U.S. patent application number 14/138370 was filed with the patent office on 2014-07-03 for user interface for a computing device.
This patent application is currently assigned to CANONICAL LIMITED. The applicant listed for this patent is CANONICAL LIMITED. Invention is credited to Otto GREENSLADE, Marcus HASLAM, Oren HOREV, John LEA, Ivanka MAJIC, Mika MESKANEN, Calum PRINGLE, Mark SHUTTLEWORTH, Ivo WEEVERS, Xi ZHU.
Application Number | 20140189608 14/138370 |
Document ID | / |
Family ID | 47716350 |
Filed Date | 2014-07-03 |
United States Patent
Application |
20140189608 |
Kind Code |
A1 |
SHUTTLEWORTH; Mark ; et
al. |
July 3, 2014 |
USER INTERFACE FOR A COMPUTING DEVICE
Abstract
There is disclosed a smartphone, tablet or other computing
device comprising: (a) a touch sensitive display; (b) one or more
processors; (c) computer memory; (d) one or more computer programs
stored in the computer memory and configured to be executed by the
one or more processors and including instructions for detecting a
swipe in from one or more edges and then unlocking or making
accessible the device from a screen in response to the detected
swipe.
Inventors: |
SHUTTLEWORTH; Mark;
(Douglas, IM) ; WEEVERS; Ivo; (Douglas, IM)
; MESKANEN; Mika; (Douglas, IM) ; HOREV; Oren;
(Douglas, IM) ; PRINGLE; Calum; (Douglas, IM)
; LEA; John; (Douglas, IM) ; GREENSLADE; Otto;
(Douglas, IM) ; HASLAM; Marcus; (Douglas, IM)
; MAJIC; Ivanka; (Douglas, IM) ; ZHU; Xi;
(Douglas, IM) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
CANONICAL LIMITED |
Douglas |
|
IM |
|
|
Assignee: |
CANONICAL LIMITED
Douglas
IM
|
Family ID: |
47716350 |
Appl. No.: |
14/138370 |
Filed: |
December 23, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61788842 |
Mar 15, 2013 |
|
|
|
Current U.S.
Class: |
715/863 |
Current CPC
Class: |
G06F 3/0481 20130101;
G06F 3/1423 20130101; G06F 3/017 20130101; H04M 1/72519 20130101;
G06F 3/0488 20130101; G06F 3/04817 20130101; H04M 2250/22 20130101;
H04M 1/67 20130101; G09G 2354/00 20130101; G06F 3/04883 20130101;
G06F 3/0482 20130101; G06F 3/0485 20130101; G06F 3/0484
20130101 |
Class at
Publication: |
715/863 |
International
Class: |
G06F 3/01 20060101
G06F003/01; G06F 3/0488 20060101 G06F003/0488 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 2, 2013 |
GB |
1300031.0 |
Feb 19, 2013 |
GB |
1302901.2 |
Mar 15, 2013 |
GB |
1304696.6 |
Claims
1. A smartphone, tablet or other computing device comprising: (a) a
touch sensitive display; (b) one or more processors; (c) computer
memory; (d) one or more computer programs stored in the computer
memory and configured to be executed by the one or more processors
and including instructions for detecting a swipe in from one or
more edges and then unlocking or making accessible the device from
a screen in response to the detected swipe.
2. The device of claim 1 where the screen the device is unlocked
from is a welcome screen.
3. The device of claim 2 in which a user can unlock to the previous
used state, i.e. the state before the device was locked, in the
welcome screen by swiping from one edge, such as the right
edge.
4. The device of claim 3 in which, depending on user settings,
swiping from the edge will prompt for a pincode or passphrase
before letting the user in.
5. The device of claim 1 in which, from the welcome screen, the
user can swipe from an edge, such as the left edge, to reveal the
launcher, showing favourite and running apps which can be launched
directly, and, depending on the application that was launched may
or may not prompt for a pincode or passphrase to use.
6. The device of claim 5 in which launching a camera app does not
require a pincode or other authentication to be entered, while an
email client does require a pincode or other authentication to be
entered.
7. The device of claim 1 in which, when the welcome screen is
shown, the user can swipe from an edge, such as a swipe down from
the top edge, to reveal system indicators.
8. The device of claim 1 in which the device can be accessed or
unlocked from at least the welcome screen, using a swipe in from
one or more edges that can be continued in a single gesture to
directly open any app in a collection of favourite apps.
9. The device of claim 1 in which there is no dedicated, specific
unlock action that serves solely to unlock or access the device,
but instead each and any unlock or access action serves not only to
unlock or access the device, but also a second purpose.
10. The device of claim 9 in which the second purpose may be one of
the following: open an app launcher; open a home screen or the apps
page of a home screen; open a search bar; display information
relating to one or more system information functions; display
app-specific functions or icons; display previously opened
screen.
11. The device of claim 1 in which there is no general access
control interaction to unlock or access the device, but instead an
access control interaction is required only for those functions,
settings or apps that specifically require it.
12. The device of claim 1 in which there are multiple functions,
settings or apps that do not require an access control interaction
and which can be opened or invoked solely using a swipe-in from an
edge gesture, irrespective of the state the device is in.
13. The device of claim 1 in which a UI graphic displayed after
unlocking is one of the following: an app launcher bar, a home
screen, one or more apps, system icons, app related functions.
14. The device of claim 1 in which a short swipe in from the left
edge will open the launcher bar, which features at least the user's
favourite apps, and the user can then glide his finger up or down
this launcher bar to the desired app, and then commit to (e.g. by
releasing on) the desired app to launch that app.
15. The device of claim 1 in which the launcher bar includes the
user's favourite apps and also all running apps.
16. The device of claim 1 in which a swipe from any two or more
different edges will unlock from any screen.
17. The device of claim 1 in which a swipe from any three or more
different edges will unlock from any screen.
18. The device of claim 1 in which a swipe from any of the four
edges will unlock from any screen.
19. The device of claim 1 in which a single gesture directly opens
an app from the locked screen with a single touch and release
movement across the screen.
20. The device of claim 1 in which multiple public (e.g. not
password locked) apps, such as browser, camera etc, can be opened
with a single gesture (e.g. touch and release movement).
21. The device of claim 1 in which a quicklist item for one or more
items can be opened with a single touch and release movement, the
quicklist for an application being a specific feature in an app
that enables a user to rapidly access a feature or function or
control for that app.
22. The device of claim 1 in which the device unlocks to different
states depending on which edge you unlock from.
23. The device of claim 1 in which unlocking is to system
information comprising a list of messages, hence allowing the user
to select a message by tapping on that message and then call back
or message back directly by tapping a `call back` or a `message`
button.
24. The device of claim 1 in which unlocking is to system
information comprising sound parameters, hence allowing the user to
mute or vary volume.
25. The device of claim 1 in which unlocking is to system
information comprising battery parameters, hence allowing the user
to see the charge remaining and alter screen brightness.
26. The device of claim 1 in which a swipe in from an edge unlocks
the device or enables the device to be accessed and in addition
causes the device to display graphical user interface objects that
depend on the specific edge swiped-in from (e.g. left, right, top
or bottom).
27. A method comprising the following steps, performed at a
computing device with a touch sensitive display: detecting a swipe
in from one or more edges and then unlocking or making accessible
the device from a screen in response to the detected swipe.
28. The method of claim 27 where the screen the device is unlocked
from is a welcome screen.
29. The method of claim 27 in which a user can unlock to the
previous used state, i.e. the state before the device was locked,
in the welcome screen by swiping from one edge, such as the right
edge.
30. The method of claim 27 in which, depending on user settings,
swiping from the edge will prompt for a pincode or passphrase
before letting the user in.
31. The method of claim 27 in which, from the welcome screen, the
user can swipe from an edge, such as the left edge, to reveal the
launcher, showing favourite and running apps which can be launched
directly, and, depending on the application that was launched may
or may not prompt for a pincode or passphrase to use.
32. A non-transitory computer readable storage medium storing one
or more programs, the one or more programs comprising instructions,
which when executed by a computing device with a touch-sensitive
display, cause the device to detect a swipe in from one or more
edges and then unlocking or making accessible the device from a
screen in response to the detected swipe.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is based on, and claims priority to, GB
Application No. 1300031.0, filed Jan. 2, 2013; GB Application No.
1302901.2, filed Feb. 19, 2013; GB Application No. 1304696.6, filed
Mar. 15, 2013; and U.S. Provisional Application No. 61/788,842,
filed Mar. 15, 2013, the entire contents of each of which being
fully incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] This invention relates to a user interface for a computing
device; in particular a touch-based device such as a smartphone or
tablet.
[0004] 2. Description of the Prior Art
[0005] Today, we use many different types of computing devices
(such as TVs, laptops, tablets, phones). Their interfaces can be
very different, even when from the same company. This makes it
harder for users to transition rapidly between these types of
devices; it requires users to learn new ways of interacting with
these devices, which can be frustrating, especially for users who
are less technically sophisticated, or are simply less willing to
invest time and effort into learning new interaction skills. It
also makes the process of designing these types of devices slower
and riskier than necessary, since new interaction design approaches
have to be conceived for each new type of device. And it makes it
more difficult for developers to write applications for each of the
devices, because they cannot reuse very much of their software for
each different form factor. In part, this inefficiency arises
because the underlying operating systems across these various kinds
of devices are not common or shared; further, if one takes a user
interface designed for a large device, such as a laptop, and
presents it on a smartphone, the result is unusable--the challenges
facing interaction designers working with the small screen of a
typical smartphone are very considerable.
[0006] Overall, the interaction design problems creating a single
unified family of interfaces that (a) enables fast one-handed
operation of a smartphone and (b) will scale effectively from
smartphone to tablet, where two-handed touch interaction is
typical, (c) scales smoothly to accommodate keyboard and pointer
input typical of a PC, and (d) scales to a TV form that is usable
with a simple remote control, are very considerable and have not
been successfully solved until now.
[0007] This patent specification describes not only various ideas
and functions, but also their creative expression. A portion of the
disclosure of this patent document therefore contains material to
which a claim for copyright is made and notice is hereby given:
Copyright Canonical Limited 2012 and 2013 (pursuant to 17 U.S.C.
401). A claim to copyright protection is made to all screen shots,
icons, look and feel and all other protectable expression
associated with the user interface and user interaction illustrated
and described in this patent specification.
[0008] The copyright owner has no objection to the facsimile
reproduction by anyone of the patent document or the patent
disclosure, as it appears in the Patent and Trademark Office patent
file or records, but reserves all other copyright rights
whatsoever. No express or implied license under any copyright
whatsoever is therefore granted.
SUMMARY OF THE INVENTION
[0009] In a first aspect, there is provided a smartphone, tablet or
other computing device comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for detecting a swipe in from
one or more edges and then unlocking or making accessible the
device from a screen in response to the detected swipe.
[0010] This document will describe innovations in the following
areas:
A. Edge Gestures
[0011] B. Ranged gestures
C. The Welcome Screen
D. The Unlocking Mechanism
[0012] E. The Ubuntu search experience
F. The Home Screen in Ubuntu
G. The Ubuntu `Side-Stage`
H. Scalable, Responsive Ubuntu UI
[0013] In this section we summarise those innovations.
A. EDGE GESTURES
[0014] A central invention in the Ubuntu user experience (UX) is
design of the role that each edge plays in the interaction of
system, settings, applications and controls. In the Ubuntu UX, the
layout of the screen is designed to ensure: [0015] smooth scaling
of the experience from phone, to tablet, to PC and to TV [0016]
productive touch interaction that maximises the space on the screen
available for content and applications, and eliminates the need for
physical or software `system buttons`
[0017] The best expression of that design is `edge magic`. In the
Ubuntu UX, and especially in the touch versions of the Ubuntu UX,
the edges of the screen play a crucial, distinctive and innovative
role.
A.1 Application Launching or Switching is Driven from Left and
Right Edges
[0018] A swipe in from the left edge is always used to access
applications. This is easy in both phone (one-handed) and tablet
(two-handed) interfaces, it offers more space for applications than
the bottom edge of a phone (like WebOS) and it consumes relatively
little of the screen compared to a horizontal dock at the bottom of
the screen (like MacOS or Windows 7). Favourite and running
applications are directly accessible through the `Launcher` which
is a vertical bar of application icons accessed through the left
edge (e.g. a short swipe in from the left edge). In this document,
we will refer to the Launcher as the `Launcher`, `launcher` and
`app launcher`. More applications are reachable through the `Home
Screen` apps page (which is a grid of apps on the device, indicated
which apps are running, which are closed; and also showing apps of
potential relevance to the user can which can be obtained from a
server). This Home Screen apps page can also be accessed directly
from the left edge (e.g. by a longer swipe in from the left edge).
So the left edge serves as a consistent gateway to any application.
The launcher bar includes also an icon for the `Home Screen`; the
Home Screen shows icons for frequently used applications, calls the
user has recently made or received (or missed, so the user can call
them back easily by simply touching the item listing the missed
call to directly initiate a call back to them). The Home Screen is
fully customizable too, so it can include for example `Recently
Added Music`; New Film Releases; On-line Radio; Wikipedia; on-line
stores etc.
[0019] A swipe in from the right edge, by contrast, accesses
previously-used but still running applications. It provides a
convenient way to return to the previous application. The use of
opposite edges for `switch to the next app` and `switch back to the
previous app` (namely, a swipe in from the left edge to access the
Launcher bar, then the user's finger moving up or down to release
on a specific app icon in the Launcher to switch to that app;
conversely, a swipe in from the right edge to switch back to the
previous app) is distinctive to Ubuntu and provides a usability
benefit: people quickly learn the behaviour, it feels natural.
A.2 System Settings and Status are Reflected on the Top Edge
[0020] The top edge hosts a set of status indicators, and provides
a means to access system-wide settings and features (typically
icons for network, battery, clock and calendar, sound etc. are
placed on the right side of the top edge) as well as system or
system-wide capabilities (such as messaging and search; icons for
these are typically placed on the left side of the top edge).
A.3 Application Controls are Accessed Through the Bottom Edge
[0021] Ubuntu uniquely defines the bottom edge of the screen as the
way to access controls for the application--typically, these
controls are implemented in a variety of forms, specific to each
application: for example, playback controls and a timeline in a
video player application; a toolbar with action buttons on an image
editor application; a game menu for a gaming application, are all
examples of controls that can be included in a bar, window or
region that is revealed by a short swipe up from the bottom
edge.
[0022] The consistent use of an edge as a gateway to application
controls enables application developers to remove those controls
from their interfaces by default, because users will know there is
a standard way to access such controls. That has the benefit of
giving more space for application content, making Ubuntu feel more
spacious than previous systems on small screens like the phone.
[0023] The controls in question can be buttons, or they can be
voice controls. For example, the Ubuntu HUD, which is a searchable
command interface, is also invoked through the bottom edge. The HUD
allows the user to access controls for an application which cannot
fit into a simple touch toolbar or other chrome-based (`buttons on
the screen`) interface. The mechanism is called the HUD (`head-up
display`), because it displays information to the user without
forcing them to shift from their main focus of interest, analogous
to a conventional HUD.
[0024] This document is written from the perspective of
left-to-right language users. In the case or right-to-left
languages, the UX might be horizontally reversed (so left becomes
right).
