WO2005052780A2 - Graphical user interface - Google Patents

Graphical user interface Download PDF

Info

Publication number
WO2005052780A2
WO2005052780A2 PCT/GB2004/004887 GB2004004887W WO2005052780A2 WO 2005052780 A2 WO2005052780 A2 WO 2005052780A2 GB 2004004887 W GB2004004887 W GB 2004004887W WO 2005052780 A2 WO2005052780 A2 WO 2005052780A2
Authority
WO
WIPO (PCT)
Prior art keywords
pointer
movement
pointer movement
alone
pixel
Prior art date
Application number
PCT/GB2004/004887
Other languages
French (fr)
Other versions
WO2005052780A3 (en
Inventor
Nes Stewart Irvine
Original Assignee
Nes Stewart Irvine
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from GB0327004A external-priority patent/GB0327004D0/en
Application filed by Nes Stewart Irvine filed Critical Nes Stewart Irvine
Publication of WO2005052780A2 publication Critical patent/WO2005052780A2/en
Publication of WO2005052780A3 publication Critical patent/WO2005052780A3/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/038Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

Definitions

  • the most efficient graphical user interface is a pointer movement interface.
  • V1 is Why pointer movement is always more productive than the GUI confidential and copyright 2004 N S lrvine.exe. This is contained on the CD filed with this document.
  • V2 is Pointer movement alone means that the control of the functionality of the icons is the pointer movement alone copyright 2004 NS lrvine.exe.
  • the most efficient graphical user interface is a pointer movement interface and therefore any increase in pi-oductivity of a graphical user interface program will be proportional to the increase in functionality of pointer movement within that graphical user interface.
  • the inventive step came in realising that the increase in productive of a GUI would for every case be dependent on the increase in functionality of the pointer movement within that program.
  • This diffei-ence would mean that it would be an unnecessary step now to have to check if a GUI had changed its pointer movement functionality and now was (activating) accessing or executing functions previously activated in existing programs by other methods. It is the difference between claiming that in every case the productivity of the program would be more efficient than nearly all cases.
  • the typed command interface the GUI (icon based interface) and the pointer movement interface (PMI) defined on 3" 1 May 2001.
  • the command prompt to type in commands. a. Had to be able to remember the commands and spell them exactly correctly with all the different option setting correct. i. Difficult to remember ii. Had to have typing skills iii. Had many steps (some wo ⁇ -ds were long with the option settings and other variables) 2.
  • the icon is the building block of the graphical user interface.
  • Dl is a typical icon.
  • a pictorial representation of the function (previously a typed command) such that when it is accessed by moving the pointer over the object the mouse may activate a function usually by a click. If we refer to Rl page .
  • the key advantage of the icon was that it was very easy to remember and it was normally activated by a primary mouse pushbutton click. Thus to access a function the user needed only to remember where the icon was and move to it and click it.
  • buttons 302d operate in a conventional manner in that they enable the user to open additional windows or initiate execution of applications programs simply by clicking on the appropriate button(s). page 5 line 15-20 7.
  • the key aspect is to ask why when pointer movement over an icon has it not been used indeed this patent was originally filed on 28 lfl April 1995 and still has not been used in windows? The answer is that the golden rule for icons is consistency, and the most consistent feature of a GUI is that when a pointer moves it is used as a navigational tool.
  • the pointer movement interface i.
  • the key to understand the pointer movement interface is that the pointer may move to any pixel on the screen and that for each and every pixel on the screen the user may choose to use one or more pointer movements to execute a click event for that pixel or may choose to do one or more other pointer movement not to execute that function. Therefore the method of operation of pointer movement alone is shown at figure 1 c. We see 9 pixel. The focus is at the central pixel p5 to illustrate how pointer movement alone works for every pixel.
  • Page 106 line 20 -24 proved beyond doubt a user could use pointer movement to navigate across a screen to every pixel by avoiding the subsequent movement designated Tor the click event over that pixel until the user was over a pixel which the user would wish to execute a click event, in the same way that would have been done by pressing a pushbutton when the pointer was over the desired pixel, iii.
  • the key radical approach to this method was that the only feature chosen to fully opei-ate the GUI through the pointer movement alone interface was the pointer movement.
  • the very thing that had no function in the conventional GUI The fact that pointer movement has no function in a conventional GUI is easy to realise by asking when a pointer moves over the icon does it have control or is it controlled by the icon underneath?
  • Pointer movement may be designed to work on its own (independent of graphics - the zeroclick method only), or in combination with icons - the combined mode) or be switched off so that it operated in conventional mode. It had the capacity to completely emulate the existing conventional GUI, or modify the conventional GUI or operate in only pointer movement alone mode. ix. This the GUI could not do at all.
  • To emulate a standard icon the user just may choose the contiOl area and the predetermined area to be exactly an icon in size and may choose to operate all eight different directions of pointer movement per pixel for each pixel with the control area all to cause a collar to appear when the pointer moves over the control area.
  • D l may easily be emulated by claim 1 of P I .
  • the GDE described in Dl emulate P I - no!, there is no description of a click event.
  • a collar would appear - one function only for 16 * 16 pixels.
  • the GDE cause a pixel to be selected outside the GDE. It would be obvious even to a novice that white space has no function. In other words the GDE has no influence and can never control a pixel outside the graphical object.
  • An area could contain a GDE and white space or part of a GDE, whereas a GDE will always be just the area of the GDE not any other elements. xvi. Indeed it was only PI which defined a true pointer movement alone interlace. This was a GUI that could fully operate by only the pointer movement alone from any pixel independent of any graphical structure that the pixel belonged. This is because it has a system that operated by pointer movement alone for each pixel. It therefore could define an area which was any area of the screen.
  • a GDE could not be an area outside itself by definition, whereas pointer movement alone may have perfect backward compatibility to existing icons by choosing the size of the control area and predetermined path to be equal in area and function as the original GDE.
  • control area could the screen and the predetermined area be any area including parts of the GUI or it could be any group of non adjacent pixels (see PI page 105) that is because each pixel had eight different pointer movement clicks which each one or more of these clicks may be used in a sequential combination to generate a function.
  • I provides the basic structure every pixel generating eight different movement as illustrated by Page 106 line 20 -24, whereby every possible single pointer movement that may occur over any pixel has been defined. Then all that has to be further defined is one or more of these single pointer movement occurring in combination or within a range of values to generate more complicated zeroclicks like the reverse zeroclick or the combined reverse zeroclick.
  • the functions may be just attached to the single pointer movement (direction zeroclick) or more than one pointer movement (reverse zeroclick for adjacent movement ) and other combinations of movement for non adjacent pointer movement jumping. If we compare this number of possible functions from pointer movement alone to a menu system Dl which claimed maximum functionality by minimum form we see the following inefficency instead of a potential of (640*400 *8) 2 different functions from just two pointer movement, how many can Dl promise from two movements.
  • pointer movement alone works in a completely different way.
  • the user is no longer looking for information.
  • Page 7 from line 10 - 45 of R2 defines the meaning of productivity. In essence every advantage that a user may wish for that may be achieved more efficiently by pointer movement alone programming.
  • Drawings the first 10 pages show prints of the image files used by soui'ce code supplied in this patent and the priority documents.
  • the 1 1/1 1 page shows icons used in the source code.
  • Page 12 -18 show the Figures 1 - 8 described in this patent.
  • This invention describes the first law in programming with a pointer movement input.
  • the productivity of a program is directly proportional to the ergonomic use of pointer movement alone in that program.
  • All confirmed user intention pointer movement will use all information available to the computer to deduce the most appropriate subsequent functionality and display, or any other user feedback to achieve the completion of the given task with the greatest of ease, comfort, preference and understanding of the user to increase the users current and future productivity.
  • the productivity of that program will be proportional to be the ergonomic use of pointer movement.
  • the claim of this invention is that the improved productivity may be attributed to increased functionality applied to certain pointer movements.
  • this invention not only provides a clear method for a skilled person to see if an infringer has applied pointer movement to their program without asking for royalties. The skilled person has to ask two questions. 1. Has pointer movement within this program changed the functionality that it has accessed or executed in this upgrade that leads to the advantage of the new program? 2. Has the upgrade or comparison of the program by the programmer offered an advantage in productivity compared to a previous version of the program or a competitor program? 3.
  • Page 93 - 108 of R2 discuss the prior art. The more helpful sections are page 95 to 99. this shows how easy it would be for a skilled person to have designed the method of the SE zeroclick and the reverse zeroclick from the claims of PL
  • Page 89 - 92 line 5 of R2 discusses how pointer movement alone may be perfectly backward compatible with pointer movement alone had has unlimited capacity to enable the conventional manner of the GUI to operate, the pointer movement alone interface and the combined interface.
  • Page 92 line 14 - 37 askes the questions that makes the skilled person realize the character of pointer movement alone.
  • the graphics are integral in the functionality of the GUI.
  • the graphics are unessential for any function activation in the pointer movement alone interface, along with all other methods which in previous conventional GUIs were used in conjunction with pointer movement to operate a function.
  • Pointer movement alone reveals all these other methods as obsolete with the only purpose of user feedback.
  • pointer movement may operate of these other methods as a method of providing backward compatibility to the existing GUI.
  • D l shows a spot interface (10) in Dl which if a pointer was positioned over would generate a collar appearing.
  • Figure 4 shows an enlarged view of the spot interface (401).
  • Pixel 402 is at the centre of the spot interface (401 )
  • Pixel 402 is at the centre of the spot interface (401 )
  • the child would say by routine experimentation the identical pointer moveinent over identically sized area around pixel 402 made a collar appear but that identical movement over an identical area around 403 did not have the same function.
  • a graphical object working by requiring pointer movement over the object will always be less efficient, he pointer movement alone may activate a click by pointer moveinent alone from any pixel on the screen by the user selecting the correct preceding and or subsequent movement.
  • the pointer does not need to move to anywhere but at the exact pixel where the current pointer is located can execute this choice by pointer movement alone.
  • the pointer movement may operate from any pixel on the screen. b. If a pointer movement requires less movement to achieve the same functionality then obviously a movement requiring less distance will be more eflicient than a pointer movement that requires a longer distance. Because Page 106 20 -24 revealed every direction movement from any pixel may execute a function by just a movement over that pixel.
  • Intrinsic to pointer movement alone is the ability to minimise the possible distance away from the current position of the pointer nec unfairy to access and execute a function. Therefore if programs are rearranged such that icons are positioned to be more efficient to the current position of the pointer rather than in the conventional menu structure (File Edit View etc) such that the functionality of the pointer movement from one position to another has been improved, this is just copying the efficiency intrinsic to pointer movement alone to minimise the distance from the current position of the pointer to the activation ofthe function.
  • Pointer movement may operate all known functions from the current hotspot position ofthe pointer. Pointer movement alone may have infinite functionality from anywhere or any pixel or larger area therefore it may operate all other controls from any pixel by pointer movement alone. See description page 82 - page 83 of R2.
  • a. A priori statement. The capacity of pointer movement alone is infinite because a single direction zeroclick may select a pixel, or two or more direction zeroclicks may select a pixel that may generate an infinite number of different predetermined paths and/or click event by a subsequent movement for each path.
  • the poor use of pointer movement over Dl resulted in only as single function generating a collar.
  • the video shows how any pixel on the screen is an example to show how the start menu and the computer functions to appear.
  • e The description of a method to demonstrate that infinite functionality may be accessed from any pixel see page 79. Every pixel on the screen independent to any icons underneath the pointer may access infinite functionality. 5.
  • Responsiveness The direction zeroclick on page 106 revealed that in less pointer moveinent than one pixel (movement over a pixel in a certain direction) that eight different direction click events may occur for every pixel on the screen.
  • f. A priori statement. There is no method more responsive than using pointer movement alone to change the display and functionality using the possibility of eight different directions to achieve both pointer movement and click functionality at the same time. 5. Deduction. a.
  • Every one of these tiny movement may be used to deduce the best i. one or more functional options, ii. best display relevant for understanding these function options and how to access them iii. Access to that functionality may be organised to achieve maximum functionality with minimum pointer movement.
  • e. Linguistic f. Appropriate g. User friendly. iv. and best subsequent pointer movements to access and execute these one or more functions in response to their previous pointer movements h. A priori statement.
  • Page 6 line 1-2 of P1 j Pointer movement is the most optimum method of being deductive as it can be arranged to maximize recycling of all useful data and presenting every relevant function or functions for each next step. To have achieved this deductive step would be done less efficiently by other methods.
  • the sequential grid in P1 should how any task could be broken down into steps and the use be presented with another grid of the next options in response to the preceding Selection .
  • the pointer just needs to move to the next option in the grid and it is achieved without needing any clicks, the uses if it is a single option just moves to the next sequential grid, or if it is a multiple option could choose to do a reverse zeroclick movement to indicate selection of more than one option finishing with the final movement to move to the next grid to indicate the last option selection of that step. It makes perfect sense if the method is pointer movement alone. The capacity is so great that 8 clicks may be used for functionality for each pixel, That if the efficiency is maximized, and the deductive power is maximized such that pointer movement alone should only have to make an additional sequential step of one or more options if the choices could not be recycled or deduced clearly enough from the preceding pointer movement. Any steps that may result in no further movement because they could have been deduced without user input or made more efficient, means that every pointer movement counts maximally for efficiency.
  • Pointer movement has so much capacity it may be organised such that the user can correct the mistakes before they happen. Pointer movement may be used to be continually correctable. Indeed the user knows that until the last pointer movement all previous functions activated by pointer movement may be reversed. g. A priori statement. If pointer movement is used to allow one option of the subsequent pointer movement functionality to reverse the preceding movement then at every stage of pointer movement the task is continuously correctable by a further pointer movement. Thus pointer movement always allows the user to reverses a preceding pointer movement before the mistake is made, and if this is used in combination with the deductive powers of pointer movement alone, then all errors may be eliminated prior to any mistakes been made.
  • Any method using more than one step to achieve the same corrective steps is copying the error prevention method intrinsic to pointer movement alone, h.
  • the sequential grid in P1 showed how no mistake needed to be made until the last save was moved over, in other words the user may continually reverse the system until absolutely sure everything has been done correctly.
  • pointer movement is so great that it may choose to emulate the convention manner of the GUI, choose only to work in zeroclick mode or choose a accessing and executing both because of the infinite capacity of pointer movement alone.
  • Pointer movement alone is able to emulate all this functionality but the icons unless they behave inconsistently to their original design and cause the icons to use pointermovement in a different manner cannot emulate pointer movement alone. See page 87 - 92 of R2.
  • Figure 1a shows the eight possible adjacent single direction pointer movements a pointer may make on a screen from one central pixel 409
  • the pointer 409 has a hotspot over a desired pixel.
  • the remaining numbers m l,m2,m3,m4,m6,m7,m8,m9 refer to the movement ofthe pointer over this desired pixel towards the adjacent pixel (p l ,p2,p3,p4,p6,p7,p8,p9) over pixel p5 or 409 in the direction ofthe arrow related to the number ofthe respective subsequent movement pointer movement m I ,m2,m3,m4,m6,m7, ⁇ u8,m9 of the pointer device.
  • the unit of measurement may vary as in visual basic programming from l twip, l pixel, l mm, to l inch, or any unit of value, however, in this example the unit of measurement is moving the hotspot ofthe pointer one unit in the eight possible directions from a central pixel p5 or 409 to the adjacent pixels (pl,p2,p3,p4,p6,p7,p8,p9 as shown in Figure l c)
  • m9 is a movement o the pointer 409 hotspot one unit (one pixel) in a North East direction from a pixel that the pointer hotspot 409 is immediately adjacent
  • m8 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North direction from a pixel that a pointer hotspot 409 is immediately adjacent
  • m7 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North West direction from a pixel that the point
  • Every possible simple and distinct pointer moveinent over a screen is described to enable the hotspot ofthe pointer (which is one pixel in area) to move to eveiy different pixel on the screen 400.
  • the control area and the predetermined path of claim 1 of PI are the screen, then every possible subsequent pointer movement from any desired pixel is described by the following eight different arrow direction movements. And thus every subsequent possible movement by an adjacent pointer movement device (like direction arrow keys or a mouse) has been described for any given pixel.
  • an adjacent pointer movement device like direction arrow keys or a mouse
  • the source code shows how a number pad Figure 2a and the keys of number pad may be used on any keyboard to demonstrate the method of generating a click event for every possible different direction of movement from any particular pixel.
  • the numbers on the keys ofthe keypad represent the new method of operating a GUI by pointer movement alone.
  • Each direction arrow ( 1 ,2,3,4, 6, 7,8,9) is assigned to a button press to cause the pointer movement to generate an identical direction movement ofthe pointer from the previous hotspot position ofthe pointer.
  • These directions generate a click event with every pointer movement which allows for full control of the GUI by just this pointer moveinent signal using one or more combinations of these unique click events (claim 3) from every pixel as the only method to control the pointer.
  • Figure 1b This shows how the eight direction arrows functionality of the numberpad can be used as a pointer device to move the pointer from one x,y coordinates (Page 16 line 17) to another to fully control the GUI by pointer movement alone as described by the direction and reverse direction zeroclick on page 106 and 107 of Pl as the following source code proves.
  • this pointer movement signal Page 31 line 7
  • this pointer movement signal can be used such that using techniques of having a program react only to the mouse position, and directional movement, without having the need of a mechanical clicking device will streamline the design of all current programs (Page 12 line 20-22 of P1)
  • Figure l b shows how all possible direction, reverse and angular pointer movements may be achieved using the arrow direction functionality ofthe number pad as a pointer device (Page 16 line
  • Figure lb shows a number pad which when any one ofthe respective button bl , b2,b3,b4,b6,b7,b8,b9 ofthe number pad when pressed performs a respective specific subsequent movement pointer movement m l ,m2,m3,m4,m6,m7,m8,m9(shown in figure l a) to the respective button pressed and this executes a respective click event Zl,z2,z3,z4,z6,z7,z8,z9 to the button pressed while the pointer hotspot position moves relatively 1 pixel in the respective direction m l , ⁇ u2,m3,m4,m6,m7,m8,m9 to move from the relative position ofthe current pointer hotspot represented by p5 by the movement over p5 to the respective adjacent pixel in the eight possible adjacent pointer hotspot positions from p5 to pl ,p2,p3,p4,p6,p7,p8,p9.
  • buttons numbered bl also end key has same function
  • b2 down arrow key has same function
  • b3 page up button has the same function
  • b4 left arrow button has same function
  • b6 right arrow button has same function
  • b7 home key has same function
  • b8 up arrow has same function
  • b9 Page Down has the same function
  • Zl is the South West Direction ZeroClick zl .
  • the on instruction signal ofthe pushbutton by pressing the number l button b l (the button designated with a South West direction arrow) ofthe number pad causing a subsequent movement m l (as described in the description of moveinent m I in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement m 1 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of P I .)
  • the hotspot ofthe pointer is over the p5 pixel in figure 1 c then the effect of
  • Z2 is the South Direction ZeroClick z2 or Down Direction Zeroclick z2.
  • the on instruction signal of the pushbutton by pressing the number 2 button (the button designated with a South direction arrow) ofthe number pad causing a subsequent moveinent 2 (as described in the description of movment 2 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot o the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 2 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of Pl .)
  • Z3 is the South East Direction ZeroClick.
  • the on instruction signal ofthe pushbutton by pressing the number 3 button (the button designated with a South East direction arrow) ofthe number pad causing a subsequent movement 3 (as described in the description of movement 3 in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 3 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P i .)
  • Z4 is the West Direction ZeroClick or Left Direction ZeroClick.
  • the on instruction signal of the pushbutton by pressing the number 4 button (the button designated with a West direction arrow) of the number pad causing a subsequent movement t (as described in the description of movement 4 in the figure 1 a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 4 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of Pl .)
  • Z6 is the East Direction ZeroClick or the Right Direction Zeroclick.
  • the on instruction signal ofthe pushbutton by pressing the number 6 button (the button designated with a East direction arrow) ofthe number pad causing a subsequent movement 6 (as described in the description of movement 6 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 6 and may access one or more functions available through the new GUI of claim 1 of P 1 as described in claim 2 of Pl .)
  • Z7 is the North West Direction ZeroClick.
  • the on instruction signal ofthe pushbutton by pressing the number 7 button (the button designated with a North West direction arrow) ofthe number pad causing a subsequent moveinent 7 (as described in the description of movement 7 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent moveinent 7 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
  • Z8 is the North Direction ZeroClick or Up direction zeroclick.
  • the on instruction signal ofthe pushbutton by pressing the number 8 button (the button designated with a North direction arrow) of the number pad causing a subsequent moveinent 8 (as described in the description of movement 8 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 8 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P l .)
  • Z9 is the North East Direction ZeroClick.
  • the on instruction signal of the pushbutton by pressing the number 9 button (the button designated with a North East direction arrow) ofthe number pad causing a subsequent movement 9 (as described in the description of movement 9 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 9 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
  • the reverse zeroclick is pointer movement alone executing a click event of P1 (if the control area and predetermined path of P1 are the screen or total area accessible to the pointer) by a reverse movement in the opposite direction to the preceding pointer movement.
  • This locates the exact pixel that the pointer was over at the moment of reverse and generates a click event which provides the x,y coordinates of that remembered pixel with the type of reverse zeroclick.
  • Using the unit of measurement as moving one pixel this means that there are a possible eight types of reverse zeroclick provided by this above definition in P1. To every possible direction of movement there is an subsequent opposite direction of movement, and in this example that means there are eight possible different types of reverse zeroclick.
  • the reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously
  • the program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn
  • An example of a complicated right reverse zeroclick may be a right direction pointer movement m6 from p5 followed by a left direction movement m4 over m ⁇ causing the pixel at p6 to be the x,y coordinates of p6 to be located by this initial reverse movement but a subsequent movement in addition to this RRZ needs to be completed to enable the complicated reverse zeroclick to be completed.
