US20140189606A1 - User interface for a computing device - Google Patents

User interface for a computing device Download PDF

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Publication number
US20140189606A1
US20140189606A1 US14/138,313 US201314138313A US2014189606A1 US 20140189606 A1 US20140189606 A1 US 20140189606A1 US 201314138313 A US201314138313 A US 201314138313A US 2014189606 A1 US2014189606 A1 US 2014189606A1
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United States
Prior art keywords
swipe
edge
screen
app
user
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US14/138,313
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English (en)
Inventor
Mark Shuttleworth
Ivo WEEVERS
Mika MESKANEN
Oren HOREV
Calum PRINGLE
John LEA
Otto GREENSLADE
Marcus HASLAM
Ivanka MAJIC
Xi Zhu
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Canonical Ltd
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Canonical Ltd
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Priority to US14/138,313 priority Critical patent/US20140189606A1/en
Publication of US20140189606A1 publication Critical patent/US20140189606A1/en
Abandoned legal-status Critical Current

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    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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    • H04M1/667Preventing unauthorised calls from a telephone set
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    • H04M2250/00Details of telephonic subscriber devices
    • H04M2250/22Details of telephonic subscriber devices including a touch pad, a touch sensor or a touch detector

Definitions

  • This invention relates to a user interface for a computing device; in particular a touch-based device such as a smartphone or tablet.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (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).
  • 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.
  • the layout of the screen is designed to ensure:
  • 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).
  • the Launcher is a vertical bar of application icons accessed through the left edge (e.g. a short swipe in from the left edge).
  • 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.
  • a swipe in from the right edge 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.
  • 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).
  • 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
  • system or system-wide capabilities such as messaging and search; icons for these are typically placed on the left side of the top edge.
  • 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.
  • 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.
  • the controls in question can be buttons, or they can be voice controls.
  • 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.
  • 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.
  • 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.
  • a swipe through the left edge is a ranged gesture with several stages.
  • 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 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.
  • 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.
  • 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.
  • 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.
  • ranged gestures allow the left edge to provide a comprehensive gateway to applications on the device—favourites, running, installed and not-yet-installed.
  • 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).
  • 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.
  • 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.
  • the top edge provides access to system services, settings and searches, through a ranged gesture.
  • 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.
  • 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.
  • 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.
  • the bottom edge in Ubuntu provides access to and control over the application controls.
  • 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).
  • 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.
  • HUD a text and voice-searchable control system for the application
  • the device 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • it is distinctive and innovative in a number of ways:
  • FIG. 1 shows an example of a user interface core layout for applications on the screen of a computing device.
  • FIG. 2 shows an example of a user interface core layout which is responsive and scalable across devices.
  • FIG. 3 shows a smartphone user interface example in which there are provided bottom controls.
  • FIG. 4 shows smartphone user interface examples in which there are provided bottom controls.
  • FIG. 5 shows a tablet user interface example in which there are provided bottom controls.
  • FIG. 6 shows a sequence of device screen configurations from (A) to (E) relating to a HUD interface example.
  • FIG. 7 shows sequence of device screen configurations from (A) to (D) relating to a HUD interface example.
  • 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.
  • FIG. 9A shows an example, in which in a home screen, swiping down from the top left corner brings down the Search.
  • FIG. 9B shows an example of organized search results.
  • 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).
  • 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).
  • 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).
  • FIG. 13 shows an example in which the “Recent” field in (A) collapses when scrolling down to leave a collapsed field “Recent” in (B).
  • 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).
  • FIG. 15 shows an example in which the “Favourites” field in (A) collapses when scrolling down to leave a collapsed field “Favourites” in (B).
  • FIG. 16 shows an example in which the “Recent” field in (A) collapses when scrolling down to leave a collapsed field “Recent” in (B).
  • FIG. 17 shows an example in which the “Recent” field in (A) collapses when scrolling down to leave a collapsed field “Recent” in (B).
  • 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).
  • 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).
  • FIG. 20 shows an example of a list of pre-made messages from which a quick reply may be selected for sending.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • FIG. 27 shows an example in which long pressing on a launcher icon shows the app name.
  • FIG. 28 shows an example in which long pressing on a launcher icon shows the app name.
  • FIG. 29 shows an example including a sequence of screen images from (A) to (E).