[0025] The design of edge behaviours and conventions is one of the
key innovations at the heart of Ubuntu UX innovation for touch
devices. It sets Ubuntu apart from systems that have come before,
even where those used the edges for other purposes. For example,
the Nokia N9 used a generic edge gesture to return to the home
screen, and Palm WebOS phones used the bottom edge to access
favourite applications, but Ubuntu provides substantially richer
patterns of use for the scarce resource of screen edges and
combines them in unique ways to create a system that is more
usable, with richer functionality, than any previous system.
B. RANGED GESTURES
[0026] Another significant innovation in the Ubuntu UX for touch
devices is the use of ranged gestures, by which we mean a gesture
which can have a range of diverse outcomes depending on where it
ends or how far it progresses. We don't just mean a progressive
gesture, like sliding a control along a slider, where the result
can be a variable. We mean a gesture which could have any number of
quite different results depending on the extent of the gesture
(such as, distance, length, direction, path, start-pint,
end-point).
[0027] Ranged gestures are important in the Ubuntu UX because they
allow a single resource, the edge of a screen, to be a gateway to a
range of different outcomes or capabilities. They also allow the
user to navigate through all of those capabilities in a faster and
more fluid fashion, where multiple `steps` or `taps` or `swipes`
can be combined into a single, directed gesture by more
sophisticated users.
[0028] Ranged gestures can contain stages (extending the gesture
takes you through a series of modes, ending the gesture selects a
particular action from the mode you are in at that point, or
enables you to continue selecting with a subsequent gesture). They
can also contain bifurcated pathways, where the gesture can flow in
a series of different directions to expose different options.
B.1 Application Edge (Left Edge) Ranged Gestures
[0029] A swipe through the left edge is a ranged gesture with
several stages.
[0030] The initial left edge swipe will simply reveal the launcher.
The initial hint of the launcher can be undone by reversing the
swipe back over the edge, or releasing very early in the hint. A
small swipe, however, is enough to show the launcher with favourite
apps. Releasing at this stage leaves the launcher visible, to be
manipulated with further touches or swipes or taps.
[0031] A longer swipe will select the nearest application on the
launcher (i.e. the application for the icon closest to the touch
path of the user's finger, plus the Home Screen icon), and moving
the contact or touch point up and down allows the user to select a
particular application other than the one closest to their finger
when they crossed the edge initially; an app which has been chosen
(but not yet actually selected) will typically be shown with a
larger icon that its neighbouring icons. This approach allows for
fluid selection of an app to launch or switch to on the Launcher.
Releasing the touch over a chosen icon for a specific app will
select that application.
[0032] Pausing over an icon in the Launcher in the ranged gesture
will show the Quicklist of that application, allowing the ranged
gesture to bifurcate and pursue the items in that Quicklist. This
allows for fluid access to a particular item in a particular
application Quicklist in a single gesture starting with the edge
swipe. A Quicklist for an application is a specific feature in an
app that enables a user to rapidly access a feature or function or
control for that app. For example, if the app is an e-mail
messaging app, then the Quicklist could be to start composing a new
e-mail message.
[0033] If, rather than pausing on an icon, the gesture ranges past
the launcher to the right quickly, then a new stage is reached,
which reveals the Apps page of the home screen. This stage enables
access to applications which are not in the launcher (favourites or
running) or not even installed.
[0034] So, ranged gestures allow the left edge to provide a
comprehensive gateway to applications on the device--favourites,
running, installed and not-yet-installed.
[0035] B.2 Right Edge Ranged Gesture
[0036] The right edge has a ranged gesture which controls access to
the previous focused application (namely, the application the user
was previously using) on touch devices such as the phone, or the
tablet with visible `side-stage` (the `side-stage` is described
more fully later in this document).
[0037] The initial stage of the gesture, swiping through the right
edge, will show a hint of the previous application, or a hint that
there was no previous application focused. Releasing in this early
portion of the gesture would have no effect, returning the system
to the state it was in before the hint--serving to prevent an
unintended action--switching to a previous application.
[0038] Continuing the gesture would commit to showing that previous
application as the focused app on the phone, or the focused app in
the tablet `side-stage` (see later for a description of how the
`side-stage` can display apps independently of what is shown on the
rest of the display).
[0039] On a tablet where there is a side stage, the right edge
swipe initially hints at the side stage, then commits to showing
the side stage as an overlay, and ultimately commits to splitting
the screen between main and side stages.
B.3 System (Top) Edge Ranged Gesture
[0040] The top edge provides access to system services, settings
and searches, through a ranged gesture.
[0041] What is unusual about the Ubuntu UX top edge ranged gesture
is that it allows very rapid and fluid access to the information
that backs up the core system indicators at the top edge, right
side of the screen.
[0042] On existing phones, it is difficult to interact with the
system indicators. On iPhone iOS6 and earlier, you need to find and
then switch to a special application, the settings app, which
provides access to system settings (and, as it happens, application
settings).
[0043] On Ubuntu, it is very easy to reach settings through the top
edge. They are on the right of the top edge, so an initial swipe
through the right part of the top edge reveals system indicators if
they were off-screen (for full-screen applications) and selects the
closest. That can be reversed by reversing direction and swiping
back up off the screen through the top edge. At this point, the
ranged gesture can be bifurcated--moving left or right (without
lifting the finger) enables the selection of a particular system
indicator, and moving downwards confirms the focus on the selected
indicator.
[0044] This enables: [0045] Fast access to any particular system
setting or indicator, [0046] Rapid inspection of a variety of
system information (for example--`Which network am I on, and what
new messages have arrived?`)
[0047] In addition, the left part of the top edge is dedicated to
search. So initiating the gesture on the top left of the screen
provides access to a range of system search options.
B.4 Application Controls (Bottom) Edge Ranged Gesture
[0048] The bottom edge in Ubuntu provides access to and control
over the application controls.
[0049] Given that applications might follow very different designs
for very different purposes, the nature of those controls can vary.
But in general, a bottom edge swipe should hide and reveal controls
of the appropriate form for the application. Those controls might
be a toolbar, or a playback control (play, pause, back, forward),
or a timeline, or might involve change the status of the
application (for example, pausing a game and presenting menu
options).
[0050] The bottom edge also has a ranged gesture--the initial swipe
through the edge hints at controls which can be reversed by
changing direction and going back off the bottom edge, or releasing
before the hint turns into a committed reveal of the controls. Once
controls are revealed, the gesture can be continued, and new stage
is revealed, which includes the ability to launch the HUD (a text
and voice-searchable control system for the application). Releasing
the gesture over the HUD icon, or one of the other ranged end
points of the gesture, commits to that outcome.
C. THE WELCOME SCREEN
[0051] When the user turns on the device, the device provides a
beautiful and refined reflection of the user and their activities
in a live welcome screen, that is a data visualisation of data that
is personal to the user or specific to the device.
C.1 Data Visualisation Rather than App Info or Wallpaper
[0052] It is innovative to display a data visualisation on the
welcome screen. In existing phone and tablet devices, it is common
to have a personal image (`wallpaper`) on the lock screen, or in
some cases to represent the status of an application (`5 new
messages`). What is also innovative about Ubuntu is that the data
visualisation can be a synthesis of data from multiple
sources--from applications, online services, and the
device--rendered in an artistic fashion.
[0053] The data visualisation may or may not be interactive, and
may or may not trigger the launch of an application or content
based on that interaction, thereby unlocking the device.
[0054] The data visualisation may be combined with or be part of a
personal artwork, or wallpaper, and may draw its palette from the
artwork so as to combine visualisation and wallpaper in an
aesthetically pleasing way.
[0055] The data visualisation may be selectable from a range of
options, or chosen randomly, or updated dynamically by the
operator, OEM (or any other partner) or Ubuntu itself. It may also
be possible for users to design and install their own
visualisations.
D. THE UNLOCKING MECHANISM
[0056] This `welcome screen` serves a similar purpose to the `lock
screens` found on existing phones and tablets--it prevents
inadvertent disclosure of sensitive information, and it prevents
inadvertent input when a device is unattended and perhaps being
touched inside a handbag or pocket. However, it is distinctive and
innovative in a number of ways: [0057] In existing lock screens,
the device behaves very differently when locked than when unlocked.
For example, buttons that normally take you to the home screen
cannot do so when the device is locked. On the Ubuntu phone and
tablet, which use the edges of the screen to navigate between
applications, controls and settings, the welcome screen behaves
just like any other application. To `unlock` the device you would
use (namely, swipe in from) one of the edges to navigate directly
to the application or setting that you want. On a traditional
phone, you need to unlock before being able to do anything. On
Ubuntu, you can start doing anything, and it will only ask for
access control when needed. [0058] It is possible to launch any
favourite application when the welcome screen is showing. In
existing lock screens, there would be a few (possibly customisable)
applications that can be launched when locked, but the mechanism to
launch them would be very different when locked than unlocked. For
example, on the iPhone 4S there is an `unlock` mechanism (a sliding
switch) and a mechanism to launch the camera when locked, but those
are completely different than the normal mechanism to launch the
camera application, which takes place from the home screen. The
Ubuntu approach is more consistent between locked and unlocked
states. [0059] On the Ubuntu phone and tablet, based on edge
gestures, there is a clear distinction between unlocking to launch
a favourite application, unlocking to the home screen, unlocking to
the application which was running when the phone was locked, and
unlocking to modify a system setting. On existing lock screens,
`unlocking` might take you to the home screen, or to an
application, depending on what you were doing when the phone was
locked.
BRIEF DESCRIPTION OF THE DRAWINGS
[0060] Implementations of the invention will be described with
reference to the accompanying Figures, in which:
[0061] FIG. 1 shows an example of a user interface core layout for
applications on the screen of a computing device.
[0062] FIG. 2 shows an example of a user interface core layout
which is responsive and scalable across devices.
[0063] FIG. 3 shows a smartphone user interface example in which
there are provided bottom controls.
[0064] FIG. 4 shows smartphone user interface examples in which
there are provided bottom controls.
[0065] FIG. 5 shows a tablet user interface example in which there
are provided bottom controls.
[0066] FIG. 6 shows a sequence of device screen configurations from
(A) to (E) relating to a HUD interface example.
[0067] FIG. 7 shows sequence of device screen configurations from
(A) to (D) relating to a HUD interface example.
[0068] FIG. 8 shows a device screen configuration in which a search
input box and an app stack are indicated, relating to a HUD
interface example.
[0069] FIG. 9A shows an example, in which in a home screen, swiping
down from the top left corner brings down the Search.
[0070] FIG. 9B shows an example of organized search results.
[0071] FIG. 10 shows an example in which the "Favourite People"
field in (A) collapses when scrolling down to leave a collapsed
field "Favourite People" in (B).
[0072] FIG. 11 shows an example in which the "Favourite People"
field in (A) collapses when scrolling down to leave a collapsed
field "Favourite People" in (B).
[0073] FIG. 12 shows an example in which the "Running Apps" field
in (A) collapses when scrolling down to leave a collapsed field
"Running Apps" in (B).
[0074] FIG. 13 shows an example in which the "Recent" field in (A)
collapses when scrolling down to leave a collapsed field "Recent"
in (B).
[0075] FIG. 14 shows an example in which the "Recently in Touch"
field in (A) collapses when scrolling down to leave a collapsed
field "Recently in Touch" in (B).
[0076] FIG. 15 shows an example in which the "Favourites" field in
(A) collapses when scrolling down to leave a collapsed field
"Favourites" in (B).
[0077] FIG. 16 shows an example in which the "Recent" field in (A)
collapses when scrolling down to leave a collapsed field "Recent"
in (B).
[0078] FIG. 17 shows an example in which the "Recent" field in (A)
collapses when scrolling down to leave a collapsed field "Recent"
in (B).
[0079] FIG. 18 shows an example in which the messages list is
brought down as a finger is swiped down from the message icon, in
the sequence from (A) to (I).
[0080] FIG. 19 shows an example in which the messages list is
brought down as a finger is swiped down from the message icon, in
the sequence from (A) to (B).
[0081] FIG. 20 shows an example of a list of pre-made messages from
which a quick reply may be selected for sending.
[0082] FIG. 21 shows an example (A) in which an area is expanded
from which a user can select to send a text message or to call
back, and an example (B), in which a text box for entering a text
message is opened up within a message in a list of messages.
[0083] FIG. 22 shows an example in which in the sequence from (A)
to (C), a Note expands when tapped on, and a touch screen keyboard
is provided for editing the Note contents.
[0084] FIG. 23 shows an example in which in the sequence from (A)
to (B), the note expands when tapped on, and a touch screen
keyboard is provided for editing the Note contents.
[0085] FIG. 24 shows in (A) an example in which a conversation
field page shows missed calls and messages, and in (B) SMS
messaging is split into its own application called Messaging and no
longer shows phone calls as a part of the conversation history.
[0086] FIG. 25 shows an example in which the sequence from (A) to
(D) shows an example of the launcher bar being revealed after a
short swipe from the left edge of the screen.
[0087] FIG. 26 shows an example in which the sequence from (A) to
(C) shows an example of a launcher bar scrolling down (from (A) to
(B)) and an app icon revealing the name of that app (from (B) to
(C), for the App "Phone" in this example).
[0088] FIG. 27 shows an example in which long pressing on a
launcher icon shows the app name.
[0089] FIG. 28 shows an example in which long pressing on a
launcher icon shows the app name.
[0090] FIG. 29 shows an example including a sequence of screen
images from (A) to (E). In (A), a user chooses the application
"Notepad" from the launcher bar. In (B), the screen displays the
Notepad application screen output. In (C), a user is swiping a
finger across the screen from the right edge of the screen to
return to the previous application "Events". In (C) and (D), screen
output from the previous application "Events" is returning to the
screen from the right. In (E), screen output from the application
"Events" is shown.
[0091] FIG. 30 shows an example in which a Contacts screen changes
to a Call screen for a Contacts screen, in the sequence from (A) to
(B).
[0092] FIG. 31 shows an example in which for the sequence from (A)
to (B) a long swipe from the left edge of the screen brings up the
Apps page.
[0093] FIG. 32 shows an example in which for the sequence from (A)
to (D), swiping left from the right edge of the screen brings up
the Home page.
[0094] FIG. 33 shows an example in which for the sequence from (A)
to (C), swiping left from the right edge of the screen brings up
the Home page.
[0095] FIG. 34 shows an example in which for the sequence from (A)
to (E), starting from (A), a succession of settings pages are
brought up.
[0096] FIG. 35 shows examples in which for the screens (B) to (E),
starting from screen (A), the settings screens shown in (B) to (E)
may be brought up.
[0097] FIG. 36 shows an example of a battery settings screen on a
tablet computer screen.
[0098] FIG. 37 shows an example, which includes a sequence of
screen images from (A) to (C). In (A), output from an "Events"
application is displayed. In (B), a "Notes" side stage is being
pulled into view by a user horizontally swiping a finger from the
right edge of the screen. In (C), the "Notes" side stage has been
pulled into view.
[0099] FIG. 38 shows an example of a Welcome screen including an
infographic in which each dot in the circle represents each day of
the current month and the highlighted dot is the current day.
[0100] FIG. 39 shows an example of a Welcome Screen on a
tablet.
DETAILED DESCRIPTION
[0101] One implementation of the invention is Ubuntu touch. This
section describes in more detail Ubuntu Touch.
A.1 `Edge Gestures`
[0102] In Ubuntu, a swipe in from an edge causes the device to
behave (e.g. display a user interface (UI) graphic or object or
objects, open an app, open a control pane, invoke a function etc.),
in a way that depends on the specific edge swiped-in from (e.g.
left, right, top or bottom). The richness and intuitive simplicity
of edge swipe behaviours in Ubuntu is a key element. Ubuntu uses
many different gestures--where a gesture is a single touch-based
interaction with the device touch screen.
