throbber
US007218313B2
`
`(12)
`
`United States Patent
`Marcus et al.
`
`(10) Patent N0.:
`(45) Date of Patent:
`
`US 7,218,313 B2
`May 15, 2007
`
`(54) HUMAN INTERFACE SYSTEM
`
`6,084,576 A
`
`7/2000 Leu et al.
`
`(75) Inventors: Beth Marcus, Bedford, MA (US); W.
`David Lee, Newton, MA (U S)
`
`(73) Assignee: Zeetoo, Inc., Bedford, MA (US)
`
`( * ) Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U_S~C_ 154(1)) by 502 days'
`
`.
`(Commued)
`FOREIGN PATENT DOCUMENTS
`
`EP
`EP
`EP
`WO
`WO
`
`0585730
`1103883
`1 293 882 A2
`91/05303 A1
`03/042805
`
`3/1994
`5/2001
`3/2003
`4/1991
`5/2003
`
`(21) Appl. No.: 10/699,555
`(22) Filed:
`Oct. 31, 2003
`
`(65)
`
`Pl‘iOl‘ PllbliC?tiOIl Data
`
`Us Zoos/0093846 A1
`
`May 5’ 2005
`
`OTHER PUBLICATIONS
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`Easy-to-learn Text Input Technique for Phones. Graphics Interface
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`97-104
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`G09G 5/00
`(52) us. Cl. ..................................... .. 345/169; 345/168
`(58) Field of Classi?cation Search .............. .. 345/156
`
`(Continued)
`R_ d O _
`E _
`P _
`_
`("my mmmerf 1“? 0 509°
`(74) Ammey’ Age”: "r F’rmiplsh & Rlchardson P'C'
`
`345/169, 173, 168; 400/472; 341/22
`'
`'
`See appl1cat1on ?le for complete search h1story.
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`(57)
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`ABSTRACT
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`Systems (SIGCHI 01), ACM Press, 2004, pp. 671-678. http://www.
`cc.gatech.edu/fac/Thad.Starner/p/030i10iMTE/twiddler-chi04.
`pdf.
`
`Daniel Wigdor, Ravin Balakrishnan, TiltText: using tilt for text
`input to mobile phones, Proceedings of the 16th annual ACM
`symposium on User interface software and technology, p. 81-90,
`Nov. 2-5, 2003, Vancouver, Canada http://portal.acm.org/citation.
`cfm?id:964705
`http://www.dgp.toronto.edu/~ravin/papers/
`uist2003itilttext.pdf.
`M. D. Dunlop and A. Crossan, “Dictionary based text entry method
`for mobile phones”, published in Brewster, S.A., and Dunlop, M.D.,
`(editors). Proceedings of Second Workshop on Human Computer
`Interaction with Mobile Devices, Aug. 1999. http://www.cis.strath.
`ac.uld~mddfresearch/publications/99dunlopcrossan.pdf.
`Kjeldskov, J. Stage, J. (2004). New Techniques for Usability Evalu
`ation of Mobile Systems. International Journal of Human-Computer
`Studies, May 2004, 60 (5-6): 599-620.
`Buxton, “A Directory of Sources for Input Technologies”, Oct. 1,
`2003, http://www.billbuxton.com/InputSources.html.
`“Introducing the Dvorak Keyboard”, http://www.mwbrooks.com/
`dvorak/.
`Innovative Ergonomic Solutions, Cirque Pocket Keyboard, http://
`www.iesproducts.com/key-misc-pockethtml.
`Buxton, “Human Input to Computer Systems: Theories, Techniques
`and Technology”, http://www.billbuxton.com/inputManuscript.
`htlm.
`Buxton, “An Introduction to Human Input to Computers”, Apr. 6,
`1999, http://www.billbuxton.com/input01.Introduction.pdf.
`Unidenti?ed and Undated Document discussing alternative designs
`to QWERTY Keyboard, pp. 2-10.