  • the subsequent movement after the initial movement was a requirement to do a further 100x further m6 m4 pointer movements, if this further 100x sequential pressing of the pointer movement is not completed then this complicated reverse right zeroclick could not be completed. If the wrong movement occurs before the 100x m6 m4 pointer movements are not completed then this complicated reverse zeroclick will never complete.
  • button b5 on the numberpad may emulate all eight complicated reverse zeroclicks by completing the subsequent movement required after the initial direction of the reverse zeroclick has been generated by the direction of the immediately previous pointer movement prior to pressing the b5 button.
  • the button 5 in figure 1 b may be used for a complicated reverse zeroclick, for all eight other buttons. This illustrates the power of the complicated reverse zeroclick.
  • this button is used to complete a complicated reverse zeroclick in response to the last direction of the pointer. For example, if the pointer by a mouse or touchpad or touch screen was moving in a
  • Any combination of reverse direction, direction or angular zeroclicks may be used (Page 23 line 23 of P1) to generate every possible zeroclick by pointer movement alone.
  • any single or more than one directional pointer movement may be combined to cover every possible seguence of pointer movement alone may be defined for function activation. The programming shows this
  • claim 2 may activate is the method of claim 31 , that is using any preceding direction zeroclick, reverse zeroclick, or angular zeroclick or a combination of any of these Page 23 line 23 of P1 to then generate further regions for further function activations.
  • the method was to create areas from a preceding zeroclick to enable further function activation.
  • the method was generating option areas called one or more regions on the screen through preceding pointer movement alone for further function activation.
  • the pointer movement functionality determines the graphical appearance of the regions and the functionality of the regions. This increases the options of the developer for function activation.
  • Any combination of one or more direction zeroclick. reverse direction zeroclick or angle zeroclick may be used to generate one or more regions for further function activation.
  • control area 1 that was generated in response to the movement of the pointer. Therefore every single direction of the pointer movement over any pixel in one of the eight possible direction (1 ,2,3,4,6,7,8,9) generated a click event over a pixel, this caused an area caused a control area to move synchronously with the pointer with 7 of 8 of the direction zeroclick (z1 , z2, z4, z6,z7,z8, and z9 of figure 1 b) or (1 ,2,4,6,7,8,9 of figure 1a).
  • control area 400 (the screen, and the predetermined area and every possible different click event (8 per pixel as described in figure 1 a) and the directions 411 moves and positions the control areal synchronously by the individual click events (1 ,2,4,6,7,8,9 of figure 1a) every one of these movement.
  • the movement in the SE direction pointer movement 3 uses the click event generated by this pointer movement to change the function and or appear of the control area 1 so that the pointer may move over the control area and access further functionality through this region.
  • this description shows one control area (400) the screen activates click events from every possible movement on the screen to position the synchronous control and alter the appearance, functionality and behaviour of the synchronous control depending on which pointer movement the user chooses. This also reveals that the most efficient position of a control area is synchronous to the pointer.
  • Figure 1 c shows 3x 3 pixels of a display screen.
  • P5 is where the current pointer hotspot is located and the remaining 8 surrounding pixels showing the eight possible adjacent pixels that may be accessed by moving the pointer respective pointer movement ml,m2,m3,m4,m6,m7,n ⁇ 8,m9 shown in figure la, which execute a respective click event zl,z2,z3,z4,z6,z7,z8,z9 shown in figure l b while the pointer is moving in the respective pointer movement direction ml,m2,m3,m4,m6,m7,m8,m9 shown in figure la while over the current hotspot pixel position p5 as jhown in figure lc.
  • the key aspect of this drawing is to show you a nine pixel square of the screen and enlarge it so that the pointer movement direction caused by pressing the respective buttons of the number pad is understood.
  • These nine pixel squares may be positioned anywhere on the screen as long as p5 the current position of the pointer is within the boundary of the screen border.
  • Figure 1d illustrates how this 9 pixel square may vary its position on the screen wherever the current position of the pointer movement is.
  • the conventional mouse input or touch pad or touch screen could move the pointer in gross fluid movements to execute function over the form_mousemove
  • the mouse movement is unable to access the entire pixels of the screen proving the visual basic programming language never was designed to operate a GUI by pointer movement alone
  • the fine movement illustrated by the the numberpad where every possible pointer movement direction zeroclick may be executed on the screen may be used in conjunction with a touch screen or touch pad or graphics tablet within the 701 area of figure 7 or 8, the outside of the touchpad or led screen 701 may have the touch screen, cintiq style led screen, or touchpad occupying the center of the screen for rapid positioning of the pointer and then the areas allocated in the two borders areas 5 (and the 4 or 8 outer areas ) for fine pointer movement and the 5 area with all these method operating as on of switches by changes in direction of movement over the touchpad,
  • Figure 2 shows the method described in Page 106 line 20 -24 ofP1 of operating a GUI executing a click event by pointer movement alone (claim 41 or claim 1 and claim 2 of P1 where the control area and predetermined area is the screen 400) a.
  • the description ofthe method of operating a GUI by pointer movement alone, in its simplest form is described on Page 106 line 20-24. i.
  • the pointer would move to that location in horizontal and vertical movements avoiding the diagonal south east movement. All the remaining movements 411 of the pointer 409 apart from the south east movement over a pixel do not execute the click event of claim 1 of PL 2. Once the pointer was over the desired pixel the user would move the pointer in a south-east direction, 410 3.
  • Figure 3 This shows the appearance of the necessary essential features to fully operate a GUI as defined by claim 41 of P1. 400 this is the screen, control area, predetermined area (see further description on figure 4.
  • the only variable that is changing to execute a 'click event' in claim 1 is a subsequent movement ofthe pointer moving over a screen (which is pointer moveinent alone) and that function of a click event may be then used to execute a second or more functions of activating one or more functions ofthe GUI in claim 2.
  • the subsequent movement may be any defined movement but to understand the process more clearly may be any simple and distinct movement ofthe pointer (e.g. a movement ofthe pointer in a certain direction, or a combination of one or more consecutive pointer movements
  • the movement of a pointer in a certain direction executing the click event in claim 1 is known as a direction zeroclick, e.g.
  • a SE direction zeroclick is described on page 106 line 20 —24 , or a combination o f two (e.g. the reverse zeroclick (bottom line of page 106, top paragraph 107) or more direction zeroclick (Page 23 first lines second paragraph from the bottom of page 23 of PI - or a complicated reverse zeroclick (page 107 of PL)
  • the patent PI clarified several times in its description that the control area (claim 2) may be any size and the predetermined path, the region and the additional area may be the same size (page 18 line 18) as the control area (page 19 10 lines from bottom of page).
  • Figure 3 represents Claim 41 and this may be derived from claim 1 and claim 2 and claim 30 by having the ability to define for areas (the control area, the region, the predetermined area and the additional)as having one set of values that ofthe screen 400.
  • Figure 4 does not have 401 (the spot interface), 402 a pointer being positioned at the centre ofthe spot, 403 a pointer being position over while space, 404 an icon to access the functionality ofthe My Computer 405, and the start menu 406 to access all the functions ofthe GUI through this menu. It would have been obvious to the user that both My Computer 405 and the Start Menu 406 required a click to access them, but Dl recognised that command buttons should be clicked in the conventional manner, even though pointer moveinent over a graphical interface could have replaced this method.
  • Dl shows that the conventional method of operating a GUI relies on graphical object (icons e.g. 405 and 401) - there is no description of how a function (the appearance ofthe collar) may be accessed by pointer movement alone at 403 compared to 402 in figure 4.
  • graphical object icons e.g. 405 and 401
  • start menu 406 and my computer 405 and the spot 401 were all removed from figure 4 and there was no ability ofthe mouse to click then it would be impossible to operate a single function on the Windows desktop.
  • Dl proves the Encarta 2002 definition of a GUI, as one that uses graphics (i.e. no graphics its is inoperative); it relies (needs as essential) menus (e.g. start menu 406) and icons (spot interface 401 , my computer 405) and a mouse (defined as providing a dual signal of moving the pointer to a certain location an a screen, and a pushbutton to indicate a user intention signal - no pushbutton on the mouse and Dl cannot operate with my computer, start menu, or the right mouse button to show the properties window of Dl (Figure Indeed the numerous reading of patents regarding the GUI, is amazing how each of them describes the most tiny differences in the most crowded market, yet all them are dependent on the graphical object (menu or icon or text) in conjunction with pointer movement are essential in the first claim of all of them.
  • menus e.g. start menu 406
  • icons spot interface 401 , my computer 405
  • mouse defined as providing a dual signal of moving the pointer to a certain location
  • Claim 41 simplifies everything to the single step of pointer movement alone. The simplification ofthe control ofthe computer to this single step. It method reveals the graphic is unnecaciy and obsolete for the operation ofthe GUI, the conventional pushbutton press of the pointer device is unnecaciy and obsolete, indeed every other method of access functionality and executing it in the GUI now and forever as long as programs are in existence (existing programs - continuous ongoing presence tense updated every time the reader reads the claims to see if the current programs have used pointer movement in a different manner to how it was used when PI was disclosed.)
  • Figure 3 reveals that not even the pointer position at 402 or 403 or even the appearance o the pointer is necessary to fully operate the GUI but only the pointer movement (not its appearance but its method is pointer movement alone).
  • Figure 2 further explains the method of operation ofthe direction zeroclick, if an average person st'll is finding the inventive step too unobvious.
  • Figure 4 This is a picture showing a desktop environment with a spot interface 401 as described in d1 as 10, an icon example of My Computer 405, a start menu button 406 to llustrate menu functionality, and two hospot positions ofthe pointer; the first position is over white space at pixel position 402 and the second pointer hotspot position is over pixel 402.
  • the purpose of this diagram is to prove infallibly that D1 never described a method of operating a GUI by pointer movement alone but only pointer movement over a graphical display element.
  • a graphical display element is not the same thing as an area as it has functionality that an area does not have.
  • the new pointer moveinent alone interface is two inventions in one it is the operation of a GUI without requiring graphics under the pointer to influence the functionality accessed by the pointer, and it is a click event allowing user choice over a pixel to execute a click event by pointer movement alone for a specific x,y pixel.
  • the choice to click or not to click is achieved by the subsequent movement over a predetermined area (the pixel, or the screen — the method is independent on area but only directional pointer movement and pointer position)
  • the total screen area 400 accessible to the pointer movement composed of pixels to represent that area that provide the coordinates ofthe pointer immediately adjacent to the position ofthe hotspot ofthe pointer the area that a conventional GUI may be displayed.
  • the hotspot of the pointer is the centre pixel ofthe spot interface (10 of Dl ).
  • the hotspot of this pointer is a pixel at the tip ofthe arrow (any skilled person would know using a cursor file the hotspot may be positioned at any position ofthe pointer bitmap)
  • this is the first position ofthe pointer where the hotspot ofthe pointer is over a pixel in white space (this is a computer definition of space which has no function and the pointer navigates without activating any function. It is the most important feature to keep computer interfaces simple - the most basic graphical user interface emphasise that if should be used to keep the interfaces simple so that the functions ofthe controls are more pronounced.)
  • a conventional GUI operate by a pointer 402 being positioned over a graphical display element 401.
  • the conventional GUI did not operate the spot interface by being positioned in the first pointer position 403.
  • Dl in Figures 1 ,2,3 showed Microsoft Windows with the conventional start menu button 406, and my computer icon 405 and the white space ofthe desktop. There was no description how any of these functions would operate by pointer movement alone without the pointer device being able to perform a click event.
  • the conventional GUI system should operate without graphics (menu or icon) or without any other method of operating the GUI as claim 41 of P 1 made clear was the new method of operation of a GUI.
  • Figure 5 how pointer movement alone may execute a function at a pixel over a graphical object or a pixel over white space, and may offer the user a choice of a click event by movement over every pixel the pointer is positioned over.
  • the pointer When the pointer moves in a south east direction it causes the pixel to be remembered (the x,y position essential for a click event to be generated) and may activate one or more functions ofthe GUI.(and may highlighted the specific selected pixel a blue colour )
  • the pixel by a movement in a south east direction may be highlighted 408 alone or in addition to the collar appearing whether the pointer is operating in zeroclick only mode or in a combined and conventional mode, likewise the pixel at 403 can be highlighted 409 by a south east direction.
  • the user has a choice by the movement over 402 or 403 not to highlight the pixels by performing all other directions of pointer movement.
  • the method of operating a GUI by pointer movement alone is independent ofthe graphical display element or control, it is also a click event in that in the same way that a user may choose to push a pushbutton over 402 to cause the blue pixel to occur 408 or not push the pushbutton to cause the blue pixel not to occur.
  • the user using the south east direction may choose to execute the click event by pointer movement at the x,y position ofthe pixel and cause one or more functions to occur (e.g. the pixel turning blue), or choose not to click by moving the pointer in the any other direction apart from the direction ofthe direction zeroclick, or by not moving the pointer any further.
  • D l had really discovered the click event by pointer moveinent alone, had discovered that now there was no need to divide pointer movement alone as navigation and pushbutton as click events but rather pointer movement alone could activate all functions thought click events by pointer movement alone, and thus create a new graphical interface which could operate a GUI by pointer moveinent alone without relying on the graphical object at all for functionality - surely there would be some mention in D l that is what has been discovered and description of how pointer movement alone without a spot underneath it may achieve all the above functionality. However, I find no such description of this in Dl and pointer movement alone (i.e. not requiring a graphical object like the spot or menu underneath to give it its functionality has no function apart from navigating across a screen).
  • Figures 6 a - f do not exist please picture these in your mind.
  • Figure 6 a -f shows one method (which may be applied to all possible methods using a detector of body part movement , a clarify of intention of using that body part for operation of a GUI, a calibration ofthe body part movement, a using ofthe body part for operating a GUI by pointer movement alone (where the pointer is reflecting the relative movement of that body part) and then after using the GUI apparatus a method of logging out of using the body part
  • Figure 6a This shows a person moving a body part eg the hand in front of a web cam this web cam is looking of recognisable moveinent in the screen to initiate its functionality.
  • the web cam is connected by any means (wire or wireless) to a computer which processes the image stream and converts the moveinent of a body part eg hand into the movement of the pointer on the screen
  • Figure 6b The user performs an initiating sequence.
  • the camera will have a method of detecting which area the colour of pixels are changing. If these changes occur in an intentional movement in any part of the screen this makes the computer assume that that movement is not accidental. It therefore will wait to see if the correct sequence of movement is completed for the initiation sequence for example if the initiation sequence was to clap the hands above the head 5 times it will assume that the user has user intention because he will have completed the initiation sequence in the correct manner without doing other movements.
  • Figure 6c The user then calibrates the pointer movement.
  • the hand will move vertically up and down e.g 3x to demarcate the left border of a box, likewise a further 3x to demarcate the right border of a box of area, and three further movement 3x to demarcate the upper border ofthe box of area, and then 3x to demarcate the lower border of an area.
  • Figure 6f the end sequence ofthe pointer movement alone. This is just another zeroclick using a body part, the first body part being used alone was the finger described in PI page 105.
  • Figure 7 shows a variation of Figure 1b.
  • This area contained within 700 may be a a touch screen or a touch pad.
  • Figure 7 and 8 show how a pointer device may have a fine pointer movement e.g. like a numberpad on the periphery of a touchpad.
  • the area in the center works as a conventional touchpad or touch screen except it does not need any click functionality (e.g. the tap, the pen down or pen up - or digit down or digit up are not needed for the method. Only the change .
  • the numbered areas outside 701 are also touch pad areas. These have the same effect as the zeroclick functions z1 , z2, z3,z4, z6, z7 ,z8, z9. 700 represents the total touch pad area. There is no need for any click functionality. This may be arranged entirely by pointer movement alone using direction, reverse direction, and angular zeroclick or any combination of sequences of the both.
  • the area 700 is a touch screen with the central component as the touch screen, with 701 being used for rapid general positioning of the pointer and then the two border the inner border area 5 for reverse zeroclicks and then the outer border area for fine pointer movement.
  • the great difference about the function of 5 is that it is not a traditional click event, its functionality is dependent on the previous pointer movement thus increasing the capacity of the 5 function to eight different possible functions.
  • the system could be combinations of different methods to achieve the gross pointer movement and the fine pointer movement.
  • the gross pointer movement may be done by a led touchscreen and then the areas may be activated by a traditional touchpad method.
  • the method or combination of different method for each pointer device may be varied but the constant would be having gross pointer movement and fine pointer movement and then reverse zeroclicks in a central border panel.
  • the reason why this reverse method is good is it increase capacity in an exponential way as every pixel may generate 8 different click functions compared to 1 , because it is a reverse movement the pointer always returns back to the original position through the movement but has the benefit of activating 8 different functions.
  • Figure 7 has shown the outer border to be divided into eight sections. Depending on how big the touchpad is so that each area may be divided into more or less sections depending on practical (each pointer movement has to be easily done) and functional requirement (e.g. the outer border may have 16 or 32 sections, the main direction arrows the horizontal arrows and vertical arrows for movement, and the other sections which represent every possible position of movement, if there was a need for more function activation through the complicated reverse zeroclick. Faster and safer method. 1. Quicker to located the exact pixel. 2. More unlikely to happen by accident. 3. A finger may accidently tap the touchpad or touch screen and the wrong function may happen. With this method since a specific movement is required involving one or more specific pointer movement it is less likely to occur by accident.
  • Figure 8 shows the touch screen (e.g screen - led, plasma, monitor using all known ways of recording the change in x,y position of the pointer through a body part or object moving in relationship to the screen), graphics tablet.
  • touch screen e.g screen - led, plasma, monitor using all known ways of recording the change in x,y position of the pointer through a body part or object moving in relationship to the screen
  • graphics tablet e.g screen - led, plasma
  • the movement method as in figure 7 is standard for the area represented by 701. This moves the pointer in fluid movements conventionally. The two borders outside are to enable greater more precise fine control ofthe pointer movement.
  • the area 701 was a handheld device (telephone or pocket pc or palm with a colour touch screen
  • the movement of the pointer would correspond to the moveinent in the conventional way for the pocket pc (e.g. pocket pc operating system by Microsoft), in which the pointer moves and corresponds to the pen down position but is invisible, or there may be a visible pointer hotspot marker.
  • the pointer movement method means that these touch screens just require the pointer movement alone signal for the operation.
  • the subsequent functionality is controlled by the pointer movement
  • the pointer does not need to move from where it is.
  • This may be used to achieve all the other efficiencies through its capacity.
  • the devious infringer method is a two step process. 1.
  • the infringer applies pointer movement alone to their program and use it to execute functions which were not used before thus increasing the productivity of their program. 2. They then try to hide the productivity ofthe program being proportional to pointer movement alone by making the program less productive than it could be by pointer movement alone, but more productive than a competitor or the previous program that they had upgraded.
  • the invention of PI was the zeroclick.
  • the zeroclick is a click by pointer movement alone.
  • the mouse Since the invention of the mouse, the mouse has had two major functions. The first was the movement of a pointer over a screen and the second was a button press/click 1 . Page 3 first lines of first paragraph of P1
  • This invention provides the design of the computer interface to the movement of the pointer alone for both the location and "click” events and offers the programmer and user an additional "visual” click system to program increased functionality and ergonomic design.
  • P1 described how this click by pointer movement alone clearly may be achieved by 1.
  • a single movement may locate a single pixel in the same way as a click 1 on a pointer device on page 106 20 -24 (a single movement from where the pointer was in a certain direction).
  • P1 described that any direction (thus all directions defining all possible pointer movement from a certain pixel) not only the SE direction on any pixel may operate a function like remembering the pixel and/or activating a function (e.g. highlighting it in blue).
  • Claim 1 , claim 30, and claim 41 all revealed that the principle was any subsequent movement (1 ), any specified movement (30), or pointer movement alone (41) was the essential feature that the SE direction pointer movement was illustrating.
  • Two pointer movements may locate an exact location in the same way as a click 1 on a pointer device on page 106 last line and 107 first paragraph.
  • the click 1 described is the click of the pushbutton being released to located the exact position a drawn line should end.
  • the movement described to end the drawn line was a reverse movement of the pointer over the previous path of the pointer movement.
  • the exact position that this reverse movement occurs defines the exact location for this click event.
  • This click event may occur with any two movements not just reverse movements.
  • the two direction movements activate a click event and are not reverse movements they are called angled zeroclicks, and these may activate a click event by pointer movement.
  • Page 106 last line and 1 st line page 107 of PL 3. More than two movements may locate an exact location in the same way as a click 1 . This is illustrated by the combination of more than a single or two direction movement locating a click. It was described in the first paragraph on page 107 as the complicated reverse zeroclick.
  • the reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously.
  • the program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn.
  • Page 107 first paragraph of P1 4. A single pointer movement (direction zeroclick) over an area executing a function at a pixel (turning it red) by a subsequent movement in a SE direction over a predetermined area control area 1.
  • any pixel position may be located by a zeroclick.
  • Page 106 near bottom of 2 nd paragraph of PL 5.
  • the pointer movement alone may be able to isolate the start and finish points of any path pointer movement and use this movement gesture for any further function activation.
  • the path of the pointer movement was represented by the drawn line in the following description. Thus the path of the pointer may go to any pixel and whatever movement occurred if it there was no reverse movement could be capture between a zeroclick at the beginning of the path of the pointer and a reverse zeroclick at the end of the path of the movement requiring capture.
  • the region 2 area may be rotated by any degree if user preferred to present a
  • the Zeroclick path may have any form of direction Zeroclick, reverse Zeroclick, or angled Zeroclick or any combination of these Zeroclicks using variation in shape of the predetermined path or interaction with subareas Page 23 top of third paragraph of P1
  • Zeroclick Methods may transform any operating system, application or control into a GUI, which does not need to use any mouse button or keyboard presses where they were used before Thus the Zeroclick Methods may be applied comprehensively to all existing software and all future software development Page
  • Proximity software design is using the Zeroclick methods in an application to achieve the minimal amount pointer movement to achieve the maximum amount of functionality for the given control area for its given functions Page 81 second paragraph of P1
  • pointer movement alone may be a visual click system
  • a click is a sound, and it is not visible as the user is watching the screen when a click occurs with his finger
  • pointer movement alone may be used to display the movement normally invisible by the user applying the click to be visible on the screen via the effect of pointer movement on the screen
  • Page 72 - 78 of R2 show further information explaining the concept of pointer movement alone comparing it to the GUI.

