Parametric Inertia API for Dynamic User Interface Effects

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Solution Overview

Problem

Conventional user interface techniques for simulating inertia are static and limited, failing to provide customizable and dynamic effects that can adapt to evolving user experiences, restricting the ability to mimic real-world interactions effectively.

Innovation Solution

The implementation of parametric inertia and API techniques allows the operating system to expose functionality for applications to calculate and manage the effect of inertia through specified rest points and parametric curves, utilizing phases such as default, position, and range phases to determine the inertia rest position, enabling customizable and dynamic inertia effects in user interfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional static inertia techniques are used, then the implementation is simple, but the adaptability and customization capability are limited

Engineering Contradiction:
Improveinertia effect adaptabilityVSAvoidinertia calculation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transforms the static inertia calculation into a dynamic system by introducing multiple phases (default phase, position phase, range phase) that can be selectively executed. The inertia effect becomes adaptable through parametric curves and rest points that can be configured differently for various user interactions, allowing the system to adjust inertia behavior based on specific conditions while maintaining a structured calculation framework.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent enables customization of inertia effects by allowing applications to specify rest points and parametric curves that define the inertia behavior. Instead of using a fixed inertia calculation, the system accepts parameter inputs (rest points, curves) that modify the inertia effect to match different interaction scenarios, thereby achieving adaptability without requiring a complete redesign of the inertia system.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If static inertia expressions are used, then the system is easier to implement, but the ability to mimic real-world interactions is restricted

Engineering Contradiction:
Improvereal-world interaction simulationVSAvoidinertia system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a multi-phase inertia calculation system that dynamically adjusts the inertia effect based on the interaction context. By dividing the calculation into default, position, and range phases, the system can mimic different real-world interaction scenarios (such as scrolling, panning, or gesture-based movements) while maintaining a manageable level of complexity through structured phase execution.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces an intermediary layer between the user interface and the inertia calculation through the application programming interface. This intermediary allows applications to specify rest points and parametric curves that mediate the translation of user gestures into natural-looking inertia effects, enabling realistic interaction simulation without requiring complex direct implementation in each application.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If customizable parametric inertia is implemented, then the user experience is enhanced, but the computational requirements increase

Engineering Contradiction:
Improvetouch input naturalnessVSAvoidcomputational power
Core Design Contradiction:
Ease of operationVSPower

Solution Approach 1:

The patent segments the inertia calculation into distinct phases (default phase for basic calculation, position phase for rest point evaluation, range phase for boundary checking). This segmentation allows the system to perform computationally intensive parametric calculations only when necessary, rather than continuously, thereby reducing overall computational power requirements while maintaining the natural feel of touch interactions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements partial inertia calculation by evaluating rest points and parametric curves only to the extent needed for the current interaction. Rather than calculating all possible inertia parameters simultaneously, the system performs calculations incrementally based on the interaction context, reducing computational overhead while still achieving enhanced user experience through customizable inertia effects.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP3191941B1Parametric inertia and apis
Publication Date: 2023.03.08 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3191941B1 patent drawingFigure 1
  • EP3191941B1 patent drawingFigure 2
  • EP3191941B1 patent drawingFigure 3

AI summary

Parametric inertia and API techniques are described. In one or more implementations, functionality is exposed via an application programming interface by an operating system of a computing device to one or more applications that is configured to calculate an effect of inertia for movement in a user interface. The calculated effect of inertia for the movement on the user interface is managed by the operating system based on one or more rest points specified using one or more parametric curves by the one or more applications via interaction with the application programming interface.