throbber
COMBINING AUXILIARY FINGER INPUT WITH THUMB TOUCH
`FOR SINGLE-HANDED MOBILE DEVICE INTERFACES
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`by
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`ANDREAS HOLLATZ
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`A thesis submitted to the School of Computing
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`in conformity with the requirements for
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`the degree of Master of Science
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`Queen’s University
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`Kingston, Ontario, Canada
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`(October 2015)
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`Copyright ©Andreas Hollatz, 2015
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`ProQuest Number:
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`10663674
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`All rights reserved
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`INFORMATION TO ALL USERS
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`Published by ProQuest LLC (
`2017
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`ProQuest
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`10663674
`). Copyright of the Dissertation is held by the Author.
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`All rights reserved.
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`Abstract
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`This thesis reports on the use of auxiliary finger input to complement touch-only interactions on
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`mobile devices. While a majority of touchscreen based mobile devices support multi-touch input,
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`mobile device interactions in one-handed usage scenarios are usually limited to a single point of
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`contact with the screen. In most cases, the thumb is the preferred source of touch input. Selecting
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`user interface elements, such as buttons and sliders, requires frequent movement of the thumb,
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`occludes a display, and, to reach targets, demands frequent adjustments of grip.
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`To tackle these usability problems of single-handed usage scenarios, we explored the use of the
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`auxiliary fingers — that is, the fingers that grip, support, and make contact with a mobile device
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`— as additional input channels. Sensing input from the auxiliary fingers might lead to
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`significantly less thumb movement, with target selection and other interactions distributed across
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`all five digits. We built a series of mobile device prototypes that sense isometric pressure at
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`different areas on their surfaces. To evaluate the performance of this interaction paradigm, we
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`measured task completion times and error rates for common mobile tasks, including document
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`formatting, application switching, and map navigation, and validated that the use of additional
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`fingers for input led to performance gains. We follow-up with a study to measure each finger’s
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`ability to apply pressure on the side of the device and measured the effect of this pressure on the
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`thumb's range of motion around the screen. Finally, we provide software and hardware design
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`recommendations based on these studies.
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`Co-Authorship
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`The prototype design and experimental evaluation on pages 24-43 were conducted collaboratively
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`with David Holman and Amartya Banerjee.
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`Table of contents
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`HAPTER!1!!!!INTRODUCTION!...................................................................................................!1!
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`1.1! BACKGROUND!AND!MOTIVATION!.............................................................................................!1!
`1.2! CONTRIBUTIONS!AND!THESIS!OUTLINE!.......................................................................................!2!
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`! C
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`CHAPTER!2!!!!RELEATED!WORK!.................................................................................................!5!
`2.1! SOFT!MACHINES!....................................................................................................................!5!
`2.2! ONE9HANDED!MOBILE!INTERACTION!........................................................................................!9!
`2.3! GRASP9BASED!INTERACTION!..................................................................................................!12!
`2.4! AUGMENTED!MOBILE!INTERFACES!(SENSOR!FUSION)!.................................................................!13!
`2.5! DEFORMABLE!MOBILE!INTERACTIONS!.....................................................................................!15!
`2.6!
`ISOMETRIC!FORCE!BASED!INTERACTION!...................................................................................!16!
`2.7! HAND!ANATOMY!AND!FUNCTION!...........................................................................................!17!
`2.7.1! Anatomy,...................................................................................................................,17!
`2.7.1.1!
`Forearm!and!Extrinsic!Muscles!.........................................................................................................!17!
`2.7.1.2!
`The!Wrist!...........................................................................................................................................!18!
`2.7.1.3!
`The!Hand!...........................................................................................................................................!19!
`2.7.1.4!
`The!Digits!..........................................................................................................................................!19!
`2.7.2! Hand,Function,...........................................................................................................,20!
`2.7.2.1!
`Internal!and!Manipulation!Forces!.....................................................................................................!20!
`2.7.2.2!
`Finger!independence!of!movement!..................................................................................................!21!
`2.7.2.3! Movement!Speed!..............................................................................................................................!22!
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`CHAPTER!3!!!!THE!UNIFONE!PROTOTYPE!................................................................................!24!
`3.1! UNIFONE!DESIGN!PROCESS!....................................................................................................!24!
`3.1.1! Unifone,Auxiliary,Touch,Gestures,.............................................................................,30!