Abstract

The graphical user interface attached functions to an icon and by navigating to that icon a mouse could access the functionality of that icon. The pointer movement alone interface PI revealed the operation of the GUI should be by attaching functions directly to the pointer movement alone and that using icons and accessing functionality of a GUI through icons was inefficient because the pointer had to move to the icon to access the functionality and the pointer movement alone could have execute the same functionality of the icon from where the pointer was located without wasting the movement to the icon. Thus the user would move in one direction of movement which indicated user intention and the graphics and subsequent functionality of tile screen would change to respond deductively to that preceding movement to present the one or more options organised in the most efficient way such that every possible function that the user would wish to execute would be available in a subsequent movement but the most likely choices would require the least subsequent movement. Every subsequent movement after this initial intentional movement could be used to clarify (i.e. present options that confirm and further specify the user choices or correct - allow the user to indicate the wrong movement choice has been made) and by continuing to use the system the user could always achieve every task done correctly on the computer.

Description

The most efficient graphical user interface is a pointer movement interface.
References
P I is UK Patent GB 2380918B D1 is US5721853 A spot interface D2 is EP0660218 An improved graphical keyboard R1 is Priority document GB 0327004.8 R2 is Productive ZeroClick 7 filed on 22/11/2004 with application number 0425567.5
V1 is Why pointer movement is always more productive than the GUI confidential and copyright 2004 N S lrvine.exe. This is contained on the CD filed with this document. V2 is Pointer movement alone means that the control of the functionality of the icons is the pointer movement alone copyright 2004 NS lrvine.exe.
Statement of the Invention.
The most efficient graphical user interface is a pointer movement interface and therefore any increase in pi-oductivity of a graphical user interface program will be proportional to the increase in functionality of pointer movement within that graphical user interface.
Thus this patent provides a skilled person with the certainty that if they focus on considering the inefficiency of pointer movement alone in their GUI program and increase the efficiency of the pointer movement of any program, the increase in productivity will be propoitional to the productivity gained through the efficiency of the intrinsic properties of pointer movement alone added to that program.
The key difference of this patent compared to PI is the word most P I claimed all the properties intrinsic to pointer movement alone and claimed that they could make a program more efficient. However, PI did not claim that out of all the different input mechanism possible for a GUI that the pointer movement alone is the most efficient it only claimed that it was more efficient (it could streamline all current programs).
After disclosing the new pointer movement alone interface in P 1. AH the upgrade programs which advertised an increase in productivity over their previous upgrade all should a pattern that Ihey had also used pointer movement in part within that program to activate functions which were previously activated by other methods. Indeed if became obvious that there was a direct relationship to the advertising claim of a program that it had improved its productivity in some way and the increased functionality of the pointer movement alone within that program. Indeed it appeared that every program that was an upgrade or an improvement on a competitor or existing program all had changed the functionality of pointer movement alone in their program.
Exactly as the PI patent had predicted, once it was disclosed that using pointer movement alone was infinitely safer than a click, and more efficient, even though the patent clearly had protected changing the use of the functionality of pointer movement in the program, developers started using pointer movement in different ways to access functions never previously accessed before. The difficulty was the time to have to access and look at every program and see how after 3/5/04 the skilled person had used pointer movement. Then the inventive step came that it was an unnecessary step to have check when a GUI claimed that there was a increase in productivity which was accessed or executed through a pointer device, it will always be the case that program had increased the functionality of pointer movement in one or more aspects of that program. The inventive step was the recognition of the law of productivity ol'a GUI that increasing the efficiency of pointer movement functionality either partially or wholly within the GUI would be the reason for the increase efficiency.
Thus the inventive step came in realising that the increase in productive of a GUI would for every case be dependent on the increase in functionality of the pointer movement within that program. This diffei-ence would mean that it would be an unnecessary step now to have to check if a GUI had changed its pointer movement functionality and now was (activating) accessing or executing functions previously activated in existing programs by other methods. It is the difference between claiming that in every case the productivity of the program would be more efficient than nearly all cases.
The difference between nearly all cases PI and all cases is the difference between suggesting pointer movement alone as a very productive option which as to be weighed against going completely against the conventional manner of the GUI, or it is always the case, which means that the conventional manner will become obsolete because it will always be less efficient than the pointer movement alone interface.
This patent describes the law of productivity and produces infallible arguments why this law will be applicable in all cases. It makes any other conventional methods about the GUI have to be dependent on this method of operating a GUI for incι-easing the efficiency of the GUI by operating more functions by pointer movement alone than in existing programs when the programs previously used other methods to access and execute functions in the GUI. By describing it as a law a programmer knows that it would always be the case and this method will always be the method of making more efficient programs. Thus defining by defining the law that increase in productivity of GUI programs as been dependent only one the increase of use of pointer movement within that program to access and execute functions previous accessed and executed by other methods means the GUI programming has to become obsolete. Who wishes to build programs that are less efficient and less productive than previous ones. The more efficient method will always make obsolete the less efficient method especially when the more efficient method has an unlimited increase in functionality
Background History of Programming
Thus if we look at the different rules of the three different interfaces. The typed command interface, the GUI (icon based interface) and the pointer movement interface (PMI) defined on 3"1 May 2001. 1. Using the command prompt to type in commands. a. Had to be able to remember the commands and spell them exactly correctly with all the different option setting correct. i. Difficult to remember ii. Had to have typing skills iii. Had many steps (some woι-ds were long with the option settings and other variables) 2. Using the icon. a. The key rule was consistency in appearance and behaviour. I the user has to look to find an icon and then click it it has to have a consistent behaviour or it would make it difficult for the user to remember if the behaviour of every icon was different. " he Basics of interface design ( R3). This may be found in Visual Basic Concepts of the MSDN libarary and the version I am referring to is HTML help control version 5.2.3790.1 194 copyright 1995 - 2002. b. The icon is the building block of the graphical user interface. Dl is a typical icon. A pictorial representation of the function (previously a typed command) such that when it is accessed by moving the pointer over the object the mouse may activate a function usually by a click. If we refer to Rl page . c. The key advantage of the icon was that it was very easy to remember and it was normally activated by a primary mouse pushbutton click. Thus to access a function the user needed only to remember where the icon was and move to it and click it. d. To help remember where the icon was and what it was used , and where other functions were located e.g. common menu items on a menu — there was one GOLDEN RULE FOR GUI programming, make the icon behave like all other icons so it gives consistent results. Design the program if it is a business program to look like a business program, use colours of a business program. Use icons which appear similar to the similar functionality in other programs. i.The key word in the coinputer world was copy the functionality and style of icons for any existing type of program so that the user would be instinctively and intuitively familiar with the behaviour of the icon. ii.Thus the appearance and the behaviour of the icon for eveiy type of program is completely and strictly defined. This becomes obvious and is stated clearly in R3 1. The key aspect of this document is that there is not a single heading which describes the need to consider only the pointer movement alone in the design of a GUI. It is completely absent. The words "pointer movement" are completely absent from any design consideration of the GUI. Indeed the whole article was a discussion of controls, the position and composition of controls and how to make them stand out. The article suggested that for icons the most important thing was to see what existing standards were to represent functions and copy them. Thus when we consider this article was copyrighted after the PI filing date, it shows that pointer movement far from being an important determinant of the design of a GUI was consider so insignificant as a method of controlling the efficiency of the graphical user interface it was never even mentioned. 2. Thus in the Basics of interface design it was composition and consistency, that was highlighted as important. This makes most sense because if the user knows where the icons are or knows where the menus are stored and therefore may access t em more quickly without having to refer to the help because the design of the icons are accepted standards. 3. Another advantage of the GUI was that by attaching all functions to a icon ultiple inputs could be accessed. This is obvious in visual basic as if you go to any object, you notice that the Click, the MouseDown , KeyDown and numerous other events are attached to the appropriate controls, thus the skilled person can easily access the functionality of the icon through the keyboard or Mouse. Thus the user may choose to navigate to the icon to get focus through the keyboard, or pointer movement or voice or any other method. 4. The key aspect as is shown by the icon is consistency. That these graphical icons behaved in a consistent manner, and DI although originally files 5. D1 was aware of the potential of using pointer movement to activate all functions but was very clear this should not be done and the click should be used for command buttons. 6. The buttons 302d operate in a conventional manner in that they enable the user to open additional windows or initiate execution of applications programs simply by clicking on the appropriate button(s). page 5 line 15-20 7. The key aspect is to ask why when pointer movement over an icon has it not been used indeed this patent was originally filed on 28lfl April 1995 and still has not been used in windows? The answer is that the golden rule for icons is consistency, and the most consistent feature of a GUI is that when a pointer moves it is used as a navigational tool. Any use of the pointer for other functions was considered very dangerous, because the underlying principle of the mouse was that the mouse movement navigated the pointer and the click executed the function of the pointer. 8. At the time of P1 it would have been considered completely dangerous and outrageous to use pointer movement to completely control the computer. It would mean that the icon would be less important than the pointer! Yet it was the icon in every GUI by definition that controlled the access to the functionality of the computer. Thus instead of always knowing that you could navigate safely only any icon and then click, and no matter which direction you approached the icon you would always get a consist behaviour that when you clicked the icon it would always execute as expected. 9. Indeed by changing the emphasis of the control from the icon to the pointer movement would mean that the pointer controlled the icon and therefore could make the icon behave in an inconsistent manner read R3. 3. The pointer movement interface i. The key to understand the pointer movement interface is that the pointer may move to any pixel on the screen and that for each and every pixel on the screen the user may choose to use one or more pointer movements to execute a click event for that pixel or may choose to do one or more other pointer movement not to execute that function. Therefore the method of operation of pointer movement alone is shown at figure 1 c. We see 9 pixel. The focus is at the central pixel p5 to illustrate how pointer movement alone works for every pixel. To enable navigation to every pixel with ease, the eight direction necessary to move to the next adjacent pixel in one single pointer movement are ( m l ,m2,m3,m4, m6,m7,m8,m9) these movements respectively lead the hotspot of the pointer to move from p5 to the respective pixel ( p I ,p2,p3,p4, p6,p7,p8,p9). Thus each of these eight different pointer movement ( m 1 ,m2,m3,ιn4. m6,m7,m8,m9) generate different click events for each pixel (claim 3 of P I ). Thus if there were 640 400 pixels there would be 640*400*8 possible unique and different click events (claim 3 of P I) and each of these possible pointer movements do not have to be controlled by any graphical object underneath the pointer, they are controlled only by the pointer movements direction relative to each pixel. The key aspect is that it is pointer movement alone without having to have a graphical object underneath the pointer to operate each one of these click event. This is because it is designed to work by area and not by icon. It is a completely separate method of operation to the icon. It works completely independent to the icon or any other method of operating a GUI. If it was not completely independent it could not claim pointer movement alone activates functions but it would have to be pointer movement combined with another step like been positioned over a GDE which is the claim 17 of D l , and not pointer movement alone. ii. The way that pointer movement alone achieved replacing the standard click event (claim 42) was to use the majority (7 out of the 8 directions of pointer movemen ) for navigation and only one for the click event just to make the concept of how pointer movement alone worked. The description of Page 106 line 20 -24 proved beyond doubt a user could use pointer movement to navigate across a screen to every pixel by avoiding the subsequent movement designated Tor the click event over that pixel until the user was over a pixel which the user would wish to execute a click event, in the same way that would have been done by pressing a pushbutton when the pointer was over the desired pixel, iii. The key radical approach to this method was that the only feature chosen to fully opei-ate the GUI through the pointer movement alone interface was the pointer movement. The very thing that had no function in the conventional GUI. The fact that pointer movement has no function in a conventional GUI is easy to realise by asking when a pointer moves over the icon does it have control or is it controlled by the icon underneath? It will become obvious that always the pointer itself has no function apart from the icon underneath it, if it did have a function it would mean that the icon behaved completely inconsistently which would make everyone think the program was unreliable (R3) and dangerous. iv. Indeed it was this very point that made the international search make such an inaccurate statement by stating that Dl operated by pointer movement alone. Because everyone is so use to the icon controlling the pointer in the conventional way, that the person doing the search could not see that pointer movement alone was different from pointer movement over an icon. Now it is not difficult to program as VI and V2 prove and the source codes prove but the inventive step was too difficult, v. The reason no one moves a pointer and controls a computer as described on Page 10 of P 1 is that it was consideι-ed the most irresponsible and erratic thing a programmer would ever do. Therefore it was never done until PI challenged the conventional GUI and stated it was less efficient than a pointer based system. You see the problem about having the pointer control the icon underneath is that the icon may cease to have a consistent function. Thus i the pointer is controlling the computer the functionality of the icon is irrelevant to the method of operation of the pointer. It always will activate a click event in the description Page 106 line 20 -24 by a south east pointer movement, and that unique movement for each pixel could be used to generate 640*400 different functions in addition to the behaviour of the icon. Thus with pointer movement alone potentially nothing would work consistently. To highlight the fears about pointer movement alone controlling the system, suppose if a person did a SE direction movement over any pixel and it had the effect of opening the start menu, then the user may move over My computer in a South East direction and the start menu may cover it up before it could be clicked upon. Thus using pointer movement as a method of controlling icons would have been the most illogical thing to have done, because it would have been considered completely counterproductive to have icons which should only have one function and are easy to remember then when you move over that icon one movement changes the icon into having the opposite function, this would be very dangerous, in effect you would have one control mechanism, i.e. that dictated by the icon underneath the pointer and then another mechanism of the pointer movement alone now being able to change and disable all the functionality oflhe original icons, vi. However, what PI did was to show that far from the fears of the computing community it enhanced every aspect of the GUI if done correctly. vii. PI revealed the only problem that the programming community faced was their prejudiced belief in the archaic graphical user interface which had becoine extremely complicated due to the multitasking windows making some icons very difficult to find being buried on the desktop when hundreds of windows needed to be closed to access them. viii. P 1 revealed that infinite functionality from every pixel could be obtained just by pointer movement alone. Pointer movement may be designed to work on its own (independent of graphics - the zeroclick method only), or in combination with icons - the combined mode) or be switched off so that it operated in conventional mode. It had the capacity to completely emulate the existing conventional GUI, or modify the conventional GUI or operate in only pointer movement alone mode. ix. This the GUI could not do at all. To emulate a standard icon the user just may choose the contiOl area and the predetermined area to be exactly an icon in size and may choose to operate all eight different directions of pointer movement per pixel for each pixel with the control area all to cause a collar to appear when the pointer moves over the control area. Since there may be more than one control area on the screen then each control may have this method thus D l may easily be emulated by claim 1 of P I . But could the GDE described in Dl emulate P I - no!, there is no description of a click event. Thus while over GDE only a collar would appear - one function only for 16 * 16 pixels. There is no description how by just using pointer movement alone a specific pixel may be selected within the GDE. Could the GDE cause a pixel to be selected outside the GDE. It would be obvious even to a novice that white space has no function. In other words the GDE has no influence and can never control a pixel outside the graphical object. Yet because pointer movement alone works by every pixel having eight click events (if full navigation is required) then regardless of whatever graphical structure the pointer moves over the pointer movement only interface will always work if there is a subsequent movement e.g. m3 over p5 where p5 of figure l c represents the current postion of the pointer , this movement will always in Page 106 line 20 -24 generate a click event and turn the pixel blue. Thus even in combined mode the spot working by producing a collar 401 in figure 4 and the pointer movement interface turning apixel blue by a south east direction zeroclick it becomes obvious that if the pointer movement avoided the south east direction pointer movement over 401 the pointer could locate pixel position 402, because it was in combined mode this could cause the collar to appear, but at any moment another click event by pointer movement alone independent to whatever programming the icon had could turn the pixel blue by a south east pointer movement over pixel 402. That pixel turning blue could have been any one or more graphical functions (e.g. removing the spot icon from the desktop and the collar) (claim 2 of PI). x. It is highly recommended that the videos V2 and then VI are studied closely. The basic method of pointer movement alone was to realise that to claim pointer movement alone activating a function the pointer movement had to be able to navigate to every pixel on the screen and execute a click event by pointer movement such that the user may choose for each pixel whether to send an instruction signal which would execute a click event at that pixel or another movement which would not execute an click event. Thus in the standard pointer movement alone interface which is easiest to understand the control area of claim I is the screen, the predetermined area is a pixel, and for each pixel there are a possible eight different movement over each pixel which could lead to navigation to eveiy adjacent pixel by a single pointer movement over that pixel, xi. This clearly and categorically stated that the xii. The method of the pointer movernent interface was the only requirement of operating the GUI by pointer movement alone. Graphical Display Element became obsolete (thus D l which was a graphical display element was essential for all the claims of Dl - pointer movmenl alone did not require a pointer movement over said GDE) it was pointer movement alone. Page 106 line 20 - 24 showed how this could occur. The pointer movement alone could replace the full functionality of the pointer device through only the pointer movement functionality. xiii. Thus the method differed completely from the icon based system. As already seen if you remove the need to move over a GDE then Dl becomes inoperative. The pointer movement alone may move over a GDE or over white space in both cases the method of operation is independent to being over a graphical interface, xiv. Incredibly the internation search of PI stated that pointer movement alone over a given area was known in Dl . Anyone reading Dl would know that that was never stated in the claims or in the desci"iption. What was stated was pointer movement (not alone but) in combination with a GDE (not a given area) may execute a function. Now it cannot be that the skilled people doing the international search would have made such an obvious mistake of equating an icon (GDE) for a given area, and pointer movement (alone) to mean in combination with an icon. This mistake of the internation search highlights how the inventive step of pointer movement alone was so great that even though the words in the claim made it clear that the essential requirement of D 1 was that an icon was needed not an area (and indeed if it was an area anyone would realise the features of layering and moving by clicking and dragging would be inoperative and attaching a function to a graphical pictorial representation all could not occur because all of these are not properties of an area (go to the area by the corner of the screen). xv. Indeed any skilled person would recognise that a GDE was dependent on an area as part of its definition. But a GDE could never be a definition of an area because it had properties an area does not have and is therefore an icon. An area could contain a GDE and white space or part of a GDE, whereas a GDE will always be just the area of the GDE not any other elements. xvi. Indeed it was only PI which defined a true pointer movement alone interlace. This was a GUI that could fully operate by only the pointer movement alone from any pixel independent of any graphical structure that the pixel belonged. This is because it has a system that operated by pointer movement alone for each pixel. It therefore could define an area which was any area of the screen. A GDE could not be an area outside itself by definition, whereas pointer movement alone may have perfect backward compatibility to existing icons by choosing the size of the control area and predetermined path to be equal in area and function as the original GDE. But the control area could the screen and the predetermined area be any area including parts of the GUI or it could be any group of non adjacent pixels (see PI page 105) that is because each pixel had eight different pointer movement clicks which each one or more of these clicks may be used in a sequential combination to generate a function. Thus I provides the basic structure every pixel generating eight different movement as illustrated by Page 106 line 20 -24, whereby every possible single pointer movement that may occur over any pixel has been defined. Then all that has to be further defined is one or more of these single pointer movement occurring in combination or within a range of values to generate more complicated zeroclicks like the reverse zeroclick or the combined reverse zeroclick. Indeed if eveiy single directional pointer movement may be defined on a screen for each pixel and one or more of these unique and distinct pointer movement may be combined to generate a subsequent movement which itself produces a unique click event independent to all these single click events, it becomes obvious through claim 3 of I that all possible infinite click events by pointer movement may be generated through the combinations of one or more out of all possible single pointer movement. These may be combinations of exact single pixel movements in sequence or pointer movements within a range (area) of pixels. All possible pointer movement may be covered by such a method and this range was described in PI . xvii. Thus having devised a method of operating pointer movement alone and solving all the problems inherent in the pointer movement alone method, some very unexpected results emerged, which is why every productive program after PI can be shown to be derived from the productivity originating from pointer movement alone. Why pointer movement alone will always be the most efficient way of operating a GUI'; The key question to ask is what is the effect of choosing the pointer to be subservient to the control underneath it? In other words by attaching the function to a graphical object this allows the keyboard and various other imputs to navigate by different routes to the icon and thus execute the function. Is is so great having multiple input, having the inefficiency of switching from a keyboard to mouse, and having to get repeatitive strain injury with two different input signals from a pointer device, a fluid movement and then a pause while another body movement is required. P I revealed that the choice of the graphical user interface to have control over the pointer movement was the more inefficient choice.
