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

VSEngineering 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

Engineering Contradiction:
Improvecompleteness of game informationVSAvoidvisual clutter and confusion
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

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.

Inventive Principle:
Principle #1Segmentation

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

Engineering Contradiction:
Improveadaptability to different gamesVSAvoidkeyboard configuration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #15Dynamics

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.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Loss of information

If more visual interface content is displayed during gameplay, then more game-related information is provided, but user interaction efficiency decreases

Engineering Contradiction:
Improveamount of game informationVSAvoiduser interaction efficiency
Core Design Contradiction:
Loss of informationVSProductivity

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.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentEP2820528B1Systems and methods for presenting visual interface content
Publication Date: 2018.07.25 RAZER ASIA PACIFIC
  • EP2820528B1 patent drawingFigure 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.