[0103] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: how can you design a device
interface that maximises the space on the screen available for
content and applications?
[0104] Ubuntu `edge gestures` illustrate many related solutions to
this problem. For example, in Ubuntu, you swipe from the right edge
to take you back to the previous app. So if you are in the Facebook
app, but need to check something quickly (e.g. a diary event), it's
easy to launch the diary app by a short swipe from the left edge to
bring the launcher bar in from the left edge, then glide down to
release on the diary app, check the event, and then do a swipe from
the right edge to get back to the Facebook app. This combination of
rapid opening (or tasking to) an app by swiping from the left edge,
and then returning to the previous app by swiping from the right
edge, makes interaction very fast, efficient and intuitive.
[0105] One can also re-cast this particular feature in terms of a
problem and its solution. The Problem Statement is: how can you
design a device interface that permits rapid, single handed
launching of new apps and reversion to previous apps? One can
generalize the solution as a smartphone, tablet or other computing
device in which `Start/launch` and `Back` functions are controlled
by swipe gestures in from opposite edges of the screen. In one
implementation, Start is initiated with a swipe right from the left
edge; this brings across the launcher. Conversely, a swipe from the
right edge brings up previously opened apps, so acts as a `back`
function. Further swipes left from the right edge scroll the user
back through all previously used apps, in the order in which they
were last used.
The launcher-based unlock gives us the ability to unlock directly
to the launcher to launch any favourite app; to unlock-to-a
quicklist (i.e. a specific feature in an app, for example, if the
app is an e-mail messaging app, then the quicklist could be to
start composing a new e-mail message).
[0106] Another Ubuntu feature is that at the top right of the
screen are the system status and function icons, such as time and
date, volume, network, messaging, battery. You can select an icon
by moving your finger across the row and then swipe down from it
(or touch it directly and then pull-down) to reveal a screen that
lists the setting relevant to that icon, allowing you to rapidly
update them without leaving the current app you are in. So for
example, there is a network icon; if you swipe across to reach this
network icon and then down from it, then you reveal the
conventional network parameters, such as `airplane mode`, enable
WiFi; check boxes for the 3 G network to join and carriers to use
etc. The user can rapidly check and alter any of these, without
leaving the application he is in. This is different from, for
example, how to reach settings on an iPhone where the user has to
leave the current active app and then find the specific icon for
the phones collected settings and then tap on the icon to view
them. The solution implemented on the Ubuntu UI adds to the
simplicity of the phone and follows the theme of the Ubuntu UI.
Furthermore, it gives a more efficient user experience with the
reduction of `excise`. (Excise is the inessential work needed to
reach a UX goal--it is a tax or `excise` upon the idealised,
perfect, frictionless user interaction with optimal cognitive
load.
[0107] You can hide the status icons, giving 100% of the screen to
an app so that you can be fully immersed in that content, by simply
swiping them up. They can be revealed again by a short swipe down.
This is very useful on a small screen device like a smartphone.
[0108] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: how can you enable a user to
check and also alter system parameters on a phone without leaving a
main app that the user is running? One can generalize the solution
as a smartphone (or other personal computing device) in which the
user can select a system status icon placed close to the top edge
and swipe down from it (e.g. touch it directly and then pull-down)
to reveal a screen that lists the setting(s) relevant to that icon,
allowing the user to rapidly update the setting(s), and then swipe
the settings page back up, to show the still-running current app.
Equally, one could invert this approach and swipe up from the
bottom edge to reveal a screen that lists the setting(s) relevant
to an icon
[0109] Another Ubuntu feature is how the space given over to
on-screen controls for an app is optimised. In Ubuntu, these
controls are placed at the bottom edge, and are only revealed by a
short swipe up from the bottom edge, and then concealed by a swipe
down on the controls through to the bottom edge. This design has to
do with space managing and as a result ensures that 100% of the
screen is devoted to the main visual experience of an app for most
of the time, and the controls are rapidly and intuitively
available, but only as and when needed.
[0110] This approach is used not just inside an application but
also outside of applications, whether the user is viewing their
home screen, welcome screen or maybe flicking through opened
applications. In all cases, appropriate controls are revealed by a
short swipe up from the bottom edge. Saving this space gives a
cleaner, simpler look and only gives the user information that is
important when specifically needed by the user.
[0111] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: how can you reconcile the need
to provide app controls the user can interact with, yet not have
those controls take up valuable screen real estate? One can
generalize the solution as a smartphone, tablet or other computing
device in which these app controls are placed at an edge (e.g. the
bottom edge), but are only revealed by a short swipe up from the
edge, and then concealed by a swipe down.
A.2 Re-Cap on Edge Behaviours
[0112] To re-cap on some of the key edge behaviours: [0113] Swipe
from left edge to bring up launcher; swipe further to bring up the
running apps home page. [0114] Swipe from right edge to bring up
the most recent app; further swipes bring up earlier apps [0115]
Swipe from top edge to bring up system status parameters for the
system icons displayed on the right side of the top edge. Swipe up
to hide them again [0116] Swipe from bottom edge to bring up
app-specific controls and voice controlled parameters for that app.
Swipe down to hide them again.
[0117] By concealing these items until a swipe reveals them, the
screen is kept uncluttered and so the maximum amount of screen
real-estate can be devoted to the running application. The phone
itself feels larger and more spacious than phones running competing
operating systems.
[0118] As noted above, some of these gestures are `ranged gestures`
(see Section C. Swiping and Ranged Gestures in Ubuntu) in that
continuing the swipe will bring up further (but related)
functions/screens etc.
[0119] It is possible also to speak a control input to an app (see
`HUD parameters` below); a long swipe up from the bottom edge opens
the HUD search interface for that application, which is voice
enabled.
A.3 Edge Interactions in the Welcome Screen
[0120] Ubuntu's comprehensive use of edge gestures--where each edge
has a distinctive purpose that is consistent across all
applications, and consistent whether or not the device is
locked--creates a usability problem for new users, who may be
unaware of the importance of the edges, their function, or how to
use them. And since there is purposefully no `chrome` (button or
other visual indication of the edge) that might detract from the
aesthetic and spaciousness of the interface, users have little to
guide them to explore the edges.
[0121] Ubuntu implements a number of solutions to this problem:
[0122] Accelerometer-based edge hints on the welcome screen [0123]
In devices which have an accelerometer or other sensor to track
movement, it is possible to show a visual hint on the edges of the
screen when the phone moves. For example, shaking the phone might
show a small portion of the launcher on the left edge of the
screen, as if it were `loose` just off the screen, and shaking was
allowing it to `jiggle` slightly onto the screen. Similar hints
could draw the user's attention to the right, bottom and top edges,
each of which has a specific purpose in the Ubuntu user experience.
[0124] Help launched by touch exploration [0125] When confronted
with a `blank` or `buttonless` welcome screen, users will often
touch the image or data visualisation, or swipe, tap, or rub the
welcome screen, in order to see what happens. It is undesirable for
such gestures to unlock the screen, as that might allow inadvertent
unlocking. Ubuntu's design solves this problem by showing a
progress bar measuring the number of such gestures, with full
completion triggering a `help` experience that familiarises the
user with the edge-driven Ubuntu experience, including the ability
to play an `edge learning` game. [0126] Edge-learning game [0127]
One way to familiarise users with the edge-based user experience is
to offer a game, which may be launched from the help experience,
which encourages users to use the edges in the way that they will
need to in order to make the most of the device.
A.4 Main Edge Gesture Concepts
[0128] In this section, we summarise the main `Edge Gesture`
concepts. They are as follows:
[0129] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for detecting a swipe in from
each and any of the four edges of the touch sensitive display and,
in response to the detected swipe, causing the device to behave in
a manner that depends on the specific edge swiped-in from (e.g.
left, right, top or bottom).
[0130] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0131] the device behaves in a manner that depends on the specific
edge swiped-in from, by displaying a specific type of UI graphic,
object, or set of objects that depends on the edge swiped in from.
[0132] the device always responds to the detected swipe in a
consistent manner, irrespective of what the device is displaying.
[0133] the device detects a swipe in from one edge of the screen
and, in response to the detected swipe, causes the device to,
either directly or after further intervening steps, open an app
launcher, being a set or group of app icons, or start or switch to
an app. [0134] the device detects a swipe in from an edge of the
screen and, in response to the detected swipe, causes the device to
switch back to a previously opened app. [0135] the device, in
response to a swipe in from the left edge, the device opens, either
directly or after further intervening steps, an app and, in
response to a swipe in from the right edge, the device displays,
either directly or after further intervening steps, previously used
but still running apps. [0136] if the device is displaying a
welcome screen, then in response to a swipe in from the right edge,
the device displays, either directly or after further intervening
steps, the device home page. [0137] `start` is initiated with a
swipe right from the left edge to bring across an application
launcher; and conversely, a swipe left from the right edge brings
up previously opened apps, so acts as a `back` function. [0138] in
response to further swipes left from the right edge, the
instructions cause the device to scroll back through all previously
used apps, in the order in which they were last used. [0139] the
device can detect when a user selects a system status icon placed
close to one edge and in response to a swipe away from the icon,
(e.g. the user touches it directly and then pulls-down) the
instructions cause the device to reveal a screen that lists the
setting(s) relevant to that icon, allowing the user to rapidly
update the setting(s) and then swipe the settings page back to the
edge, to show the still-running current app. The system status icon
may be placed at the top edge of the display, such as on the right
side of the top edge. [0140] the instructions cause the device to
display app controls in response to a short swipe up from an edge,
and the app controls are displayed close to that edge whilst the
app is running and controlling the device display, and the app
controls are concealed by a swipe back to the edge. The app
controls may be placed at the bottom edge of the display. [0141] in
response to a swipe from a message icon, such as an envelope, the
instructions cause the device to display a panel or window or
region listing one or more messages. [0142] in response to a user
selecting a message in the panel, window or region listing the
message(s), then a response panel, window or region is displayed.
[0143] if the selected message is for a missed call alert, then the
response panel, window or region includes buttons or icons that
enable the user to do one or more of: make a call back to the
person who left the message; write and send a reply message to that
person; select and send a pre-made reply to that person. [0144] in
response to detecting a user pausing over an icon for an app in the
app launcher, the device displays a `quicklist` for that app, being
one or more user interface objects associated with a feature or
function or control for that app. [0145] a swipe in from an edge
must commence at the edge of or outside, the touch-screen display.
[0146] the device includes an accelerometer and the processor
receives movement signals from the accelerometer and in response to
those signals beyond a threshold shows a small portion of a
different screen from the screen currently being displayed as a
hint to the user. The threshold may be associated with shaking the
device.
[0147] Other aspects are:
[0148] A method comprising the following steps, performed at a
computing device with a touch sensitive display:
(i) detecting a swipe in from each and any of the four edges of the
touch sensitive display and, in response to the detected swipe;
(ii) causing the device to behave in a manner that depends on the
specific edge swiped-in from (e.g. left, right, top or bottom).
[0149] the device behaves in a manner that depends on the specific
edge swiped-in from, by displaying a specific type of UI graphic,
object, or set of objects that depends on the edge swiped in
from.
[0150] A non-transitory computer readable storage medium storing
one or more programs, the one or more programs comprising
instructions, which when executed by a computing device with a
touch-sensitive display, cause the device to:
(i) detect a swipe in from each and any of the four edges of the
touch sensitive display and, in response to the detected swipe;
(ii) behave in a manner that depends on the specific edge swiped-in
from (e.g. left, right, top or bottom).
[0151] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for detecting a swipe in from
any two opposite edges of the touch sensitive display and, in
response to the detected swipe, causing the device to behave in a
manner that depends on the specific edge swiped-in from;
[0152] and in which, in response to a swipe in from the left edge,
the device opens, either directly or after further intervening
steps, an app and, in response to a swipe in from the right edge,
the device displays, either directly or after further intervening
steps, previously used but still running apps. [0153] `start` is
initiated with a swipe right from the left edge to bring across an
application launcher, from the left edge. [0154] in response to
further swipes left from the right edge, the device scrolls back
through all previously used apps, in the order in which they were
last used. [0155] `start` is initiated with a swipe right from the
left edge to bring across an application launcher; and conversely,
a swipe left from the right edge brings up previously opened apps,
so acts as a `back` function. [0156] a swipe in from an edge must
commence at the edge of, or outside, the touch-screen display.
[0157] in response to detecting the swipe, two or more different
outcomes or functions to be triggered or invoked, depending on the
detected extent of the swipe. The detected extent may be a function
of one or more of the following: parameters of the swipe: distance,
length, direction, path, end-point or destination). [0158] a swipe
from an edge causes a first outcome, and if the user continues to
swipe in from that edge, that leads to a different outcome. The two
or more different outcomes or functions are typically related or
connected outcomes. [0159] if the swipe continues to a predefined
region on the screen to select that region, then a specific outcome
results. [0160] detecting a continuance of the swipe in from the
left edge further to the right, causes the device to display a home
screen that includes icons for all the running apps. [0161] a
release up from the touch screen is a commit gesture. [0162] a
swipe involves the user's fingers continuously contacting the touch
screen, moving across the screen in one or more directions.
[0163] A method comprising the following steps, performed at a
computing device with a touch sensitive display:
(i) detecting a swipe in from any two opposite edges of the touch
sensitive display and, in response to the detected swipe, causing
the device to behave in a manner that depends on the specific edge
swiped-in from; (ii) and in which, in response to a swipe in from
the left edge, the device opens, either directly or after further
intervening steps, an app and, in response to a swipe in from the
right edge, the device displays, either directly or after further
intervening steps, previously used but still running apps.
B.1 Ranged Gestures
[0164] Ubuntu uniquely organises sets of actions into "ranged
gestures", so you can access multiple actions from a particular
gesture, based on how much of that gesture you complete.
[0165] Often, there is a collection of actions that are related,
for example:
[0166] show the launcher;
[0167] show a particular item in the launcher
[0168] show a quicklist for a particular item in the launcher
[0169] show all the apps which are running
[0170] show all the apps which are installed and available.
[0171] Each of those actions is associated with one or more
applications. In Ubuntu, a swipe through the left edge can take you
to each of those actions, depending on how much of it you do. The
actions are organised as a "ranged gesture". An initial swipe
through the left edge reveals the launcher (which shows icons for
all running and favourite apps), continuing that gesture allows you
to select a particular item on the launcher (to launch or switch
to), pausing a touch over an icon for an app opens a quicklist for
that app, and continuing further to the right (in the same fluid
gesture) shows all the installed apps (these are shown as part of
the "apps" page of the home screen; the home screen also shows
available but not yet installed apps).
[0172] The way most conventional touch interfaces work is that one
gesture or movement on the screen means one and one thing only, for
example on iPhone to slide ones finger from left to right or from
right to left lets the user flick through her pages of
applications. Ubuntu has done something different and combined
several meanings into one gesture. The outcome of the gesture
depends on how much of the gesture is completed.
[0173] Like the case of removing the unlock feature of the phone,
having ranged gestures removes excise. As a result, not only fewer
steps are taken but also the amount of time to reach a specific
view is reduced. Compared to how for example iPhones and Android
phones work where there are several steps to reach different views,
on the Ubuntu UI there is only one step to reach several different
views, and therefore, excise has been reduced when starting an
application, when changing from Welcome Screen to any other view
and when swapping between applications; all this can be done in one
single gesture.