The realisation that pointer movement alone may from any pixel have unlimited functionality, without requiring any form whatsoever made it obvious that pointer movement alone would always be the MOST efficient method of operating a GUI. Dl tried to get maximum functionality from minimum form. Indeed Dl stated this was its intention. This would have been true if pointer movement alone could not control the icon. However, any skilled person having understood the capacity of pointer movement (8 click events from every pixel of the screen independent of any other method for just one single movement e.g. (640*400 *8). However if the pointer could jump like a pocket pc) two pointer movement could generate theoretically (640*400 *8)2 possible click events (page 105 of PI). Because it operates by pointer movement alone il has no memory waste generating icons and their functionality, the functions may be just attached to the single pointer movement (direction zeroclick) or more than one pointer movement (reverse zeroclick for adjacent movement ) and other combinations of movement for non adjacent pointer movement jumping. If we compare this number of possible functions from pointer movement alone to a menu system Dl which claimed maximum functionality by minimum form we see the following inefficency instead of a potential of (640*400 *8)2 different functions from just two pointer movement, how many can Dl promise from two movements.
For every pixel outside the spot interface Dl that is ((640*400 - 256) a pointer movement in any direction would execute no function apart from pointer movement alone. When on Dl there would be a possibility of only one function being activated from each one of the 256 pixels thus from allowing Dl to do just one pointer movement from every pixel on the screen after all that effort it would result in a capacity of 1 function, the collar appearing whereas pointer movement alone from just one pointer movement from every possible pixel may generate a potential capacity of (640*400 *8) with the knowledge that for every subsequent pointer movement the potential functionality increases exponentially. A skilled person when seeing the different capacity of pointer movement alone would realise that pointer movement alone as a method of operating a GUI is the most productive way.
Thus if he overcame his prejudice and asked the question is it true that the wrong choice has been made regarding using the pointer movement to control functionality.
The above description know should make any skilled person realise that pointer movement alone operates from every pixel independent to any graphical structure but just the movement of the pointer from where the current pointer is. It should now be obvious that pointer movement alone has the far greater capacity than icons and therefore all the properties of productivity ie. Getting the accurate complete results in the minimum amount of effort with the maximum amount of enjoyment to enhance the user short term ability to achieve error free result by enabling correction of the result before any errors, and long term ability because while correcting errors before they are made the person is learning the best way of achieving the task when previously unable to do the task with a machine that takes eveiy slightest pixel of movement of the pointer seriously, making the person feel very important. In addition every one of these pixel movement makes sure every deductive step is taken from every confirmed intentional movement such that any deductions that could reduce the number of subsequent movement steps to achieve maximal functionality will occur.
Thus it will be obvious from this description that pointer movement alone works in a completely different way. The user is no longer looking for information. PI revealed that all pointer movement may be used deductively to reduce the further pointer movement being required by recycling and bringing deductive information relevant to the next stage of a task to the user. P 1 revealed that because the sequential grid always allowed the user the option to reverse any selection of one or more options from a grid such that at every stage a task can be divided into a series of option steps where one or more options and or data entry may occur with feedback to make that step correct and by doing the sequence of these steps any task may be completed accurately and by showing that the save function of these sequential steps not only did it save a click for every step it also enabled the user to make sure that task was completed 100 % accurately. And could used all deductive methods to make sure the data and the selection of options by the user was correct according to the information accessible to the program. In this way pointer movement alone not only showed that it was the most efficient way to upgrade any existing system. It showed that it was the best way to develop a proactive computer.
Thus what is the feel of a pointer movement alone system. If it is an upgrade of an existing program the skilled person knows now that wherever he feel that increased functionality should be added in the program to increase productivity he could use pointer movement alone to achieve this, either by changing the icons response to pointer movement (ie.using copying pointer movement for just an area the size of where the icon is) or he may rearrange components with the program in such way that less pointer movement is inquired to achieve the same functionality (e.g. he is choosing an ai'ea which contains several icons and looks at the pointer movement with this area and makes sure the functionality of this area of icons and white space or menu is maximally efficient), or he improves the functionality of the pointer movement but tries to hide it using a method of a click in addition to the pointer movement when he knew the pointer movement alone could have achieved the functionality. However a skilled person would be able to see at every stage it was the change in functionality of the pointer movement that increased the productivity.
An example of how pointer movement may achieve proactive functionality is described in R2 page 5 line 7 to page 7Iine 2.
Page 7 from line 10 - 45 of R2 defines the meaning of productivity. In essence every advantage that a user may wish for that may be achieved more efficiently by pointer movement alone programming.
Drawings — the first 10 pages show prints of the image files used by soui'ce code supplied in this patent and the priority documents. The 1 1/1 1 page shows icons used in the source code. Page 12 -18 show the Figures 1 - 8 described in this patent.
Productivity of programming is proportional to ergonomic pointer movement alone.
This invention describes the first law in programming with a pointer movement input. The productivity of a program is directly proportional to the ergonomic use of pointer movement alone in that program.
The second law of programming with a pointer movement input is that Accurate task completion is directly proportional to the ability of the design of the pointer movement in the program to ergonomically clarify, correct and confirm user intention from previous pointer movement such that any task will always be correctable until completed accurately.
The third law of programming with pointer movement inputs is that
All confirmed user intention pointer movement will use all information available to the computer to deduce the most appropriate subsequent functionality and display, or any other user feedback to achieve the completion of the given task with the greatest of ease, comfort, preference and understanding of the user to increase the users current and future productivity.
The first law of program with any computer input mechanism.
Any other method of input used in conjunction with pointer movement to increase productivity of a program is using the productivity intrinsic to ergonomic pointer movement alone.
Thus all increases in productivity of any program with a pointer movement are proportional to the ergonomic use of pointer movement alone in that program. Thus any upgrade of any existing program or any program which as achieved an increase of productivity has achieved that increase in productivity proportional to the ergonomic use of pointer movement alone activating functions previously activated by other methods.
Thus any piOgram with pointer movement input will be productive to the extent that they have applied the first law of programming in their program.
In a program with multiple different input mechanism to activate functions, the productivity of that program will be proportional to be the ergonomic use of pointer movement. Thus if a program is upgraded with any aspect of improved productivity the claim of this invention is that the improved productivity may be attributed to increased functionality applied to certain pointer movements. Thus this invention not only provides a clear method for a skilled person to see if an infringer has applied pointer movement to their program without asking for royalties. The skilled person has to ask two questions. 1. Has pointer movement within this program changed the functionality that it has accessed or executed in this upgrade that leads to the advantage of the new program? 2. Has the upgrade or comparison of the program by the programmer offered an advantage in productivity compared to a previous version of the program or a competitor program? 3. If the answer is Yes to both questions then the productivity of the program will have infringed claim 1 , claim 30 and claim 41 in P I and/or other claims. If the skilled person wished to design a computer program in a more productive manner than an existing program he would just have to ask how may this program be achieved by pointer movement alone and using the efficiency methods of PI will cause their program to be more productive. Priority Documents The full listing of all documents necessaiy for understanding the scope of this invention is supplied in R2 and described from page 9 line 25 - page 12. In the CD supplied with R2 electronic copies of most of these faxes which provides background regarding this patent. The following The key line of the priority document listed below sent on 20/1 1/03 application number 0327004.8 called the path of the pointer 1 movements was that pointer movement alone was the most efficient method. This is clearly stated on page 5 of 55 of the fax "Identified the unidentified intrinsic properties of path movement controlling the computer which means the the pointer movement alone could lead to the most suitable and efficient of any GUI using the single step of pointer movement alone. PI revealed the method of pointer movement alone and revealed that it was more efficient. This patent now describes that all productivity of a GUI where increase in productivety of a program has involved using a pointer to access or execute o e or more functions involved in the increase of productivity in that program. It will be found that the increase in productivity will be proportional to the ergonomic use of pointer moveinent in that program and consequent will have infringed PI claim 41 to achieve activating functions by pointer movement alone previously activated in existing programs by other methods. This patent description should be considered to be the amalgamated full description and or drawing of the following patent applications faxed to the British patent office using my references under the column title on the followin dates
Figure imgf000010_0001
Figure imgf000011_0001
Introduction and Prior Art
The only prior art that has been shown to describe pointer movement alone fully operating a GUI is P I . On 3rd May 2001 PI described the full control of the computer by the moveinent of the pointer alone.
Claim 41 of PI states
41. A method of operating a GUI in which by pointer movement alone may activate functions, which were previously activated in existing programs by other methods.
However, it is useful to read D1 as this gives a good background to the conventional GUI, Then read Page 110 - 113 of R2 as this shows the inefficiency of the conventional GUI method, and explains how a GDE never could be an screen area. V2 shows in video form why pointer movement alone was unknown in D1.
The most useful way of understanding how the method of P1 differs from the conventional GUI is to look at the two Videos V1 and V2 which are on the cd of R2 Page 86 line 40 - page 89 of R2 provides further summary of the invention to clarify concepts.
Page 93 - 108 of R2 discuss the prior art. The more helpful sections are page 95 to 99. this shows how easy it would be for a skilled person to have designed the method of the SE zeroclick and the reverse zeroclick from the claims of PL
Page 89 - 92 line 5 of R2 discusses how pointer movement alone may be perfectly backward compatible with pointer movement alone had has unlimited capacity to enable the conventional manner of the GUI to operate, the pointer movement alone interface and the combined interface. Page 92 line 14 - 37 askes the questions that makes the skilled person realize the character of pointer movement alone.
It is very important then to confirm how pointer movement alone operates as a click event using pointer movement and then realizing that D1 could never operate in such a manner. Read R2 page 79 -81. D2 is useful to read to realize from claim 1 of D2 that it was unknown from this patent how to use pointer movement alone to access a graphical keyboard. The only way known was not only to provide the keyboard with path signals but the control was through pen down pen up pen wait and pen still events, and that is why claim 1 of D1 excluded itself immediately from pointer movement alone because it required either a pen tap (claim 40 ) a tap movement with no displacement in the x or y direction or pen up or down or mouse button presses as additional information to identify a point of the path of the pointer movement to operate.
The reasons why pointer movement will always be more efficient at operating the conventional GUI.
These are the following intrinsic properties of pointer movement alone. By optimising the use of each intrinsic property of productivity of pointer movement alone to the optimum use of each of these properties for each given task the program will achieve maximum productivity. Any increase of these properties with a previous program will increase the productivity of the program Only pointer movement alone is required to provide increased productivity through the ergonomic use of pointer movement alone improving the user choice, simplicity, efficiency, capacity, responsiveness, deduction, error prevention, learning by doing and comfort by just pointer movement alone whereas all other methods are less productive because they require more than pointer movement alone to achieve the productivity intrinsic to pointer movement alone. In other words if a person uses pointer movement alone programming to work out how to make their program more productive and then tries to disguise the enormous increase in productivity gained by applying this method to streamline their program compared to a previous version or upgrade by requiring some pointer movement to use the additional steps of the click, the use of pointer movement in program which is more productive will always be more ergonomic than the less productive program. Thus the user will have changed the functionality of the pointer movement alone in the new program by making it more efficient through one or more of the following 9 intrinsic properties of pointer movement alone.
These following nine propeities are intrinsic to efficient pointer movement alone as it is the only essential method required to produce these properties. All other methods will be less productive at productive these intrinsic properties (in other words if these nine properties may be generated by just pointer movement then generating them by pointer movement + another method like movement over a graphic or a click or a key press or a combination of one or more other methods of operating a GUI in addition to pointer moveinent will be using the productivity dependent on the ergonomic use of pointer movement alone revealed in PI . Proximity software design (PSD) is using the Zeroclick methods in an application to achieve the minimal amount pointer movement to achieve the maximum amount of functionality for the given control area for its given functions. Page 81 line 6 -8 of PL
1. Choice by movement alone to click (a click event must provide x,y coordinates of pixel and type of movement click) or not to click independent of graphical structure. The pointer movement offers the user a choice to click or not to click by the direction of the pointer moveinent over a pixel. See Figure 2. Pointer movement alone may operate on any pixel irrespective of any graphical control or absence of any graphical control under the pointer. Conventional graphics have no influence on the pointer because it is by pointer movement alone that functionality of the computer is accessed. a. A priori statement. Pointer movement chooses the position of the click event by movement from a preceding pointer position. A graphical object the pointer has to be moved to the graphical object. Thus function activation through a click event by pointer movement alone over where the pointer currently is positioned is always more efficient than requiring a pointer to first move to a graphical object. b. Pointer movement over white space has no function in the conventional GUI but in the pointer moveinent alone interface all pixels on white space may operate all other function, c. Pointer movement over the graphic has its functionality controlled by the graphic, whereas pointer movement alone controls the graphics functionality. d. Pointer movement alone requires no visibility. Pointer moveinent alone does not require a screen to operate, as long as the pointer moves over the screen it operates. Thus if the pointer is made invisible and the control area and the predetermined area are white space with no visible appearance pointer movement alone still may operate the GUI. e. The graphics are integral in the functionality of the GUI. The graphics are unessential for any function activation in the pointer movement alone interface, along with all other methods which in previous conventional GUIs were used in conjunction with pointer movement to operate a function. Pointer movement alone reveals all these other methods as obsolete with the only purpose of user feedback. Thus pointer movement may operate of these other methods as a method of providing backward compatibility to the existing GUI. f. This trys to show the obvious fact that an icon cannot be an area. D l shows a spot interface (10) in Dl which if a pointer was positioned over would generate a collar appearing. Figure 4 shows an enlarged view of the spot interface (401). Pixel 402 is at the centre of the spot interface (401 ) Imagine now an exact area the same size around pixel (403). Now if I asked a child who moved over the graphical display element area 401 whether the property of the identical pointer movement alone at pixel 402 would have the same function over an identical area around pixel 403 (in other words the given area of 401 was position centrally around pixel 403 but it was an screen area not a graphical display element) why does one area 401 (the graphical display area generate a collar ). The child would say by routine experimentation the identical pointer moveinent over identically sized area around pixel 402 made a collar appear but that identical movement over an identical area around 403 did not have the same function. Nothing happened with the pointer movement around pixel 403 whereas the identical pointer movement at 402 caused a collar to appear. If I asked them was the method pointer movement alone operating over an aι-ea, they would look at me as if I was a fool and say no - the movement was identical so it was not the moveinent that was controlling the activation, it was not size of the area because the area was the same. If I then moved the graphical spot interface to be position around the 403 pixel and then asked the child to perform the identical movement of the pointer over the identical position 402 which previously generated a collar over the graphical display element but because it had been moved to 403 now did not produce the collar instead the identical moveinent over 403 produced the collar. The child would say it is obviously not the position of the area, the movement of the pointer over the area, or the size of the screen area that is important, all that is important is that the pointer is over a graphical user element. If I asked a child then whether it was possible to achieve the production of the collar without the spot underneath the pointer, by pointer movement alone, a child would say of course not are you stupid or something - the collar appearing depends not on pointer movement alone, or the area or the position of the area but rather on the pointer movement over a graphical display element, g. The test to see if a program has added or emulated pointer movement alone functionality to an icon is to ask whether the icons used in the program have changed their functionality such that they now control the pointer movement differently
2. Simplicity The GUI is obviously dependent on pointer movement alone. The icon cannot work by a mouse if the pointer movement does not move the pointer over the icon. However pointer movement alone may work from any pixel by a single directional movement therefore the icon is revealed as an unnecessary extra step to achieve functionality when pointer movement alone could have achieved this by itself. Pointer moveinent alone is a single step whereas all other methods of operating the GUI required pointer movement to be used in conjunction with one or more other steps to achieve the same click event. a. A priori statement. A single essential step of pointer movement alone to achieve the same functionality will always be a simpler process than two or more essential steps that are dependent on pointer movement for their functionality. b. This was revealed in Dl. That a single pointer movement could achieve the same functionality as a i. Pointer movement to the icon and position of the pointer over the icon and then a further step. It is obviously more efficient to directly access the functionality by the attaching it to the movement. 3. Efficiency. There is no more efficient method than activating on or more functions of the GUI from the current position of the pointer. A movement of less than a pixel may execute a function by pointer movement alone from where the pointer is, and from each and eveiy pointer the icon can never be as efficient. a. A priori statement. A graphical object working by requiring pointer movement over the object will always be less efficient, he pointer movement alone may activate a click by pointer moveinent alone from any pixel on the screen by the user selecting the correct preceding and or subsequent movement. The pointer does not need to move to anywhere but at the exact pixel where the current pointer is located can execute this choice by pointer movement alone. The pointer movement may operate from any pixel on the screen. b. If a pointer movement requires less movement to achieve the same functionality then obviously a movement requiring less distance will be more eflicient than a pointer movement that requires a longer distance. Because Page 106 20 -24 revealed every direction movement from any pixel may execute a function by just a movement over that pixel. Intrinsic to pointer movement alone is the ability to minimise the possible distance away from the current position of the pointer necessaiy to access and execute a function. Therefore if programs are rearranged such that icons are positioned to be more efficient to the current position of the pointer rather than in the conventional menu structure (File Edit View etc) such that the functionality of the pointer movement from one position to another has been improved, this is just copying the efficiency intrinsic to pointer movement alone to minimise the distance from the current position of the pointer to the activation ofthe function.
4. Capacity. Pointer movement may operate all known functions from the current hotspot position ofthe pointer. Pointer movement alone may have infinite functionality from anywhere or any pixel or larger area therefore it may operate all other controls from any pixel by pointer movement alone. See description page 82 - page 83 of R2. a. A priori statement. The capacity of pointer movement alone is infinite because a single direction zeroclick may select a pixel, or two or more direction zeroclicks may select a pixel that may generate an infinite number of different predetermined paths and/or click event by a subsequent movement for each path. b. The poor use of pointer movement over Dl resulted in only as single function generating a collar. The capacity of D l over the central pixel 402 in Figure 4 could not by a movement over that pixel generate any other function for that pixel apart from the collar appearing which it would do because ofthe pointer position. c. Proof of the infinite capacity of pointer movement alone. This shows that eight direction zeroclick may be generated in the program for every pixel. The reason why pointer movement alone may offer infinite capacity is because every one of these direction zeroclicks may be combined with one or more further direction zeroclick either at that pixel or other pixels and each possible distinct combination of these pointer movements may be used either singularly or in combination to execute a different subsequent pointer movement click event (claim 3 of PI). Thus subsequent pointer movement from a single pixel offers an infinite number of functions because pointer movement is continuous and thus infinite. d. The video shows how any pixel on the screen is an example to show how the start menu and the computer functions to appear. e. The description of a method to demonstrate that infinite functionality may be accessed from any pixel see page 79. Every pixel on the screen independent to any icons underneath the pointer may access infinite functionality. 5. Responsiveness. The direction zeroclick on page 106 revealed that in less pointer moveinent than one pixel (movement over a pixel in a certain direction) that eight different direction click events may occur for every pixel on the screen. f. A priori statement. There is no method more responsive than using pointer movement alone to change the display and functionality using the possibility of eight different directions to achieve both pointer movement and click functionality at the same time. 5. Deduction. a. Every one of these tiny movement may be used to deduce the best i. one or more functional options, ii. best display relevant for understanding these function options and how to access them iii. Access to that functionality may be organised to achieve maximum functionality with minimum pointer movement. a. Logically b. Hirarchially. c. Sequentially. d. It is deductive upon previous moveinent. e. Linguistic f. Appropriate g. User friendly. iv. and best subsequent pointer movements to access and execute these one or more functions in response to their previous pointer movements h. A priori statement. Using deduction maximises the efficiency of the pointer movement by using the deductions to minimise the number of user choices by maximising the functionality of each choice by pointer movement alone to minimise the number of steps and choices that are essential to fully and accurately complete the task. If pointer movement alone has been proven to be more efficient than the conventional method of accessing functionality by pointer movement over a graphical object, then if pointer movement is minimised by using all appropriate deductions from previous pointer moveinent such that maximum functionality is achieved, then a-priori i. The method revealed by the sequential grid revealed how any task may be achieved deductively. This was illustrated in PI in the medical program. "After the doctor has inputed the data, tnen the user will be presented with all appropriate deductions from the data entered. " Page 6 line 1-2 of P1 j. Pointer movement is the most optimum method of being deductive as it can be arranged to maximize recycling of all useful data and presenting every relevant function or functions for each next step. To have achieved this deductive step would be done less efficiently by other methods. The sequential grid in P1 should how any task could be broken down into steps and the use be presented with another grid of the next options in response to the preceding Selection . The pointer just needs to move to the next option in the grid and it is achieved without needing any clicks, the uses if it is a single option just moves to the next sequential grid, or if it is a multiple option could choose to do a reverse zeroclick movement to indicate selection of more than one option finishing with the final movement to move to the next grid to indicate the last option selection of that step. It makes perfect sense if the method is pointer movement alone. The capacity is so great that 8 clicks may be used for functionality for each pixel, That if the efficiency is maximized, and the deductive power is maximized such that pointer movement alone should only have to make an additional sequential step of one or more options if the choices could not be recycled or deduced clearly enough from the preceding pointer movement. Any steps that may result in no further movement because they could have been deduced without user input or made more efficient, means that every pointer movement counts maximally for efficiency.