`3.2! DISTINGUISHING!HOLDING!GRASP!AND!INPUT!SQUEEZE!...............................................................!31!
`3.3! FORCE!SENSORS!..................................................................................................................!31!
`3.4! PHYSICAL!CONNECTION!TO!DEVICE!.........................................................................................!33!
`3.5! SENSOR!PROCESSING!AND!DEVICE!COMMUNICATION!................................................................!34!
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`IOS!EXPERIMENT!SOFTWARE!ARCHITECTURE!............................................................................!34!
`3.6!
`3.7! UNIFONE!INTERACTIONS!.......................................................................................................!36!
`3.8! UNIFONE!EVALUATION!.........................................................................................................!37!
`3.9! UNIFONE!EXPERIMENT!DESIGN!..............................................................................................!39!
`3.9.1! Participants,...............................................................................................................,40!
`3.10! UNIFONE!RESULTS!.............................................................................................................!40!
`3.10.1! Scrolling,task,..........................................................................................................,40!
`3.10.2! Formatting,task,......................................................................................................,41!
`3.10.3! Application,switching,.............................................................................................,41!
`3.10.4! Map,navigation,......................................................................................................,41!
`3.11! DISCUSSION!......................................................................................................................!42!
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`4.5!
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`CHAPTER!4!!!!THE!ISOPHONE!PROTOTYPE!..............................................................................!44!
`4.1!
`ISOPHONE!CONCEPT!.............................................................................................................!44!
`4.2! HARDWARE!........................................................................................................................!45!
`4.3! SOFTWARE!.........................................................................................................................!47!
`4.3.1! Device,Communication,.............................................................................................,47!
`4.4! SIGNAL!PROCESSING!AND!ANALYSIS!........................................................................................!48!
`4.4.1.1!
`Thresholding!.....................................................................................................................................!48!
`4.4.1.2!
`Blob!Finding!and!Finger!Positions!.....................................................................................................!48!
`4.4.1.3! Gesture!Recognition!and!Event!handling!..........................................................................................!49!
`INTERACTIONS!.....................................................................................................................!50!
`4.5.1.1! Home!Gesture!...................................................................................................................................!50!
`4.5.1.2!
`Zoom!Control!....................................................................................................................................!51!
`ISOPHONE!EXPERIMENT!........................................................................................................!51!
`4.6!
`4.6.1! Experiment,Description,.............................................................................................,51!
`4.6.2! Participants,...............................................................................................................,53!
`4.6.3! Results,......................................................................................................................,54!
`4.6.3.1!
`Range!of!motion!results!....................................................................................................................!54!
`4.6.3.3!
`TLX!Results!........................................................................................................................................!54!
`4.6.3.4!
`Inter9response!interval!results!..........................................................................................................!55!
`4.6.4! Discussion,.................................................................................................................,56!
`4.6.4.1!
`Screen!Area!.......................................................................................................................................!56!
`4.6.4.2!
`Inter9response!Intervals!....................................................................................................................!59!
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`CHAPTER!5!!!!DESIGN!GUIDELINES!..........................................................................................!61!
`5.1! GENERAL!DESIGN!GUIDELINES!...............................................................................................!61!
`5.2! HARDWARE!DESIGN!GUIDELINES!............................................................................................!62!
`5.2.1! Dimensions,...............................................................................................................,62!
`5.2.2! Pressure,ranges,........................................................................................................,63!
`5.2.3! Sensor,Position,.........................................................................................................,64!
`! SOFTWARE!DESIGN!GUIDELINES:!.................................................................................................!66!
`5.3! FORMULATING!AN!EFFECTIVE!GESTURAL!LANGUAGE!...................................................................!66!
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`CHAPTER!6!!!!CONCLUSION!AND!FUTURE!WORK!....................................................................!69!
`6.1! CONCLUSION!......................................................................................................................!69!
`6.2! FUTURE!WORK!....................................................................................................................!70!
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`REFERENCES!..........................................................................................................................!73!
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`APPENDIX!A:!!AVERAGE!PRESSURE!AT!SCREEN!POSITION!.......................................................!78!
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`List of Figures
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`FIGURE!1.!THE!XEROX!5700!PRINTING!SYSTEM!WITH!A!TOUCHSCREEN!INTERFACE![50]!....................................................!7!