[0174] From any view of the phone, in one move, an application can
be found and launched. When having found a desired application with
the help of a ranged gesture, simply by releasing the finger on top
of the application icon will initiate its launch. This is different
from other phones as for example iPhone, Windows 8 and Android
require a single tap on the application icon in order to launch it,
there would be no other gesture in order to launch an application
on these phones.
[0175] With the help of ranged gestures, physical buttons on the
phone are no longer necessary and can therefore be removed. Using
iPhone as an example, which has only one button which lets the user
go back to the home screen or to swap between apps, this is no
longer a necessity to Ubuntu as all these things can be done with a
simple stroke of one's finger.
[0176] In Ubuntu, there are three distinct forms of ranged gesture:
[0177] Progressive unselective gesture--as the gesture progresses,
different outcomes or results are triggered; the specific region on
the screen where the user terminates the gesture is not critical.
[0178] Progressive selective gesture as the gesture progresses,
different outcomes or results are triggered; the specific region on
the screen where the user terminates the gesture is critical--e.g.
if the user progresses to and selects a specific region, then a
specific result is triggered. [0179] Selective gesture
[0180] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: there are more interesting
"actions" than there are simple and memorable gestures, so how can
we design an effective touch-centric interface? One can generalize
the solution as a smartphone (or other personal computing device)
in which a gestural input depends on the extent (e.g. distance,
length, direction, path, start-point, end-point or destination) of
a single gesture, with different (but typically connected) outcomes
triggered depending on that extent.
[0181] Ranged gestures can be accompanied by a shrinking down of
the page that is being passed over--e.g. as you swipe left to the
right edge, the apps page minimizes in size as you continue the
swipe.
B.2 Main Ranged Gesture Concepts
[0182] In this section, we summarise the main `Ranged Gesture`
concepts. They are as follows:
[0183] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for detecting a single
gestural input, and, in response to detecting the single gestural
input, causing two or more different outcomes or functions to be
triggered or invoked, depending on the detected extent of the
gestural input.
[0184] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0185] the detected extent is a function of one or more of the
following: parameters of the gestural input: distance, length,
direction, path, end-point or destination) [0186] the gestural
input is a swipe from an edge. [0187] a swipe from an edge causes a
first outcome, and if the user continues to swipe in from that
edge, that leads to a different outcome. [0188] the two or more
different outcomes or functions are related or connected outcomes.
[0189] if the gestural input continues to a predefined region on
the screen to select that region, then a specific outcome results.
[0190] a swipe from one edge causes a different outcome compared
with a swipe from a different edge. [0191] detecting a short swipe
from the left edge causes the device to display or reveal the app
launcher, which is a set of app icons. [0192] detecting a
continuance of the short swipe further to the right, causes the
device to display a home screen that includes icons for all the
running apps. [0193] a short swipe away from a system information
icon for a system information function causes a pane, window or
region relating to the system information function to be displayed,
and continuing that swipe expands the pane, window or region to
include user-selectable parameters for that function. The system
information icon may be at the top edge, right side. [0194] a short
swipe from an edge when an app is open causes functions relating to
that app to be displayed, and continuing that swipe to select a
defined target region causes a search function to be invoked. The
short swipe may be a swipe up from the bottom edge. [0195] the
device is a tablet device and in which a short swipe from an edge
causes a region (the `side-stage`) to be displayed, the side-stage
being a region that can display any of apps, utilities or functions
independently of what is displayed on the rest of the screen, and
continuing that swipe causes a previously opened app to be
displayed. The short swipe may be from the right edge. [0196] in
response to detecting a user pausing over an icon for an app in the
app launcher, the device displays a `quicklist` for that app, being
one or more user interface objects associated with a feature or
function or control for that app. [0197] a release up from the
touch screen is a commit gesture. [0198] a single gestural input
involves the user's fingers continuously contacting the touch
screen, moving across the screen in one or more directions.
[0199] Other aspects are:
[0200] A method comprising the following steps, performed at a
computing device with a touch sensitive display:
(a) detecting a single gestural input, and, in response to
detecting the single gestural input; (b) causing two or more
different outcomes or functions to be triggered or invoked,
depending on the detected extent of the gestural input.
[0201] A non-transitory computer readable storage medium storing
one or more programs, the one or more programs comprising
instructions, which when executed by a computing device with a
touch-sensitive display, cause the device to:
(a) detect a single gestural input, and, in response to detecting
the single gestural input; (b) cause two or more different outcomes
or functions to be triggered or invoked, depending on the detected
extent of the gestural input.
C.1 The Welcome Screen
[0202] This welcome screen is a pictorial data visualisation or
infographic that graphically shows data that is personal to a user;
in one implementation it is a circular arrangement of a large
number of dots, e.g. 30 small white dots, each representing an
activity or state (user-selectable or customizable), in which
activity associated with a specific dot is represented by the size
of a semi-translucent circle adjacent to the dot. The overall
impression is of something organic, not unlike a flower.
[0203] Dots can relate to items like the number of tweets received,
e-mails received, distance walked today; number of minutes of talk
time left; hours left at rest, etc. There are various ways the data
visualisation may work. For example, the system may cycle through
the different dots every few seconds, labelling the meaning of the
current dot with a short textual description inside the circle and
subtly altering the colour palette used whenever it moves from one
dot to the next. Or each dot may represent a particular day of the
month, and the screen may cycle through different variables for
today's dot every few seconds, or longer.
[0204] The welcome screen is hence regularly evolving and updating
itself and the appearance is totally personal and unique to a
specific user--particularly because the size of each overlapping
translucent circle associated with a specific dot is specific to a
particular user at a particular time. But this welcome screen is
designed to not overwhelm the user with information (unlike,
arguably, other operating systems such as Windows Phone), not least
because the core information content, specifically the size of the
circle that is related to any given dot, is graphical and
non-textual and can hence be understood very rapidly, unlike
tile-based systems such as Windows Phone and Windows 8, which
fundamentally deliver information through text, as opposed to
graphics. With a preserved simple interface the Ubuntu Phone
Welcome screen still manages to show a lot more information than
for example the welcome screen of an iPhone.
[0205] The Ubuntu Welcome Screen therefore manages to visually
capture a lot of data without using much text, making the intake of
information easier to comprehend and therefore making it faster for
the user to get an overview of interesting and important data with
minimal cognitive load. This can be compared to the iPhone screen
where random notifications are put one after the other in a list,
making it tedious and slow to know what important information the
screen actually contains.
[0206] The default Ubuntu Welcome screen takes advantage of the
power of visual recognition. The eye will quickly learn where on
the screen certain information is found and which graphical circles
represent what data. In this way, for a fast overview, the user of
the phone saves time by not having to read at all but merely
recognize the different sized circles on the screen.
[0207] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: How do you provide users with
rapidly understandable, key performance or status information for
multiple parameters for their phone, without requiring users to
touch-interact with their phone in any way?
[0208] One can generalize the solution as a smartphone, tablet or
other computing device which displays a welcome screen with a
(potentially dynamic) infographic or a (potentially dynamic) data
visualization that represents each of a number of variables
relating to the device or one or more of its users. The variables
may be a synthesis of data from multiple sources, applications,
online services, and the device).
[0209] One implementation is a smartphone, tablet, or other
personal computing device which displays a welcome screen with a
dynamic data visualisation or infographic that graphically
represents each of a number of variables relating to the status of
the device (such as number of tweets received, e-mails received,
distance walked today; number of minutes of talk time left; hours
left at rest, or anything else of interest to the user) by
assigning to each variable (a) a position in a geometric or other
figure or figures and (b) a shape, proximate to the variable's
position in the figure(s), whose size varies with the value of the
variable.
[0210] In one implementation, the geometric figure is a circle and
each shape is a portion of a (typically shaded) circle, like the
head and petals of a flower; hence, if the user has received 10
tweets, but 20 e-mails, then the portion of the shaded circle
associated with the tweets will be smaller than that associated
with the e-mails. And as a tweet is received, then, the size of the
associated shaded circle will grow; FaceBook comments could be
another variable; a large number of FaceBook comments will be
rewarded with a rapid inflation of the associated shaded circle.
Many other data visualisation variants are possible.
[0211] Likewise, the user will rapidly become familiar with the
position in the geometric figure (e.g. circle) of different
variables--for example, the remaining talk-time variable might be a
dot positioned at the very top of the circle and so the user will
quickly learn to glance at the size of the shape associated with
that variable to get a sense of the amount of remaining talk-time.
In Apple iOS, for example, this information is only accessible
after numerous interaction steps (unlock phone, locate and select
`Settings` icon, locate and select `General` option, locate and
select `Usage` option).
[0212] Ubuntu is designed to be a multi-user platform, and the
Ubuntu designs for phone and tablet express that by enabling user
switching on the welcome screen. On the tablet, users are shown as
a list, together with an anonymous guest account. On the phone, a
list of users can be shown on demand (for example, using the bottom
edge of the welcome screen). In this way, a single device can
support both multiple users and also multiple user accounts for
separate purposes, such as work and home.
[0213] The first glimpse of a new interface can be critical to that
interface's acceptance by a broad user base: this welcome screen
provides a playful, intriguing and inviting interface that users
want to explore further; it is the first step in drawing users into
engagement with the device. It allows the user, with a quick
glance, to understand the status of key variables associated with
the phone.
C.2 Main Welcome Screen Concepts
[0214] In this section, we summarise the main Welcome Screen
concepts. They are as follows:
[0215] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for displaying a welcome
screen with a pictorial infographic or a data visualization that
graphically represents each of a number of variables relating to
the device or one or more of its users.
[0216] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0217] the infographic or data visualisation is dynamic. [0218] the
infographic or data visualisation dynamically updates in real-time
[0219] the variables are a synthesis of data from multiple sources,
applications, online services, and the device. [0220] the data
visualisation is personal and unique to the user of the device.
[0221] the data visualisation is specific to a particular time
period, such as each day over a month. [0222] the data
visualisation cycles, or can be cycled, to cover different types of
variable. [0223] the variables include one or more of the
following: number of tweets received, e-mails received, distance
walked today; number of minutes of talk time left; hours left at
rest, or anything else of interest to the user. [0224] a user can
define different activities and states to include in the welcome
screen. [0225] the device graphically represents each of a number
of variables by assigning to each variable a position, shape, space
or volume in a geometric or other figure or figures. [0226] the
device graphically represents each of a number of variables by
assigning to each variable a shape, whose size varies with the
value of the variable. [0227] the device graphically represents
each of a number of variables by assigning to each variable a
colour, that alters or varies in tone with the value of the
variable. [0228] the geometric figure is a circle and each shape is
a portion of a shaded circle. [0229] the data visualisation is
personal and unique to a specific user at a specific time. [0230]
the data visualisation is personal and unique to a specific user at
a specific time and also place. [0231] the welcome screen is the
default screen that is shown after the device has been idle for a
predefined time period or is first switched on and it is not a home
screen. [0232] the infographic or data visualisation graphically
represents each of a number of variables relating to the device
(such as number of tweets received, e-mails received, distance
walked today; number of minutes of talk time left; hours left at
rest, or anything else of interest to the user) by assigning to
each variable (a) a position in a geometric or other figure or
figures and (b) a shape, proximate to the variable's position in
the figure(s), whose size varies with the value of the variable.
[0233] a swipe in from an edge unlocks the phone or enables the
phone to be accessed and in addition causes the device to behave
(e.g. display a screen or part of a screen, or invoke a function)
in a way that depends on the specific edge swiped-in from (e.g.
left, right, top or bottom). [0234] a user can unlock to the
previous used state, i.e. the state before the device was locked,
in the welcome screen by swiping from the right edge and then,
depending on user settings, the device will then prompt for a
pincode or passphrase before letting the user in. [0235] from the
welcome screen, the user can swipe from the left edge to reveal the
launcher, showing favourite and running apps which can be launched
directly, and, depending on the application that was launched may
or may not prompt for a pincode or passphrase to use. [0236]
launching a camera app does not require a pincode or other
authentication to be entered, while an email client does. [0237]
from the welcome screen, the user can swipe from the right edge to
bring up a home page. [0238] when the welcome screen is shown, the
user can swipe down from the top to reveal system indicators.
[0239] Other aspects are:
[0240] A method comprising the following steps, performed at a
computing device with a touch sensitive display:
(a) displaying a welcome screen with a pictorial infographic or a
data visualization that graphically represents each of a number of
variables relating to the device or one or more of its users.
[0241] A non-transitory computer readable storage medium storing
one or more programs, the one or more programs comprising
instructions, which when executed by a computing device with a
touch-sensitive display, cause the device to:
[0242] display a welcome screen with a pictorial infographic or a
data visualization that graphically represents each of a number of
variables relating to relating to the device or one or more of its
users.
D.1 The Unlocking Mechanism
[0243] Conventional phone interfaces require a specific lock
screen--specifically, a screen that the phone reverts to displaying
when the phone is not in use; the lock screen displays a lock of
some sort that can be unlocked through a deliberate gesture by the
user (in Apple iOS, the lock screen includes a `slide to unlock`
small white rectangle that the user slides along a channel to
unlock the device). The lock screen hence prevents inadvertent use
of the phone and is regarded as an essential requirement.
[0244] But Ubuntu has no need for a dedicated lock screen because
edges of the screen in an Ubuntu can have a specific purpose:
swiping from an edge not only acts to unlock the phone, but also to
initiate another useful process that enables fast and efficient use
of the device. So with Ubuntu, after the device reverts to a locked
state (for example, displaying the welcome screen), there is no
dedicated lock screen as such--inadvertent activation is unlikely
to occur since it would require a swipe from an edge to unlock the
device. Instead, the device can be unlocked simply by swiping from
an edge.
[0245] User can "unlock" to the previous used state (before the
device was locked) in the welcome screen by swiping from the right
edge--depending on user settings this will prompt for a pincode or
passphrase before letting the user in. It is also possible to
integrate biometric identification (e.g. voice or fingerprint--if a
fingerprint sensor is integrated into the front face of the device,
then the user can swipe his finger over the fingerprint sensor, and
continue to swipe in from the left edge to open the launcher, all
in one single, fluid action.
[0246] Additionally, from the welcome screen the user can swipe
from the left to reveal the launcher (with favourite and running
apps) which can be launched directly, and (depending on the
application that was launched) may or may not prompt for a pincode
or passphrase to use. For instance, launching a camera app may not
require pincode, while an email client would.
[0247] Additionally when in the welcome screen, the user can swipe
from the top to reveal system indicators. Some of these may again
prompt for pincode or passphrase to get full access to them.
[0248] Hence, from the welcome screen, a short swipe from the left
edge brings up all your favourite apps as a column of app icons in
the Launcher; you can glide your finger up and down the column of
app icons in the launcher bar and release on the app you want to
launch, thereby unlocking the device and launching the app in
question. This launcher bar may also include non-favourite but
running apps, to give quick access to them (once the app is no
longer running, then it disappears from the launcher bar). Also, if
there is insufficient space to show all favourite and running apps,
then the non-favourite apps are shown as a stack of icons, which
the user can drag up to expand, much like an accordion.
[0249] The most important unlock action is therefore a short swipe
in from the left to drag open the launcher bar and a glide up or
down this launcher bar to the desired app, and then a release to
commit. It's just one single fluid action, with the finger kept on
the screen until you release over the icon for the app you wish to
launch, or the home screen icon.
[0250] Swipes from other edges can unlock too: A short swipe in
from the right edge unlocks the phone and brings up the last app
the user was working on (a degree of security will then be
imposed--for example, if the last app was designated as a low
security app, say a music player, then that app could be
immediately opened; for more sensitive apps, such as a contacts
list, then some user authentication would be required to proceed to
that app).