6. Error prevention. Pointer movement has so much capacity it may be organised such that the user can correct the mistakes before they happen. Pointer movement may be used to be continually correctable. Indeed the user knows that until the last pointer movement all previous functions activated by pointer movement may be reversed. g. A priori statement. If pointer movement is used to allow one option of the subsequent pointer movement functionality to reverse the preceding movement then at every stage of pointer movement the task is continuously correctable by a further pointer movement. Thus pointer movement always allows the user to reverses a preceding pointer movement before the mistake is made, and if this is used in combination with the deductive powers of pointer movement alone, then all errors may be eliminated prior to any mistakes been made. Any method using more than one step to achieve the same corrective steps is copying the error prevention method intrinsic to pointer movement alone, h. The sequential grid in P1 showed how no mistake needed to be made until the last save was moved over, in other words the user may continually reverse the system until absolutely sure everything has been done correctly.
7. Learning by doing. This could never have been achieved by an interactive method like an icon where the user has to search for a function. As PMI becomes more popular the user could known he could move the pointer anywhere and no matter where the program will make sure he wishes to achieve whatever he wishes to do without having to look or remember a single icon but rather the computer will sequentially provide all the necessary options in a stepwise fashion so that he may achieve accurate and complete computing from just an initial moveinent anywhere - the user moves the computer responds proactively. Because the user is reassured nothing can go wrong until the last sequential move and everything can be reversed then the user has no fear to learn by doing. i. Learning with the best user feedback in response to the previous pointer movement, j. Learning by making mistakes and getting them corrected before they cause any problems. k. Learning by using the most authorative current data available to the computer (e.g. if the computer is attached to the web this would be the most efficient) 1. Learning because the computer will eliminate any unnecessary pointer movements like adding any data already available to the computer, or finding any information that could be deduced would be needed for the next step of option or options to be accessed by the computer because any deductive step which from the preceding movement which could make the users completion ofthe task would have been achieved. Thus unlike conventional GUI where the user a static menu system, the graphics, the range of functions and the determination ofthe subsequent movement required to access and execute the required range of functions is all determined by deduction from the preceding pointer movement, m. Learning by just moving the pointer - the pointer moves and the appropriate appearance (claim 2 of PI ), one or more functional options (claim3 and claim 2), instructions of how to use these options (claim 5), and instruction ofthe significance (claim 6), perfectly adjusted for the screen (claim 8 and claim 9) and these options ensure that all errors may be prevented before they happen (claim 10), with maximum efficiency for the user (claim 1 1 ), complete backward compatibility with the graphical user interface using the most efficient hierarchial and sequential information structures to minimise functionality to a single moveinent.
8. Comfort. n. Easier to use. There only one skill to master moving the pointer. It is easier to move a pointer 1 twip, and this may be used to make the most responsive reaction ofthe computer. o. More responsive, p. More educational q. More deductive. The method is a constant comparison with one or more previous pointer movements, therefore the sequences of significant pointer movement have to be stored to make the comparison. Thus if all correct deductive steps are made from all significant previous pointer movement, the maximum efficiency is achieved r. Safest medium — it can guarentee preventing and correcting errors before they happen because pointer movement is infinitely continuous therefore continuously correctable if the last s. Every other method using pointer moveinent is less efficient and therefore less productive .
9. Backward Compatible
The capacity of pointer movement is so great that it may choose to emulate the convention manner of the GUI, choose only to work in zeroclick mode or choose a accessing and executing both because of the infinite capacity of pointer movement alone. Pointer movement alone is able to emulate all this functionality but the icons unless they behave inconsistently to their original design and cause the icons to use pointermovement in a different manner cannot emulate pointer movement alone. See page 87 - 92 of R2.
Description of the Diagrams
Figure 1a shows the eight possible adjacent single direction pointer movements a pointer may make on a screen from one central pixel 409
(represented by p5 in Figure l c) to another adjacent pixel (pl ,p2,p3,p4,p6,p7,p8,p9 as shown in Figure lc). Pressing the respective buttons ofthe number pad pointer device (b l , b2,b3,b4,b6,b7,b8,b9 see figure l b) causes respective directional pointer movement m l ,m2,m3,m4,ιu6,m7,m8,m9 over the p5 (current pixel) towards the adjacent pixel to generate a click event for the x,y location of p5 on the screen over which the respective direction of pointer movement m l ,m2,m3,m4,m6,m7,m8,m9 generated the respective zeroclick Zl,z2,z3,z4,z6,z7,z8,z9 while the pointer moved in the particular direction over the desired current pixel 409 or p5.
The pointer 409 has a hotspot over a desired pixel. The remaining numbers m l,m2,m3,m4,m6,m7,m8,m9 refer to the movement ofthe pointer over this desired pixel towards the adjacent pixel (p l ,p2,p3,p4,p6,p7,p8,p9) over pixel p5 or 409 in the direction ofthe arrow related to the number ofthe respective subsequent movement pointer movement m I ,m2,m3,m4,m6,m7,ιu8,m9 of the pointer device. The unit of measurement may vary as in visual basic programming from l twip, l pixel, l mm, to l inch, or any unit of value, however, in this example the unit of measurement is moving the hotspot ofthe pointer one unit in the eight possible directions from a central pixel p5 or 409 to the adjacent pixels (pl,p2,p3,p4,p6,p7,p8,p9 as shown in Figure l c) m9 is a movement o the pointer 409 hotspot one unit (one pixel) in a North East direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) m8 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North direction from a pixel that a pointer hotspot 409 is immediately adjacent, (or positioned over) m7 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a North West direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) m6 is a movement ofthe pointer hotspot 409 one unit (one pixel) in an East direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) m4 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a West direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) m3 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a South East direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) m2 is a movement ofthe pointer hotspot 409 one unit (one pixel) in a South direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over) ml is a movement ofthe pointer hotspot 409 one unit (one pixel) in a South West direction from a pixel that the pointer hotspot 409 is immediately adjacent, (or positioned over)
Detailed description of Figure 1 a.
Thus by choosing the unit of measurement as 1 pixel. Every possible simple and distinct pointer moveinent over a screen is described to enable the hotspot ofthe pointer (which is one pixel in area) to move to eveiy different pixel on the screen 400. Thus if the control area and the predetermined path of claim 1 of PI are the screen, then every possible subsequent pointer movement from any desired pixel is described by the following eight different arrow direction movements. And thus every subsequent possible movement by an adjacent pointer movement device (like direction arrow keys or a mouse) has been described for any given pixel. Thus to a skilled person it becomes obvious that there are eight possible simple and distinct click events for every pixel ofthe screen 400. Thus every subsequent moveinent from every possible pixel (different immediately adjacent position on the control area) may generate eight unique different click events, and eveiy one of these possible pointer movements may be used for further function activation in the GUI (claim 2).
The source code shows how a number pad Figure 2a and the keys of number pad may be used on any keyboard to demonstrate the method of generating a click event for every possible different direction of movement from any particular pixel. The numbers on the keys ofthe keypad represent the new method of operating a GUI by pointer movement alone. Each direction arrow ( 1 ,2,3,4, 6, 7,8,9) is assigned to a button press to cause the pointer movement to generate an identical direction movement ofthe pointer from the previous hotspot position ofthe pointer. The difference is that these directions generate a click event with every pointer movement which allows for full control of the GUI by just this pointer moveinent signal using one or more combinations of these unique click events (claim 3) from every pixel as the only method to control the pointer.
Figure 1b This shows how the eight direction arrows functionality of the numberpad can be used as a pointer device to move the pointer from one x,y coordinates (Page 16 line 17) to another to fully control the GUI by pointer movement alone as described by the direction and reverse direction zeroclick on page 106 and 107 of Pl as the following source code proves. such that by this pointer movement signal (Page 31 line 7) can be used such that using techniques of having a program react only to the mouse position, and directional movement, without having the need of a mechanical clicking device will streamline the design of all current programs (Page 12 line 20-22 of P1)
Thus Figure l b shows how all possible direction, reverse and angular pointer movements may be achieved using the arrow direction functionality ofthe number pad as a pointer device (Page 16 line
17) to move the pointer from one x,y coordinate to another x,y coordinate and by using just this pointer signal the pointer movement alone method of operating a GUI described in Page 106 and Page 107 of PI
Figure lb shows a number pad which when any one ofthe respective button bl , b2,b3,b4,b6,b7,b8,b9 ofthe number pad when pressed performs a respective specific subsequent movement pointer movement m l ,m2,m3,m4,m6,m7,m8,m9(shown in figure l a) to the respective button pressed and this executes a respective click event Zl,z2,z3,z4,z6,z7,z8,z9 to the button pressed while the pointer hotspot position moves relatively 1 pixel in the respective direction m l ,ιu2,m3,m4,m6,m7,m8,m9 to move from the relative position ofthe current pointer hotspot represented by p5 by the movement over p5 to the respective adjacent pixel in the eight possible adjacent pointer hotspot positions from p5 to pl ,p2,p3,p4,p6,p7,p8,p9.
The buttons numbered bl (also end key has same function) ,b2 (down arrow key has same function),b3(page up button has the same function),b4 (left arrow button has same function), b6 (right arrow button has same function),b7 (home key has same function),b8 (up arrow has same function) ,b9 (Page Down has the same function) each perform a respective pointer movement m l ,m2,m3,m4,m6,m7,m8,m9 shown in figure la, which execute a respective click event Zl,z2,z3,z4,z6,z7,z8,z9 while the pointer is moving in the respective pointer movement direction ml ,m2,m3,m4,m6,m7,m8,m9 shown in figure la while over the current hotspot pixel position p5 as shown in figure l c.
In the programmed example using the above number pad the effect of pressing the respective buttons bl , b2,b3,b4,b6,b7,b8,b9 will move the pointer to the adjacent pixel from p5 that is p 1 ,p2,p3,p4,p6,p7,p8,p9 in figure 1 c with the pixel (p) numbering representing the subsequent adjacent position ofthe hotspot pixel from the current hotspot p5 ofthe being identical to the zeroclick (z) numbered respectively executed by the movement (m) numbered respectively to the respective button (b) number pressed on the number pad.
The only exception to this rule is if p5 (the current position ofthe hotspot ofthe pointer) is at the edge ofthe screen. In this case the number pad as the demonstration source code shows will execute the respective click event Zl ,z2,z3,z4,z6,z7,z8,z9 to the respective button number pressed as the pixel is remembered and a click event executed by the moveinent direction over the current pixel p5, however, because the p5 is at the edge or in the corner ofthe screen the pointer is unable to move past the
The eight possible direction zeroclicks for each pixel on a screen by the pointer movement over that pixel if the unit of pointer movement is 1 pixel to the next adjacent pixel. Zl is the South West Direction ZeroClick zl . The on instruction signal ofthe pushbutton by pressing the number l button b l (the button designated with a South West direction arrow) ofthe number pad causing a subsequent movement m l (as described in the description of moveinent m I in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement m 1 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of P I .) Thus if the hotspot ofthe pointer is over the p5 pixel in figure 1 c then the effect of pressing b 1 is zl click event generating the x,y coordinates and specifying the type of click event by movement zl that is activated by a m i pointer movement over p5. The effect of pressing this button b l will move the pointer to the
Z2 is the South Direction ZeroClick z2 or Down Direction Zeroclick z2. The on instruction signal of the pushbutton by pressing the number 2 button (the button designated with a South direction arrow) ofthe number pad causing a subsequent moveinent 2 (as described in the description of movment 2 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot o the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 2 and may access one or more functions available through the new GUI of claim 1 of P I as described in claim 2 of Pl .)
Z3 is the South East Direction ZeroClick. The on instruction signal ofthe pushbutton by pressing the number 3 button (the button designated with a South East direction arrow) ofthe number pad causing a subsequent movement 3 (as described in the description of movement 3 in the figure l a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 3 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P i .) Z4 is the West Direction ZeroClick or Left Direction ZeroClick. The on instruction signal of the pushbutton by pressing the number 4 button (the button designated with a West direction arrow) of the number pad causing a subsequent movement t (as described in the description of movement 4 in the figure 1 a description) from the previous pointer hotspot pixel position, 409 in addition it executes a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 4 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of Pl .)
Z6 is the East Direction ZeroClick or the Right Direction Zeroclick. The on instruction signal ofthe pushbutton by pressing the number 6 button (the button designated with a East direction arrow) ofthe number pad causing a subsequent movement 6 (as described in the description of movement 6 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot of the previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 6 and may access one or more functions available through the new GUI of claim 1 of P 1 as described in claim 2 of Pl .)
Z7 is the North West Direction ZeroClick. The on instruction signal ofthe pushbutton by pressing the number 7 button (the button designated with a North West direction arrow) ofthe number pad causing a subsequent moveinent 7 (as described in the description of movement 7 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent moveinent 7 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
Z8 is the North Direction ZeroClick or Up direction zeroclick. The on instruction signal ofthe pushbutton by pressing the number 8 button (the button designated with a North direction arrow) of the number pad causing a subsequent moveinent 8 (as described in the description of movement 8 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim 1 of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 8 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of P l .)
Z9 is the North East Direction ZeroClick. The on instruction signal of the pushbutton by pressing the number 9 button (the button designated with a North East direction arrow) ofthe number pad causing a subsequent movement 9 (as described in the description of movement 9 in the figure la description) from the previous pointer hotspot pixel position, 409 in addition it activates a click event of claim I of PI (Remembering the x, y coordinate ofthe hotspot ofthe previous pixel position 409 over which the direction ofthe pointer moved with a subsequent movement 9 and may access one or more functions available through the new GUI of claim 1 of PI as described in claim 2 of PI .)
Detailed description of figure 1 b.
Thus all the possible moveinent from any pixel to another adjacent pixel (see figure I c) where the unit of movement is the movement of a hotspot ofthe pixel by one pixel now has been described. Thus the total possible single and distinct (defined as separate and different movements) of one unit of movement is 8 x the number of pixels on the screen size. In other words there would be eight possible single direction zeroclicks (zl, z2, z3, z4, z6, z7, z8, z9) using this number pad for each pixel of the screen, each of these would be a unique and separate click event from each other, and the user could choose for eveiy pixel to execute one of these movements. By choosing one direction (e.g. the South East movement z3) or more for the user choice by movement these click events may be used for the on click event, and the remainder for the off click event (the rest ofthe direction zeroclick events z 1 , z2, z3, z4, z6, z7, z8, z9. ) Figure 2 shows a clear description of this method.
The eight possible Reverse ZeroClicks from two directional movements of the pointer.
All the possible reverse zeroclick were described at the bottom of page 106 and the lop of page 107. The reverse zeroclick are divided into
1. The reverse zeroclick.
When the user has finished drawing, the user will move back over the line that he has just drawn. This in effect would be a reverse zeroclick on the line that was drawn. In this way free text drawing may be done.
Thus the reverse zeroclick is pointer movement alone executing a click event of P1 (if the control area and predetermined path of P1 are the screen or total area accessible to the pointer) by a reverse movement in the opposite direction to the preceding pointer movement. This locates the exact pixel that the pointer was over at the moment of reverse and generates a click event which provides the x,y coordinates of that remembered pixel with the type of reverse zeroclick. Using the unit of measurement as moving one pixel this means that there are a possible eight types of reverse zeroclick provided by this above definition in P1. To every possible direction of movement there is an subsequent opposite direction of movement, and in this example that means there are eight possible different types of reverse zeroclick.
4 Horisontal or Vertical Reverse ZeroClicks 1. North Reverse ZeroClick (NRZ) or Up Reverse ZeroClick (URZ). E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive Upward pointer movement m8 followed by a Downward pointer movement m2 to generate an click event URZ at the exact pixel location p8 that the reverse movement occurred. 2. East Reverse ZeroClick (ERZ) or Right Reverse ZeroClick RRZ. E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive Right pointer movement m6 followed by a left pointer movement m4 to generate an click event ERZ at the exact pixel location m6 that the reverse movement occurred. 3. South Reverse ZeroClick (SRZ) or Down Reverse ZeroClick (DRZ). E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive downward pointer movement m2 followed by an upward pointer movement m8 to generate an click event SRZ at the exact pixel location m2 that the reverse movement occurred. 4. West Reverse ZeroClick (WRZ) or Left Reverse ZeroClick. LRZ E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive left pointer movement m4 followed by right pointer movement m6 to generate an click event WRZ at the exact pixel location m4 that the reverse movement occurred.
4 Diagonal Reverse Zeroclicks. 1. North West Reverse ZeroClick. NWRZ E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive northwestward pointer movement m7 followed by a southeastward pointer movement m3 to generate an click event NWRZ at the exact pixel location m7 that the reverse movement occurred. 2. North East Reverse ZeroClick. NERZ E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive northeastward pointer movement m9 followed by a southwestward pointer movement ml to generate an click event NERZ at the exact pixel location m9 that the reverse movement occurred. 3. South East Reverse ZeroClick. SERZ E.g. in figure 1 a using the pointer device of figure 1 b. Consecutive southeastward pointer movement m3 followed by a northwestward pointer movement m7 to generate an click event at the exact pixel location that the reverse movement occurred 4 South West Reverse ZeroClick SWRZ E g in figure 1 a using the pointer device of figure 1 b Consecutive southwestward pointer movement ml followed by a northeastward pointer movement m3 to generate an click event at the exact pixel location that the reverse movement occurred
Thus all eight reverse zeroclicks could be achieved by moving the pointer in a direction followed by a reverse direction e g pointer direction ιn3 by a causing a z3 click event by pressing the number pad 3 button b3 followed by pressing a number pad 7 button b7 causing the pointer to move in a pointer direction m7 by a z7 click These click events the (z3 and z7 may or may not independently activate functions like displaying these zeroclicks existence in the zeroclick form caption bar,) but combined they z3 followed by z7 they execute a SERZ by pressing button b3, followed by b7
The Angle /Angled Zeroclick
For completeness when considering the possible combinations of two direction pointer movements combining for a pointer movement of one unit equally a pixel there are a possible 64 different (82) combinations of movement All the other 56 pointer movement are known as angled zeroclicks that is the combination of two sequential directional movement defines a click event at the exact point of the angle of the two movements These may be considered to be all the other possible movement that the pointer could move apart from the 8 reverse zeroclick movements described above
Thus the following description has covered all possible adjacent simple and distinct pointer movement where the pointer unit movement is 1 pixel for two direction movements Thus there are a total of 64 different user defined movement for two directional movements if the pointer for every movement is only allowed to travel to the adjacent pixel in the direction of the arrow (see figure 1 c
The infinite number of potential zeroclicks from a single pixel by a complicated reverse zeroclick with three or more pointer movement. This is where pointer movement really shows its power The complicated reverse zeroclick was a reverse zeroclick in which instead of the reverse zeroclick being completed by the user reversing in the opposite direction to the initial pointer movement It is one where the user has to complete a further subsequent movement after the combination of the two initial pointer movements to generate a reverse zeroclick This was described in the first paragraph of page 107 of P1
The reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously The program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn
This description describes a more complicated reverse zeroclick which an initial reverse movement followed by a further one or more subsequent movement that need to be completed as specified in addition to the initial reverse movement to enable the click event In other words it is a very clear example of how three or more direction movement are now needed to define the specified subsequent movement to execute a click event for the pixel at the exact pointer of the reverse movement
The progression from a click by a single pointer movement to a combination of two movements (the reverse zeroclick) to three or more pointer movements (the complicated pointer movement revealed the error prevention and increased functionality of pointer movement alone programming with every pointer movement. A single direction zeroclick, could move in 7 out of 8 different directions without accidentally activating a function. The reverse zeroclick could move in all eight directions in a forward movement, and the complicated reverse zeroclick could move both forwards and backwards in all directions providing the last specified subsequent movement after the initial backward movement was not completed.
An example of a complicated right reverse zeroclick may be a right direction pointer movement m6 from p5 followed by a left direction movement m4 over mδ causing the pixel at p6 to be the x,y coordinates of p6 to be located by this initial reverse movement but a subsequent movement in addition to this RRZ needs to be completed to enable the complicated reverse zeroclick to be completed. Suppose the subsequent movement after the initial movement was a requirement to do a further 100x further m6 m4 pointer movements, if this further 100x sequential pressing of the pointer movement is not completed then this complicated reverse right zeroclick could not be completed. If the wrong movement occurs before the 100x m6 m4 pointer movements are not completed then this complicated reverse zeroclick will never complete.