`FIGURE!2.!THE!IBM!SIMON!WAS!THE!WORLD’S!FIRST!SMARTPHONE![7]!........................................................................!8!
`FIGURE!3.!THE!NEONODE!N1!WAS!THE!FIRST!MOBILE!TO!USE!SWIPE!GESTURES![46]!........................................................!8!
`FIGURE!4.!THE!ORIGINAL!APPLE!IPHONE!MARKED!THE!BEGINNING!OF!THE!CURRENT!MOBILE!PARADIGM![28]!........................!8!
`FIGURE!5.!THE!XEROX!PARCTAB![49]!..................................................................................................................!11!
`FIGURE!6.!SINGLE!HANDED!ZOOM!FROM!SONY!.......................................................................................................!12!
`FIGURE!7.!COMPARISON!OF!INTER9RESPONSE!INTERVAL!FOR!FINGER!MOTION!FOR!A!RANGE!OF!ACTIVITIES![26]!...................!23!
`FIGURE!9.!SENSOR!PLACEMENT!FOR!THE!FIRST!ITERATION!OF!THE!UNIFONE!PROTOTYPE!..................................................!26!
`FIGURE!10.!AN!EARLY!ITERATION!OF!THE!UNIFONE!PROTOTYPE:!A!SILICON!SKIN!WRAPS!AROUND!PRESSURES!SENSOR!ATTACHED!
`TO!AN!IPOD!TOUCH.!A!PHIDGETS!INTERFACE!KIT,!ATTACHED!TO!A!DESKTOP!COMPUTER,!ACQUIRES!THE!PRESSURE!DATA.
`!.............................................................................................................................................................!27!
`FIGURE!11!(A)!TOP!SQUEEZE!GESTURE:!THE!USER!POSITIONS!THE!INDEX!AND!MIDDLE!FINGERS!NEAR!THE!TOP!CORNER!OF!THE!
`MOBILE.!TYPICALLY,!THE!OTHER!FINGERS!ARE!NOT!RAISED!(THE!LITTLE!FINGER!IS!SHOWN!EXTENDED!FOR!CLARITY)!(B)!
`MIDDLE!SQUEEZE!GESTURE.!THE!MIDDLE!AND!RING!FINGER!ARE!POSITIONED!AROUND!THE!MIDDLE!OF!THE!DEVICE!AND!
`PUSH!INWARDS,!AND!(C)!THE!RING!AND!LITTLE!FINGERS!SQUEEZE!THE!BOTTOM!CORNER!INWARDS.!...........................!31!
`FIGURE!13.!THE!UNIFONE!PRESSURE!SENSOR!MODULE:!TWO!ALUMINUM!PLANKS!SANDWICH!PRESSURE!SENSORS!ON!OPPOSITE!
`ENDS.!.....................................................................................................................................................!36!
`FIGURE!14!RESULTS!FOR!UNIFONE!EXPERIMENT.!STANDARD!ERROR!ABOVE!AND!BELOW!THE!MEAN!IS!SHOWN.!...................!42!
`FIGURE!15.!THE!ISOPHONE!PROTOTYPE!WITH!LIVE!SENSOR!FEEDBACK!SHOWN!ON!SCREEN.!..............................................!45!
`FIGURE!16.!THE!ISOPHONE!SENSOR!DESIGN!SCHEMATIC.!...........................................................................................!46!
`FIGURE!17.!THE!ISOPHONE!SENSOR!TO!DEVICE!CONNECTION!SCHEMATIC.!....................................................................!47!
`FIGURE!18.!STATE!DIAGRAM!FOR!ISOPHONE!INPUT!AND!GESTURE!CLASSIFICATION.!........................................................!50!
`FIGURE!19.!FORCE!VS.!TIME!DIAGRAM!USED!TO!ILLUSTRATE!ISOPHONE’S!INTER9RESPONSE!INTERVAL!................................!53!
`FIGURE!20.!THUMB!CONTACT!FREQUENCY!DIFFERENCE!FROM!AVG.!FOR!THE!(A)!INDEX,!(B)!MIDDLE!(C)!RING!AND,!(D)!LITTLE!!
`FINGERS.!RED!AREAS!REPRESENT!SCREEN!LOCATIONS!THAT!WERE!CONTACTED!MORE!FREQUENTLY!THAN!AVG.!.............!58!