[0251] A short swipe down through the top right edge provides
access to system settings and status. The user can for example
swipe through the top edge to invoke system settings, then glide
sideways left or right to select the `network` icon from the
various system information icons on the top right edge and then
swipe down to reveal the `network` parameter information which the
user can then access, all without lifting their finger--a single,
fluid gesture.
[0252] Other system information icons on the top right include:
messages (allowing the user to select a message by tapping on that
message and then call back or message back directly by tapping a
`call back` or a `message` button); sound (allowing the user to
mute or vary volume); battery (allowing the user to see the charge
remaining and alter screen brightness).
[0253] The design choices of how to unlock the phone go hand in
hand with the elegant and simple design of the Ubuntu Welcome
Screen as well as the whole Ubuntu experience. The approach here is
that less is indeed more.
[0254] As mentioned previously, a difference compared to other
smart phones is the absence of something on the welcome screen that
is movable and in a sense asking to be interacted with. Compared to
for example iPhone where the user has to swipe an interactive bar
from left to right in order to unlock the phone, with the new
Ubuntu this kind of visualization of an unlock mechanic is no
longer necessary. Any kind of unlock looking object in the UI has
been removed and instead Ubuntu takes advantage of the different
edges of the screen in order to reach other views on the phone. In
this way the Ubuntu UI takes full advantage of the screen space and
removes the intermediary step of having to perform a specific task
in order to unlock the phone.
[0255] The use of an edge to reach other views of the phone might
sound similar to how Android (from 2010) unlocks their phone, by
dragging a finger down on the screen which in turn opens up a new
window; or how the Windows 8 phone unlocks by a short flick on the
screen in an upward direction. One key difference with the Ubuntu
phone is that any edge of the phone can be used, not only pulling
the finger down or with a short flick in one direction; and each
edge swipe unlocks to a different state (e.g. swipe from the left
edge unlocks to a favourite app via the launcher; swipe from the
right edge unlocks to the previous app.)
[0256] So there is no need for a distinct lock screen with an
associated unlock movement, because the unlock movement in Ubuntu
Phone is simply a swipe in from an edge.
[0257] We can compare this process more formally against Apple iOS
6 and earlier, in which a user first unlocks the screen by (i)
touching down and then (ii) dragging the unlock white rectangle
along its channel and then (iii) releasing to unlock, with the
phone then optionally displaying a keypad the user has to (iv)
enter his numeric passcode grid into, at which point (v) the device
displays a grid of available apps, and the user then (vi) taps the
desired app icon to open the app (or, if that app icon is not
immediately visible, the user has to (vii) swipe through successive
pages of icons until he finds the desired icon).
[0258] So in Apple iOS, there are typically six or seven discrete
steps separating the user from a phone in a locked state, to one
with the desired app open and running. But with Ubuntu, there is
just a single fluid movement of the finger across the phone surface
to unlock the phone, to open the launcher of your favourite apps
and to then select the desired app, with an optional keypad for
authentication. This is far faster and can also be done
single-handed, with a thumb or finger swiping and gliding.
[0259] So Ubuntu uniquely offers its full launcher from the default
screen (e.g. the screen shown when there has been no activity for a
defined time--specifically, the welcome screen of the phone). That
means you can unlock and go to any favourite application directly
(and with a single gesture). On previous phones, you needed to
unlock and then pick and peck a favourite app to launch. Some lock
screens have had dedicated shortcuts to get you to the camera or a
similar vendor-selected app set, but Ubuntu is the first to offer
all the user's favourite apps directly from the default (e.g.
welcome) screen.
[0260] The fact that Ubuntu has a launcher bar for the user's
favourite apps is also something that may reduce excise (`excise`
is the inessential work needed to reach a UX goal--it is a tax or
`excise` upon the idealised, perfect, frictionless user interaction
with optimal cognitive load). Having had a phone for a while, a
user might end up with several pages of different applications,
making it easy to forget which application can be found on which
page. By having a favourite apps section on the phone a user can
quickly and easily open the application she wants.
[0261] Ubuntu also offers "Quicklist" menus for each item on the
launcher. These items are also available directly from the lock
screen, making it possible to go directly to a particular screen of
any favourite item in the launcher without having to first unlock
the device, then choose the item, then choose the screen or action
for that item. From a usability perspective, this speaks once again
to the efficiency, simplicity and reduction of excise on the
phone.
[0262] Furthermore, on other devices it is always the same view
being shown when having unlocked the phone; either the home view or
the view which was active when turning off the screen. On Ubuntu
this is not the case. Due to having removed the extra procedure of
having to unlock the phone, different views can be accessed in the
same way as if the phone was not locked at all. As a result, the
Ubuntu phone lets the user immediately reach the view they want,
saving several unnecessary intermediate steps hence removing excise
by swiping in from the appropriate edge (and with the appropriate
length or extent of swipe if a `ranged gesture is used).
[0263] One can re-cast the unlock feature in terms of a problem and
its solution. The Problem Statement is: how do you enable users to
go as quickly as possible to a favourite application on their phone
from the lock screen of the phone? One can generalize the solution
as a smartphone (or other personal computing device) in which a
swipe in from an edge unlocks the phone and also causes the device
to display content (e.g. an app launcher bar, a home screen, one or
more apps) that the user can then immediately interact with.
[0264] In one implementation, a short swipe in from the left edge
will open the launcher bar (which features the user's favourite
apps) and the user can then glide his finger up or down this
launcher bar to the desired app, and then commit to (e.g. by
releasing on) the desired app to launch that app. This approach
works for apps that do not require any user authentication, such as
a browser. For other apps, e.g. Facebook, the user will have to
authenticate in the normal manner before entering the app.
[0265] One interaction feature we have described in this section is
how a short swipe in from the left edge brings up the launcher bar,
but if the user continues the swipe in from the left edge, then the
launcher disappears and the apps section of the Home screen is
shown instead. This is an example of what we call a `ranged
gesture`.
D.2 Main Unlocking Mechanism Concepts
[0266] In this section, we summarise the main Unlocking Mechanism
concepts. They are as follows:
[0267] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for detecting a swipe in from
one or more edges and then unlocking or making accessible the
device from a screen in response to the detected swipe.
[0268] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0269] the screen the device is unlocked from is a welcome screen.
[0270] a user can unlock to the previous used state, i.e. the state
before the device was locked, in the welcome screen by swiping from
one edge, such as the right edge. [0271] depending on user
settings, swiping from the edge will prompt for a pincode or
passphrase before letting the user in. [0272] from the welcome
screen, the user can swipe from an edge, such as the left edge, to
reveal the launcher, showing favourite and running apps which can
be launched directly, and, depending on the application that was
launched may or may not prompt for a pincode or passphrase to use.
[0273] launching a camera app does not require a pincode or other
authentication to be entered, while an email client does. [0274]
when the welcome screen is shown, the user can swipe from an edge,
such as a swipe down from the top edge, to reveal system
indicators. [0275] the device can be accessed or unlocked from at
least the welcome screen, using a swipe in from one or more edges
that can be continued in a single gesture to directly open any app
in a collection of favourite apps. [0276] there is no dedicated,
specific unlock action that serves solely to unlock or access the
device, but instead each and any unlock or access action serves not
only to unlock or access the device, but also a second purpose.
[0277] the second purpose may be one of the following: open an app
launcher; open a home screen or the apps page of a home screen;
open a search bar; display information relating to one or more
system information functions; display app-specific functions or
icons; display previously opened screen. [0278] there is no general
access control interaction to unlock or access the device, but
instead an access control interaction is required only for those
functions, settings or apps that specifically require it. [0279]
there are multiple functions, settings or apps that do not require
an access control interaction and which can be opened or invoked
solely using a swipe-in from an edge gesture, irrespective of the
state the device is in. [0280] a UI graphic displayed after
unlocking is one of the following: an app launcher bar, a home
screen, one or more apps, system icons, app related functions.
[0281] a short swipe in from the left edge will open the launcher
bar, which features at least the user's favourite apps, and the
user can then glide his finger up or down this launcher bar to the
desired app, and then commit to (e.g. by releasing on) the desired
app to launch that app. [0282] the launcher bar includes the user's
favourite apps and also all running apps. [0283] a swipe from any
two or more different edges will unlock from any screen. [0284] a
swipe from any three or more different edges will unlock from any
screen. [0285] a swipe from any of the four edges will unlock from
any screen. [0286] a single gesture directly opens an app from the
locked screen with a single touch and release movement across the
screen. [0287] multiple public (e.g. not password locked) apps,
such as browser, camera etc., can be opened with a single gesture
(e.g. touch and release movement). [0288] a quicklist item for one
or more items can be opened with a single touch and release
movement, the quicklist for an application being a specific feature
in an app that enables a user to rapidly access a feature or
function or control for that app. [0289] the device unlocks to
different states depending on which edge you unlock from. [0290]
unlocking is to system information comprising a list of messages,
hence allowing the user to select a message by tapping on that
message and then call back or message back directly by tapping a
`call back` or a `message` button. [0291] unlocking is to system
information comprising sound parameters, hence allowing the user to
mute or vary volume. [0292] unlocking is to system information
comprising battery parameters, hence allowing the user to see the
charge remaining and alter screen brightness. [0293] a swipe in
from an edge unlocks the device or enables the device to be
accessed and in addition causes the device to display graphical
user interface objects that depend on the specific edge swiped-in
from (e.g. left, right, top or bottom).
[0294] Other aspects are:
[0295] A method comprising the following steps, performed at a
computing device with a touch sensitive display: detecting a swipe
in from one or more edges and then unlocking or making accessible
the device from a screen in response to the detected swipe.
[0296] A non-transitory computer readable storage medium storing
one or more programs, the one or more programs comprising
instructions, which when executed by a computing device with a
touch-sensitive display, cause the device to detect a swipe in from
one or more edges and then unlocking or making accessible the
device from a screen in response to the detected swipe.
E.1 THE UBUNTU SEARCH EXPERIENCE
[0297] Search for content and applications, both online and on the
device, is central to the Ubuntu UX. Searching takes place through
the Home screen, which is a front-end for a range of search and
data presentation tools, called `Scopes`.
[0298] The Ubuntu search experience can be accessed from any page
of the Home screen, which accesses the search for the Scope that is
driving that page. The Home page of the home screen is a universal
search system, by default, that will conduct an intelligent search
across all the available search scopes. So the Home page on the
home screen will find anything on the device or on-line (e.g. in
on-line merchants stores, if appropriate; if the phone is supplied
by a network operator, then the search could also surface matches
from the operator's own store or associated merchants). It is a
global search, covering e.g. apps, content, locally stored files,
remotely stored files across a network, products and services from
third parties.
[0299] Ubuntu will itself figure out what you are looking for and
where best to search. So if you type in `Tolkien` into the search
bar, then a remote server to which the phone, tablet etc is
connected, will return videos to buy for `The Hobbit` and `The Lord
of the Rings`. The Home Screen can show local cinemas showing those
films; the Home Screen can also show the books by Tolkien too. For
each of these, a user can tap to select and be taken to an online
merchant's website to complete the purchase, or the system can be
configured to initiate the purchase with a tap to a `buy` button on
screen. Another variant displays to the user books etc from
different online merchants, so the user can choose which merchant
to buy from.
[0300] All of the results are now in one place, intelligently and
automatically categorized, and all are located by the Ubuntu
operating system, as opposed to an app like a browser. This is
functionality that for example an operator can be sure will be
provided to its customers with 100% confidence, since it is an
integral part of the operating system unlike say even a very widely
used search engine like Google running in a widely used browser
like Safari--which will not in any event intelligently and
automatically categorise hits into categories relevant for a mobile
search (Ubuntu also uses location based filters so, for example,
you are presented only with cinemas showing Tolkien films that are
reasonably close to your current location--any other shopping,
eating, drinking, cultural and entertainment results can also be
location filtered by Ubuntu as well).
[0301] Ubuntu's search bar or tool is, due to its ease of access on
the Home Screen, a convenient tool from a user's perspective. The
term `bar` will be used to refer to any search related screen or
tool, including one that solely receives user inputs defining a
search, and/or one that shows or surfaces results. It is not
limited to a screen or tool that has a bar-shaped data input
field.
[0302] Ubuntu's UI makes the search tool more efficient as there is
only one step to reach it no matter what application is currently
focused--a swipe down through the left part of the top edge always
invokes the search experience. It is a ranged gesture that enables
the selection of a particular search scope (by default, the Home
scope is used, which searches everything).
[0303] The user types in what to search for and Ubuntu takes care
of the rest. This can be compared to, for example, iOS where
reaching the search tool can be several steps such as pressing the
home button twice or flicking through several pages of apps before
reaching the page with the actual tool. Having typed in what to
search for, on iPhone, an additional step must be made if the user
wants to search for something online.
[0304] The Ubuntu UX is clean and simple but beneath the surface,
it's essentially a PC, so the full range of Ubuntu services are
available. For instance, every app has the cloud built-in (with
Ubuntu One) so all photos and settings are backed-up automatically,
all music is backed up and searchable and available online from any
Ubuntu device you log into; you can share content through the web
with just one tap.
E.2 THE UBUNTU HUD SEARCH BAR
[0305] The Ubuntu HUD is a distinctive and innovative mechanism to
support complex controls on touch applications in Ubuntu. It is
largely a search-driven experience, it allows the user to access
controls for the application which cannot fit into a simple touch
toolbar or other chrome-based (`buttons on the screen`)
interface.
The mechanism is called the HUD (`head-up display`), because it
displays information to the user without forcing them to shift from
their main focus of interest, analogous to a conventional HUD.
[0306] The HUD can be invoked through the bottom edge ranged
gesture. That is consistent with Ubuntu's use of the bottom edge
for application controls, because the HUD is an extension of the
visible (`chrome`) application controls that are also accessed
through the bottom edge.
[0307] The HUD presents recent actions in the form of a history of
the latest or most-popular actions, frequent actions in the form of
a toolbar, some standard actions such as `quit`, `undo` and `app
settings`. It also presents a search capability, which allows for
intent-driven exploration of the app capabilities. Search can be by
text input or by voice input. So the HUD allows you to `say what
you intend to do` and have the application present you with
potential actions.
[0308] In Ubuntu, it is possible to instrument the user interaction
with the HUD, reporting searches, results and user actions, and
then to remotely analyse that data, thereby prioritising the most
relevant results. Ubuntu can also automatically order search
results based on the previous search history of a specific
user.
[0309] In the HUD, actions can have parameters that shape their
impact, so the user does not need to invoke a dialog box (e.g. from
a drop down menu) and task away to that separate dialog box.
Pickers, sliders, inputs and other widgets can be integrated into
the HUD to provide input for those parameters. This approach can be
voice enabled too. So the HUD subsumes the capabilities of both a
traditional menu, and traditional dialog boxes, into a
touch-friendly mechanism that is unique and distinctive to Ubuntu.
When searching in the HUD, it is useful to be able to search for
actions in various running applications or system services. The HUD
`App Stack` across the top of the HUD shows running applications
with potential matches for the current HUD search, and provides:
the ability to see which apps have matching actions and to jump to
that app directly. A user can search across multiple apps as
before, but can now explicitly select the app from which matches
will be displayed.
[0310] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: how can you provide an easy to
access a (typically unified) search that provides results in a way
that does not overwhelm the user?