  • A a user chooses the application “Notepad” from the launcher bar.
  • B the screen displays the Notepad application screen output.
  • C a user is swiping a finger across the screen from the right edge of the screen to return to the previous application “Events”.
  • C and (D), screen output from the previous application “Events” is returning to the screen from the right.
  • screen output from the application “Events” is shown.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • FIG. 36 shows an example of a battery settings screen on a tablet computer screen.
  • FIG. 37 shows an example, which includes a sequence of screen images from (A) to (C).
  • A ouput from an “Events” application is displayed.
  • B a “Notes” side stage is being pulled into view by a user horizontally swiping a finger from the right edge of the screen.
  • C the “Notes” side stage has been pulled into view.
  • 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.
  • FIG. 39 shows an example of a Welcome Screen on a tablet.
  • One implementation of the invention is Ubuntu touch. This section describes in more detail Ubuntu Touch.
  • 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).
  • UI user interface
  • 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.
  • the Problem Statement is: how can you design a device interface that maximises the space on the screen available for content and applications?
  • 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.
  • 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?
  • Start is initiated with a swipe right from the left edge; this brings across the launcher.
  • 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).
  • 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.
  • 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 3G 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.
  • system status and function icons such as time and date, volume, network, messaging, battery.
  • 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?
  • Another Ubuntu feature is how the space given over to on-screen controls for an app is optimised.
  • 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.
  • 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.
  • 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?
  • 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.
  • HUD parameters 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 smartphone, tablet or other computing device comprising:
  • a touch sensitive display (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).
  • a method comprising the following steps, performed at a computing device with a touch sensitive display:
  • 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 smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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;
  • the device 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.
  • a method comprising the following steps, performed at a computing device with a touch sensitive display:
  • 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.
  • Each of those actions is associated with one or more applications.
  • 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).
  • an application can be found and launched.
  • 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.
  • 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?
  • 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.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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.
  • a method comprising the following steps, performed at a computing device with a touch sensitive display:
  • 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:
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • this welcome screen is designed to not overwhelm the user with information (unlike, ideally, 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.
  • the Ubuntu Phone Welcome screen still manages to show a lot more information than for example the welcome screen of an iPhone.
  • 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.
  • 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.
  • the variables may be a synthesis of data from multiple sources, applications, online services, and the device).
  • 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.
  • 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
  • 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.
  • 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.
  • 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).
  • 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.
  • this welcome screen provides a playful, interesting 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.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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.
  • a method comprising the following steps, performed at a computing device with a touch sensitive display:
  • 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 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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).
  • 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.)
  • 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.
  • 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).
  • ′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.
  • 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.
  • 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?
  • content e.g. an app launcher bar, a home screen, one or more apps
  • 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.
  • apps e.g. Facebook, the user will have to authenticate in the normal manner before entering the app.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • HUD head-up display
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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?
  • Ubuntu also improves search relevancy using a synonym/fuzzy matching engine that matches user input against additional keywords/dictionaries/glossaries/thesauri.
  • Ubuntu can also search through system services (“screenshot”) as well as running application actions.
  • 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.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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.
  • 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.
  • 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.
  • a dialog box e.g. from a drop down menu
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • a button labelled ‘Call’ is then displayed—if the user touches this, a voice call is automatically placed to the person.
  • 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.
  • 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.
  • switching apps is done in a single fluid swipe gesture, from the left edge as described above (see section above tided B. Swiping to Unlock Ubuntu′) or from the right edge (see section tided ‘E. More Edge Behaviours in Ubuntu’ below).
  • 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.
  • 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?
  • 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.
  • a commit gesture e.g. a release
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Previous app i.e. a short swipe from the right edge brings up the previous app the user was using
  • 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.
  • a computing device such as a tablet or PC, comprising:
  • a touch sensitive display (a) 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.
  • 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.
  • Ubuntu for phone and tablet.
  • 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.
  • Ubuntu in its touch-enabled form complements and completes the family of interfaces operating across the single, unified Ubuntu operating system.
  • the interfaces are:
  • a smartphone or a tablet 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).
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • the core interaction elements may include:
  • 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.
  • These devices can also have very different resolutions and pixel densities, ranging from 320 ⁇ 240 to 3840 ⁇ 2160 and 100 dpi to 400 dpi and above.