`FIGURE!21.!NORMALIZED!PRESSURE!FROM!THE!MIDDLE!AND!RING!(A),!AND!INDEX!AND!RING!(B)!......................................!59!
`FIGURE!22.!GRAPHICAL!REPRESENTATIONS!OF!DATA!COLLECTED!DURING!THE!ISOPHONE!STUDY.!AVERAGES!ACROSS!
`PARTICIPANTS!ARE!SHOWN!FOR!A)!SCREEN!AREA!REACHED!BY!THE!THUMB!B)!TLX!SCORE!(REMINDER:!A!LOWER!TLX!SCORE!
`INDICATES!A!MORE!FAVORABLE!RESULT)!C)!INTER9RESPONSE!INTERVAL!D)!FORCE!PER!FINGER.!..................................!66!
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`List of Tables
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`TABLE!1.!SCREEN!AREA!REACHED!BY!THUMB!IN!CM2!.................................................................................................!54!
`TABLE!2.!TLX!SCORES!........................................................................................................................................!55!
`TABLE!3!INTER9RESPONSE!INTERVALS!IN!MILLISECONDS!.............................................................................................!56!
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`Chapter 1
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`Introduction
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`1.1 Background and Motivation
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`Advancements in mobile technology have enabled highly portable devices that, compared to
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`earlier feature phones, contain a significant amount of computational power. Before the iPhone’s
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`introduction in 2007, many mobile devices had their interactive surface area divided between a
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`small screen and a number of physical controls. Since then, there has been a trend of increased
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`display size and a corresponding decrease in the physical space allotted for hardware controls.
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`This effect is explained by the touch-sensitive display (touchscreen), and its dual purpose for
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`input and output; it affords the replacement of physical controls with virtual buttons and gestures.
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`Although devices with touchscreen make many tasks easier, such as web browsing or composing
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`an email, they are still limited for more complex tasks, such as document editing and three-
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`dimensional spatial navigation.
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`In particular, one limitation is that the viewable area of a touchscreen is partially occluded by a
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`user's finger when in use. Although a minor obstruction creates a negligible impact on tasks that
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`do not require precise targeting, such as scrolling through an email, it is prohibitive when more
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`precise targeting or manipulation is required (e.g., selecting a sentence while editing a
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`document). Additionally, complex tasks such as text entry, drawing, and 3D spatial interactions
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`often require numerous on-screen buttons and additional Graphical User Interface (GUI) controls
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`that occupy valuable display area.
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`Often, touch gestures are used to increase the range and number of interaction available without
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`occupying additional display space. These gestures can be highly usable when they embody a
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`strong physical metaphor such as swipe-to-scroll and pinch-to-zoom navigation gestures found
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`on most smartphones today. As the number of available gestures increases, so does complexity
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`and, typically, user error. Even relatively simple gesture combinations, such as slide-to-scroll
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`and tap-to-select, often result in false positives. This is further complicated when a user has only
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`one hand available, leaving the thumb of their grasping hand to act as a single touch point. When
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`designing interactions for one-handed use, the contact area between device and user becomes an
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`even more valuable and premium resource. We must maximize its use as an interactive surface if
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`we are to create better mobile user experiences.
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`1.2 Contributions and thesis outline
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`Although gestures that use tilt, acceleration, spatial location, and even deformation have been
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`actively researched in one-handed scenarios [6,13,16,18] the user’s additional fingers that grasp,
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`or rest along the device are often overlooked as input channels. They can be used to support or
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`extend the thumb’s primary pointing behavior. In this thesis, we explore how input from these
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`auxiliary fingers can impact the usability of mobile interactions.
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`As an initial step in this space, we focus on one-handed interactions that rely on a user’s
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`nondominant grasp. Users often adopt one-handed strategies when interacting with mobile
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`devices; this leaves a hand free to manage the demands of the real world. The thumb, stabilized
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`by the hand’s supporting fingers, acts as the primary pointing digit in these scenarios. The
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`supporting fingers are sometimes delegated to controlling hardware buttons for settings like
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`volume or power. Most often, they are unused. Though poorly suited for precision, their
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`movement is not completely inhibited. Even when the thumb is actively targeting, the individual
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`fingers of a user’s nondominant grasp are capable of coarse isometric manipulations; the
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`fingertips protrude and curl around the edge of the device. When grasping a mobile phone this
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`way, gestures like squeezing the edges of a device are feasible as an input modality.
