Quote:
Originally Posted by MacGregor
There is no way anyone is going to learn that keyboard implimentation unless they lost the use of one hand. I appreciate the goal and that is an innovative approach that seems like it could be easy, however making a "sort of QWERTY" keyboard is worse than making one that is totally new.
It's a compact implementation of the QWERTY layout and the main goal is a localization according to the international standards for every language the most part of those have non-Latin alphabet (check out this link -
http://www.customkeys.com/foreign.html). Providing comfort of typing is very important as well - the keys are the hexagons, each of them is based on a circle with 8 mm in diameter, and in addition, that's quite enough for reliable sensing (as one of the examples of the implemented touch-sensitive interfaces -
http://www.archos.com/products/video...global&lang=en). And with one week of training you can get used to the layout without any problems because by rows and the sequences of keys in them a standard computer keyboard and its compact implementation are identical.
The keywords are: standard localization and comfort of typing. BTW, it's the first system of typing for mobile devices that uses the same principles as the ten-finger method. And by ergonomical data - 3 standard keys - 18 x 3 = 54 mm - the width of a device and the system of typing is designated for three fingers: index, middle and ring fingers. The system of typing means that at every moment of typing there is the shortest distance between the designated finger and the key of the layout. Try to use any system of this type for any of the existing models where you press directly at least two keys at once.
That's the base for the project. And its main idea is:
It's a fully functional computer due to the two touch-sensitive display solution - a cell computer.
I know only about one similar project and it's been successfully implemented - Nintendo DS and DS Lite game computer:
"You no longer have to rely on just buttons to move your character or shift perspectives. Navigate menus or access inventory items simply by touching the screen with a stylus or fingertip. The possibilities are limited only by developers' imaginations. "
http://www.nintendo.com/overviewds
And as an illustration:
http://www.nintendo.com/dslarge?gall...ew¤tNo=5Quote:
Originally Posted by MacGregor
I wrote the key plan out on a piece of paper to see how it would feel, but the "e" being so far above the "t" played with my mind too much. The numeric pad on a phone is easier.
I did some changes. Thanks for your help.
Interesting that the changes in layout brought a lot of new functionality. I untied the control keys from the position in the bottom and left there only the Alt key - and it has changed its function to the key that gets all the system together:
1. Key combinations are pressed in sequence - no need to hold the Ctrl and Shift keys, just touch them, they get highlighted - like CapsLock or NumLock keys. This allows to easily navigate and select by multiple pressings of the arrows.
2. The Alt key is used for invoking a context menu on the second display. This allows to edit selected objects immediately as in desktop programs. The bottom line of the screen in the context menu mode is an access to the system's dashboard and program menu - the Alt key at the same place is used for returning to the keyboard mode.