How button b5 on the numberpad may emulate all eight complicated reverse zeroclicks by completing the subsequent movement required after the initial direction of the reverse zeroclick has been generated by the direction of the immediately previous pointer movement prior to pressing the b5 button. E.g if the last arrow pressed was b6 then if b5 is pressed this will have the effect of determining the direction of the preceding pointer movement either generally by the mouse or finely by the b6 button and then completing whatever subsequent movement is needed to complete the complicated reverse zeroclick predefined in response to the initial pointer movement being in the b6 direction. Alternatively the button 5 in figure 1 b may be used for a complicated reverse zeroclick, for all eight other buttons. This illustrates the power of the complicated reverse zeroclick. There would never be a chance of 100x consecutive m6 m4 happening by accident, the wrong pointer movement would occur. Thus instead of having a standard 5 button, this button is used to complete a complicated reverse zeroclick in response to the last direction of the pointer. For example, if the pointer by a mouse or touchpad or touch screen was moving in a
If would have been very easy for the skilled person from the description on page 106 to 107 for the person to see how using one or more series of direction movement as clicks at every pixel that the full control of the GUI could be achieved.
Furthermore, the description of the ability to capture any complex pointer movement gesture between two zeroclicks would have mεde any skilled person realize that any gesture requiring numerous combinations of direction movements could be captured and used for further function activation. In other words the subsequent movement described in claim 1 could be every possible eight pointer movements per pixel unit of moving for every pixel, and in addition it could be one or more combinations of sequential pointer movement. This would alert the skilled person that as pointer movement alone was a infinitely specifiable movement, that it would have infinite capacity, and instead of a click generating a single function with every sequential pointer movement the capacity of pointer movement alone for functionality increased exponentially 82 for 2 pointer movements to 83for three pointer movements and using even the simplest pointer device (the number pad of figure 1 b) the capacity for different function activation by the directional movement of the pointer 3 x using three key presses of z1 , z2, z3, z4,z6, z7,z8,z9 is 83.
Any combination of reverse direction, direction or angular zeroclicks may be used (Page 23 line 23 of P1) to generate every possible zeroclick by pointer movement alone. Thus any single or more than one directional pointer movement may be combined to cover every possible seguence of pointer movement alone may be defined for function activation. The programming shows this
In addition to this one of the function activations that claim 2 may activate is the method of claim 31 , that is using any preceding direction zeroclick, reverse zeroclick, or angular zeroclick or a combination of any of these Page 23 line 23 of P1 to then generate further regions for further function activations. Thus the method was to create areas from a preceding zeroclick to enable further function activation. In other words the method was generating option areas called one or more regions on the screen through preceding pointer movement alone for further function activation. Thus the pointer movement functionality then determines the graphical appearance of the regions and the functionality of the regions. This increases the options of the developer for function activation.
Any combination of one or more direction zeroclick. reverse direction zeroclick or angle zeroclick may be used to generate one or more regions for further function activation.
This was illustrated by the control area 1 that was generated in response to the movement of the pointer. Therefore every single direction of the pointer movement over any pixel in one of the eight possible direction (1 ,2,3,4,6,7,8,9) generated a click event over a pixel, this caused an area caused a control area to move synchronously with the pointer with 7 of 8 of the direction zeroclick (z1 , z2, z4, z6,z7,z8, and z9 of figure 1 b) or (1 ,2,4,6,7,8,9 of figure 1a). Thus one control area 400 ( the screen, and the predetermined area and every possible different click event (8 per pixel as described in figure 1 a) and the directions 411 moves and positions the control areal synchronously by the individual click events (1 ,2,4,6,7,8,9 of figure 1a) every one of these movement. The movement in the SE direction pointer movement 3 uses the click event generated by this pointer movement to change the function and or appear of the control area 1 so that the pointer may move over the control area and access further functionality through this region. Thus this description shows one control area (400) the screen activates click events from every possible movement on the screen to position the synchronous control and alter the appearance, functionality and behaviour of the synchronous control depending on which pointer movement the user chooses. This also reveals that the most efficient position of a control area is synchronous to the pointer.
Figure 1 c shows 3x 3 pixels of a display screen.
P5 is where the current pointer hotspot is located and the remaining 8 surrounding pixels showing the eight possible adjacent pixels that may be accessed by moving the pointer respective pointer movement ml,m2,m3,m4,m6,m7,nι8,m9 shown in figure la, which execute a respective click event zl,z2,z3,z4,z6,z7,z8,z9 shown in figure l b while the pointer is moving in the respective pointer movement direction ml,m2,m3,m4,m6,m7,m8,m9 shown in figure la while over the current hotspot pixel position p5 as jhown in figure lc. Its purpose is to expose the eight possible respective pointer direction movements m I ,m2,m3,m4,m6,m7,m8,m9 of the hotspot of the pointer one pixel from p5 to the adjacent pixels ρl,p2,p3,p4,p6,p7,p8,p9. if the hotspot of the pointer moves in the respective direction of movement.
The key aspect of this drawing is to show you a nine pixel square of the screen and enlarge it so that the pointer movement direction caused by pressing the respective buttons of the number pad is understood. These nine pixel squares may be positioned anywhere on the screen as long as p5 the current position of the pointer is within the boundary of the screen border.
Figure 1d illustrates how this 9 pixel square may vary its position on the screen wherever the current position of the pointer movement is.
It is shown to understand the 8 possible pointer movements that may generate eight possible click events over the p5 pixel Therefore the only requirement is that the p5 (the current position of the pointer must be within the edge of the screen (e1 ) and in this case p5 is at pixel position x=0 and y=0 on the screen
Normally when a button press b7 of the number pad (which is a pointer device using the number pad keys as eight direction arrows (page 17 line 15 of P1) to move the pointer in one of eight different direction one pixel respective to the position of the surrounding buttons to button 5 so that a pointer may be moved to any x,y desired pixel on the screen) is pressed this would first cause a movement in the North West direction m7 of the hotspot of the pointer over p5 to generate a zeroclick (North West direction zeroclick z7 which is a click event by pointer movement alone by moving the pointer in a north west direction over the p5 pixel) In addition normally the effect of pressing the b7 button would be to move the hotspot of the pointer to p7 However in figure 1 d, p7 would be the relative pixel position of x,y = -1 ,-1 which would be off the screen so in this case the hotspot of the pointer stays at x,y =0,0 instead of moving to x,y = -1 ,-1 but still executes the z7 zeroclick over the p5 pixel location x,y =0,0
This is how the attached source code operates using the numberpad The conventional mouse input or touch pad or touch screen could move the pointer in gross fluid movements to execute function over the form_mousemove The mouse movement is unable to access the entire pixels of the screen proving the visual basic programming language never was designed to operate a GUI by pointer movement alone The fine movement illustrated by the the numberpad where every possible pointer movement direction zeroclick may be executed on the screen, may be used in conjunction with a touch screen or touch pad or graphics tablet within the 701 area of figure 7 or 8, the outside of the touchpad or led screen 701 may have the touch screen, cintiq style led screen, or touchpad occupying the center of the screen for rapid positioning of the pointer and then the areas allocated in the two borders areas 5 (and the 4 or 8 outer areas ) for fine pointer movement and the 5 area with all these method operating as on of switches by changes in direction of movement over the touchpad,
Thus the center of the touchpad, led touch screen, is used for gross pointer movement and the equivalent border areas to the button 1
Figure 2 shows the method described in Page 106 line 20 -24 ofP1 of operating a GUI executing a click event by pointer movement alone (claim 41 or claim 1 and claim 2 of P1 where the control area and predetermined area is the screen 400) a. The description ofthe method of operating a GUI by pointer movement alone, in its simplest form is described on Page 106 line 20-24. i. The Description 1. The pointer would move to that location in horizontal and vertical movements avoiding the diagonal south east movement. All the remaining movements 411 of the pointer 409 apart from the south east movement over a pixel do not execute the click event of claim 1 of PL 2. Once the pointer was over the desired pixel the user would move the pointer in a south-east direction, 410 3. the original location of the pixel would be remembered, The desired pixel is under the hotspot (in this case the tip of the arrow) of the pointer 409. When the pointer moved in a south east direction over this desired pixel. The exact location of the pixel is remembered in an identical fashion to a pushbutton of a pointer device remembering the location of the pixel at the moment the pushbutton was pressed to activate a click mouse_down event 4. and may highlighted in a different colour e.g. blue. Thus a click event (claim 1 of P1 ) by a subsequent movement (a movement of the pointer in a south east direction) over a predetermined path (400). This click event may access one or more functions of the GUI (claim2) ii. The obvious observations from the description. 1. There is no graphical object required to activate the function only the subsequent movement of a pointer with relationship to a desired pixel. 2. There are no other methods of execution ofthe click. 3. The user has a choice to move in a SE direction to click by pointer movement alone 410 or perform other moveinent 41 1 not to click.
Figure 3. This shows the appearance of the necessary essential features to fully operate a GUI as defined by claim 41 of P1. 400 this is the screen, control area, predetermined area (see further description on figure 4.
Detailed discussion of Figure 3. 400 - The only identical requirement with the conventional GUI as shown by Figure 4 is 400 that is, the control area 1 of claim 1 of PI , the predetermined path of claim 1 of PI are the screen boundaries that the pointer may access. In this case of variables claim 1 and claim 2 to any skilled person becomes claim 41 and more specifically claim 42 of PI . Therefore it would be obvious to any skilled person that if all the screen areas in claim 1 were the size ofthe screen 400, that is in Fig. 1 of PI if 1 , 2, 3 areas were the size of 300 then the appearance ofthe screen would be identical to Figure 3 above except the screen in Fig 1 of PI was 300 and the screen in Figure 3 above is 400.
It would be obvious to any skilled person that the only variable that is changing to execute a 'click event' in claim 1 is a subsequent movement ofthe pointer moving over a screen (which is pointer moveinent alone) and that function of a click event may be then used to execute a second or more functions of activating one or more functions ofthe GUI in claim 2. The subsequent movement may be any defined movement but to understand the process more clearly may be any simple and distinct movement ofthe pointer (e.g. a movement ofthe pointer in a certain direction, or a combination of one or more consecutive pointer movements The movement of a pointer in a certain direction executing the click event in claim 1 is known as a direction zeroclick, e.g. a SE direction zeroclick is described on page 106 line 20 —24 , or a combination of two (e.g. the reverse zeroclick (bottom line of page 106, top paragraph 107) or more direction zeroclick (Page 23 first lines second paragraph from the bottom of page 23 of PI - or a complicated reverse zeroclick (page 107 of PL) The patent PI clarified several times in its description that the control area (claim 2) may be any size and the predetermined path, the region and the additional area may be the same size (page 18 line 18) as the control area (page 19 10 lines from bottom of page). Thus the only skill that the skilled person needs to have is the algebraic skill of primary school child to realise that Figure 3 represents Claim 41 and this may be derived from claim 1 and claim 2 and claim 30 by having the ability to define for areas (the control area, the region, the predetermined area and the additional)as having one set of values that ofthe screen 400.
The graphical user interface similarity with the pointer movement alone interface
Now having seen the similarities of both the conventional GUI and the pointer movement alone interface (PMI) of claim 41 of PI , that is they both may be displayed on a screen 400, we have a look at the differences in method.
The graphical user interface differences with the pointer movement alone interface The obvious difference between the conventional GUI resented by Figure 4 taken from the appearance of Figure 3, is that Figure 4 is much simpler. Figure 4 does not have 401 (the spot interface), 402 a pointer being positioned at the centre ofthe spot, 403 a pointer being position over while space, 404 an icon to access the functionality ofthe My Computer 405, and the start menu 406 to access all the functions ofthe GUI through this menu. It would have been obvious to the user that both My Computer 405 and the Start Menu 406 required a click to access them, but Dl recognised that command buttons should be clicked in the conventional manner, even though pointer moveinent over a graphical interface could have replaced this method.
Thus Dl shows that the conventional method of operating a GUI relies on graphical object (icons e.g. 405 and 401) - there is no description of how a function (the appearance ofthe collar) may be accessed by pointer movement alone at 403 compared to 402 in figure 4. Likewise it would have been obvious to a skilled person if the start menu 406 and my computer 405 and the spot 401 were all removed from figure 4 and there was no ability ofthe mouse to click then it would be impossible to operate a single function on the Windows desktop. Thus without a description in D 1 how a pointer movement over a pixel 403 independent of whether the pointer is over a graphical object 402 or white space 403 it becomes obvious that the conventional GUI from Dl would be completely inoperative if there were no graphical icons and menu or a pushbutton of a mouse to perform a click. Any average person having used a windows's desktop would recognise this instantly. Therefore if the conventional GUI is inoperative e.g. Figure 4 when only pointer movement alone is the only feature, it cannot justify the claim 41 as a method of operating a GUI by pointer movement alone, when it is an inoperative method!
Dl proves the Encarta 2002 definition of a GUI, as one that uses graphics (i.e. no graphics its is inoperative); it relies (needs as essential) menus (e.g. start menu 406) and icons (spot interface 401 , my computer 405) and a mouse (defined as providing a dual signal of moving the pointer to a certain location an a screen, and a pushbutton to indicate a user intention signal - no pushbutton on the mouse and Dl cannot operate with my computer, start menu, or the right mouse button to show the properties window of Dl (Figure Indeed the numerous reading of patents regarding the GUI, is amazing how each of them describes the most tiny differences in the most crowded market, yet all them are dependent on the graphical object (menu or icon or text) in conjunction with pointer movement are essential in the first claim of all of them. Claim 41 simplifies everything to the single step of pointer movement alone. The simplification ofthe control ofthe computer to this single step. It method reveals the graphic is unnecessaiy and obsolete for the operation ofthe GUI, the conventional pushbutton press of the pointer device is unnecessaiy and obsolete, indeed every other method of access functionality and executing it in the GUI now and forever as long as programs are in existence (existing programs - continuous ongoing presence tense updated every time the reader reads the claims to see if the current programs have used pointer movement in a different manner to how it was used when PI was disclosed.)
Indeed Figure 3 reveals that not even the pointer position at 402 or 403 or even the appearance o the pointer is necessary to fully operate the GUI but only the pointer movement (not its appearance but its method is pointer movement alone). Figure 2 further explains the method of operation ofthe direction zeroclick, if an average person st'll is finding the inventive step too unobvious.
Figure 4.This is a picture showing a desktop environment with a spot interface 401 as described in d1 as 10, an icon example of My Computer 405, a start menu button 406 to llustrate menu functionality, and two hospot positions ofthe pointer; the first position is over white space at pixel position 402 and the second pointer hotspot position is over pixel 402. The purpose of this diagram is to prove infallibly that D1 never described a method of operating a GUI by pointer movement alone but only pointer movement over a graphical display element. A graphical display element is not the same thing as an area as it has functionality that an area does not have.
This following description is only necessaiy for those who are unable to distinguish that a single step of pointer movement over pixel 403 by itself (pointer movement alone) which generates no collar appearing in Dl is not the same as a pointer movement over pixel 402 and being positioned over a graphical object, which generates a collar. This is like telling a boy with one sweet (the single step of pointer movement alone which occurs both at pixel 402 and the indentical movement occurs at pixel 403) that it is the same as two sweets (that is the two requirement ofthe pointer movement at pixel 402 and being poisition over the graphical user interface). The aspect that makes this completely plain is if the spot interface is has had its properties changed so that it is not on top and is not in focus and is under a transparent window. Thus the spot is visible, it occupies the same area, the same movement is done but no collar appears. It is therefore not the movement but rather the graphical object that is controlling or accessing the functionality ofthe collar, the pointer movement alone has no functionality to cause the collar to appear if it is not over the spot 401 in Dl . The difference between the functionality ofthe collar appearing and not appearing has nothing to do with position of an area on a screen (because if the graphical display element 401 is moved to 403 a different screen area may produce the collar. It has nothing to do with the pointer movement as the same pointer moveinent may be done on 402 and 403 and if the graphical display element was in position centred at 402. Indeed the skilled person would realise instantly the mode of action ofthe graphical display element is that the pointer has to be over it to make the collar appear. Dl therefore proves that the essential requirement of a conventional graphical interface operating by pointer moveinent alone is that the pointer must be over the graphical object. If the pointer must be over the graphical object then by definition it cannot be working by pointer moveinent alone! This become obvious when the pointer moves without a graphical object underneath it at 403. The same moveinent over the same size of area (a pixel) does not make the collar appear. See Figure 5 to see how pointer moveinent alone as described in PI is different from that described in Dl which requires pointer movement alone over a graphical object. Thus the new pointer moveinent alone interface is two inventions in one it is the operation of a GUI without requiring graphics under the pointer to influence the functionality accessed by the pointer, and it is a click event allowing user choice over a pixel to execute a click event by pointer movement alone for a specific x,y pixel. The choice to click or not to click is achieved by the subsequent movement over a predetermined area (the pixel, or the screen — the method is independent on area but only directional pointer movement and pointer position)
400 is the computer screen or may represent a virtual GUI screen representing the total possible area that the pointer may access, a control area of claim 1 and claim 30 of PI , a predetermined area of claim 1 , a control area of claim 30 of PI, an additional area of claim 30 of PI , and a region of claim 30 of P I . Thus all the variable areas in claim 1 and claim 30 in this example are the total screen area (virtual or real that the pointer may access). The total screen area 400 accessible to the pointer movement composed of pixels to represent that area that provide the coordinates ofthe pointer immediately adjacent to the position ofthe hotspot ofthe pointer the area that a conventional GUI may be displayed.
401 this is an enlarged picture ofthe spot in Dl represented by number 10 in Figures 1 ,2,3 etc.
402 is the second position ofthe pointer where the hotspot ofthe pointer is the centre pixel ofthe spot interface (10 of Dl ). The hotspot of this pointer is a pixel at the tip ofthe arrow (any skilled person would know using a cursor file the hotspot may be positioned at any position ofthe pointer bitmap)
403 this is the first position ofthe pointer where the hotspot ofthe pointer is over a pixel in white space (this is a computer definition of space which has no function and the pointer navigates without activating any function. It is the most important feature to keep computer interfaces simple - the most basic graphical user interface emphasise that if should be used to keep the interfaces simple so that the functions ofthe controls are more pronounced.)
405 This is an icon. 406. This is a start menu button.
407. This is white space. By definition this has no function
Thus a conventional GUI operate by a pointer 402 being positioned over a graphical display element 401. The conventional GUI did not operate the spot interface by being positioned in the first pointer position 403. Dl in Figures 1 ,2,3 showed Microsoft Windows with the conventional start menu button 406, and my computer icon 405 and the white space ofthe desktop. There was no description how any of these functions would operate by pointer movement alone without the pointer device being able to perform a click event. There was no suggestion that the conventional GUI system should operate without graphics (menu or icon) or without any other method of operating the GUI as claim 41 of P 1 made clear was the new method of operation of a GUI.
Figure 5 how pointer movement alone may execute a function at a pixel over a graphical object or a pixel over white space, and may offer the user a choice of a click event by movement over every pixel the pointer is positioned over. Thus achieving both the operation of a GUI by pointer movement alone without requiring graphical objects to determine the functionality ofthe pixel as essential, and a choice to click or not to click over every pixel (thus over any graphical object or white space ) If this is contrasted with the method described on page 106 line 20-24 as shown in Figure 5. When the pointer moves in a south east direction it causes the pixel to be remembered (the x,y position essential for a click event to be generated) and may activate one or more functions ofthe GUI.(and may highlighted the specific selected pixel a blue colour ) Thus at pixel 402, the pixel by a movement in a south east direction may be highlighted 408 alone or in addition to the collar appearing whether the pointer is operating in zeroclick only mode or in a combined and conventional mode, likewise the pixel at 403 can be highlighted 409 by a south east direction. Also the user has a choice by the movement over 402 or 403 not to highlight the pixels by performing all other directions of pointer movement. Thus at both these pixels it can be seen that the method of operating a GUI by pointer movement alone is independent ofthe graphical display element or control, it is also a click event in that in the same way that a user may choose to push a pushbutton over 402 to cause the blue pixel to occur 408 or not push the pushbutton to cause the blue pixel not to occur. In the same way a click by pointer movement alone, the user using the south east direction (it could be any ofthe other 7 direction zeroclicks) may choose to execute the click event by pointer movement at the x,y position ofthe pixel and cause one or more functions to occur (e.g. the pixel turning blue), or choose not to click by moving the pointer in the any other direction apart from the direction ofthe direction zeroclick, or by not moving the pointer any further.
Thus the method on page 106 line 20-24 makes it absolutely obvious to anyone the method of operation ofthe moveinent click. It makes it obvious that it does not rely on a graphical object to be under it only a pixel, showing that it is only the pointer direction that causes the click event, thus the pixel over a graphical display element (402) may be equally clicked (e,g, highlighted blue 408) as a pointer movement over a pixel in white space 403 (409). The fact that the user may choose to cause a click event with any pixel by pointer moveinent alone fulfils the requirement that the hotspot of a pointer may click to an exact pixel location as the hotspot is one pixel in size. Thus it may make the claim of generating a click event in claim 1 and claim 42 of PI . It becomes obvious that by achieving this movement click event that the mouse has been reinvented (P 1 page 3 second paragraph) because the dual functionality ofthe mouse of a navigation signal ( P I page 3 second paragraph ) and the this has created a new GUI interface that works by pointer movement alone (Page 3 3"1 paragraph) and Claim 41. PI recognises that a moveinent over a graphical control is known but pointer movement alone is unknown, (page 3 bottom, and page 4 top of P I). If D l had really discovered the click event by pointer moveinent alone, had discovered that now there was no need to divide pointer movement alone as navigation and pushbutton as click events but rather pointer movement alone could activate all functions thought click events by pointer movement alone, and thus create a new graphical interface which could operate a GUI by pointer moveinent alone without relying on the graphical object at all for functionality - surely there would be some mention in D l that is what has been discovered and description of how pointer movement alone without a spot underneath it may achieve all the above functionality. However, I find no such description of this in Dl and pointer movement alone (i.e. not requiring a graphical object like the spot or menu underneath to give it its functionality has no function apart from navigating across a screen).
NB Figures 6 a - f do not exist please picture these in your mind. .Figure 6 a -f shows one method (which may be applied to all possible methods using a detector of body part movement , a clarify of intention of using that body part for operation of a GUI, a calibration ofthe body part movement, a using ofthe body part for operating a GUI by pointer movement alone (where the pointer is reflecting the relative movement of that body part) and then after using the GUI apparatus a method of logging out of using the body part
Figure 6a This shows a person moving a body part eg the hand in front of a web cam this web cam is looking of recognisable moveinent in the screen to initiate its functionality. The web cam is connected by any means (wire or wireless) to a computer which processes the image stream and converts the moveinent of a body part eg hand into the movement of the pointer on the screen