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`Leveraging this auxiliary finger input also influences the design tradeoff between screen size and
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`interface complexity. Modern mobile devices, such as the Apple iPhone and Samsung Galaxy,
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`have adopted high-resolution multi-touch displays that make it easier to interact with complex
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`content. With greater demands on display area, some applications, like Google Earth, limit the
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`functionality of their mobile version. Others leave their functionality intact and distribute
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`workflows across numerous screens and repetitive interface button presses. Instead, using
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`auxiliary input supports transferring interface control elements off the display; for example,
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`auxiliary input gestures can be mapped to general navigational controls, leaving more area free to
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`render content. Although dedicated hardware buttons, such as the trumpet-like buttons in
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`Weiser’s PARCTab [51], can theoretically achieve similar results, an industrial design that is
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`ergonomic for a range of hand and finger sizes is challenging (especially if buttons are placed
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`along the top edge of a device larger than the ParcTab).
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`To address these problems and to explore the use of auxiliary finger input, we present two
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`prototypes that improve one-handed mobile interaction: Unifone and Isophone. The first
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`prototype, Unifone, senses isometric manipulations using a pressure-distributing accessory placed
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`along its outer edge. Using this hardware sensor, Unifone affords coarse targeting [17]: instead of
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`a precisely located hardware button, users squeeze the phone near its middle or corners, an
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`ergonomic improvement that can adjust sensor location for each user and enhance the pointing
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`behavior of the thumb (see section 4.3). We report on the evaluation of Unifone’s three squeeze-
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`based gestures—a middle squeeze, top corner squeeze, and bottom corner squeeze—and compare
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`them against thumb-only interaction in a set of common mobile tasks. When tightly coupled with
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`the movement of the thumb, Unifone’s squeeze gesture results in superior performance for a set
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`of common mobile tasks.
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`Unifone’s force-distributed sensor layout reduced the need for precise targeting, but it still placed
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`significant constraints on how the device needed to be held, with some fingers on its upper half
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`and others on the lower half. Isophone, the second prototype, uses a more sophisticated hardware
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`design with a high spatial resolution sensor array, capable of differentiating individual fingers
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`placed anywhere along its length. This further eliminates the need for precise finger placement
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`during interaction and allowed us to perform a study informing decisions about the placement of
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`hardware controls on the side of the device as well as the placement of onscreen software based
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`controls.
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`This thesis is presented in six chapters. This first chapter has introduced the limitations of a
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`conventional mobile touchscreen device and revealed the motivation behind including input from
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`auxiliary fingers into their design. The second chapter provides an overview of past work in
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`mobile device interaction design, sensor augmentation and the related mechanics of the human
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`hand. Our first prototype, Unifone, is discussed in chapter three along with a detailed discussion
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`of finger pressure sensing requirements and their enabling technologies. Our discussion moves
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`from discovery — in a series of iterative prototypes we tried a number of different sensor
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`placements and interaction types — to refinement in the Unifone prototype where we improve on
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`the interaction schemes that showed the most promise. We then discuss a comprehensive user
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`study. The second major prototype, Isophone, is presented in chapter four. Using this prototype
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`we evaluated the impact of using different fingers on the thumb’s ability to interact with the
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`screen. We provide a summary of our hardware and software recommendations gathered from
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`our user studies in chapter five. We conclude with a discussion of how we foresee the research
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`continuing and how new technologies will enable this work to be applied to non-planar
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`deformable devices in chapter six.
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`Chapter 2
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`Related Work
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`Our research builds upon and draws cues from the following areas of previous research: (1) the
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`genesis of ‘soft machine’ mobile interfaces, one-handed mobile usage, and interaction techniques
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`related to grasp; (2) extending one-handed interactions through spatial sensing, surface
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`deformation, and examples that leverage pressure-based input for one-handed and bimanual
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`interaction; (3) an overview of the anatomy and function of the human hand. This final section
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`draws many references relating to human hand performance from the fields of anatomy,
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`ergonomics and neuroscience, and is particularly relevant to the study reported in chapter four.
