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Would you consider using a gamepad a possible solution? Maybe specialized hardware further down the road but ATM I think that the market forces have optimized t
by TBF-RnD 7y ago
Would you consider using a gamepad a possible solution? Maybe specialized hardware further down the road but ATM I think that the market forces have optimized the devices sufficiently.
The reason why I am asking is that I'm doing some experiments on making them usable for productive purposes. While practicing I noticed that my posture improved automatically. See you are sort of automatically drawn towards the keyboard giving you a Mr Burns like posture. As if there where a gravitational pull in the screen.
As I was discussing this with another person online I realized that it might be of use for people with wrist pains as well.
My reasoning is this, bear in mind that I am by no means well read on biology but I think it might be given some thought. While using a keyboard you are forced to a certain plane. With a gamepad however you can move your hands, arms more freely.
Along with that I am looking into chorded keyboard methods and eyetracking.
Please respond to the comment if you think this sounds interesting!
- danenania 7y agoIt sounds interesting for sure, but it seems like figuring out the ux for a complex text-based activity like programming would be very challenging. For example, I do searches of the codebase constantly while coding, so I imagine I'd be reaching for the keyboard a lot anyway since there's no way a gamepad could compete on efficiency when doing something text-heavy like a search.
- TBF-RnD 7y agoChallenging for sure but then again if a properly implemented theory based on state of the art research is implemented there is a chance that a better solution is made as well. One not burdened by backwards compability. Think of it thiis way. You type with 10 fingers right and each can give an on or off signal. With a PS/3 controller you loose 4 fingers for holding the device. Still the thumbs are tied to 14 bits per second movement sensors + a button. Then you also have movement sensors and so forth and two fingers or more have analog input. So the bandwidth is there really. Also what you gain from more buttons you loose in movement time and errors due to Fitt's law. And notice how I haven't gotten into Valve's "knuckle controllers" or glove solutions yet. If you are interested I'd love to work with your particular use case and problems to get a working solution that suits your particular needs. http://tbf-rnd.life/ http://tbf-rnd.life/ or mail me at trbefr@protonmail.com
- danenania 7y agoUnfortunately I don't have much time to spare currently for being a guinea pig, as much as I would like to help. But if you're able to create something that's really as efficient as a keyboard for coding (and can demonstrate that in a video), I'll be a customer. dane@envkey.com
- fsiefken 7y agoreminds me of AlphaGrip http://www.alphagrips.com/ http://www.alphagrips.com/
- TBF-RnD 7y agoYes, some solution like that would help i believe. Even though that I'd say that what would be the most practical solution would be to use off the shelf solutions. To fully give the wrists freedom of movement why not look at the knuckle controllers that Valve are using for VR at the moment. Or why not gloves that can measure finger positions. Bandwidth wise it should be possible. As a glove ought to have a 1:1 mapping with the data output of the hand..