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Dual-touch smartphone design concept

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21–30 of 61 posts

Re: Dual-touch smartphone design concept

#21
Sony put this into the Playstation Vita and it's awful. Few games use it, and it's clumsy in the games that do. It's possible that a company like Apple could make it good somehow, through sheer will and hardware/software expertise, but I suspect it's just not a good idea in practice even if it's good on paper.

Based on my limited experience, some potential issues:

Not having the user's fingers obscuring the view of the screen may in fact increase the perceived latency, since they're focused on the screen and don't have the motion of their fingers to distract them.

The latency issue would be twice as bad if you want to render a 'ghost' of your hands on the screen as described in this design concept.

Interacting with onscreen elements is more difficult when using your hands on the rear of a device, even with a 1-1 mapping. I don't really know why this is, but even with a cursor onscreen, I have found it to be true.

Accidental interaction is 5 times worse with a rear touch panel. Apps on the Vita that use it extensively are a huge pain in terms of accidental swipes and touches, especially if you try to lay the device down on a surface for a moment, or set it on your knee to use the front touch panel.

The core problem with virtual buttons/joysticks/gamepads is that you have no physical feedback about where your fingers are, and as a result you lose your 'centering' and your inputs end up being misinterpreted or not landing. Moving your fingers to the rear of the device makes this worse, because you can no longer look at your fingers to figure out where they are.

Re: Dual-touch smartphone design concept

#23
The Notion Ink tablet originally had this back in 2010. It was disabled and eventually removed entirely. There were rumors that it was squashed by an apple patient, but I cannot find anything more substantial.

The whole NI tablet debacle made me quite jaded towards miracle tech. I'm lucky it predated kickstarter, because I would have most likely backed it up to 50% over retail. It's probably why I don't own a 1st gen pebble.

Here is a good overview of the concept's rise and fall: http://www.engadget.com/tag/NotionInk/

Re: Dual-touch smartphone design concept

#25
The first thing that came to mind was the Nokia Gem concept from around 2011:

http://conversations.nokia.com/2011/11/10/nokia-gem-what-sor...

The whole thing was a touch screen.

Here's an Engadget article on the Nokia concept with a fair amount of comments:

http://www.engadget.com/2011/11/11/nokia-gem-concept-dazzles...

Re: Dual-touch smartphone design concept

#28
as others have mentioned it's not a new idea. i think the reason you don't see it in Apple products at least is because it is a step backwards in terms of metaphor. the iPhone's core metaphor is direct manipulation. this requires that your brain visually connects the motion of your finger with the objects on screen. if you manipulated things via the back touchpad, this illusion would be broken and it would feel more like interfacing with a traditional computer and less like direct manipulation.

Re: Dual-touch smartphone design concept

#29
post #4

Ok, try picking up your phone and trying out the movement on the back of the phone that this would require. It doesn't work. If the majority of the phone is touch sensitive how are you supposed to hold it? It makes for really awkward movement of your hand and let's say you figured out how to get the scrolling down, you still have A HUGE issue of UI. The iOS experience nor its apps were made for any kind of cursor or…

My hand is in contact with the touchpad on my laptop almost constantly, but this rarely causes any unintended interaction.

I had to turn off touch to click on my MacBook Air because I often brush the pad with the heel of my hand while typing, causing the OS to refocus on wherever the cursor happened to be.
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