`
`* cited by examiner
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`1
`HUMAN INTERFACE SYSTEM
`
`BACKGROUND
`
`2
`input techniques is a court reporter or stenographer’s type
`Writer. One chordal input technique using a keypad to
`decrease the number of actuations to achieve a large number
`of functions is described in US. Pat. No. 5,973,621 to Levy,
`entitled “Compact Keyed Input Device,” Which is incorpo
`rated herein by reference.
`Modal Input Techniques
`Modal input techniques are based on the concept that
`functions of the electronic device, e.g., text messaging in a
`cell-phone or PDA, can be accessed by pressing a particular
`input element (or combination of elements) on a keyboard or
`keypad. Once that particular input element is pressed, the
`functionality of all or a portion of the input elements on the
`keyboard or keypad may change. Modal techniques typi
`cally are used in calculators, cell-phones, and PDAs. For
`example, in cell phones, a modal technique called multi-tap
`is common, in Which individual input elements on the
`keypad are associated With multiple symbols, such as char
`acters, letters, numbers, icons or other types of symbols,
`Which tends to reduce the number of input elements required
`to achieve the desired functions, e.g., a tWelve-input-element
`keypad can be used to represent all letters of the English
`alphabet and the decimal digits. A user can input a desired
`symbol Within a set of symbols associated With a certain
`input element by tapping on that particular input element
`With a thumb, ?nger, or stylus, one or more times to input the
`desired character. Thus, if a user desires to send a text
`message, the user may press a functional input element, e. g.,
`a mode key, to access the text messaging functionality of the
`cell phone and then tap an individual input element one or
`more times to select the associated symbol for input. The
`number of taps needed to input a particular symbol may
`differ depending on the language character set chosen. For
`example, Japanese keypad or keyboards typically require a
`minimum set of 46 characters for text input, While English
`or American keyboards and keypads usually require a mini
`mum set of 26 characters for text input. These modal input
`techniques have gained some popularity as users perform
`more text functions.
`Smart Keys
`Smart keys are typically used on keypads and refer to a
`single key or combination of keys that, When pressed,
`predict the users next logical action. Some implementations
`Work better than others and some applications reduce the
`number of keystrokes required to complete a function better
`than others. Word-predictor softWare, for example, attempts
`to predict the Word or character the user intends to input
`based upon one or more letters inputted by the user and the
`likely probabilities Within a given language. The probability
`of the softWare guessing correctly increases With the length
`of the Word or number of letters or characters inputted. In a
`device using smart keys on the keypad, a user may tap the
`keys 2, 2 and 8 in sequence to generate the Word “cat” and
`the device Would display that Word ?rst because it is usually
`the most common combination, Whereas the Word “bat,”
`Which can be generated by pressing the same keys, Would
`not be displayed ?rst because it is not as common. Also, the
`Word “cat” may be displayed after pressing the 2 key the
`second time based on a guess by the Word-predictor soft
`Ware.
`Smart keys also are typically used for Japanese data input
`Where a user phonetically inputs letters representing the
`sound of the Japanese character (e.g., a Kanji character).
`Based on the inputted letters, the predictor softWare guesses
`the Japanese character. To select the character, a user Would
`press the accept button or use the scrolling function to go to
`the next character With a similar set of phonetic inputs.
`
`The following description relates to human interface and
`input systems for electronic devices, particularly hand-held
`electronic devices, such as cell phones, personal digital
`assistants (“PDAs”), pocket personal computers, smart
`phones, hand-held game devices, bar-code readers, remote
`controls, and other similar input devices having a keypad or
`one or more input elements.
`Electronic devices have become increasingly sophisti
`cated and physically smaller due in part to a decrease in the
`price of processing poWer and a concurrent increase in
`demand by consumers for smaller devices. Such devices,
`hoWever, tend to be limited in function and utility by the
`user’s ability to interface With the device for data input (e.g.,
`text, numeric, and functional input) and/or device control,
`Which becomes increasingly more dif?cult to do as the
`available space on the device’s surface for positioning the
`input elements, Which are used for data input and/or device
`control, continues to decrease.
`Various human interface and input systems and tech
`niques for hand-held electronic devices have been developed
`for data input and device control. These include miniature
`keyboards and keypads used in combination With chordal
`input techniques, modal input techniques and/ or smart keys;
`and touch screens used in combination With on-screen
`keyboard or keypad softWare or hand-Writing recognition
`softWare.
