Posts Tagged ‘MOTO Development’

DIY Touchscreen Analysis

Friday, January 8th, 2010

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The success of the iPhone has triggered the adoption of touchscreen systems in a wide range of mobile devices, and a bevy of new gadgets equipped with capacitive sensing technology have now hit the market.  MOTO has years of experience developing products that use capacitive touch, and we’ve had the opportunity to test many of the latest devices. Our conclusion: All touchscreens are not created equal.

It takes finesse to create a touchscreen system that’s pleasant to use, because touchscreens require seamless integration between hardware components, software algorithms, and user-interface design. If a manufacturer cuts corners or flubs any of the critical elements, the user’s experience with a touchscreen product is likely to suffer.

Simple and True

Although we usually use sophisticated tools to test touch screen accuracy, MOTO has also developed a simple technique anyone can use to evaluate the resolution and accuracy of a touchscreen device. All you need is a basic drawing program (download one if necessary), a steady hand, and a few straight lines drawn very slowly on the screen.

This video shows what happened when we recently took several touchscreen systems out for a test drive:

The Virtue of Slow

Why do you need to draw slowly?  On a good touchscreen, users can draw clean straight lines, even while going very slowly, so the graphics that appear on screen accurately represent what was physically drawn.

On inferior touchscreens, it’s basically impossible to draw straight lines. Instead, the lines look jagged or zig-zag, no matter how slowly you go, because the sensor size is too big, the touch-sampling rate is too low, and/or the algorithms that convert gestures into images are too non-linear to faithfully represent user inputs.

Pressure Matters

Also, even on a single device, the amount of pressure and the part of the finger you use on the screen has an impact on how well it senses. A good touchscreen device will produce linear output regardless of whether you’re using the full pad of your finger, or just the dry corner of your cuticle.  When comparing devices, make sure to use even pressure across all of them.

If you want to show the most extreme case, draw very lightly with the corner of your finger. The artifacts will increase significantly, showing which device is really the best with a weak signal. This is important because quick keyboard use and light flicks on the screen really push the limits of the touch panel’s ability to sense.

Here you can see the results of our test:

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Edge Performance

Take careful note of the performance at the edges of the screen. The performance at the edge is challenging to tune, and separate from the basic “waviness” test. The iPhone tracks all curve very strongly as you approach the edge of the screen, despite a straight finger trajectory. This is especially obvious at the bottom, where the iPhone has a sensitivity problem.

The Droid Eris [Nexus One] is actually the clear winner for edge performance — the signal tracks right off the edge of the screen very consistently.

[edit] As of time of first writing, we hadn’t tested the Nexus One.  It does slightly better than the Eris.  In fact, they both use the same touch controller IC.

A Quest for High Signal-to-Noise Ratio

To create a superior touchscreen experience, it’s essential to develop a touchscreen sensor that has the highest possible signal-to-noise ratio, or SNR. When a manufacturer gets it right, the device tracks touch inputs almost as if they were connected to physical objects in the real world. Get it wrong and consumers end up with inferior touchscreen systems that are inaccurate, insensitive, and absolutely infuriating to use for typing.

Key drivers of SNR include:

  • Conductive sensor material
  • Substrate material
  • Substrate thickness
  • Distance from display (the biggest noise source)
  • Sensing waveform
  • Sensor pattern
  • Sensor pitch
  • Analog sensing circuitry
  • Sample rate

Touchscreens are a catalyst for innovation and a powerful way for device manufacturers to differentiate their products in an intensely competitive marketplace. But as our demonstration shows, there’s a right way and a wrong way to deploy the technology. MOTO has worked with capacitive touch interfaces for more than 15 years, and here are some essential dos and don’ts for anyone entering the field:

  • Don’t skimp on materials. With touchscreen hardware, manufacturers get what they pay for — and consumers will notice the difference.
  • Allow ample time to develop your algorithms. Don’t treat touchscreen algorithms as an element of component sourcing; for best results, create a distinct touch development track under your own roof to make sure your products are both responsive and accurate.
  • Closely integrate touchscreen hardware, software, and user interaction development, and do so as early as possible in the product development process. Never treat them as separate tasks.

Introducing AMP: Android Everywhere, Made Easy

Tuesday, December 1st, 2009

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It’s no secret that Apps are having a profound impact on consumer electronics devices. Thanks to popular new products like Apple’s iPhone and the Google-powered G1 phone, Apps — those relatively lightweight, Internet-enabled software programs optimized to perform a specific task — have revolutionized the way we think about mobile devices by transforming them into network-enabled computing platforms that are easily customizable and almost infinitely versatile.

But what about other kinds of gadgets? How can electronic products that aren’t used as mobile communications tools take advantage of the opportunities afforded by the proliferation of Apps?

Google’s Android operating system may be part of the answer. Although originally created for use on mobile phones, Android can be adapted to bring App functionality to a wide range of devices — from portable multimedia players, to home appliances, to telecom gear. It also has many advantages: it’s open-source, powerful, supported by a robust development community, and free of charge to use. For hardware manufacturers, then, the challenge comes in figuring out how to adapt Android quickly, reliably, and affordably for use beyond the cellphone.

MOTO’s Android Media Platform (AMP) makes that possible. Created by a team of MOTO engineers, AMP is a full-featured Android reference platform that makes it faster and easier for customers to bring app- enabled products to market. Put simply, AMP is a multimedia development environment for creating Android-enabled products that enjoy full interoperability with the complete library of Android apps.

For example, with AMP, a bedside clock radio could do double-duty as a network-enabled glucose monitor for diabetics. Or a simple dashboard accessory could provide detailed information about your car’s fuel consumption and operating history.

For device manufacturers, AMP provides a powerful set of tools to compress the product design and development process and focus on creating sophisticated technical architectures and user experiences.

For MOTO, AMP is an exciting way to enable innovation by making it easier to embed new capabilities in almost any consumer electronics item. AMP is designed to accelerate the shift from a stand-alone world of “dumb” products to a new, connected universe of “smart” devices.

What other kinds of things could AMP do?  If you have ideas, we’d love to hear about them.

Android FAQ

Friday, June 26th, 2009

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MOTO Labs’  J. Daniell Hebert gave a talk on “Android Beyond the Phone” at the 2009 Maker Faire.

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DIY Android Home Energy Monitor

Thursday, May 28th, 2009

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Lately we’ve been tinkering with deploying Android beyond the phone (using Google’s open-source Android to connect devices to each other and the web), so we thought we’d see if we could leverage the efficiency of Android on a BeagleBoard, the accessibility of wireless webcams, and the ease of a Flickr feed to a custom Google Gadget to track the ups and downs of our metered utilities.

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Scalable Multi-Touch

Monday, April 27th, 2009

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Devices such as the iPhone have begun to scratch the surface of gesture-based software interfaces, yet large, true multi-touch interfaces are still rare, bulky, and expensive.

This recent prototype – a next iteration of labs’ Sensing Screen – promises effortless touch interaction, full multi-touch, a robust glass work surface, low stack height, with comparatively moderate cost.  It does not utilize cameras or projection technology.   This means that in production, this scalable technology could be very thin and very big.  It could sit on legs like any table, or lay on a wall surface like any LCD panel.

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