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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


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 iPhone’s 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


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


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 Blériot 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 pilot’s movement and the machine’s response. Over time, the joystick moved fro
Wearable Devices
Jun 27, 20251 min read


IMU: From B-29 Bombers to Your Gamepad - Input Origins #8
Before motion control became part of smartphones, game controllers, and wearables, the inertial measurement unit began with a much more serious challenge: could a machine understand its own movement without relying on external signals? Early IMUs combined accelerometers and gyroscopes to measure motion, rotation, and orientation. Developed for military navigation and later used in the Apollo program, they showed that machines could track movement independently and respond to
Wearable Devices
May 29, 20251 min read


Talking to Machines: The Origins of Voice Control - Input Origins #7
Before voice assistants became part of everyday life, voice control began with a much simpler question: could a machine recognize what a person was saying? Early systems like Bell Labs’ AUDREY and IBM Shoebox showed that spoken words could become digital input. They were limited, slow, and far from natural conversation, but they proved that machines could begin to understand human speech. Over time, voice control moved from lab prototypes to dictation software, smartphones, s
Wearable Devices
Apr 24, 20251 min read


BCI: Before Neuralink, there was Cyberlink - Input Origins #6
Before Neuralink made brain-computer interfaces part of the mainstream conversation, Cyberlink showed an earlier version of the same ambition. Introduced in 1996 by Brain Actuated Technologies, Cyberlink used a forehead-mounted headband to capture signals from the brain, eyes, and facial muscles. It was an early attempt to turn human intent into computer control. The system found early use in accessibility and later influenced consumer experiments such as the OCZ Neural Impul
Wearable Devices
Mar 27, 20251 min read


Computer Vision - Input Origins #5
Before computers could respond to gesture, they first had to learn how to see movement. Welcome to another chapter of Input Origins, where we rewind to the moments that changed how we interact with technology. Computer vision opened a new path for human-computer interaction. Instead of holding a controller, pressing a key, or wearing a glove, the body itself could become the interface. Myron Krueger’s VIDEOPLACE showed an early version of that idea in the 1970s. Decades later
Wearable Devices
Feb 27, 20251 min read


We’re Strapping on a Glove - But Not for Fashion. Input Origins #4
Before gesture control became a feature in games, headsets, and smart devices, it was something researchers tried to build by strapping sensors to the hand. The Sayre Glove, developed in 1977, was one of the first devices to translate finger movement into digital signals. It showed that the hand itself could become an input device. Years later, the Nintendo Power Glove brought that idea into living rooms. It was ambitious, imperfect, and ahead of its time, but it introduced a
Wearable Devices
Jan 30, 20251 min read


The Mouse That Roared - Input Origins #3
Before the mouse, computers were mostly controlled through commands, punch cards, and keyboards. Interaction was indirect, technical, and far from the way people naturally point, choose, and move through information. The computer mouse changed that. Introduced by Douglas Engelbart during the 1968 “Mother of All Demos,” it turned hand movement into cursor movement and made computers feel more visual, direct, and collaborative. A small wooden block on wheels helped open the pat
Wearable Devices
Dec 26, 20241 min read


From Stylus to Signals - Input Origins #2
Before touchscreens became normal, the stylus showed a different way to control computers. Instead of typing commands or pressing buttons, users could draw directly on a surface and turn hand movement into digital input. The RAND Tablet, introduced in 1964, helped define the idea of graphical input. It connected human movement, precision, and computation in a new way. From there, the story moves toward modern tablets, digital drawing, gestures, and neural signals. It is a sho
Wearable Devices
Nov 28, 20241 min read


Welcome to -Input Origins -: From Clicks to Taps - #1
Every input device starts with the same question: how do humans tell machines what they want? For decades, the answer changed again and again. Dials, buttons, remotes, touchscreens, and neural interfaces each brought control closer to the user. This is where -Input Origins- begins. The first edition looks at the shift from physical control to remote control, starting with the Zenith Space Command, the first wireless TV remote. Input Origins is a monthly series about the devic
Wearable Devices
Oct 24, 20241 min read


Whats new at Wearable Devices Ltd - our newsletter recaps the latest updates and announcements
Wearable Devices Ltd - Latest newsletter updates and announcements
Wearable Devices
Sep 11, 20241 min read


Mudra Link - The First Neural Interface Wristband for Android Users - Now Available for Pre-Orders
Mudra Link is designed to seamlessly integrate with various digital platforms, providing users with a highly responsive and natural...
Wearable Devices
Sep 9, 20241 min read


Interaction Beyond Boundaries - Integrating Wearable Neural Interfaces and Gesture Recognition Cameras for Enhanced User Experience
Combining gesture control cameras with neural wearable interfaces surpasses line-of-sight and field-of-view limits
Wearable Devices
Sep 4, 20241 min read


Meet Guy Wagner at the OpenXR Live Meetup
Meet us at OpenXR
at Seattle, September 2024
Wearable Devices
Aug 30, 20241 min read


Mudra Band to Control the Apple Watch Using Familiar Gestures
The latest upgrade to the Mudra Band - new gesture control functionality for the Apple Watch. This new feature enhances convenience by...
Wearable Devices
Aug 29, 20241 min read


Mudra Band Expands Apple Vision Pro Gesture Controls to All Apple Devices
Users can now control their Apple devices using the same gestures as those used on the Apple Vision Pro (“AVP”), enabling seamless...
Wearable Devices
Aug 27, 20241 min read

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