[0311] One can generalize the solutions as follows:
[0312] A smartphone, tablet or other computing device in which the
device operating system enables the user to reach a search bar with
a single touch gesture to the touch screen, from screens other than
the home screen.
[0313] Ubuntu also improves search relevancy using a synonym/fuzzy
matching engine that matches user input against additional
keywords/dictionaries/glossaries/thesauri.
[0314] Ubuntu can also search through system services
("screenshot") as well as running application actions.
[0315] The design of Ubuntu, which uses the bottom edge for HUD
invocation, means that a user can access the HUD for apps in both
the main stage and the side stage of the tablet with the same
gesture.
E.3 MAIN UBUNTU SEARCH AND HUD CONCEPTS
[0316] In this section, we summarise the main Ubuntu Search and HUD
concepts. They are as follows:
[0317] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) an operating system computer program stored in
the computer memory and configured to be executed by the one or
more processors and including instructions for detecting a swipe
gesture, and, in response to the detected swipe gesture, displaying
a search bar.
[0318] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0319] the search bar is reached by starting with a swipe from an
edge. [0320] the swipe is a long swipe from the left edge, bringing
up the home screen, which features the search bar at the top of the
home screen. [0321] the search bar enables a general search across
multiple data sources. [0322] the data sources are both internal
and external to the device. [0323] the search bar is reached by a
short swipe down from the top edge. [0324] there is a specific
search bar that is limited to surfacing features and actions
available within an open app. [0325] the search bar is reached by a
swipe up from the bottom edge to a defined region and an icon or
symbol is displayed at the region once that region is reached by
the swipe gesture. [0326] in response to detecting selecting of the
defined region, for example by the user releasing contact once the
region is reached, the device displays the search bar together with
items for controlling features or functions of an open app. [0327]
the user can search for a feature or action in the current app by
text input or by voice control. [0328] the results of the search
will also list which other apps include that searched for feature
or action. [0329] the other apps that include the searched for
feature or action are shown as a set of icons. [0330] any app
surfaced in a search can be jumped to directly (e.g. launched or
accessed directly from the search results) by the user selecting
the icon for that app. [0331] the set of apps surfaced in a search
(+indicators and other action sources) becomes visible as an `App
Stack`, being a set of app icons shown across the top of the search
bar so that a user can search across multiple apps as before, but
can now explicitly select the app from which matches will be
displayed. [0332] unified searching relevancy is improved using a
synonym/fuzzy matching engine that matches user input against
additional keywords/dictionaries/glossaries/thesauri. [0333] the
user interaction with search results can be instrumented or
analysed and can be remotely analysed, enabling automatic
re-ordering of the search results to prioritise the most relevant
results based on historically determined usage analytics. [0334]
search results can be automatically ordered based on the previous
search history of a specific user. [0335] the ability to see which
apps etc. have matches for any search and to jump to an app
directly. [0336] the home screen includes a unified search bar.
[0337] the swipe gesture may be made and detected when the device
is not displaying a home screen. [0338] the search bar can be
reached by a long swipe up from the bottom edge. [0339] the search
bar can be reached by a swipe from an edge (such as a long swipe
from the left edge, bringing up the apps page of home screen, which
features the apps search at the top of the page. [0340] the search
bar can be reached by a swipe from an icon for the search bar, such
as a magnifying glass. [0341] the icon for the search bar is on the
top edge. [0342] the search function for the general search
operates across multiple data sources, both internal and external
to the device, and the results are automatically categorized into
multiple categories, such as people, places, videos, books, cinema
etc. and are relevance ranked using factors such as location,
previous search history, social graphs etc. [0343] multiple menu
functions or features can be searched for in a search bar and
surfaced in a user interface region, panel or window that includes
the search bar and all variable parameters for the function or
feature can be selected or controlled from within that user
interface region, panel or window, so the user does not need to
invoke a separate dialog box (e.g. from a drop down menu) and task
away to that separate dialog box.
[0344] Other aspects are:
[0345] A method comprising the following steps, performed at a
computing device with a touch sensitive display: detecting a swipe
gesture, and, in response to the detected swipe gesture, displaying
a search bar.
[0346] A smartphone, tablet or other computing device in which any
or multiple menu functions can be surfaced in a search bar and all
variable parameters for the function can be selected or controlled
from within the search bar, so the user does not need to invoke a
dialog box (e.g. from a drop down menu) and task away to that
separate dialog box.
[0347] A smartphone, tablet or other computing device in which any
app surfaced in a search can be jumped to directly (e.g. launched
or accessed directly from the search results).
[0348] A smartphone, tablet or other computing device) in which
unified searching relevancy is improved using a synonym/fuzzy
matching engine that matches user input against additional
keywords/dictionaries/glossaries/thesauri.
F.1 THE HOME SCREEN IN UBUNTU
[0349] The Launcher (arranged as a bar or column) includes
typically 10 icons. At the bottom is the icon for the home screen.
If the user selects this icon (e.g. by a short swipe from the left
edge to drag out the launcher, and then a glide down to the bottom
`home screen` icon, then a release on that home screen icon), the
Home screen is displayed. The Apps page can be reached by a long
swipe from the left edge; this takes you to an app screen that
includes the full listing of all apps on the phone; a flick right
across the top of the screen takes one to the Home screen.
[0350] This Home screen shows icons for frequently used
applications, calls you've recently made or received (or missed, so
you can call them back easily by simply touching the item listing
the missed call to directly initiate a call back to them). The Home
screen is fully customizable too, so it can include for example
`Recently Added Music`; New Film Releases; On-line Radio;
Wikipedia; on-line stores etc. In fact, the user can select from
hundreds of different filters to populate their Home Screen. In one
typical installation, the Home Screen is divided into a number of
sections the user reaches by flicking up or down on the screen; the
sections are: Frequent Apps; Favourite People; People Recently in
Touch; Recent Music; Videos Popular Online.
[0351] Once again intermediate steps and excise have been reduced.
In the Home Screen, missed calls and other recent calls can
instantly be interacted with if for example wanting to return a
call; the user scrolls to the `People Recently in Touch` section by
flicking up or down the screen; this section will list the name of
the person whose call was missed; the user touches this and a
button labelled `Call` is then displayed--if the user touches this,
a voice call is automatically placed to the person. We can contrast
this simple and efficient process with the more conventional
approach of having to find your phone icon, tap it, and then find
your recent phone calls tab, tap it, and then to finally tap on the
contact you want to call.
[0352] Because the Home screen can be reached so readily by a swipe
from the left edge of the phone, there is no need for a dedicated
hardware Home button, unlike iOS, or soft button as in Android.
Further, in iOS and Android, the dedicated home button is needed
whenever the user wishes to switch applications--the user has to
first press the home button, which then calls up a grid of apps for
the user to tap to select. But in Ubuntu, switching apps is done in
a single fluid swipe gesture, from the left edge as described above
(see section above titled `B. Swiping to Unlock Ubuntu`) or from
the right edge (see section tided `E. More Edge Behaviours in
Ubuntu` below).
[0353] If you're in the Home Screen and you swipe sideways, you see
the information you use the most often (e.g. a page with the People
you communicate with most often (each listing can be accompanied
with Twitter or Facebook feed data); another page with the Music
you listen too most; another page with the apps you use most. You
can jump to any of these pages with a single gesture. Full swipe
across the screen from the left edge opens the apps page listing
all your installed apps, plus available apps.
[0354] In brief, in a typical installation, swiping right from the
Home Screen takes you to the Apps page of the Home Screen; a
further swipe right takes you to Videos. A swipe left takes you to
People (contacts) and a further swipe right takes you to Music.
[0355] On the Apps page, you find icons for all installed apps,
plus apps available for download--so there's one consistent way to
find apps on any Ubuntu device; specifically, there are sections
for Running Apps; Frequently Used Apps; Installed Apps; Apps
available for download. There is no need to go into a special app
store but instead all apps are gathered in one and the same place.
For the user, this is a more logical way of distributing apps and
therefore reduces the mental effort of the user making the
experience easy and effortless.
[0356] Ubuntu supports web, HTML5 and native apps. Web apps
(Facebook, Gmail Twitter, Spotify etc.) can send notifications and
use system features (e.g. Facebook app can use the messaging menu
just like a local app would.
[0357] One can re-cast this home screen feature in terms of a
problem and its solution. The Problem Statement is: how can you
reach a `home` screen, but without the need for a `home` button
that takes up valuable screen or case real estate? One can
generalize the innovative solution as a smartphone (or other
personal computing device) in which a swipe in from an edge brings
up a home screen, listing for example all available apps. There is
no longer a need for a physical `home` button.
[0358] In one implementation, the swipe is a long swipe in from the
left edge; a commit gesture (e.g. a release) after the home screen
appears causes the home screen to be displayed after the commit; if
the user swipes back to the left without committing, then the home
screen disappears. An additional variant is a short swipe in from
the left edge, bringing up a launcher bar of favourite apps, and a
selectable icon for the home screen, which the user glides over to
and selects by releasing over that home screen icon. Unlike other
soft home screen icons, this is only ever called up when
specifically required, but calling it up and selecting it is a very
quick, fluid one-handed operation.
F.2 MAIN HOME SCREEN CONCEPTS
[0359] In this section, we summarise the main `Home Screen`
concepts. They are as follows:
1. A smartphone, tablet or other computing device comprising: (a) a
touch sensitive display; (b) one or more processors; (c) computer
memory; (d) one or more computer programs stored in the computer
memory and configured to be executed by the one or more processors
and including instructions for detecting a swipe in from an edge of
the display, and in response to the detected swipe causing a home
screen to be displayed, the home screen listing running apps and
user notifications, such as missed calls, irrespective of which
screen the device was displaying immediately prior to the swipe in
from the edge.
[0360] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0361] the swipe in from the edge brings up the home screen and
requires only a single gesture to be detected. [0362] the swipe in
from the edge brings up the home screen and requires a single
gesture and a commit or select action to be detected. [0363] the
swipe is a long swipe in from the left edge. [0364] a short swipe
from the left edge brings up an app launcher and continuing that
swipe to a long swipe causes the home screen apps page to be
displayed. [0365] if a reversal in the direction of the long swipe
is detected, then the home screen is progressively removed as the
swipe continues in its revered direction back to the left edge.
[0366] home screen content is user customizable. [0367] the home
screen includes one or more of: recently added music, new film
releases, on-line stores. [0368] the home screen includes missed
call notifications and enables the user to return the call without
tasking away to a phone app. [0369] the device has no dedicated
physical `home` button. [0370] the home screen includes apps
sections listing all installed apps and also apps available for
download. [0371] swiping right from the home screen takes you to
the home screen Apps page; a further swipe right takes you to
Videos. [0372] swiping left takes you to People (contacts) and a
further swipe right takes you to Music. [0373] a short swipe in
from the left edge brings up a launcher bar, including icons for
various apps, plus an icon for the home screen.
[0374] Other aspects:
[0375] A method comprising the following steps, performed at a
computing device with a touch sensitive display: detecting a swipe
in from an edge of the display, and in response to the detected
swipe causing a home screen to be displayed, the home screen
listing running apps and user notifications, such as missed calls,
irrespective of which screen the device was displaying immediately
prior to the swipe in from the edge.
G.1 THE UBUNTU `SIDE-STAGE`
[0376] Ubuntu uniquely places phone apps on the right edge of the
touch screen (tablet, or touch-PC). This gives them a phone-shaped
space that can be touched with the right hand and thumb in exactly
the same way as those applications would be touched on a phone. The
right-hand-feel of the app on tablets and phones is identical. The
indicators are at the top right of both tablet and phone screens.
The phone-shaped space (called a `side-stage`) can display any
running app (including any phone app), hence allowing multi-tasking
across two sections of the display--the main section running one
app, and the side stage running a different app (e.g. a phone app)
shown over-laying the first app (e.g. a translucency effect is
applied to the side stage so that some aspects of the underlying
app running in the main section are just visible), or else with a
split-screen format. Also, because the side-stage has the same
format and proportions as a smartphone screen, there are no issues
in scaling or re-formatting phone apps to run correctly within the
side stage.
[0377] As an additional feature, defining the right edge behaviour
of the phone screen as "previous app" (i.e. a short swipe from the
right edge brings up the previous app the user was using) and on
the tablet as either "reveal the phone space" (i.e. a short swipe
from the right edge on the tablet reveals the `side-stage`) or, if
the swipe is continued further, then the previous app is shown over
and replacing anything in the phone space. This provides a
coherence of the right edge across phone and tablet--a swipe from
the right edge in either will reveal the previously used app.
[0378] One can re-cast this feature in terms of a problem and its
solution. Problem statement: how do you allow phone applications to
run well as part of a tablet, or touch-PC environment? One can
generalize the solution as a computing device, such as a tablet or
PC, in which phone apps are displayed within a space on the right
edge or side of the device (tablet, or touch-PC) within a generally
rectangular (e.g. phone-shaped) space in response to a swipe in
from the right edge. This allows apps to be touched with the right
hand and thumb in exactly the same way as those applications would
be touched on a phone.
G.2 MAIN SIDE-STAGE CONCEPTS
[0379] In this section, we summarise the main `Side Stage`
concepts. They are as follows:
[0380] A computing device, such as a tablet or PC, comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for displaying one or more
apps, utilities or functions within a window, pane or region on the
right side of the device in response to detecting a swipe in from
the right edge.
[0381] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0382] the window, pane or region is rectangular, such as phone
display shaped. [0383] the window, pane or region (called a
`side-stage`) can display a running app (including any phone app),
utility or function, hence allowing multi-tasking across two
sections of the display. [0384] the main section runs one app, and
the side stage runs a different app or a utility or function.
[0385] the main section runs any of: a video player; a web browser;
a productivity app such as a word processor; a social network app;
a search engine; and the side-stage runs any of: a text messaging
app; a telephone dialler function; an e-mail app; an instant
messenger; a systems setting utility. [0386] the side-stage has the
same format and proportions as a smartphone screen, so there are no
issues in scaling or re-formatting phone apps to run within the
side stage. [0387] apps are phone apps. [0388] an app running in
the rectangular-shaped space over-lays (with translucent effect) an
app running on the main section. [0389] the screen is split into
two sections, each running a different app. [0390] a swipe from the
right edge displays the window, pane or region. [0391] continuing a
swipe from the right edge displays previous apps.
[0392] Other aspects:
[0393] A method comprising the following steps, performed at a
computing device with a touch sensitive display: displaying one or
more apps, utilities or functions within a window, pane or region
on the right side of the device in response to detecting a swipe in
from the right edge.
[0394] In the preceding sections, we have focused on Ubuntu for
phone and tablet. But a key attribute of Ubuntu is that it is a
single operating system with interfaces that scale smoothly from
phone, to tablet, to desktop, to TV.
H.1 SCALABLE, RESPONSIVE UBUNTU UI
[0395] Ubuntu in its touch--enabled form complements and completes
the family of interfaces operating across the single, unified
Ubuntu operating system. The interfaces are: [0396] Ubuntu
TV--ideal for interaction at a distance with a simple (six buttons
and four edges) remote control unit [0397] Ubuntu Desktop--ideal
for creating content and serious computing tasks, using a keyboard
and pointer such as a mouse or trackpad [0398] Ubuntu Phone and
Tablet--ideal for touch-based one-handed (phone) or two-handed
(tablet) operation, with distinctive mechanisms to access desktop
application richness
[0399] As a major benefit of this convergent design of user
interface families, it becomes possible to have a single OS provide
the appropriate interface for all of those form factors, which in
turn enables the creation of convergence devices that provide
alternative interfaces for different form factors when docked to
the appropriate accessories.