  • 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
  • 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)).
  • each device has its' own unique ratio of actual pixels per Grid Unit defined in the system settings for that particular device.
  • a 4.7′′ phone with a 1280 ⁇ 720 display could have 18 pixels/Grid Unit.
  • a 10′′ 2560 ⁇ 1600 tablet could have 20 pixels/Grid Unit.
  • a 5′′ phone with a 1920 ⁇ 1080 display could have 27 pixels/Grid unit.
  • the exact px/GU setting will be defined individually for each particular device.
  • Grid Unit rows and columns For example, on phones in portrait mode there are typically 40 columns, and on a 2560 ⁇ 1600 10′′ tablet in landscape mode there are 128 columns.
  • our UI elements automatically scale between devices—and retains similar perceived size across devices.
  • 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.
  • 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.
  • 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.
  • Vector assets SVG—scalable vector graphics
  • SVG scalable vector graphics
  • bitmap assets 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.
  • a computing device comprising:
  • a display (a) 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.
  • 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.
  • a smartphone, tablet or other computing device comprising:
  • a touch sensitive display (a) 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.
  • 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.
  • 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.
  • 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.
  • a computing device e.g. a portable computing device, which may be a tablet computer or a smartphone, for example.
  • a menu bar At the top of the screen there is provided a menu bar.
  • a Header Below the menu bar there is provided a Header, which may include a page title.
  • a divider Below the divider there is provided a content area.
  • a Toolbar when fully revealed.
  • the core layout provides a visual identifier. An example is shown in FIG. 1 .
  • the user interface core layout may be responsive and scalable across devices, from phone to tablet to PC to TV.
  • the display may be divided into a grid and user interface (UI) elements' sizes may be commonly defined in Grid units.
  • UI user interface
  • bottom controls In a phone user interface example, there are provided bottom controls.
  • bottom controls of the browser for example, “Back”, “Forward”
  • FIG. 3 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.
  • bottom controls In a tablet user interface example, there are provided bottom controls.
  • bottom controls of the browser for example, “Back”, “Forward”
  • bottom controls of a gallery for example, “Back”, “Forward”
  • FIG. 5 An example is shown in FIG. 5 .
  • bottom controls of a picture view are revealed with a short swipe up from the bottom edge of the screen.
  • bottom controls of the Conversations view in the Side stage are revealed with a short swipe up from the bottom edge of the screen.
  • a searchable command interface 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.
  • a HUD is provided on a smartphone.
  • a user 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 may swipe down from the top of the HUD. An example is shown in FIG. 6 .
  • FIG. 6 An example is shown in FIG. 6 .
  • FIG. 6 shows a sequence of device screen configurations, from (A) to (E).
  • the display includes an image in (A).
  • 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.
  • the screen of (A) is returned to.
  • a HUD is provided on a tablet.
  • 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.
  • a user may swipe down from the top of the HUD.
  • FIG. 7 shows a sequence of device screen configurations from (A) to (D).
  • the display includes an image in (A).
  • bottom controls are displayed in response to a swipe up from the bottom of the screen, and a HUD icon is displayed.
  • 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.
  • the screen of (A) is returned to.
  • a HUD is provided on a device, such as a smartphone, a tablet, a laptop, desktop monitor, or a TV screen.
  • 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.
  • the user interface may use an app stack which may be viewed in the top of the HUD as a set of icons.
  • FIG. 8 An example is shown in FIG. 8 . In FIG. 8 , a search input box and an app stack are indicated.
  • FIG. 9A 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 .
  • 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.
  • FIG. 10 An example is shown in which the “Favourite People” field in (A) collapses when scrolling down to leave a collapsed field “Favourite People” in (B).
  • 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.
  • FIG. 11 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).
  • 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.
  • 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.
  • FIG. 12 An example is shown in which the “Running Apps” field in (A) collapses when scrolling down to leave a collapsed field “Running Apps” in (B).
  • 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.
  • 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).
  • 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.
  • FIG. 14 An example is shown in which the “Recently in Touch” field in (A) collapses when scrolling down to leave a collapsed field “Recently in Touch” in (B).
  • 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.
  • FIG. 15 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).
  • 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.
  • FIG. 16 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).
  • 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.