Figure 6b The user performs an initiating sequence. The camera will have a method of detecting which area the colour of pixels are changing. If these changes occur in an intentional movement in any part of the screen this makes the computer assume that that movement is not accidental. It therefore will wait to see if the correct sequence of movement is completed for the initiation sequence for example if the initiation sequence was to clap the hands above the head 5 times it will assume that the user has user intention because he will have completed the initiation sequence in the correct manner without doing other movements.
Figure 6c The user then calibrates the pointer movement. The hand will move vertically up and down e.g 3x to demarcate the left border of a box, likewise a further 3x to demarcate the right border of a box of area, and three further movement 3x to demarcate the upper border ofthe box of area, and then 3x to demarcate the lower border of an area.
Figure 6d. The user then can arrange the vertical direction ofthe hand to move up and down a menu, and the horizontal reverse moveinent left and right to be the equivalent of the click event.
Figure 6e If the menu needs to be tranversed horizontally then all direction zeroclick will just move the pointer (hand movement) to the calibrated box. The pointer may then do a sequence of a left reverse zeroclick followed by a up reverse zeroclick both times moving the pointer to the exact original starting position ofthe pointer on the menu. Because the sequence of these two zeroclicks were predeteremined as a click event if the user avoids doing the sequence of this pointer moveinent or any one or more predetermined pointer movements to be the click which starts and finishes within the correct menu item screen areas. This will activate the click event.
This therefore shows how a pointer may be traversed safely (for example if the sequence was 10 right reverse zeroclicks followed by 10 up reverse zeroclicks over the menu item for the click function then this twenty reverse zeroclick click event would never happen by accident. Thus the navigation function and the click function may both occur with absolute safety. The only requirement is that of pointer movement alone. In this case the pointer device is a movement of a body part alone.
Figure 6f the end sequence ofthe pointer movement alone. This is just another zeroclick using a body part, the first body part being used alone was the finger described in PI page 105.
This method which only relies on pointer movement being achieved by a body part movement alone, may achieve all the same zeroclick described in the diagrams. However, because accidental triggering is much more likely as we move our hands a lot more when we are walking or standing in a room with a camcorder pointered at us, the number of changes in direction ofthe pointer movement alone for each indidivual that they may operate this pointer movement alone device reliably must be determined by each user by increasing the number of changes of direction to the optimum for the click event. A left complicated reverse zeroclicking (moving the hand to the left then moving to the right at the same horisiontal then continuing the movement ofthe hand to the right a further susbsequent movement to the right (the complicated additional movement in addition to the simple reverse zeroclick) Figure 7 shows a variation of Figure 1b. This area contained within 700 may be a a touch screen or a touch pad.
Figure 7 and 8 show how a pointer device may have a fine pointer movement e.g. like a numberpad on the periphery of a touchpad.
The area in the center works as a conventional touchpad or touch screen except it does not need any click functionality (e.g. the tap, the pen down or pen up - or digit down or digit up are not needed for the method. Only the change . The numbered areas outside 701 are also touch pad areas. These have the same effect as the zeroclick functions z1 , z2, z3,z4, z6, z7 ,z8, z9. 700 represents the total touch pad area. There is no need for any click functionality. This may be arranged entirely by pointer movement alone using direction, reverse direction, and angular zeroclick or any combination of sequences of the both.
How it works. The movement of the pointer by the mechanism of the touch pad pointer signal moves the pointer in a fluid x,y direction. If the finger moves into the numbered areas these behave identically as if a single button press has occurred of any of the respective identically numbered buttons in figure 1 b. Thus if pointer movement is needed to be positioned anywhere quickly the pointer is moved into the correct area. Normally the number 700 is represented by a ridge in which the touchpad is located. Thus it is easy to rapidly move to the edge of the touchpad which would position the finger within the appropriate width of the segmented border of the touch pad. It will be noted that a vertical movement with a touch pad has no effect on the original position of the pointer. However, if while within an area e.g. the area 3 the finger is moved backwards and forwards each of these distinct movements instead of moving the pointer backwards and forwards would increment the pointer one unit (e.g. a pixel) in the South East direction. Thus movement over these segmented number areas acts as a fine tune of pointer movement moving the pointer by a single pixel. Thus this system only requires a single central movement to position the pointer nearly accurately at the exact pixel required, and then by using further movement in the appropriate number areas. For example, if the user wishes to select a pixel 120, 160. Then the user will approximately position the pointer in the correct area. Eg 117, 158. The user would then move the finger from area 701 to area 3 and move in a single direction within this area. This would have the effect of moving the pointer to 118,159 if this was repeated this would move the pointer to 119,160. The user would then move the finger to area 6 and perform a single movement within this area and this would change the desired coordinates to 120,160.
If this was attempted with the normal touchpad then it may take considerablely more time to accurate position rather than using this easier method to control smaller movement. Once positioned correctly the user then could use area 5 as a method of performing a reverse zeroclick for the relevant direction the pointer has previously.
For example if the finger moved from area 6 to area 5 then back to area 6 this would activate a Right Reverse ZeroClick. If the pointer moved and continued into the area 701 this would exit out of the reverse zeroclick. Thus in addition to being able to navigate faster than the traditional touchpad, which only has general pointer movement, this has a more accurate fine pointer movement which can position the pointer accurately to any pixel by users of average dexterity, but because 5 acts as a complicated reverse zeroclick if the finger moves from the border area to 5 and back again, this means every pixel may have 8 different reverse zeroclicks for every pixel for function activation and the pixel remains stationary.
Another variation is where the area 700 is a touch screen with the central component as the touch screen, with 701 being used for rapid general positioning of the pointer and then the two border the inner border area 5 for reverse zeroclicks and then the outer border area for fine pointer movement. The great difference about the function of 5 is that it is not a traditional click event, its functionality is dependent on the previous pointer movement thus increasing the capacity of the 5 function to eight different possible functions. The system could be combinations of different methods to achieve the gross pointer movement and the fine pointer movement. The gross pointer movement may be done by a led touchscreen and then the areas may be activated by a traditional touchpad method. Or may be mechanical buttons, or may use other methods like altering current in photosentivity cells by blocking light from outsiαe the device (e.g. sunlight or room light) or light waves generated from the apparatus (e.g. reflected from the LCD screen on a handheld portable device like a phone)
The method or combination of different method for each pointer device may be varied but the constant would be having gross pointer movement and fine pointer movement and then reverse zeroclicks in a central border panel. The reason why this reverse method is good is it increase capacity in an exponential way as every pixel may generate 8 different click functions compared to 1 , because it is a reverse movement the pointer always returns back to the original position through the movement but has the benefit of activating 8 different functions.
Figure 7 has shown the outer border to be divided into eight sections. Depending on how big the touchpad is so that each area may be divided into more or less sections depending on practical (each pointer movement has to be easily done) and functional requirement (e.g. the outer border may have 16 or 32 sections, the main direction arrows the horizontal arrows and vertical arrows for movement, and the other sections which represent every possible position of movement, if there was a need for more function activation through the complicated reverse zeroclick. Faster and safer method. 1. Quicker to located the exact pixel. 2. More unlikely to happen by accident. 3. A finger may accidently tap the touchpad or touch screen and the wrong function may happen. With this method since a specific movement is required involving one or more specific pointer movement it is less likely to occur by accident.
Figure 8 shows the touch screen (e.g screen - led, plasma, monitor using all known ways of recording the change in x,y position of the pointer through a body part or object moving in relationship to the screen), graphics tablet.
The movement method as in figure 7 is standard for the area represented by 701. This moves the pointer in fluid movements conventionally. The two borders outside are to enable greater more precise fine control ofthe pointer movement. Thus if for example, the area 701 was a handheld device (telephone or pocket pc or palm with a colour touch screen, the movement of the pointer would correspond to the moveinent in the conventional way for the pocket pc (e.g. pocket pc operating system by Microsoft), in which the pointer moves and corresponds to the pen down position but is invisible, or there may be a visible pointer hotspot marker. These work in the conventional manner described in D2 in that they use the pen down , pen up pen still and pen wait to operate. The pointer movement method means that these touch screens just require the pointer movement alone signal for the operation.
Description ofthe examples demonstrated by the source code. The source code with its description in R2 on pages
Illustrates how fine control may be achieved by using a numberpad as a direction device moving the pointer one pixel at a time, and the form MouseMove function which normal pointer devices may rapidly move across the screen This source code enabled VI and V2 to be demonstrated and also provides other intesting examples when compiled.
It is not a true pointer moveinent system because visual basic prevents the user from accessing pointer movement outside the visual basic form and indeed over the caption area ofthe form, therefore this proves a pointer movement interface with windows would be impossible with visual basic programming as it is. However, it shows how those pixels on the form may be used each and all of them in a pointer moveinent method.
These following features may be demonstrated hy the source code see R2 for pages 114 , 109, 114 — 206 and pictures 1/10- 10/10 and 19/19 and 11/11.
This proves how every pixel may have infinite functionality and all the intrinsic principles of pointer movement alone.
Demonstration how pointer movement alone using a numberpad achieves the functional of all eight zeroclicks over a pixel. Demonstration ofthe reverse zeroclick and the complicated reverse zeroclick
Demonstration ofthe infinite functionality of pointer movement alone.
Showing how this method may be used to cause a GUI to work from any pixel over white space.
Notice the graphic is controlled by the pointer movement
The subsequent functionality is controlled by the pointer movement The pointer does not need to move from where it is.
This may be used to achieve all the other efficiencies through its capacity.
Examples why pointer movement alone is obviously less efficient than pointer movement alone.
Appendix
The false statement by the internation search. Page 54 line 26 -37 The devious infringer
The purpose of this patent is to expose the devious infringer ofthe first law in programming with a pointer movement input and the devious infringer ofthe P I patent.
The devious infringer method is a two step process. 1. The infringer applies pointer movement alone to their program and use it to execute functions which were not used before thus increasing the productivity of their program. 2. They then try to hide the productivity ofthe program being proportional to pointer movement alone by making the program less productive than it could be by pointer movement alone, but more productive than a competitor or the previous program that they had upgraded.
Thus they have used pointer movement alone to execute a function not previously executed in the previous program and gained the increase in productivity intrinsic in pointer movement.
However, a person skilled in the art would not be fooled by such a deception. When analysing the upgrade to the program, the skilled person would list how the functionality ofthe pointer movement alone was used differently in the upgrade program and the existing program. Indeed the American patent system and the European patent system reveal that all equivalent methods are protected. Using pointer moveinent in a more efficient manner in an upgrade program, is obviously using pointer moveinent alone to activate functions not previously activated by pointer movement alone. Therefore any pointer movement which results in the consequence of more functionality being achieved by that pointer movement has activated functions not previously activated by pointer movement alone but by other methods.
Having realised this would infringe PI they then add a click or key press or control to execute this function in conjunction with the ergonomic pointer movement alone to deviously hide the fact that they have used the productivity intrinsic to pointer movement alone to increase the productivity of their program or upgrade so that it may not appear to be as efficient as pointer movement alone could be but it is more efficient that the competitor because it is using pointer moveinent in that program to activate different functions than it did previously and that new use of pointer moveinent in that program has increased the functionality ofthe program. If pointer movement alone was used as part ofthe method or the method of executing a function not previously executed by that pointer movement alone, then this is an infringement of PI claim 41. Likewise if a pointer moveinent is part of a method of executing a function not executed in any program previously, then this infringes this patent, as they have applied the first law of programming with a pointer movement input, and gained productivity from the increase in productivity due to the ergonomic use of pointer moveinent.
How does the programmer apply the first law of programming to the design of their program with pointer movement input ?
He asks himself one question, how could by just using pointer moveinent alone described in P I and in this patent, may he make a program more productive. Thus he would list all the functions he would like and all the user feedback he would like program to produce, and then ask himself how by ergonomic pointer movement alone may I achieve this? He can be certain that this is a true law of programming with a pointer movement input among all other inputs that he may achieve maximum functionality through just pointer movement. Thus by the ergonomic use of pointer movement alone , that is minimising the pointer movement required to achieve this maximum functionality, he will be certain the degree he achieves this ergonomic use of pointer moveinent within his program will be the degree of productivity ofthe program.
Thus a person applying the first law of programming with a pointer moveinent input, will look at the pointer moveinent used as part ofthe process of executing a function in the conventional GUI.
He will see that pointer moveinent in conjunction with a control in conjunction with a click executes a function. He will known from PI that that function functionality is proportional to the pointer moveinent alone used in that process, because that pointer movement alone in that process could have achieved the execution of that function without the control or the click being necessaiy.
Thus if he could design the use that pointer movement to activated more than one function, or reduce the distance ofthe pointer to activate that function, or provide better user feedback to the user, or enable a range of more appropriate functional options accessed by a subsequent movement ofthe pointer, that increase in productivity is examples of the ergonomic use of pointer movement alone in program design.
What is a click ? Page 58 of R2
Introduction Page 59 - 67 of R2 this is very important to understand the difference between pointer movement alone and the graphical user interface.
The prior art. This summarises the fact that P1 described all possible pointer movement alone
The invention of PI was the zeroclick. The zeroclick is a click by pointer movement alone. P I revealed the prior art had used the dual aspect ofthe mouse as its mindset to control the computer and PI has simplified the need of a dual signal from the pointer device to control the computer, to having that dual signal transmitted by only the pointer moveinent signal ofthe mouse, and this could achieve full control ofthe computer. Since the invention of the mouse, the mouse has had two major functions. The first was the movement of a pointer over a screen and the second was a button press/click1. Page 3 first lines of first paragraph of P1
This invention provides the design of the computer interface to the movement of the pointer alone for both the location and "click" events and offers the programmer and user an additional "visual" click system to program increased functionality and ergonomic design. Page 3 top of second paragraph of P1.
P1 described how this click by pointer movement alone clearly may be achieved by 1. A single movement may locate a single pixel in the same way as a click1 on a pointer device on page 106 20 -24 (a single movement from where the pointer was in a certain direction). P1 described that any direction (thus all directions defining all possible pointer movement from a certain pixel) not only the SE direction on any pixel may operate a function like remembering the pixel and/or activating a function (e.g. highlighting it in blue). Claim 1 , claim 30, and claim 41 all revealed that the principle was any subsequent movement (1 ), any specified movement (30), or pointer movement alone (41) was the essential feature that the SE direction pointer movement was illustrating.
The pointer would move to that location in horizontal and vertical movements avoiding the diagonal south east movement. Once the pointer was over the desired pixel the user would move the pointer in a south-east direction, the original location of the pixel would be remembered, and may highlighted in a different colour e.g. blue. Page 106 second paragraph of P1
2. Two pointer movements may locate an exact location in the same way as a click1 on a pointer device on page 106 last line and 107 first paragraph. In this example, the click1, described is the click of the pushbutton being released to located the exact position a drawn line should end. The movement described to end the drawn line was a reverse movement of the pointer over the previous path of the pointer movement. The exact position that this reverse movement occurs defines the exact location for this click event. Thus this describes how two single movements may be combined to define the exact location at which the click event occurs. This click event may occur with any two movements not just reverse movements. When the two direction movements activate a click event and are not reverse movements they are called angled zeroclicks, and these may activate a click event by pointer movement. When the user has finished drawing, the user will move back over the line that he has just drawn. This in effect would be a reverse zeroclick on the line that was drawn. Page 106 last line and 1 st line page 107 of PL 3. More than two movements may locate an exact location in the same way as a click1. This is illustrated by the combination of more than a single or two direction movement locating a click. It was described in the first paragraph on page 107 as the complicated reverse zeroclick.
The reverse zeroclick may be altered to any appropriate more complicated zeroclick, the initial pointer movement of the zeroclick, however, would be a reverse movement over the line just drawn previously. The program would remember the exact point that the reverse movement occurred over the line, and provided the zeroclick was completed as specified, that point would represent the end of the line drawn. Page 107 first paragraph of P1 4. A single pointer movement (direction zeroclick) over an area executing a function at a pixel (turning it red) by a subsequent movement in a SE direction over a predetermined area control area 1.
In all directions except a south-east direction (135 degrees) the movement of the control arealwould be synchronous with the pointer, but at this specific degree the pointer would be able to move over the ZCC. Once over the control 1 area, the pointer would be able to move freely within the control area and any other regions or additional areas activated by this control area 1. Page 106 near top of 2nd paragraph of P1
The user then would move over to the zeroclick control 21 (or any other ZCC or bordergrid, qualifier grid) and activate a zeroclick, which would then change that pixel from white to red. Thus any pixel position may be located by a zeroclick. Page 106 near bottom of 2nd paragraph of PL 5. The pointer movement alone may be able to isolate the start and finish points of any path pointer movement and use this movement gesture for any further function activation. The path of the pointer movement was represented by the drawn line in the following description. Thus the path of the pointer may go to any pixel and whatever movement occurred if it there was no reverse movement could be capture between a zeroclick at the beginning of the path of the pointer and a reverse zeroclick at the end of the path of the movement requiring capture. The backwards or reverse movement over the line drawn by previous path of the pointer. The description of the line was deliberately non specific, not describing if the line was visible or invisible, or any description of the thickness of the line so that the line may be invisible or may be visible of any thickness or colour. Thus having drawn a line from anywhere to anywhere the beginning and end points of the line were isolated by pointer movement alone. Indeed if a complicated reverse zeroclick was used to define the end pointer, then unless that initial reverse movement was completed as specified by completing the specified subsequent movement then the end of the line would not be drawn. In this case the skilled person is alerted to the possibility if the subsequent movement after the initial reverse movement was very specific and difficult to do, that the user may draw any shape apart from one which did not end in that complicated reverse zeroclick.
The further problem of how to draw may be questioned? How without the tedious process of repeated zeroclicking individual pixels may a line be drawn quickly? One way may be using a synchronous control areal as described above. The pointer may be located at the start pixel location as described above. The user then activates another zeroclick or a different menu item, which is the draw function. This allows the user to move the pointer anywhere, which draws in free text. In this circumstances there would be no restriction of movement as in this draw mode the control area 1 will move in all directions while the pointer is drawing. When the user has finished drawing, the user will move back over the line that he has just drawn. Page 106 bottom, and Page 107 top line of P1 6. Thus using all the above methods in combination all possible zeroclick are described to activate a click event by pointer movement alone for an exact location (e.g. in twips in visual basic), in pixels, or any area (a control area). Thus full graphics programs, and other zeroclick applications may be devised using the synchronous control area 1 zeroclick control Page 107 last line first paragraph of P1
The region 2 area may be rotated by any degree if user preferred to present a
Zeroclick Control 2 with a Zeroclick in any direction or any reverse direction at any degree angle if the user prefers Page 22 bottom of 2nd paragraph of P1
Classification of different types of Zeroclicks
Thus the Zeroclick path may have any form of direction Zeroclick, reverse Zeroclick, or angled Zeroclick or any combination of these Zeroclicks using variation in shape of the predetermined path or interaction with subareas Page 23 top of third paragraph of P1 Thus P1 described the pointer movement alone and revealed by getting programs to react only to the pointer movement signal and its directional movement the dual signal of a mouse requiring a circuit to detect the state of the button press and the movement signal of the mouse may transmit both the button control signals of the mouse and the movement signal through only the pointer movement signal.
Using techniques of having a program react only to the mouse position, and directional movement, without having the need of a mechanical clicking device will streamline the design of all current programs Thus by the description of P1 the skilled person realized that the full functionality of the pointer device may be achieved by just a pointer movement signal
This patent then develops the idea, showing how all existing mouse functionality (or any other user input device) and keyboard functionality may occur by mouse movement alone Page 3 second paragraph P1
Thus P1 recognized every program past or future could be made more efficient using this new method of controlling a computer by using just the pointer movement signal from the mouse
Application of Zeroclick may be comprehensive to all previous software and all future software development
These Zeroclick Methods may transform any operating system, application or control into a GUI, which does not need to use any mouse button or keyboard presses where they were used before Thus the Zeroclick Methods may be applied comprehensively to all existing software and all future software development Page
Thus every program with a mouse input may be made more efficient by pointer movement alone Proximity software design (PSD) is using the Zeroclick methods in an application to achieve the minimal amount pointer movement to achieve the maximum amount of functionality for the given control area for its given functions Page 81 second paragraph of P1
Thus this patent builds on the method of P1 the method reveals that pointer movement alone may make every current program more streamlined and ergonomic
It also reveals that pointer movement alone may be a visual click system A click is a sound, and it is not visible as the user is watching the screen when a click occurs with his finger Now pointer movement alone may be used to display the movement normally invisible by the user applying the click to be visible on the screen via the effect of pointer movement on the screen Page 72 - 78 of R2 show further information explaining the concept of pointer movement alone comparing it to the GUI.
Please read the priority document R1 and R2. These have all not been quoted to avoid repetition.