[0400] It also becomes possible to write a single application that
runs on many different device types, or transitions smoothly from
one form factor to another when a device is docked to accessories
that provide the means to present a different form factor
interface.
[0401] For example, it enables a smartphone or a tablet to be used
as a PC when connected to a keyboard, mouse and display; the
smartphone or tablet then provides all the computational resources
of a conventional PC, hence providing enterprise customers with a
single device that can provide all phone and PC functions (we refer
to this as the `Superphone` category).
[0402] The Ubuntu Superphone or tablet can thus provide a rich and
complete desktop environment; including providing access to Windows
applications through an integrated Thin Client capability.
[0403] A convergent device greatly reduces the complexity and thus
cost of management, testing, and support, because a single version
of the operating system can be used across many devices, and fewer
devices are needed in total. Convergence of the operating system
avoids fragmentation--for example, in the Windows ecosystem you
have Windows PC, Windows RT, and Windows Phone, all of which have
different degrees of compatibility and different management
processes.
[0404] Convergent design means that Ubuntu running on all of these
devices has the full capabilities of the PC OS (operating system).
So Ubuntu phone apps can take advantage of all cores of the CPU,
and the full native OpenGL (Open Graphics Library) and Open GL ES
(OpenGL for Embedded Systems) of the phone's GPU (graphics
processing unit), as if they were Ubuntu PC applications. By
contrast, apps written for iOS and MacOS are subject to very
different constraints, tools and capabilities.
[0405] The Ubuntu approach exemplifies the benefits of
convergence--the same, unified operating system for all device
types, and a family of coherent interfaces optimized for each
category, but sharing many common features. The technical benefits
of a single, unified OS for all device types is especially
attractive for app developers (who can write an application once,
and have it run on phone, tablet, desktop, TV and any other
computing device) and for large enterprise customers and network
operators (who can manage Ubuntu phones using exactly the same
tools they already use for Ubuntu on the server, cloud and
desktop).
[0406] Ubuntu's UI is arranged in a particular way that has
distinctive and unique benefits when transformed across a range of
form factors--phone, tablet, PC and TV. The arrangement of items:
indicators, menus, launcher, notifications, side-stage and the use
of the edges of the screen in each of these form factors is
optimally coherent across the full range. This arrangement ensures
that a device can transform from one form factor (say, tablet) to
another (say, PC) with minimal disruption or change in the
placement and behaviour of the items.
[0407] Considering user experience, there is a clear advantage that
the Ubuntu UI is scalable across several devices without changing
looks or controls and therefore keeping a consistency throughout
their products. Having learnt the interface on one device, the user
can move on to work on another device without any effort, saving
time on not having to learn yet another interface with its own
controls; as a result making the whole experience user friendly and
efficient.
[0408] Not only the looks of the interface is the same across
devices but the actual system is also the same. Being able to use
one's phone as a computer is smart and convenient and makes it easy
for users to bring what they need wherever they are.
[0409] One can re-cast this feature in terms of a problem and its
solution. The Problem Statement is: how do you design a UI which
"scales" smoothly from phone, to tablet, to desktop and to TV? By
smooth scaling, we mean the disruption or change in the
presentation and placement of an element of the UI as it scales
from phone, to tablet, to desktop and to TV. One can generalize the
solution as a computing device in which certain core interaction
elements remain in the same screen position as you scale from phone
to tablet to laptop to desktop to TV, providing a consistent UI
across all screen sizes and device types.
[0410] The core interaction elements may include:
[0411] launcher bar (positioned vertically down the left edge, and
revealed by a short swipe in from the left edge); So the
application launcher is always on the left across all form factors:
phone, tablet, tv, and PC. The left edge is the long edge on a
phone, but the short edge on a tablet and a desktop; but it is
generally the most intuitively comfortable to start things from,
using either a phone and a tablet. [0412] HUD search bar
(positioned horizontally across the top), and revealed by selecting
the Home screen) [0413] System indicator icons on the top right
[0414] And keeping the right edge free from interaction elements
(for example, to accommodate the `Side Stage` area in a tablet to
run phone apps, see above--G.1 The Ubuntu Side-Stage).
[0415] This scheme is consistent across all form factors
(smartphone, tablet, desktop, TV).
H.2 RESOLUTION INDEPENDENCE IN THE UBUNTU UI
[0416] Devices running Ubuntu can range in size from a small phone
to a 50'' TV, and in resolution from a low-res phone to high-res
monitor or tablet.
[0417] These devices can also have very different resolutions and
pixel densities, ranging from 320.times.240 to 3840.times.2160 and
100 dpi to 400 dpi and above.
[0418] Ubuntu has a framework to handle UI across these sizes and
resolutions to retain a uniform experience. This is done by
defining a resolution independent unit, which is large enough to
also help aligning UI elements consistently
[0419] The display is divided in a grid both horizontally and
vertically, and instead of pixels, UI element sizes are commonly
defined in Grid units (units.dp(x)).
[0420] Depending on the pixel density and viewing distance, each
device has its' own unique ratio of actual pixels per Grid Unit
defined in the system settings for that particular device.
[0421] For instance, a 4.7'' phone with a 1280.times.720 display
could have 18 pixels/Grid Unit. A 10'' 2560.times.1600 tablet could
have 20 pixels/Grid Unit. A 5'' phone with a 1920.times.1080
display could have 27 pixels/Grid unit. The exact px/GU setting
will be defined individually for each particular device.
[0422] Depending on the size and orientation of the device, there
are a different number of Grid Unit rows and columns. For example,
on phones in portrait mode there are typically 40 columns, and on a
2560.times.1600 10'' tablet in landscape mode there are 128
columns.
[0423] By avoiding defining sizes in actual pixels, our UI elements
automatically scale between devices--and retains similar perceived
size across devices.
[0424] Grid units also help aligning things consistently--it's easy
to define consistent margins and UI element sizes and positions
that align in a visually pleasing way.
[0425] Lastly, the grid is valuable when communicating between
designers and developers. An app designer can start with one of our
templates with the grid already defined, and align all UI elements
to the grid. When the design is finished in the design software,
saving the design with the grid overlaid will clearly show the size
and positioning of each element in grid units, without having to
write a detailed spec for the developer.
[0426] This way we reduce the margin of error on the UI
implementation from the developer's point of view.
H.3 AUTOMATIC SCALING OF DESIGN ASSETS
[0427] It is possible to use either vector or bitmap assets with
our framework. Vector assets (SVG--scalable vector graphics) are by
nature resolution independent, and scale perfectly to any size and
resolution.
[0428] For bitmap assets, it is possible to create only one set of
original bitmap assets at super high resolution (30 px/gu), and
saving the assets as "filename@30.png". Our framework will
automatically scale these down (using high quality filtering
algorithms with minimal visual data loss) to the correct pixel
density for each device--so developers only have to prepare one set
of assets.
[0429] However, if one wants to prepare different levels of detail
for different displays, it is also possible also can save separate
assets at different px/GU ratios (ie. asset1@12.png, asset1@18.png,
asset1@30.png). The framework will automatically pick the file that
is closest to the current device's px/GU setting, and if needed,
scale it to match the px/GU exactly.
H.4 MAIN SCALABLE UI CONCEPTS
[0430] In this section, we summarise the main Scalable UI concepts.
They are as follows:
[0431] A computing device comprising:
(a) a display; (b) one or more processors; (c) computer memory; (d)
one or more computer programs stored in the computer memory and
configured to be executed by the one or more processors and
including instructions for generating UI elements designed to
remain in the same screen position as the device size scales from
smartphone to tablet to laptop to desktop to TV, providing a
consistent UI across all of the respective screen sizes and device
types.
[0432] Other optional implementation features include the
following, each of which may be combined with any other feature:
[0433] the core interaction elements include a launcher bar
including app icons that can be selected to open or switch to the
associated app. [0434] the launcher bar is positioned vertically
down the left edge, and revealed by a short swipe in from the left
edge. [0435] the core interaction elements include a search bar.
[0436] the search bar is positioned horizontally across the top of
the screen. [0437] the search bar is revealed by selecting a Home
screen [0438] the Home screen is displayed if a long (such as
greater than a certain length) swipe from the left edge of the
device is detected. [0439] the core interaction elements include
system indicator icons. [0440] the system indicator icons are on
the top edge of the screen. [0441] the core interaction elements
include keeping the right edge free from interaction elements.
[0442] Other aspects are:
[0443] A method comprising the following steps, performed at a
computing device with a touch sensitive display: generating UI
elements designed to remain in the same screen position as the
device size scales from smartphone to tablet to laptop to desktop
to TV, providing a consistent UI across all of the respective
screen sizes and device types.
[0444] A smartphone, tablet or other computing device
comprising:
(a) a touch sensitive display; (b) one or more processors; (c)
computer memory; (d) one or more computer programs stored in the
computer memory and configured to be executed by the one or more
processors and including instructions for generating UI elements
designed using a logical grid unit size that is independent of
screen resolution. [0445] depending on pixel density and viewing
distance, each device has its own unique ratio of actual pixels per
logical grid unit defined in the system settings for that
particular device.
[0446] The above-described steps, techniques and processes can be
implemented using standard well-known programming techniques. The
novelty of the above-described embodiments lie not in the specific
programming techniques but in the use of the steps, techniques and
processes described to achieve the described results. Software
programming code which embodies the present invention is typically
stored in permanent, non-transitory storage. The software
programming code may be embodied on any of a variety of known media
for use with a data processing system, such as a diskette, or hard
drive, or CD ROM. The code may be distributed on such media, or may
be distributed to users from the memory or storage of one computer
system over a network of some type to other computer systems for
use by users of such other systems. The techniques and methods for
embodying software program code on physical media and/or
distributing software code via networks are well known and will not
be further discussed herein.
[0447] It will be understood that each element of the
illustrations, and combinations of elements in the illustrations,
can be implemented by general and/or special purpose hardware-based
systems that perform the specified functions or steps, techniques
and processes or by combinations of general and/or special-purpose
hardware and computer instructions.
[0448] These program instructions may be provided to a processor to
produce a machine, such that the instructions that execute on the
processor create means for implementing the functions specified in
the illustrations. The computer program instructions may be
executed by a processor to cause a series of operational steps to
be performed by the processor to produce a computer-implemented
process such that the instructions that execute on the processor
provide steps for implementing the functions specified in the
illustrations. Accordingly, the Figs. support combinations of means
for performing the specified functions, combinations of steps for
performing the specified functions, and program instruction means
for performing the specified functions.
I. DETAILED DESCRIPTION RELATING TO THE FIGURES
[0449] There is provided a user interface core layout for
applications on the screen of a computing device e.g. a portable
computing device, which may be a tablet computer or a smartphone,
for example. At the top of the screen there is provided a menu bar.
Below the menu bar there is provided a Header, which may include a
page title. Below the Header there is provided a divider. Below the
divider there is provided a content area. At the bottom of the
screen there is provided a Toolbar, when fully revealed. The core
layout provides a visual identifier. An example is shown in FIG.
1.
[0450] The user interface core layout may be responsive and
scalable across devices, from phone to tablet to PC to TV. An
example of a user interface that is adapted for use on several
devices with a wide range of screen sizes (eg. a TV, a laptop, a
tablet and a smartphone) is shown in FIG. 2.
[0451] For a uniform experience of the user interface across
devices of different sizes and resolutions, a special framework may
be provided. Instead of using pixels for measurements, the display
may be divided into a grid and user interface (UI) elements' sizes
may be commonly defined in Grid units. Depending on the pixel
density and viewing distance, each device has its own unique ratio
of actual pixels per Grid unit. Therefore Resolution Independence
is provided in the user interface.
[0452] In a phone user interface example, there are provided bottom
controls. In an example, bottom controls of the browser (for
example, "Back", "Forward"), are revealed with a short swipe up
from the bottom edge of the screen. An example user interface
screen is shown in FIG. 3. Further examples (A) and (B) are shown
in FIG. 4, which each correspond to viewing a contact. The bottom
controls (for example "Back", "Edit") are revealed with a short
swipe up from the bottom edge of the screen. Bottom controls may
also be provided in a picture view, and may be revealed with a
short swipe up from the bottom edge of the screen.
[0453] In a tablet user interface example, there are provided
bottom controls. In an example, bottom controls of the browser (for
example, "Back", "Forward"), are revealed with a short swipe up
from the bottom edge of the screen. In an example, bottom controls
of a gallery (for example, "Back", "Forward"), are revealed with a
short swipe up from the bottom edge of the screen. An example is
shown in FIG. 5. In an example, bottom controls of a picture view
are revealed with a short swipe up from the bottom edge of the
screen. In an example, bottom controls of the Conversations view in
the Side stage are revealed with a short swipe up from the bottom
edge of the screen.
[0454] There is provided a searchable command interface. The
mechanism is called the HUD (`head-up display`), because it
displays information to the user without forcing them to shift from
their main focus of interest, analogous to a conventional HUD. In
an example, a HUD is provided on a smartphone. In an example, to
reach the HUD of an app, a user starts with swiping up from the
bottom of the screen to reveal bottom controls and the HUD icon.
Releasing the finger on top of a HUD icon may reveal the HUD and
its available features, for example to search for a control or
action within the application. To hide the HUD again a user may
swipe down from the top of the HUD. An example is shown in FIG. 6.
FIG. 6 shows a sequence of device screen configurations, from (A)
to (E). In the example of FIG. 6, the display includes an image in
(A). In (B) bottom controls are displayed in response to a swipe up
from the bottom of the screen, and a HUD icon is displayed.
Releasing the finger on top of the HUD icon leads to the HUD
interface in (C). A user swipe from the top of the screen begins to
hide the HUD in (D), as the HUD interface moves down in response to
the user swipe. In (E), the screen of (A) is returned to.
[0455] In an example, a HUD is provided on a tablet. To reach the
HUD of an app, a user may start with swiping up from the bottom of
the screen to reveal bottom controls and a HUD icon. Releasing the
finger on top of the HUD icon may reveal the HUD and its available
features, for example to change colour balance. To hide the HUD
again a user may swipe down from the top of the HUD. An example is
shown in FIG. 7.
[0456] FIG. 7 shows a sequence of device screen configurations from
(A) to (D). In the example of FIG. 7, the display includes an image
in (A). In (B) bottom controls are displayed in response to a swipe
up from the bottom of the screen, and a HUD icon is displayed.
Releasing the finger on top of the HUD icon leads to the HUD
interface on the left hand side of the screen in (C). A user swipe
from the top of the screen begins to hide the HUD in (D) (the (D)
screen image is rotated by 90 degrees compared to (A) to (C)), as
the HUD interface moves down in response to the user swipe. In a
final screen (not shown), the screen of (A) is returned to.
[0457] In an example, a HUD is provided on a device, such as a
smartphone, a tablet, a laptop, desktop monitor, or a TV screen. In
the HUD, the user may search for a feature of the current app, such
as either by text input or by voice control. The search will
display what is available but will also show in which one of other
open apps this feature is available. To show the other apps that
have the same feature, the user interface may use an app stack
which may be viewed in the top of the HUD as a set of icons. An
example is shown in FIG. 8. In FIG. 8, a search input box and an
app stack are indicated.
[0458] There is provided a search function. In an example, in a
home screen, swiping down from the top left corner brings down the
Search. An example is shown in FIG. 9A. From here searches may be
made both locally and globally over the internet. The search
results may be organised into appropriate categories for an easier
overview of the result. An example of organized search results is
shown in FIG. 9B.
