Dynamic Table-Driven Wall Module Interface for HVAC Control

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Commercial HVAC control wall modules face challenges in meeting increasing customer demands for complex interactions while maintaining low costs, as they often rely on microcontrollers with limited memory resources, making it difficult to run multiple customer-configurable applications without frequent downloads.

Innovation Solution

A flexible, dynamically changeable wall module user interface is implemented using a table-driven structure with dynamic objects and actions tables, allowing for runtime changes in display content and user input processing without the need for frequent downloads, by defining static objects and actions tables with references to dynamic tables for runtime rendering and action mapping.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If microcontrollers with limited memory resources are used to maintain low costs, then device complexity is reduced and cost is lowered, but adaptability and versatility deteriorate making it difficult to run multiple customer-configurable applications

Engineering Contradiction:
ImprovecostVSAvoidapplication configurability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The user interface is segmented into static components (defined in objects table) and dynamic components (defined in dynamic objects table). Static objects provide the structural framework that remains constant, while dynamic objects can be modified at runtime through downloads. This segmentation allows the system to maintain a lightweight core with limited memory requirements while enabling flexible customization through selective updates of dynamic portions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from a completely static user interface to a dynamic architecture where objects, actions, and screen contents can change at runtime. The dynamic objects table and dynamic actions table enable the interface to adapt to different applications and customer configurations without requiring a complete redesign or full download of the microcontroller firmware.

Inventive Principle:
Principle #15Dynamics

2Quantity of substance

If static objects tables with fixed content are used, then memory usage is minimized and device complexity is reduced, but adaptability deteriorates requiring downloads to change behavior

Engineering Contradiction:
Improvememory usageVSAvoidruntime changeability
Core Design Contradiction:
Quantity of substanceVSAdaptability or versatility

Solution Approach 1:

The patent implements a nested table structure where static objects contain references to dynamic objects, which in turn reference dynamic actions and screen contents. This nested architecture allows the system to store minimal data in the static portion (object definitions with references) while enabling rich dynamic behavior through the nested dynamic tables. The nesting pattern enables efficient memory utilization where only the essential structural information is stored statically, and the variable content is handled dynamically.

Inventive Principle:
Principle #7Nested doll (Nesting)

Solution Approach 2:

The static objects table acts as an intermediary layer between the fixed memory structure and the dynamic content. Instead of directly storing all UI elements statically, the system uses the static objects table to define templates and references that point to dynamic objects. This intermediary structure enables the system to maintain a compact static footprint while facilitating runtime flexibility through the dynamic objects that the static structures reference.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If downloads are required to change wall module behavior, then adaptability improves, but loss of time increases due to download cycles

Engineering Contradiction:
Improvebehavior change capabilityVSAvoiddownload cycle time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs preliminary organization of UI elements into reusable objects with defined structures and relationships. By pre-defining the object framework, action templates, and screen layouts in the static tables, the system prepares the architectural foundation in advance. This preliminary structuring allows runtime changes to be implemented by simply updating the dynamic object references and contents rather than downloading entire application modules, significantly reducing update time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent enables behavior changes through parameter modifications in the dynamic objects table and dynamic actions table rather than through structural downloads. By changing parameters such as object visibility, action mappings, and screen content references in the dynamic tables, the system can rapidly reconfigure its behavior. This parameter-based approach allows for quick adjustments without the overhead of complete or partial downloads, as the changes are made by modifying existing data structures in place.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9619249B2Flexible fixed-content dynamically changeable wall module user interface
Publication Date: 2017.04.11 HONEYWELL INTERNATIONAL INC
  • US9619249B2 patent drawing
  • US9619249B2 patent drawing
  • US9619249B2 patent drawing

AI summary

A wall module user interface having a memory with a table driven structure. The structure may incorporate an objects table subject to a dynamic object table capable of rendering display objects such as labels or button icons based on arbitrary comparison conditions against the value of a variable at run time. Also, the structure may incorporate a screen actions table subject to a dynamic actions table to similarly determine an action of the user interface based on arbitrary comparison conditions against the value of a variable. An action may be, for example, going to a next screen, where the next screen is determined by the value of the variable at run time.