Wearable Device Motion Gesture Interface Control
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Solution Overview
Problem
Wearable computing devices face challenges in user interaction, particularly when users are engaged in activities that prevent precise speech or touch inputs, such as cycling or attending events, as they require focus and control that may not be feasible in these situations.
Innovation Solution
A wearable computing device that detects specific movements associated with predefined patterns, allowing users to navigate through a visual stack of content cards without the need for voice commands or precise touch inputs, by altering the presentation and arrangement of the cards based on detected motion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If speech input or touch input is used for GUI interaction, then input precision can be achieved, but user focus and control are required that may not be feasible during immersive activities
Solution Approach 1:
The patent replaces speech input and touch input mechanisms with motion detection mechanisms. The wearable device uses motion sensors to detect specific movement patterns (such as wrist rotations or hand gestures) to trigger GUI navigation actions, eliminating the need for speech or precise touch inputs during activities like cycling or cooking.
Solution Approach 2:
The patent introduces motion detection technology as an intermediary between the user and the GUI. Instead of directly interacting with the interface through speech or touch, the user performs natural movements that are detected and translated into navigation commands, serving as a mediator that works during immersive activities.
2Measurement precision
If conventional input methods (speech, touch) are required, then control precision is improved, but battery power is consumed due to continuous processing requirements
Solution Approach 1:
The patent employs periodic motion detection sampling rather than continuous processing. The motion sensor takes periodic readings and only triggers processing when a predefined movement pattern is detected, reducing overall power consumption while maintaining control precision when needed.
Solution Approach 2:
The system uses the device's natural movement during normal use to provide input signals, eliminating the need for dedicated input actions. The motion detection leverages the device's own operational context (being worn and moved during activities) to generate navigation commands without requiring additional energy-intensive processing.
3Measurement precision
If speech commands or precise touch inputs are used, then input accuracy is maintained, but false inputs may occur during immersive activities
Solution Approach 1:
The patent applies local quality by defining specific, localized movement patterns that correspond to specific GUI actions. Rather than accepting any input, the system recognizes predetermined motion patterns (such as a specific wrist rotation direction or gesture) to trigger navigation, reducing false inputs while maintaining accuracy.
4Measurement precision
If the device requires focus and control for input, then input precision is achieved, but user immersion in activities is disrupted
Solution Approach 1:
The patent makes the input mechanism universal by using natural body movements that occur during various activities (cycling, cooking, exercising, etc.) as the input method. The same motion detection system works across different contexts and activities, making the device adaptable to immersive situations while maintaining input precision through pattern recognition.
Data Source
Figure 1
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Figure 3A~3C
AI summary
A wearable computing device is described that displays a visual stack of content cards in a first arrangement from a plurality of arrangements. The wearable computing device has a motion sensor that detects movement of the wearable computing device. Responsive to determining that the movement of the wearable computing device corresponds to a predefined movement, the wearable computing device selects, based on the predefined movement, a second arrangement from the plurality of arrangements, the second arrangement being different from the first arrangement, and displays the visual stack of content cards in the second arrangement.