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The 3D Mouse - Input Origins #21
The 3D mouse solved a real problem. A regular mouse moves across a flat surface. But 3D work needs more than left, right, up, and down. It needs movement through space: push, pull, twist, tilt, rotate, and turn. That is what the 3D mouse was built for. It went to space. đ°ïž It helped control a robot in orbit. đ€ It helped drive a rover across Mars. đȘ And yet, it never became the mouse on everyoneâs desk. Why? Because most people do not navigate 3D space every day. For CAD de
Ariel Amar
Jun 251 min read


Thumb Micro-Gestures are used to control the classic game Snake
AWE Expo Day 2 is about to begin! Weâre constantly exploring new interaction methods to make control more natural, seamless, and intuitive. Our testing continues to show that different devices, applications, and user experiences often benefit from different gesture schemes. In this example, Thumb Micro-Gestures are used to control the classic game Snake. đș Visit us at AWE 2026 đ Booth #648 đ§ Room 201A (2nd Floor) to explore Mudra Studio, Mudra Pro, and more.
Wearable Devices
Jun 171 min read


Another great day at AWE 2026.
Hereâs a look at one of the concepts weâre exploring: combining EMG-based neural input from two Mudra Link bands with open-source computer vision hand tracking. By synchronizing real-time pressure levels and multi-hand interactions, weâre exploring how neural input and computer vision can help teach machines not only what humans do, but how they do it. As Physical AI advances, understanding human tasks requires more than observing motion alone. Intent, force, timing, coordina
Wearable Devices
Jun 171 min read


The Light Pen - Input Origins #20
The light pen arrived before the world was ready for it. The core technology already existed in the 1950s: direct pointing, screen interaction, instant visual feedback. For the first time, users could point at something on a screen and have a computer respond immediately. But the hardware couldn't keep up. The light pen gave us the graphical interface. The mouse made it practical. Welcome back to Input Origins, our monthly look at how humans control technology. This time: The
Wearable Devices
May 281 min read


The Track Pad - Input Origins #19
The trackpad arrived before the world was ready for it. The core technology already existed in the 1980s: capacitive sensing, finger navigation, gesture-based control. But the ecosystem wasnât there yet. Then laptops, GUIs, and portable computing reached critical massâand within a few years, the trackpad replaced mechanical pointing devices across the industry. Over time, the input surface kept disappearing: from the desk, to the laptop, to the glass of the smartphone. Welcom
Wearable Devices
Apr 301 min read


When Lightning Strikes Twice (Or Thrice) - Input Origins #18
Great interfaces rarely arrive as a single breakthrough. They tend to appear more than once. Two inventors filing the same patent on the same day. Engineers in different labs solving the same control problem, without ever speaking. Entire teams, continents apart, arriving at the same idea at the same time. At first, it feels like coincidence. But it isnât. When a problem becomes clear enough, the solution starts showing up everywhere. Welcome back to Input Origins, our monthl
Wearable Devices
Mar 261 min read


The Spark: Mater artium necessitas - Input Origins #17
Great interfaces rarely begin as inventions. They usually begin with someone noticing something small. A product manager watching Excel users struggle to move through large spreadsheets. A Nintendo engineer noticing someone absent-mindedly pressing calculator buttons on a train. Moments like these donât look like inventions at first. They just look like curiosity. Welcome back to Input Origins, our monthly look at how humans control technology. This time: The Spark â Mater Ar
Wearable Devices
Feb 261 min read


Gaze tracking: Controlling with your eyes - Input Origins #16
Your eyes were never meant to be buttons. Gaze tracking seems natural, which is why itâs now everywhere â from AR/VR headsets and smart glasses to assistive systems that let ALS patients communicate using only their eyes. But looking isnât the same as intending. That gap has shaped over a century of research, from early psychology labs to modern XR platforms, forcing designers to add dwell-time, confirmations, and secondary inputs just to make gaze usable. Welcome back to - I
Wearable Devices
Jan 291 min read


10 Years in the Making - a CTO x CSO Discussion
How helping a nervous student on his first day at work spiked the signal that formed the team behind the worldâs first neural wristband. The discussion explores how raw wrist signals were gradually transformed into structured data, algorithms, and machine-learning models capable of recognizing intent before movement. đ§ Early Exposure to BCI Concepts Early encounters with brainâcomputer interfaces revealed a simple truth: breakthrough technology often begins in imperfect form
Shmuel Barel
Dec 26, 20253 min read


Gesture UI Intelligence for the Smart Glasses Era
Before words, there were gestures. Now technology is learning their meaning. Hand gestures are our oldest interface - instinctive, not learned. We never shaped them for machines; they evolved for human communication and interaction. Today, gestures are becoming the language through which we communicate with machines. What's in a Name? âThat which we call a rose by any other name would smell as sweet.â Everybody is trying to name and claim dominance in the post-iPhone era - f
Shmuel Barel
Dec 19, 20253 min read


