comradekingu
Glowing ember
I think right or left weight isn't the issue, I think its the polarity.
We have to pay attention to that input per minute isnt a fixed rate, it is considerably lessened by jumping through hurdles, even if you get good at that sort of thing.
If your left thumb is locked up at far left, that is never good.
The most used chars are to the left on QWERTY, which we have to use, so it makes sense to have punctuation on the right. Back in the day when you had to lift off right hand to slam the typewriter back in place this made sense, allthough i dont know if thats why. This loss of type-time is comparable to every time you need to move your thumb. On a desktop keyboard everything is minimal movement away, and its divided by ten. We cant hide this issue when we have 2 thumbs worth of input, each moving much more in the horizontal field than the vertical one.
QWERTY is notoriously left-right shifting single words, because it has no common use clusters, it isn't made to be good, it has considerations for not locking up mechanical typewriters. The reasons other layouts prove better is mainly due to the exact same reason having ,. on one side, and shift enter space on the other is bad. Small combos that you can pull off in one sweep, and central placement of the stuff you use the most.
The frequency at which the right hand is drawn right to do punctuation on pyra and pandora is every time you press space. Making the button longer doesn't help.
Farthest left isn't good. That is why I went with a more central placement.
Here is the reason why having all punctuation on left makes sense, if your right hand is there anyway, it makes no sense to also tie up the left hand at far left.
Additionally, combos are easier because you don't have to shift focus visually and motorically. Not only more efficient, but also more intuitive for a new user.
For times where you apply learnt behaviour, shoulder-shift is always more effective, which I tried to prove in the other thread. Slalom-typing is not good.
If I got to chose I would put all language input punctuation on shoulders and add another row to the keyboard. Then i would divide the keyboard in two parts and have a row of control keys in the middle.
It would be not easy to pick up, it would require big hands, and if I could also mess up pocket-ability i would make it 3d-ergonomic. Tl;dr on this last part is that inputting language by pressing buttons with hands is pretty arbitrary, and skills arent easily acquired or translated to something that works well for a handheld thing.
Ergonomically a thing you type on the back of, while you watch the front is great. It could even be efficient. But sadly thats where it stays. Changing input conventions is famously difficult. If we want to enable typing with shoulderbuttons it cant be a basic requirement. People wont even consider trying it then.
We have to pay attention to that input per minute isnt a fixed rate, it is considerably lessened by jumping through hurdles, even if you get good at that sort of thing.
If your left thumb is locked up at far left, that is never good.
The most used chars are to the left on QWERTY, which we have to use, so it makes sense to have punctuation on the right. Back in the day when you had to lift off right hand to slam the typewriter back in place this made sense, allthough i dont know if thats why. This loss of type-time is comparable to every time you need to move your thumb. On a desktop keyboard everything is minimal movement away, and its divided by ten. We cant hide this issue when we have 2 thumbs worth of input, each moving much more in the horizontal field than the vertical one.
QWERTY is notoriously left-right shifting single words, because it has no common use clusters, it isn't made to be good, it has considerations for not locking up mechanical typewriters. The reasons other layouts prove better is mainly due to the exact same reason having ,. on one side, and shift enter space on the other is bad. Small combos that you can pull off in one sweep, and central placement of the stuff you use the most.
The frequency at which the right hand is drawn right to do punctuation on pyra and pandora is every time you press space. Making the button longer doesn't help.
Farthest left isn't good. That is why I went with a more central placement.
Here is the reason why having all punctuation on left makes sense, if your right hand is there anyway, it makes no sense to also tie up the left hand at far left.
Additionally, combos are easier because you don't have to shift focus visually and motorically. Not only more efficient, but also more intuitive for a new user.
For times where you apply learnt behaviour, shoulder-shift is always more effective, which I tried to prove in the other thread. Slalom-typing is not good.
If I got to chose I would put all language input punctuation on shoulders and add another row to the keyboard. Then i would divide the keyboard in two parts and have a row of control keys in the middle.
It would be not easy to pick up, it would require big hands, and if I could also mess up pocket-ability i would make it 3d-ergonomic. Tl;dr on this last part is that inputting language by pressing buttons with hands is pretty arbitrary, and skills arent easily acquired or translated to something that works well for a handheld thing.
Ergonomically a thing you type on the back of, while you watch the front is great. It could even be efficient. But sadly thats where it stays. Changing input conventions is famously difficult. If we want to enable typing with shoulderbuttons it cant be a basic requirement. People wont even consider trying it then.
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