Display-Enabled Keyboard for Adaptive Game Interface Content
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Solution Overview
Problem
Conventional systems for presenting and updating visual interface content in electronic games are inefficient and inflexible, leading to cluttered and confusing user experiences, particularly as games become more complex, impacting user interaction and efficiency.
Innovation Solution
A system comprising a display-enabled user input apparatus with tactile keys and display elements, capable of presenting and updating adjunct visual interface content based on user input and application program context, allowing for adaptive and dynamic visualization of game-related information on both primary and secondary interfaces.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If conventional systems present all visual interface content on a primary display apparatus, then the complete set of game-related information is available, but the visual interface becomes cluttered and confusing
Solution Approach 1:
The patent segments visual interface content into primary visual interface content (displayed on the primary display apparatus) and adjunct visual interface content (displayed on the user input device). This segmentation allows game information to be distributed across multiple display surfaces, preventing visual clutter on the primary display while ensuring complete information availability through the combined presentation on both the primary display and adjunct display elements embedded in the keyboard.
2Adaptability or versatility
If conventional systems use fixed keyboard layouts, then manufacturing is simple, but the system cannot adapt to different game applications and functions
Solution Approach 1:
The patent implements dynamic reconfigurability where the keyboard's display elements can be programmatically adjusted to present different layouts, functions, and visual content based on the active game application. The keyboard transitions from a static input device to a dynamic, context-aware interface that adapts its configuration, displayed information, and control functions according to the specific game being played, thereby achieving versatility without requiring multiple specialized keyboards.
Solution Approach 2:
The keyboard is designed as a universal input device that can serve multiple game applications and functions through software-based reconfiguration. Rather than requiring separate specialized keyboards for different games, the single keyboard can be programmatically adjusted to provide game-specific layouts, display relevant adjunct content, and offer context-appropriate functions, thereby achieving multi-functionality across diverse gaming scenarios.
3Loss of information
If more visual interface content is displayed during gameplay, then more game-related information is provided, but user interaction efficiency decreases
Solution Approach 1:
The patent utilizes the third dimension (vertical space above the keyboard) by embedding display elements within the keyboard structure itself. This allows adjunct visual interface content to be presented in a spatial dimension separate from the primary horizontal display area, enabling additional game information to be displayed without occupying valuable screen real estate or creating visual clutter on the main display, thereby maintaining user interaction efficiency while providing comprehensive information.
Data Source
Figure 1
AI summary
A method for presenting visual interface content comprising adjunct visual interface content during application program execution, and the adjunct visual interface content provides visual information associated with application program execution. The method comprising displaying the adjunct visual interface content using a first interface, displaying the adjunct visual interface content using a second interface, and displaying the updated adjunct visual interface content on the at least one of the first and second interfaces based on actuation of the first and second interfaces.