Predictive Radial User Interface for One-Handed Text Input

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Solution Overview

Problem

Current user interfaces for portable electronic devices are inefficient for text and complex input, requiring multiple button presses, are difficult to use with languages having many characters, and often require two hands or limited space, making them unsuitable for one-handed operation and integration with various devices.

Innovation Solution

A user interface that displays entities in a radial pattern, allocating more space and using visual cues to entities with higher selection probabilities, determined by comparing input sequences with commonly used sequences, allowing for quick and efficient input of text and non-text data across different writing systems and languages.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a virtual keyboard is displayed on screen with cursor manipulation, then text input capability is provided, but input speed becomes very slow requiring many button presses per letter

Engineering Contradiction:
Improvetext input efficiencyVSAvoidtime per letter entry
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system pre-calculates and predicts the user's intended input by comparing the sequence of entities selected against a database of commonly selected sequences. This preliminary action allows the interface to anticipate user intent and reduce the number of selection steps required, transforming a sequential letter-by-letter input process into a more efficient predictive completion process.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The radial pattern dynamically adjusts the allocation of space to entities based on their selection probabilities. As the user inputs text, the interface reconfigures the display in real-time, allocating more space to entities that are more likely to be selected next. This dynamic adaptation optimizes the input process by making frequently selected entities easier to reach, thereby reducing input time while maintaining ease of operation.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If a thumb keyboard is designed for one-handed operation, then portability is improved, but the device becomes too large for many portable electronic devices and requires two hands

Engineering Contradiction:
Improveone-handed operation capabilityVSAvoidkeyboard size
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The invention transitions from a traditional linear or grid-based keyboard layout to a radial pattern arrangement. This dimensional change allows entities to be organized around a central point, creating a compact circular interface that fits within the constraints of portable devices while maintaining one-handed operability. The radial structure reduces the overall footprint compared to conventional keyboard designs.

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

Solution Approach 2:

Different regions of the radial pattern are allocated different amounts of space based on the selection probability of entities in that region. Entities with higher selection probabilities are allocated more space and positioned for easier access, while less frequently selected entities occupy smaller portions of the interface. This local differentiation optimizes the limited space available while maintaining ease of one-handed operation.

Inventive Principle:
Principle #3Local quality

3Area of stationary object

If telephone keypad mapping is used with multiple letters per key, then space is reduced, but text entry becomes very slow requiring multiple button presses and long pauses

Engineering Contradiction:
Improveinput device sizeVSAvoidtext entry speed
Core Design Contradiction:
Area of stationary objectVSProductivity

Solution Approach 1:

The system performs preliminary analysis of the input sequence by comparing it against a database of commonly selected sequences. This allows the interface to predict the user's intended input before the user completes the full sequence of key presses. By anticipating the desired output, the system can reduce or eliminate waiting periods and minimize the number of button presses required, thereby maintaining compact size while significantly improving text entry speed.

Inventive Principle:
Principle #10Preliminary action

4Productivity

If T9 predictive text is implemented, then number of button presses per letter is reduced, but the interface is limited to text input and difficult to use with languages having large character sets

Engineering Contradiction:
Improveinput speedVSAvoidlanguage support capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The radial pattern interface serves multiple functions beyond traditional text input. It can display and select from entities representing characters from different writing systems, icons representing applications and data files, and other complicated inputs. The predictive algorithm is designed to work with sequences of entities rather than being limited to alphabetic characters, enabling support for languages with large character sets while maintaining fast input speeds through reduced button presses.

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

Data Source

PatentUS7487147B2Predictive user interface
Publication Date: 2009.02.03 SONY INTERACTIVE ENTERTAINMENT LLC
  • US7487147B2 patent drawing
  • US7487147B2 patent drawing
  • US7487147B2 patent drawing

AI summary

A user interface enables the input of text and other complicated inputs by identifying entities having an increased likelihood of being selected and decreasing the precision needed to select these entities. The user interface displays a set of entities in a radial pattern. The user manipulates a pointer with a joystick or other input device to select entities. The entities having a higher selection probabilities are allocated more space in the pattern than the other entities. The entities having a higher selection probabilities may also be emphasized with visual cues. Selection probabilities may be determined by comparing a sequence of entities previously selected, such as a partially input word, with a set of commonly selected sequences of entities, such as a set of words commonly used by users. The user interface can display a list of words corresponding with a sequence of selected entities, including characters from different writing systems.