XR Interface Tilt Transition for Navigation Efficiency

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Solution Overview

Problem

Existing systems for transitioning display of user interfaces in extended reality environments fail to effectively adapt to user device tilt, leading to unintended visual presentations and inefficient navigation experiences.

Innovation Solution

An electronic device detects viewpoint movement exceeding a threshold, transitioning virtual objects between visual states based on tilt, using input devices to manage display updates and maintain context awareness during user navigation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the system transitions virtual interfaces based on viewpoint movement, then navigation efficiency is improved, but unintended visual presentations occur when device tilt exceeds threshold

Engineering Contradiction:
Improvenavigation efficiencyVSAvoidvisual presentation accuracy
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system dynamically adjusts the visual state of virtual interfaces based on real-time device tilt detection. When tilt exceeds a threshold, the system transitions between different visual states (e.g., from detailed 3D view to simplified overview), allowing the interface to adapt to user needs while preventing unintended presentations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system continuously monitors device orientation and uses this feedback to control interface transitions. By detecting tilt angles and comparing them against predefined thresholds, the system automatically adjusts the visual presentation to ensure accurate information delivery while maintaining navigation efficiency.

Inventive Principle:
Principle #23Feedback

2Loss of information

If the system maintains detailed virtual interface display, then information completeness is improved, but visual clutter increases in dynamic environments

Engineering Contradiction:
Improveinformation completenessVSAvoidvisual clutter
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

The system applies different levels of detail to different parts of the interface based on device tilt. When tilt is detected, the system selectively simplifies certain elements while maintaining others, ensuring that critical navigation information remains complete while reducing overall visual clutter in the display.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The interface display dynamically adjusts its complexity based on real-time tilt detection. The system transitions between detailed and simplified visual states, allowing users to receive comprehensive information when needed while experiencing reduced visual clutter during dynamic movement.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If the system uses threshold-based transition criteria, then transition control is simplified, but unintended transitions occur during normal device movement

Engineering Contradiction:
Improvetransition control complexityVSAvoidtransition accuracy
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system pre-establishes threshold values and transition rules before runtime. By defining clear threshold criteria in advance, the system simplifies the transition control logic while ensuring accurate and intentional transitions only occur when device tilt exceeds these pre-set boundaries.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20240281109A1Systems and methods of displaying user interfaces based on tilt
Publication Date: 2024.08.22 APPLE INC
  • US20240281109A1 patent drawing
  • US20240281109A1 patent drawing
  • US20240281109A1 patent drawing

AI summary

Some examples of the disclosure are directed to systems and methods for transitioning display of user interfaces in an extended reality environment based on tilt of an electronic device. In some examples, an electronic device presents an extended reality environment that includes a virtual object in a first visual state within the extended reality environment. In some examples, if the electronic device detects a first input that includes movement of the viewpoint, in accordance with a determination that the movement of the viewpoint exceeds a threshold movement, the electronic device displays the virtual object in a second visual state, different from the first visual state. In some examples, while displaying the virtual object in the second visual state, if the electronic device detects a second input that satisfies one or more first criteria, the electronic device displays the virtual object in the first visual state.