Tactile Display Feedback Using Hover-Based Interaction Prediction

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Solution Overview

Problem

Existing touch sensitive tactile displays lack the ability to provide tailored tactile feedback based on the expected type of user interaction, leading to potential confusion and incorrect user inputs.

Innovation Solution

An apparatus and method for detecting user hand interactions, determining the expected type of interaction, and providing tactile feedback that matches the detected interaction, with mechanisms to handle mismatches and allow for user confirmation through defined distances and feedback modes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If tactile feedback is provided for all touch interactions, then user feedback is consistent, but user confusion increases due to lack of interaction-specific differentiation

Engineering Contradiction:
Improveuser interaction accuracyVSAvoidfeedback mechanism complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system performs preliminary detection of the number of digits approaching the display surface before actual contact occurs. This advance detection allows the system to pre-determine which tactile feedback pattern should be applied, enabling differentiated feedback based on expected interaction type (single-digit vs multi-digit) before the user actually touches the screen.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback mechanism where tactile patterns are adjusted based on detected interaction characteristics. The feedback loop detects the number of digits, determines the expected interaction type, and provides corresponding differentiated tactile feedback patterns, creating a closed-loop system that adapts to user intent.

Inventive Principle:
Principle #23Feedback

2Measurement precision

If the system waits for contact confirmation before providing feedback, then feedback accuracy improves, but user interaction time increases

Engineering Contradiction:
Improveinteraction type detection accuracyVSAvoiduser interaction time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system uses proximity detection to identify the number of digits approaching the display surface before actual contact. This preliminary detection occurs in a first defined distance range, allowing the system to prepare and pre-determine the appropriate tactile feedback pattern without waiting for full contact confirmation, thus reducing interaction time while maintaining accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts its detection ranges and feedback timing based on the interaction context. It defines multiple distance ranges (first and second defined distances) and transitions between detection phases (approach phase and contact phase), optimizing the balance between detection accuracy and interaction speed.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If multiple detection ranges are used to determine interaction type, then interaction detection accuracy improves, but device complexity increases

Engineering Contradiction:
Improvehand position detection accuracyVSAvoidsensor system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The detection space is segmented into multiple defined distance ranges (first defined distance and second defined distance) from the display surface. Each range corresponds to a specific detection phase, allowing the system to determine interaction type based on which range the digits are in, providing accurate detection through spatial segmentation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The same sensor system serves multiple functions: detecting digit presence, determining number of digits, identifying interaction type, and triggering appropriate feedback patterns. By making the detection system multi-functional, the patent avoids adding separate specialized sensors for each function, thereby reducing overall device complexity.

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

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances user interaction accuracy by providing appropriate tactile feedback, reducing confusion, and enabling efficient control of devices without visual or auditory feedback, particularly in environments where visual attention is not feasible.

Implementation Method 1

detecting one or more parts (e.g. one or more digits or fingers) of a hand of a user within a first defined distance of a touch sensitive tactile display

Methodology Applied
Scientific EffectElectromagnetic field detection: Electric Field

Implementation Method 2

at least one LIDAR sensor

Methodology Applied
Scientific EffectLight reflection and time of flight: LIDAR

Implementation Method 3

at least one millimetre wave sensor

Methodology Applied
Scientific EffectMillimetre wave detection: Electromagnetic Induction

Implementation Method 4

at least one camera

Methodology Applied
Scientific EffectOptical detection and image processing: Photography

Implementation Method 5

providing tactile feedback (e.g. using display vibrations) to the user when the user makes contact with the display

Methodology Applied
Scientific EffectMechanical vibration: Vibration

Data Source

PatentEP4273668B1Tactile feedback
Publication Date: 2026.03.04 NOKIA TECHNOLOGIES OY
  • EP4273668B1 patent drawingFigure 1~3
  • EP4273668B1 patent drawingFigure 4~6
  • EP4273668B1 patent drawingFigure 7~9

AI summary

An apparatus, method and computer program is described comprising: detecting one or more parts of a hand of a user within a first defined distance of a touch sensitive tactile display; determining based, at least in part, on the detected parts of the hand of the user, an expected type of user interaction with the display, including determining an expected number of parts (e.g. digits or fingers) of the hand that will make contact with the display as part of the expected type of user interaction; and providing tactile feedback to the user when the user makes contact with the display dependent, at least in part, on the expected type of user interaction.