Method of using physical buttons in association with a...

Computer graphics processing and selective visual display system – Display driving control circuitry – Controlling the condition of display elements

Reexamination Certificate

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Details

C345S184000, C345S215000, C345S215000

Reexamination Certificate

active

06757001

ABSTRACT:

FIELD OF THE INVENTION
The present invention relates generally to efficient use of display space on a data display device. More particularly, the present invention relates to methods of using physical buttons to access functions available from software and hardware associated with the display device, without necessarily using the display space on the display device to indicate the available functions until prompted to do so by a user.
DEFINITIONS
As used in this application, “button” refers to various types of buttons, such as push buttons, touch-buttons, switches, sliders, knobs, dials, trackballs, mice, levers, pads, etc. Various buttons are described and shown in more detail in the '873 application. The phrase “button set” is used herein to describe a plurality of buttons, which, when activated in combination, have a single effect as if the button set were a single physical button. For example, activating two separate physical buttons substantially simultaneously may initiate a first function, whereas activating the same two buttons with a third button substantially simultaneously may initiate a second function. Unless the context indicates otherwise, whenever the display or function of a button is discussed, it is to be understood that the discussion also includes a button set.
“Activate” as used herein means to perform the required act or acts on a button that indicate to a device associate with the button, that the button has been engaged. For example, “activate” may refer to pushing, touching, switching, sliding, turning, dialing, rolling, clicking, etc., depending on the physical characteristics of the button involved.
A particular button may have a variety of physical motions associated therewith that could cause activation thereof, perhaps for different purposes. For example, activation of a button by a first type of physical motion (e.g., pushing forward) may cause a first event to occur, such as displaying information on the display to describe a function of the button. An activation causing this type of event is referred to herein as a “display activation”, and the motion associated therewith is referred to herein as a “display activation motion”. An activation of the same button by a different type of physical motion (e.g., pushing downward) may cause a second event to occur, such as executing a function associated with the button. An activation causing this type of event is referred to herein as an “execution activation”, and the motion associated therewith is referred to herein as an “execution activation motion”. A particular motion associated with a particular button may be a display activation motion, an execution activation motion, or another type of motion, due to a predetermined or programmed association.
Also in this application, the terms “user”, “viewer”, and “consumer” are used interchangeably depending on the context, to refer to a person using the methods and devices described herein. A user may be a “logical user”. A “logical user” may be a single user, or a group of users having shared or aggregated program preferences. For example, “kids” may be a logical user, for which program preferences are determined by a parent. Or “critics' choice” may be a logical user, for which program preferences are determined by a group of program critics. Or “default” may be a logical user, for which program preferences are determined by a predetermined or random algorithm.
As used in this application, the term “action” refers to any sequence of events performed or required to be performed by a user to display, access, and/or execute an available function. Actions include, but are not limited to, keyboard events (e.g., touching or pressing a key or keys simultaneously or in sequence), mouse events (moving, right- or left-clicking, double-clicking, dragging, etc.), actuating a button (e.g., pressing, releasing, sliding, toggling, squeezing, etc.), screen events (e.g., touching a screen), and any other event in which a signal or other data is input to a device in response thereto.
BACKGROUND
Many electronic and other devices have various functions associated therewith, and access to those functions may occur through a wide variety of mechanisms. Numerous combinations of physical buttons and software or on-screen buttons are provided to enable users to access available functions. Although eventually a user may memorize the actions required to access and execute some or all of the available functions, prior to that point there needs to be a way to communicate the information to the user. Typically, there is a separate User's Guide, cheat-sheet, display screen or other visual indicator associated with the device that is used for that purpose.
A simple example is a personal computer, used in combination with a keyboard, mouse, or other data input device, a display monitor, and associated software. It is well-known in the art of personal computing to use industry standard keys (such as ALT, CTRL, SHIFT, Apple Command, and Windows Command) in combination with other available keys, to access and execute a desired function. Similarly, it is well-known to use Function keys, such as F1, F2, etc., or to use a mouse to point-and-click or point-and-double-click a specified icon or menu option to access and/or execute a function associated therewith.
In each of the above-mentioned situations, however, the functions associated with a particular keystroke sequence or other input action are typically displayed in response to a first action or set of actions, and then the desired function is executed by use of a second action or set of actions. For example, it is common for application software programs to have help icons or help menus, which are accessible by a particular mouse or keyboard sequence. Once within the help module, a user can navigate to determine a second set of actions required to perform the desired function. Many times this even requires a user to engage the use of various cooperating input devices, such as a mouse to point to the menu, and then a keyboard to navigate through the menu and eventually access and execute the desired function.
An example of a dual-function button wherein two functions are performed from the same button, is a shutter button on some types of cameras. On SLR cameras that have manual focus but automatic exposure control, typically pressing the shutter button half-way will give an indication of what the exposure rate will be, and following through and fully depressing the shutter button result in the picture being taken. Similarly, on many auto-focus cameras, depressing the shutter half-way causes the auto-focus mechanism to set for the subject currently in view, and full shutter depression then takes the picture. The functions of these “dual-function” buttons on cameras, however, are not programmable.
Another dual-function functionality known as “tool tips' is common in software. Tool tips are short pop-up textual descriptions associated with visual icons. The icons represent buttons that provide different kinds of program functionality such as opening, saving, or printing files. If a user moves the mouse over these icons and holds it there for a second or two, the text description pops up telling the user what the button will do if the user subsequently clicks on it. These tool-tips are similar to the “balloon help” provided with Macintosh computers, and they are common in programs such as Microsoft Word.
Tool-tips may be useful user interface devices in standard computer applications, because they enable novice users to simply point to an on-screen icon, and find out what it will do. For more experienced users, they can simply click on the icon representing the functional tool, without waiting for the description of the function to pop up. However, there are at least two major drawbacks to tool-tips. First, they depend on a “mouse and keyboard” input metaphor, where it is possible to point the mouse at an icon without clicking on that icon. However, for devices with graphical touch-screens, the natural interaction metho

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