At the Front line of Neural Interaction - A CSO x CPO conversation
Neural control delivers what every interface demands: reliability at scale, and this conversation explores how itâs done at the product level. Smart glasses are evolving fast, but input design still lags behind. Legacy interfaces donât fit face-worn devices. Solving the interaction challenge unlocks the next wave of adoption. The Paradox of Innovation: Familiar Enough to Use, New Enough to Matter True innovation walks a fine line. It must feel familiar enough to trust, yet ne
Shmuel Barel
Dec 12, 20252 min read


A Gun Company Standardized Your Keyboard's Layout - Input Origins #14
Before keyboards became the main way people interacted with computers, the QWERTY layout began as a solution to a mechanical problem. Early typewriters could jam when nearby letter bars were pressed too quickly, so Christopher Latham Sholes separated commonly paired letters. Remington, better known for manufacturing firearms and sewing machines, mass-produced the design and helped turn QWERTY into the standard. The same layout later moved from typewriters to teleprinters, com
Wearable Devices
Nov 27, 20251 min read


Neural Wristband: The Missing Link for Smart Glasses
The pace of technological advancement has always been dictated by user interfaces. Buttons felt safe. The mouse brought computers to the masses. Touchscreens put technology in every palm. A new standard is forming, and the leaders are already moving. Neural gestures are inevitable â rich in expression, intuitive in feel, natural to use. Neural Wristband. Control at the Speed of Intention For AR glasses to work seamlessly in everyday life, interaction must be effortless, touch
Shmuel Barel
Nov 27, 20252 min read


Touch Your Screen - Input Origins #13
Before touchscreens became the most widely used input method, controlling a computer required a separate device such as a keyboard, mouse, or joystick. The touchscreen changed that by combining the display and the controls into one surface. The first finger-driven capacitive touchscreen was developed by E.A. Johnson in 1965 for air traffic control. Early consumer attempts struggled, but the iPhoneâs multi-touch interface showed that tapping, swiping, and pinching could replac
Wearable Devices
Oct 30, 20251 min read


The Interface You Were Born With - Input Origins #12
Before keyboards, mice, touchscreens, and game controllers, humans already had a remarkably capable interface: your hand. Millions of years of evolution shaped the hand for gripping, feeling, moving, gesturing, and creating. Its combination of muscles, bones, nerves, and fine motor control made it the natural foundation for nearly every tool and input device that followed. Over time, interfaces were designed around the hand. Keyboards matched our fingers, mice fit beneath the
Wearable Devices
Sep 25, 20251 min read


Where AR Immersion Meets Human-First Design
What's in a Name? âThat which we call a rose by any other name would smell as sweet.â AR, XR, MR, or Spatial - the labels may shift, but the essence remains. At their core, all face-worn devices serve two functions: they display digital content and enable the user to interact. Their ability to perform these tasks ultimately determines their value. While the category name may change, what truly matters are two key dimensions: display immersion and input functionality. The G
Shmuel Barel
Sep 5, 20253 min read


Two Input Paradigms That Controlled Everything are Merging - Input Origins #11
Before touchscreens, gestures, and wearable input, most digital control followed two basic ideas: point directly at something, or move through a fixed set of options. The mouse established the pointing paradigm, where continuous movement controls a cursor across a screen. The D-pad introduced a different approach, using discrete directions such as up, down, left, and right to navigate menus and make selections. For years, these two paradigms developed separately. The Nintendo
Wearable Devices
Aug 28, 20251 min read


Four Ways to Control AR Glasses
AR and AI glasses are coming! But, without a touchscreen in our hands, how will we interact with them? Tomorrowâs interface wonât live on a phone screen, rather it will overlay information and experiences seamlessly onto our world. Maps, messages, and apps will appear as part of what we see, creating a continuous experience, freeing us from constantly holding a phone, and showing exactly what we need, when we need it. Here are the four input methods vying for dominance.
Ariel Amar
Aug 23, 20252 min read


Game pad: The Most Iconic Input method of Them All - Input Origins #10
Before game pads became the familiar controllers of consoles and virtual worlds, they began with a simple experiment: how could someone control an object moving across a screen? In 1958, Tennis for Two used two aluminum controllers, each with a knob and a button. Players turned the knob to aim and pressed the button to serve, creating one of the earliest examples of physical controls connected to a video game. Over time, game pads evolved from simple buttons and directional c
Wearable Devices
Jul 31, 20251 min read


The Joystick: How a 1908 Invention Launched 3D Interaction - Input Origins #9
Before joysticks became familiar tools for gaming and simulation, they began with a practical aviation problem: could one control make an aircraft easier and more intuitive to steer? In 1908, aviator Louis BlĂ©riot introduced a pivoting stick that controlled pitch and roll through natural hand movement. It replaced a complicated collection of levers and pulleys with one direct connection between the pilotâs movement and the machineâs response. Over time, the joystick moved fro
Wearable Devices
Jun 27, 20251 min read

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