Wearable Device Skin Gesture Input via Body Surface

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Solution Overview

Problem

Portable electronic devices, especially wearable devices like smartwatches, face limitations in user interaction due to their small size, making it difficult to replicate rich input experiences from traditional devices without adding bulk or complexity through additional hardware.

Innovation Solution

A wearable electronic device equipped with sensors such as accelerometers, gyroscopes, and microphones that detect gestures on the user's body, allowing for input commands like taps and swipes on the skin, enabling a richer interaction experience without external hardware.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If additional hardware such as wearable keyboards or body sensors is used to expand interaction capabilities, then the variety of human interactions is increased, but the bulk and complexity of the wearable device increases

Engineering Contradiction:
Improvevariety of human interactionsVSAvoidbulk and complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The wearable device utilizes the user's own body as the input surface, eliminating the need for external keyboards or sensors. The body naturally serves as the interaction interface through gestures performed on skin surfaces, converting the user into part of the input system rather than requiring separate hardware components

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The existing sensors (accelerometer, gyroscope, microphone) are repurposed to detect gestures on various body surfaces. The same sensor suite that detects device movement and environmental sound is now used to detect taps, swipes, and other gestures on the user's hand, forearm, or other body parts, making the sensors serve multiple functions

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

2Adaptability or versatility

If the screen size is increased to improve interaction richness, then more gestures can be reproduced, but the wearable device becomes less portable and more bulky

Engineering Contradiction:
Improverichness of user interactionsVSAvoiddevice size
Core Design Contradiction:
Adaptability or versatilityVSVolume of moving object

Solution Approach 1:

The interaction surface is extended from the two-dimensional screen to the three-dimensional body surface. By detecting gestures on the hand, forearm, and other body parts, the system creates additional spatial dimensions for interaction without increasing device volume. The body becomes an extended input interface that provides ample space for diverse gestures

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

Solution Approach 2:

The body acts as an intermediary between the user's intent and the device. Instead of directly interacting with the small screen, users perform gestures on their body which are then detected by sensors and translated into device commands. This intermediary layer allows rich interaction without requiring a larger display

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If traditional input technologies from personal computing devices are replicated, then familiar interaction patterns are provided, but the small form factor of wearable devices makes replication difficult

Engineering Contradiction:
Improvefamiliar interaction patternsVSAvoidscreen area
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The interaction system is segmented into multiple independent zones on the body surface. Different body parts (hand, forearm, wrist) can be tapped or swiped independently, creating multiple input regions that function like separate buttons or input areas. This segmentation provides diverse interaction options without requiring a large continuous surface

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Instead of placing the input surface on the device (screen), the input surface is inverted and placed on the user's body. The device becomes the receiver of gestures rather than the provider of the input surface. This inversion allows the body to provide the interaction area while the device remains small

Inventive Principle:
Principle #13The other way round (Inversion)

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

Enables enhanced user interaction on wearable devices by allowing direct skin-to-skin contact gestures, providing a more intuitive and convenient input method that enhances usability without adding bulk, allowing for distinct commands and feedback.

Implementation Method 1

The plurality of sensors may include an accelerometer, a gyroscope, and a microphone. The receiving one or more first input signals may include receiving an acceleration signal from the accelerometer

Methodology Applied
Scientific EffectAccelerometer: Accelerometer

Implementation Method 2

The plurality of sensors may include an accelerometer, a gyroscope, and a microphone. The receiving one or more first input signals may include receiving a rotational movement signal from the gyroscope

Methodology Applied
Scientific EffectGyroscope: Gyroscope

Implementation Method 3

The plurality of sensors may include an accelerometer, a gyroscope, and a microphone. The receiving one or more first input signals may include receiving an acoustic waveform signal from the microphone

Methodology Applied
Scientific EffectAcoustic waveform: Sound

Data Source

PatentUS11389084B2Electronic device and method of controlling same
Publication Date: 2022.07.19 GEORGIA TECH RES CORP
  • US11389084B2 patent drawing
  • US11389084B2 patent drawing
  • US11389084B2 patent drawing

AI summary

A portable electronic device including: a plurality of sensors configured to generate, in response to a first contact with a body of a user in a vicinity of the portable electronic device, one or more first input signals; a microprocessor; and a memory having stored thereon instructions that, when executed by the microprocessor, control the microprocessor to execute, in response to an analysis of the one or more first input signals indicating that the first contact corresponds to a first gesture, and by the microprocessor, a first command corresponding to the first gesture.