[0459] There is provided a Home page for a smartphone. The Home
page may be such that scrolling down on the Home page collapses
fields that are being scrolled out of view, and when being scrolled
back into view those fields may expand again. The Home page may be
such that swiping right to left on the screen brings up the Apps
page and swiping left to right brings up the Social scope. An
example is shown in FIG. 10, in which the "Favourite People" field
in (A) collapses when scrolling down to leave a collapsed field
"Favourite People" in (B).
[0460] There is provided a Home page for a tablet. The Home page
may be such that scrolling down on the Home page collapses fields
that are being scrolled out of view, and when being scrolled back
into view those fields may expand again. The Home page may be such
that swiping right to left on the screen brings up the Apps page
and swiping left to right brings up the Social scope. An example is
shown in FIG. 11, in which the "Favourite People" field in (A)
collapses when scrolling down to leave a collapsed field "Favourite
People" in (B).
[0461] There is provided an Apps page for a smartphone. The Apps
page may be such that scrolling down on the Apps page collapses
fields that are being scrolled out of view, and when being scrolled
back into view those fields may expand again. The Apps page may be
such that swiping right to left on the screen brings up a Videos
page and swiping left to right brings back the Home page.
[0462] There is provided an Apps page for a tablet. The Apps page
may be such that scrolling down on the Apps page collapses fields
that are being scrolled out of view, and when being scrolled back
into view those fields may expand again. The Apps page may be such
that swiping right to left on the screen brings up a Videos page
and swiping left to right brings back the Home page. An example is
shown in FIG. 12, in which the "Running Apps" field in (A)
collapses when scrolling down to leave a collapsed field "Running
Apps" in (B).
[0463] There is provided a Videos page for a smartphone. The Videos
page may be such that scrolling down on the Videos page collapses
fields that are being scrolled out of view, and when being scrolled
back into view those fields may expand again. The Videos page may
be such that swiping left to right on the screen brings back the
Apps page.
[0464] There is provided a Videos page for a tablet. The Videos
page may be such that scrolling down on the Videos page collapses
fields that are being scrolled out of view, and when being scrolled
back into view those fields may expand again. The Videos page may
be such that swiping left to right on the screen brings back the
Apps page. An example is shown in FIG. 13, in which the "Recent"
field in (A) collapses when scrolling down to leave a collapsed
field "Recent" in (B).
[0465] There is provided a Social Scope page for a smartphone. The
Social Scope page may be such that scrolling down on the Social
scope page collapses fields that are being scrolled out of view,
and when being scrolled back into view those fields may expand
again. Swiping left to right on the screen may bring up the Music
page. Swiping right to left may bring back the Home page. An
example is shown in FIG. 14, in which the "Recently in Touch" field
in (A) collapses when scrolling down to leave a collapsed field
"Recently in Touch" in (B).
[0466] There is provided a Social Scope page for a tablet. The
Social Scope page may be such that scrolling down on the Social
scope page collapses fields that are being scrolled out of view,
and when being scrolled back into view those fields may expand
again. Swiping left to right on the screen may bring up the Music
page. Swiping right to left may bring back the Home page. An
example is shown in FIG. 15, in which the "Favourites" field in (A)
collapses when scrolling down to leave a collapsed field
"Favourites" in (B).
[0467] There is provided a Music page for a smartphone. The Music
page may be such that scrolling down on the Music page collapses
fields that are being scrolled out of view, and when being scrolled
back into view those fields may expand again. Swiping right to left
on the screen may bring back the Social scope screen. An example is
shown in FIG. 16, in which the "Recent" field in (A) collapses when
scrolling down to leave a collapsed field "Recent" in (B).
[0468] There is provided a Music page for a tablet. The Music page
may be such that scrolling down on the Music page collapses fields
that are being scrolled out of view, and when being scrolled back
into view those fields may expand again. Swiping right to left on
the screen may bring back the Social scope screen. An example is
shown in FIG. 17, in which the "Recent" field in (A) collapses when
scrolling down to leave a collapsed field "Recent" in (B).
[0469] There is provided a Messages page for a smartphone. A user
may bring down the Messages list by swiping a finger down from the
message icon in the top right of the screen. An example is shown in
FIG. 18, in which the messages list is brought down as a finger is
swiped down from the message icon, in the sequence from (A) to
(I).
[0470] There is provided a Messages page for a tablet. A user may
bring down the Messages list by swiping a finger down from the
message icon in the top right of the screen. An example is shown in
FIG. 19, in which the messages list is brought down as a finger is
swiped down from the message icon, in the sequence from (A) to
(B).
[0471] There is provided a Messages page for a smartphone. The
Messages page may provide for message interaction. For example,
from a drop down message list, a user may choose to directly call
back on a missed call, to write a message or to send a quick reply
with a pre-made message. From the message list, several different
types of messages may be replied to including (but not restricted
to) missed skype calls and messages, emails and Facebook messages.
An example is shown in FIG. 20, which shows a list of pre-made
messages from which a quick reply may be selected for sending.
[0472] There is provided a Messages page for a tablet. The Messages
page may provide for message interaction. For example, from a drop
down message list, a user may choose to directly call back on a
missed call, to write a message or to send a quick reply with a
pre-made message. From the message list, several different types of
messages can be replied to including (but not restricted to) missed
skype calls and messages, emails and Facebook messages. In an
example, a user may reply back to an email.
[0473] There is provided a Messages page for a smartphone. An
accordion function may be provided in that when a message is
selected, the messages above and/or below are pushed away to make
space for an area in which a reply can be composed. Examples are
shown in FIG. 21. In an example (see eg. (A)) an area is expanded
from which a user can select to send a text message or to call
back. In an example (see eg. (B)), a text box for entering a text
message is opened up within a message in a list of messages. In a
further example, an area is opened up from which a quick reply text
can be selected from a pre-prepared list of replies.
[0474] There is provided a Messages page for a tablet. An accordion
function may be provided in that when a message is selected, the
messages above and/or below are pushed away to make space for an
area in which a reply can be composed. In an example, an area is
expanded from which a user can select to send a text message or to
call back. In an example, a text box for entering a text message is
opened up within a message in a list of messages. In a further
example, an area is opened up from which a quick reply text can be
selected from a pre-prepared list of replies.
[0475] There is provided a Notes page for a smartphone. An
accordion function may be provided in that when a note is tapped
on, it will expand (eg. like an accordion), to facilitate editing.
An example is shown in FIG. 22. In FIG. 22, in the sequence from
(A) to (C), the Note expands when tapped on, and a touch screen
keyboard is provided for editing the Note contents.
[0476] There is provided a Notes page for a tablet. An accordion
function may be provided in that when a note is tapped on, it will
expand like an accordion, to facilitate editing. The note may
expand when tapped on, and a touch screen keyboard may be provided
for editing the Note contents. An example is shown in FIG. 23. In
FIG. 23, in the sequence from (A) to (B), the note expands when
tapped on, and a touch screen keyboard is provided for editing the
Note contents.
[0477] There is provided a Conversation Field page for a
smartphone. In an implementation, a conversation field page shows
missed calls and messages. An example is shown in (A) in FIG. 24.
In an alternative implementation, SMS messaging is split into it's
own application called Messaging and no longer shows phone calls as
a part of the conversation history. An example is shown in (B) in
FIG. 24. There is provided a Conversation Field page for a tablet.
In an implementation, a conversation field page shows missed calls
and messages.
[0478] There is provided a Launcher bar for a smartphone. The
Launcher bar is available from all views of the phone, a Welcome
screen, a Home screen or inside an app. It may be revealed with a
short swipe from the left edge of the screen. Holding a finger on
an app icon may reveal the name of that app. The launcher bar may
show favourite and opened apps. An example is shown in FIG. 25. In
FIG. 25, the sequence from (A) to (D) shows an example of the
launcher bar being revealed after a short swipe from the left edge
of the screen. An example is shown in FIG. 26. In FIG. 26, the
sequence from (A) to (C) shows an example of a launcher bar
scrolling down (from (A) to (B)) and an app icon revealing the name
of that app (from (B) to (C), for the App "Phone" in this
example).
[0479] There is provided a Launcher bar for a smartphone. In an
alternative implementation, long pressing on a launcher icon shows
the app name and may show a quicklist. An example is shown in FIG.
27, for the App "Browser". An option to remove a launcher icon from
the Launcher may be provided. It is also possible to reorder
launcher icons by long pressing an icon, and then dragging and
dropping it to a new place in the launcher.
[0480] There is provided a Launcher bar for a tablet. The Launcher
bar is available from all views of the tablet, a Welcome screen, a
Home screen or inside an app. It may be revealed with a short swipe
from the left edge of the screen. Holding a finger on an app icon
may reveal the name of that app. An example is shown in FIG. 28.
The launcher bar may show favourite and opened apps.
[0481] There is provided a Launcher bar for a smartphone. It may be
possible to go back between apps. To start a favourite application,
a user may choose an application from the launcher bar. To go back
to a previous app, a user may swipe with the finger across the
screen from the right edge of the screen. An example is shown in
FIG. 29, which presents a sequence of screen images from (A) to
(E). In (A), a user chooses the application "Notepad" from the
launcher bar. In (B), the screen displays the Notepad application
screen output. In (C), a user is swiping a finger across the screen
from the right edge of the screen to return to the previous
application "Events". In (C) and (D), screen output from the
previous application "Events" is returning to the screen from the
right. In (E), screen output from the application "Events" is
shown.
[0482] There is provided a navigation function for a smartphone. In
implementations, a user swiping a finger horizontally, in the
header (eg. where it says Contacts), brings out a navigation
function screen that helps the user navigate and change screen with
a simple tap of the finger. An example is shown in FIG. 30, in
which a Contacts screen changes to a Call screen for a Contacts
screen, in the sequence from (A) to (B).
[0483] There is provided a Left Edge Swipe function for a
smartphone or for a tablet. On both phone and tablet, a long swipe
from the left edge of the screen will bring up the Apps page except
when in the Home screen. An example is shown in FIG. 31, for the
sequence from (A) to (B).
[0484] There is provided a Right Edge Swipe function for a
smartphone. When viewing the Welcome screen, swiping left from the
right edge of the screen brings up the Home page. An example is
shown in FIG. 32, for the sequence from (A) to (D). In all views
except the Welcome Screen, swiping left from the right edge of the
screen may bring up the previously used and open app.
[0485] There is provided a Right Edge Swipe function for a tablet.
As on the phone, swiping left from the right edge of the screen
brings up the previously used and open app within the side stage of
the tablet. In all views except the Welcome Screen and when the
side stage is in view, swiping left from the right edge of the
screen may bring up the previously used and open app. When viewing
the Welcome screen, swiping left from the right edge of the screen
brings up the Home page. An example is shown in FIG. 33, for the
sequence from (A) to (C).
[0486] There are provided reaching indicators for a smartphone. In
an example, swiping down from an indicator icon brings down the
settings related to that icon. Without releasing the finger when
swiping down, moving the finger horizontally lets the user choose
what indicator to display. Tapping on the indicator bar displays a
hint of the indicators coming down. It is also possible to navigate
between indicator screens by tapping on the tab header to reveal
more indicator tabs, and then selecting one of them by tapping it.
An example is shown in FIG. 34. In FIG. 34, a sequence from (A) to
(E) is shown. In (A), a sound icon is swiped down from, to provide
the screen (B). Without releasing the finger when swiping down,
moving the finger horizontally lets the user choose what indicator
to display, so that moving the finger horizontally provides the
sequence of screens from (B) to (E). FIG. 34 shows an example of
available views from swiping down (and then sideways, as mentioned
above) from the top right edge of the screen where the indicators
are displayed.
[0487] In one implementation on a smartphone, an overview of
settings can be reached by tapping on top of the screen where the
indicator icons are found. This may bring into view a settings
screen which can redirect the user to other settings views. There
is provided an "overview of settings" screen. Indicators may be
accessed by swiping down and sideways from the top edge. It is also
possible to navigate between indicator screens by tapping on the
tab header to reveal more indicator tabs, and then selecting one of
them by tapping it. Detailed system settings may be accessed
through a dedicated settings app, which can be accessed by tapping
on a shortcut on some individual indicator screens, and also by
opening the System Settings app from the Applications scope.
[0488] In an implementation, tapping on an icon at the top of the
screen provides a corresponding settings screen. A settings example
for a smartphone is shown in FIG. 35. In FIG. 35, a sequence from
(A) to (B) is shown. In (A), a sound icon is tapped at the top of
the screen, where the sound icon is found, to provide the screen
(B). Starting with screen (A), tapping on the networks icon at the
top of the screen provides screen (C). Starting with screen (A),
tapping on the battery icon at the top of the screen provides
screen (D). Starting with screen (A), tapping on the date and time
icon at the top of the screen provides screen (E).
[0489] There are provided reaching indicators for a tablet. In an
example, swiping down from an indicator icon (eg. in the top right
of the screen) brings down the settings related to that icon.
Without releasing the finger when swiping down, moving the finger
horizontally lets the user choose what indicator to display.
Tapping on the indicator bar displays a hint of the indicators
coming down. It may also be possible to navigate between indicator
screens by tapping on the tab header to reveal more indicator tabs,
and then selecting one of them by tapping it. FIG. 36 shows an
example of a battery settings screen on a tablet computer
screen.
[0490] In one implementation on a tablet, an overview of settings
can be reached by tapping on the top of the screen where the
indicator icons are found. This may bring into view a settings
screen which can redirect the user to other settings views.
[0491] There is provided a tablet side stage on a tablet computer
screen. In an example, the tablet's side stage can be pulled into
view by a user horizontally swiping a finger from the right edge of
the screen. An example is shown in FIG. 37, which presents a
sequence of screen images from (A) to (C). In (A), ouput from an
"Events" application is displayed. In (B), a "Notes" side stage is
being pulled into view by a user horizontally swiping a finger from
the right edge of the screen. In (C), the "Notes" side stage has
been pulled into view. In an example, the tablet's side stage can
be viewed in two different ways. This may be either on top of the
main view or by splitting the screen which will rescale the main
view to fit into the new space given.
[0492] A tablet side stage may enable multi tasking. For example
browsing music or watching a video while making a phone call,
writing a text, changing system settings or writing a note while
viewing your gallery. Many different things may be done at the same
time. A tablet side stage may enable previous apps within the side
stage to be flicked through with a swipe from the right edge of the
screen.
[0493] There is provided a Welcome Screen on a smartphone. The
Welcome screen may include an infographic in which each dot in the
circle represents each day of the current month and the highlighted
dot is the current day. The highlighted circles around the middle
circle represent, in an example, the number of tweets received
within a certain time. An example is shown in FIG. 38. Other data
can also be depicted this way.
[0494] There is provided a Welcome Screen on a tablet. The Welcome
screen may be customised with background pictures, colours and data
shown. An example is shown in FIG. 39. A tablet may have several
accounts including private ones but also a guest account that
anyone can use. The guest account may not have an infographic on
the Welcome screen.
Note
[0495] It is to be understood that the above-referenced
arrangements are only illustrative of the application for the
principles of the present invention. Numerous modifications and
alternative arrangements can be devised without departing from the
spirit and scope of the present invention. While the present
invention has been shown in the drawings and fully described above
with particularity and detail in connection with what is presently
deemed to be the most practical and preferred example(s) of the
invention, it will be apparent to those of ordinary skill in the
art that numerous modifications can be made without departing from
the principles and concepts of the invention as set forth
herein.
* * * * *