (potential tasks, often newly envisioned ones) and interaction techniques
`
`(often enabled by new sensing modalities).
`
`2.
`
`Short history of touchpads, and their use on computers
`generally and on handheld devices up to 2003
`
`37.
`
`Touch sensors have proved attractive computer input elements in
`
`contexts where space is limited. The first appearance of touchpads as a commercially
`
`available computer input modality is commonly cited as an inclusion on the Apollo
`
`computer’s keyboard (Exs. 2009, 2011 at p. 2) in 1982, although there were earlier
`
`15
`
`
`
`commercial uses. It spread more widely as GlidePoint technology, invented in the
`
`1980’s (U.S. Patent No. 5,305,017, Ex. 2010), developed by Cirque Corporation
`
`(1991) and incorporated into early Apple products (1994 PowerBook series). Several
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`US companies, including Logitech, Synaptics and MicroTouch Systems, released their
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`own versions in the mid-1990’s; descendants of these early technologies have
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`continued to dominate consumer electronics ever since (many sources, including a
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`reasonable summary on Wikipedia, Ex. 2011). Multitouch variants and interaction
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`techniques that exploited them attained substantial visibility by the mid 1980’s (e.g.,
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`Ex. 2012, Buxton, at p. 1), and appeared in some commercial settings, e.g. air traffic
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`control terminals even earlier, in the 1960’s (Ex. 2013, Walker, p. 413).
`
`38.
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`Leading technologies: The earliest technology families utilized as computer
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`input elements are capacitive (allows sensing of presence and absolute position of a bare
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`finger based on its electrical properties) and resistive (measures the resistance drop
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`when two electrically striped sheets are pressed together, thus requiring some touch
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`pressure). These have different strengths and weaknesses; for example, resistive
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`touchpads (can have higher resolution, require nonzero pressure) work well with
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`stylus input, whereas capacitive touchpads and touchscreens require a bare finger but
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`accommodate light touch. The capacitive touch screen we see in smartphones today is
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`comprised of multiple layers of glass with fused conductive coating, but other
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`16
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`
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`construction methods and materials support sensing on curved and even flexible
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`surfaces. Many variants have been derived from both.
`
`39.
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`Touch sensing on handhelds: IBM’s Simon Personal Communicator (1994),
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`was touted as the first device to include telephone and PDA features, and also had a
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`stylus touchscreen with handwriting input (Ex. 2014 at p. 1); but it was predated by
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`non-phone devices such as the 1987 Casio pocket computer PB-1000 (Ex. 2015),
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`which had 16 touch-sensitive keys (“LCD sensitive areas”) built into the screen in a
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`4x4 grid. The 2004 Neonode N1 Mobile phone (announced in 2002) had an optical
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`touch-screen, and was considered the first touchscreen to go beyond finger-tapping
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`on buttons to make use of finger swipe-type gestures (Ex. 2016 at pp. 1-3). The
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`iPhone, responsible for massively popularizing multitouch input in handhelds, was
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`released in 2007.
`
`40. Of non-screen touch sensors, the best known in this period may be
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`Apple’s iPod, first released in 2001 with a mechanical scroll wheel, and with a one-
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`dimensional touch-sensitive wheel in 2002 (seee.g.Ex. 2017). The “click wheel”
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`innovation where mechanical tactile switches were incorporated beneath the touch
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`wheel did not appear until 2004.
`
`41.
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`Another relevant player is Interlink Electronics (1984), a company which
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`has produced wide varieties of flexible force-sensing resistors packaged in ways
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`convenient for prototyping and manufacture, and initially most popular with
`
`17
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`
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`electronic music instrument controllers. In the early 2000’s, these enabled inexpensive
`
`analog sensing of point and 2-D position and pressure. Interlink participated in the
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`Xbox console design (2001), providing six buttons with pressure sensitivity, e.g. for
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`sensitive control of character movements (Ex. 2018).
`
`42.
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`The incorporation of touch sensing on hand-sized surfaces to enable
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`interactions in ways other than buttons or stylus movements on a flat touch-sensitive
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`screen developed more slowly than gestural control. Ex. 2019, a paper related to
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`sensing techniques for mobile interaction, describes a simple prototype capacitive
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`sensor applied to a curved surface to indicate touch contact or non-contact over a
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`larger surface (e.g., a mouse) without specific location information. This led others to
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`envision more involved uses that demanded more sophisticated but low-cost sensing
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`on arbitrary surfaces, which developed in turn; as we see in the ’245 patent herein.
`
`3.
`
`Designing handheld devices
`
`43.
`
`Several core requirements dominate the design of handheld device user
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`interfaces, and differentiate them from design of other types of systems. First, they are
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`hand-sized and hand-used, as opposed to used while sitting on a desk or mounted in a
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`wall. The device must afford accessing and activating its input modalities, typically
`
`with fingers and thumbs, while at least one hand is also supporting and stabilizing it.
`
`Second, the majority of handheld devices in 2003 were for mobile use. Interaction may
`
`18
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`
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`occur while the user is physically in motion, in environments with demands on
`
`attention and perception. The device must be conveniently carried.
`
`44.
`
`The need to be both small and usable while held imposes harsh
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`restrictions on everything else it does, particularly viewing, data entry and talking into
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`it. Solving these constraints successfully requires judicious choices and tradeoffs.
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`Added physical features and capabilities that do not adequately fit with or
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`complement the device as a whole take up space and interfere with other uses. All
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`input elements and displays need to meet ergonomic aspects of usability.
`
`45.
`
`An example of these tradeoffs is illustrated in the choice and layout of
`
`input elements. A laptop computer can be assumed to need a keyboard and a pointing
`
`device of some kind; but even miniaturized versions of these elements will take up
`
`most of the surface area of a handheld device. A designer must consider what the
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`device will be used for, in what conditions. If the user needs to provide text, this
`
`might be done with a small keyboard (physical or touchpad based) or a vast variety of
`
`alternative text entry methods that require both an input element and an interaction
`
`technique that effectively exploits it. Any of these require careful thought to how the
`
`device is grasped and supported, what digits are free to slide, press or tap while
`
`supported, and visibility of a graphical display. This is before considering other
`
`utilities the device must provide. If text entry is not a frequent or extensive use
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`19
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`
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`modality, an experienced designer will likely diminish the surface area devoted to its
`
`support.
`
`46. General purpose handheld devices are extremely hard to design. It is no
`
`accident that specialized devices preceded the general-purpose “Swiss Army knife”
`
`smartphone described above by many years; the latter’s