`Keyboard or Key pad Used With Chordal, Modal and
`Smart Key Techniques
`Miniature keyboards and keypads are similar to their
`standard full-siZe versionsiie, a keyboard generally has a
`full set or substantially full set of numeric, character, and
`functional input elements, While key pads typically have a
`reduced set of numeric, character and/or functional input
`elements compared to keyboards. These miniature input
`devices typically are designed to ?t the available space on
`one surface of a hand-held electronic device or are designed
`as small, easily transportable, external plug-in devices.
`Thus, as hand-held electronic devices become smaller, the
`siZe of the input elements typically has been reduced in order
`for the desired number of input elements to ?t on one surface
`of the electronic device.
`For data input and device control, miniature keyboards
`and keypads typically either require one of tWo input tech
`niquesiuse of one or more thumbs or ?ngers to press the
`desired input elements or use of a stylus to “peck” the
`desired input elements (Which is usually done Where the
`input element is of smaller siZe). Various techniques, such as
`chordal input techniques, modal input techniques and smart
`keys, have been developed and implemented to improve the
`ef?ciency and effectiveness of using miniature keyboards
`and keypads.
`Chordal Input Techniques
`Chordal input techniques generally are based upon the
`principle that characters, symbols, Words, phrases or con
`cepts can be represented by a reduced set of input elements.
`Thus, by only having to press a reduced combination of
`input elements, functionality can be increased and quicker
`and more accurate data input can be realiZed. Chordal input
`techniques can be used on any keyboard or keypad con?gu
`ration or any device having more than one input element,
`and typically results in feWer input elements or more func
`tions compared to conventional keyboards or keypads. An
`example of an electronic device using tWo-handed chordal
`
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`3
`Touch Screen Using On-Screen Keyboard or Handwriting
`Recognition Software
`Using on-screen keyboard or keypad software with a
`touch screen offers users the ability to enter data with ?ngers
`or thumbs on a screen-siZed keyboard or buttons, allowing
`faster data input without a stylus or physical keyboard or
`keypad accessory; while using handwriting recognition soft
`ware with a touch screen, such as Graf?tiO on the Palm
`operating system, offers users the ability to enter text with a
`stylus by writing the text directly on the touch screen. Touch
`screens usually consume more power and are more expen
`sive than non touch-sensitive screens. This higher power
`consumption can be a problem for hand-held electronic
`devices, which typically have limited power resources.
`Moreover, touch screens usually require the user to use both
`hands (e.g., one hand is used to hold and steady the device
`while the other hand is used to grasp the stylus), which is
`generally undesirable for interfacing with and controlling
`one handed hand-held electronic device, such as cell phones.
`Handwriting recognition software has improved the slow
`ness and awkwardness inherent in stylus, ?nger or thumb
`input but other drawbacks still remain, such as high power
`consumption, the necessity to use both hands, and lack of
`tactile feedback to inform a user when an input element has
`been. Moreover, recognition software requires training to
`use properly, and, even then, still results in a high error rate.
`Game Control
`For game control, many of the above approaches have
`been used, but in most hand-held electronic devices, a user
`typically controls game play through the use of some form
`of input element, such as on a miniature keypad and/or
`directional pad (“D-pad”), which typically is located on the
`front surface of the device. Game control on some hand-held
`electronic devices, such as cell phones, is inherently one
`handed or at most two thumbed because of the siZe of the
`device, while game control on other hand-held electronic
`devices, such as PDAs and conventional game console
`controllers, is typically two-handed. The input elements
`associated with game control on these devices are typically
`digital even though analog input elements have been used on
`game controllers for PC and console game systems, such as
`Microsoft’s Xbox or Sony’s Play Station 2.
`
`SUMMARY
`
`The present inventors recogniZed that conventional
`human interface and input systems for hand-held electronic
`devices tended to be relatively in?exible, cumbersome, and
`inef?cient to use, among other reasons, because they were
`not designed to take advantag

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