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`2.1 Soft Machines
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`Soft machines were proposed by Nakatini and Rohrlich in [31] as a digital alternative to “hard
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`machines” which they describe as "machines such as stoves, radios and copiers operated with
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`knobs, switches, keys, pushbuttons and other familiar controls. Hard machines have many
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`characteristics that make for ease of learning, efficiency of operation and ease of transfer, but
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`they are ultimately limited by their ‘hardness.’” The authors point to several aspects of hard
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`machines that offer usability advantages over the general-purpose computers of their time. The
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`modularity of a special purpose machine keeps the complexity of interaction within reasonable
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`limits. Scrutiny of the machine’s form leads a user to form conjectures about its function and
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`operation. The one-to-one mapping between controls and their associated operations limits these
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`conjectures to a reasonable number and the immediate feedback of physical controls allows a user
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`to test their conjectures and stimulates the formation of new conjectures in a short amount of
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`time. In contrast to the symbolic operations that require the learning of a human invented
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`language, the manual controls of a machine, “conform to a universal language based on the
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`physical laws that govern the interactions between physical objects” and can often be learned
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`without instruction or training. This ability to casually learn a machine, the ability to transfer
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`knowledge between machines, and the efficiency of specialized controls are identified by the
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`authors as the primary advantages of a hard machine over a general-purpose computer.
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`While physical controls on hard machines clearly offer usability advantages, their material
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`inflexibility is limiting. As stated by Nakatini and Rohrlich, “we are now in an awkward situation
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`where the functionality of machines is easily changed by software, but the inflexibility of hard
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`controls severely limits the changes that can be accommodated without changing the hardware or
`
`compromising the operability of the machine.” They suggest that a way out of this “awkward
`
`situation” is through the use of what they refer to as a “soft machine,” or a virtual representation
`
`of a physical machine composed of computer images displayed on a touch-screen display. Such a
`
`machine offers the “universal language” of physical controls as well as the flexibility and support
`
`of sequential disclosure of controls associated a general-purpose computer.
`
`The earliest commercial implementation of a soft machine is found on the control console of the
`
`1980 XEROX 5700 photocopier. Xerox introduced the system out of necessity, a growing
`
`number of photocopier features such as copying, duplexing, reducing, collating, stapling,
`
`typesetting and printing, would have required more than 130 buttons to control [8]. Instead of
`
`creating an extremely large, physically cumbersome, and overwhelming console, Xerox engineers
`
`opted for a black and white screen with an infrared touch sensor. A home screen presented soft
`
`button representations of the features available machine, and once touched the screen was
`
`replaced by the specific controls available to that feature.
`
`
`
`6
`
`Neonode Smartphone LLC, Exhibit 2040
`Page 2040 - 15
`IPR2021-01041, Google LLC v. Neonode Smartphone LLC
`
`

`

`
`
`Figure 1. The Xerox 5700 printing system with a touchscreen interface [50]
`
`
`
`In 1992, IBM and Bell South brought the soft machine philosophy to a mobile device with the
`
`release of the Simon smartphone. With limited network coverage, and with miniaturization of
`
`technology still in nascent stages, the Simon was could not gain widespread adoption. However,
`
`the interface style became quite popular on other mobile devices such as the Apple Newton and
`
`the Palm Pilot. The large number of features and constrained dimensions of these handheld
`
`devices made soft controls even more attractive than they had been on a desktop counterpart.
`
`Largely relying on discrete soft buttons combined with pen input, these early mobile soft
`
`machines lacked the continuous direct input gestures and more sophisticated physical metaphors
`
`that researchers had been developing on larger mobile, and stationary systems [23].
`
`
`
`7
`
`Neonode Smartphone LLC, Exhibit 2040
`Page 2040 - 16
`IPR2021-01041, Google LLC v. Neonode Smartphone LLC
`
`

`

`The Neonode N1 was the first commercially available mobile device to make extensive use of
`
`swipe gestures appropriate for one-handed use, including a browser that scrolled content
`
`vertically with swipes. The gestures were more limited than the continuous direct input based
`
`gestures we are all familiar with today. Swiping up scrolled content up and swiping down scrolled
`
`content down similar to the PC touchpads of the time. However, its menu lists did have a
`
`highlighted element that moved down with a downward swipe and up with an upward swipe in
`
`what was very close to a direct physical mapping. It was not until the release of the first iPhone in
`
`200

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