  • FIG. 17 An example is shown in which the “Recent” field in (A) collapses when scrolling down to leave a collapsed field “Recent” in (B).
  • 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).
  • 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).
  • 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.
  • 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.
  • 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 .
  • an area is expanded from which a user can select to send a text message or to call back.
  • a text box for entering a text message is opened up within a message in a list of messages.
  • an area is opened up from which a quick reply text can be selected from a pre-prepared list of replies.
  • 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.
  • an area is expanded from which a user can select to send a text message or to call back.
  • a text box for entering a text message is opened up within a message in a list of messages.
  • an area is opened up from which a quick reply text can be selected from a pre-prepared list of replies.
  • FIG. 22 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 .
  • 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.
  • FIG. 23 An example is shown in FIG. 23 .
  • the note expands when tapped on, and a touch screen keyboard is provided for editing the Note contents.
  • Conversation Field page for a smartphone.
  • a conversation field page shows missed calls and messages.
  • An example is shown in (A) in FIG. 24 .
  • 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 .
  • Conversation Field page for a tablet In an implementation, a conversation field page shows missed calls and messages.
  • 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.
  • FIG. 25 An example is shown 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.
  • FIG. 26 shows an example of the launcher bar being revealed after a short swipe from the left edge of the screen.
  • 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).
  • a Launcher bar for a smartphone.
  • 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.
  • 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.
  • FIG. 29 presents a sequence of screen images from (A) to (E).
  • A a user chooses the application “Notepad” from the launcher bar.
  • B the screen displays the Notepad application screen output.
  • C a user is swiping a finger across the screen from the right edge of the screen to return to the previous application “Events”.
  • C and D screen output from the previous application “Events” is returning to the screen from the right.
  • screen output from the application “Events” is shown.
  • a navigation function for a smartphone.
  • 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.
  • FIG. 30 An example is shown in which a Contacts screen changes to a Call screen for a Contacts screen, in the sequence from (A) to (B).
  • FIG. 31 An example is shown in FIG. 31 , for the sequence from (A) to (B).
  • FIG. 32 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.
  • a Right Edge Swipe function for a tablet.
  • swiping left from the right edge of the screen brings up the previously used and open app within the side stage of the tablet.
  • swiping left from the right edge of the screen may bring up the previously used and open app.
  • swiping left from the right edge of the screen brings up the Home page.
  • FIG. 33 An example is shown in FIG. 33 , for the sequence from (A) to (C).
  • FIG. 34 An example is shown in FIG. 34 .
  • a sequence from (A) to (E) is shown.
  • (A) a sound icon is swiped down from, to provide the screen (B).
  • 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.
  • 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.
  • 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 .
  • FIG. 35 a sequence from (A) to (B) is shown.
  • (A) a sound icon is tapped at the top of the screen, where the sound icon is found, to provide the screen (B).
  • tapping on the networks icon at the top of the screen provides screen (C).
  • tapping on the battery icon at the top of the screen provides screen (D).
  • tapping on the date and time icon at the top of the screen provides screen (E).
  • FIG. 36 shows an example of a battery settings screen on a tablet computer screen.
  • 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.
  • a tablet side stage on a tablet computer screen there is provided a tablet side stage on a tablet computer screen.
  • the tablet's side stage can be pulled into view by a user horizontally swiping a finger from the right edge of the screen.
  • FIG. 37 presents a sequence of screen images from (A) to (C).
  • 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.
  • the “Notes” side stage has been pulled into view.
  • 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.
  • 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.
  • 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.
  • 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.

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US20140189608A1 (en) 2014-07-03
US9930160B2 (en) 2018-03-27
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US20140189607A1 (en) 2014-07-03
US20140189523A1 (en) 2014-07-03
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US11245785B2 (en) 2022-02-08
US20140189575A1 (en) 2014-07-03
CN105103111B (zh) 2020-04-03
CN111538406A (zh) 2020-08-14
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EP3629144A1 (en) 2020-04-01
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US20140189578A1 (en) 2014-07-03
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US20140189588A1 (en) 2014-07-03
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US11706330B2 (en) 2023-07-18
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US10122838B2 (en) 2018-11-06
US20190098126A1 (en) 2019-03-28
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US20140189549A1 (en) 2014-07-03
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US20220150344A1 (en) 2022-05-12
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