Claims

Claims
1. A method of operating a GUI by the efficient use of pointer moveinent that executes one or more functions accessible by the GUI in a more ergonomic manner by using the efficiency intrinsic to pointer movement alone to increase productivity ofthe operation of the GUI.
2. The efficiency intrinsic to pointer movement alone accessing and executing any functionality in the single step of pointer moveinent alone in claim 1 makes any other method of operating the GUI in conjunction with pointer movement less efficient by requiring more steps than achieving the same functionality by just using pointer movement alone.
3. The efficiency intrinsic to the continuous correcting property of pointer movement alone in claim 1 whereby any task may be completed with 100% accuracy by a process of using the subsequent pointer movement in response to the previous pointer movement to continuously clarify, confirm or correct user intention at every stage of pointer movement, such by the last confirmation the task is completed with 100% accuracy to any appropriate statistical probability for the given user by the unending nature of pointer movement; 4. The efficiency intrinsic to pointer movement alone in claim 1 whereby the greater responsiveness of pointer movement alone being detected by programs for pointer device moveinent representing far less than a pixel , may be used make the pointer movement as efficient as possible for every given user such that functions that used a more complicated subsequent movement to achieve the same functionality may be simplified to an easier subsequent movement for the user, and distances which were unnecessarily longer may be minimised to the shorted distances, and movements which only achieved activation of less functions than the optimum may be optimised to make most use ofthe efficiency intrinsic to pointer movement. 5. The efficiency intrinsic to the deductive pointer movement alone in claim 1 whereby the deductive powers on the previous pointer movement is optimised such that the graphics, the other user feedback, the one or more optimium options of subsequent functionality and the subsequent movement required to execute the subsequent functionality may be maximally optimised. 6. The efficiency intrinsic to pointer movement alone to achieve selection of any exact location in claim 1. 7. The efficiency intrinsic to the infinite capacity of pointer movement alone of claim 1 to select and activate one to an infinite number of functions and select and execute a combination of one or more of these functions for any exact location on the screen. 8. The efficiency intrinsic to fact pointer moveinent alone requires no visibility to operate a GUI. in claim 1 whereby the great responsiveness sensitivity of pointer moveinent alone being detected by programs for pointer device moveinent representing far less than a pixel , may be used to give appropriate feedback for any subsequent moveinent of a certain distance, change in direction , or change in area ofthe pointer such that the graphical feedback or other feedback, such that the appearance ofthe screen and/or any other user feedback is optimum for that user to complete the next subsequent moveinent options on the screen. 9. Any program that has been upgraded or created to be more productive than an existing program with similar functionality, will have used productivity intrinsic to pointer movement alone in claim 1. 10. Any program that has applies the steps in claim 1 to increase its productivity over an existing program, has used the efficiency intrinsic in pointer movement alone to achieve the increase in productivity. 1 1. If any existing program is analysed by applying the steps in claim I the productively may be increased proportionally to the increase of use of pointer movement activating functions not previously activated by pointer movement. 12. The infringer of PI and claim 1 will change the functionality of one or more pointer movements within the program to active one or more functions not previously activated in the GUI by pointer movement alone in a more productive manner.. 13. An apparatus which uses pointer movement alone more efficiently than the conventional GUI. 14. Any GUI which uses pointer movement alone more efficiently than the conventional GUI.
PCT/GB2004/004887 2003-11-20 2004-11-22 Graphical user interface WO2005052780A2 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
GB0327004A GB0327004D0 (en) 2003-11-20 2003-11-20 Path of pointer movement alone 1
GB0327004.8 2003-11-20
GB0425567A GB0425567D0 (en) 2003-11-20 2004-11-22 Productive zeroclick 7
GB0425567.5 2004-11-22

Publications (2)

Publication Number Publication Date
WO2005052780A2 true WO2005052780A2 (en) 2005-06-09
WO2005052780A3 WO2005052780A3 (en) 2005-08-18

Family

ID=34635439

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/GB2004/004887 WO2005052780A2 (en) 2003-11-20 2004-11-22 Graphical user interface

Country Status (1)

Country Link
WO (1) WO2005052780A2 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0660218A1 (en) * 1993-12-21 1995-06-28 Xerox Corporation An improved graphical keyboard
US5721853A (en) * 1995-04-28 1998-02-24 Ast Research, Inc. Spot graphic display element with open locking and periodic animation
GB2380918A (en) * 2000-05-11 2003-04-16 Nes Stewart Irvine Zeroclick
US6583781B1 (en) * 2000-10-17 2003-06-24 International Business Machines Corporation Methods, systems and computer program products for controlling events associated with user interface elements by capturing user intent based on pointer movements
WO2004034241A2 (en) * 2002-10-09 2004-04-22 Raphael Bachmann Rapid input device

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0660218A1 (en) * 1993-12-21 1995-06-28 Xerox Corporation An improved graphical keyboard
US5721853A (en) * 1995-04-28 1998-02-24 Ast Research, Inc. Spot graphic display element with open locking and periodic animation
GB2380918A (en) * 2000-05-11 2003-04-16 Nes Stewart Irvine Zeroclick
US6583781B1 (en) * 2000-10-17 2003-06-24 International Business Machines Corporation Methods, systems and computer program products for controlling events associated with user interface elements by capturing user intent based on pointer movements
WO2004034241A2 (en) * 2002-10-09 2004-04-22 Raphael Bachmann Rapid input device

Also Published As

Publication number Publication date
WO2005052780A3 (en) 2005-08-18

Similar Documents

Publication Publication Date Title
US5252951A (en) Graphical user interface with gesture recognition in a multiapplication environment
US6600480B2 (en) Virtual reality keyboard system and method
US6388657B1 (en) Virtual reality keyboard system and method
US9792040B2 (en) Pen-mouse system
JP6115867B2 (en) Method and computing device for enabling interaction with an electronic device via one or more multi-directional buttons
US5157384A (en) Advanced user interface
Rekimoto et al. PreSense: interaction techniques for finger sensing input devices
EP2564292B1 (en) Interaction with a computing application using a multi-digit sensor
US6072485A (en) Navigating with direction keys in an environment that permits navigating with tab keys
JP3630153B2 (en) Information display input device, information display input method, and information processing device
US7173603B2 (en) Input system, program, and recording medium
KR101589104B1 (en) Providing keyboard shortcuts mapped to a keyboard
US20120235912A1 (en) Input Device User Interface Enhancements
US20050243054A1 (en) System and method for selecting and activating a target object using a combination of eye gaze and key presses
JP2013527539A5 (en)
KR100222362B1 (en) A method for rapid repositioning of a display pointer
GB2351639A (en) Touch screen region assist for hypertext links
JP2001142634A (en) Track pad pointing device having specialized function area
JP2003529130A (en) Integrated keypad system
US20100295793A1 (en) Two stroke touch panel data entry system
JPH04195625A (en) Information processor
US5973622A (en) Keyboard with a two-dimensional actuator for generating direction signals
WO2005052780A2 (en) Graphical user interface
JP7415168B2 (en) Information processing device, computer program and information processing method
KR102274781B1 (en) Method of command generation according to six-axis motion analysis of feet and legs

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A2

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NA NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW

AL Designated countries for regional patents

Kind code of ref document: A2

Designated state(s): BW GH GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LU MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG

121 Ep: the epo has been informed by wipo that ep was designated in this application
NENP Non-entry into the national phase in:

Ref country code: DE

WWW Wipo information: withdrawn in national office

Country of ref document: DE

122 Ep: pct application non-entry in european phase