The Keyboard(s) - Handwriting Recognition Returns

Windows RT comes with three keyboards. The standard QWERTY keyboard looks and feels like a larger version of the Windows Phone 7 keyboard, with the same design aesthetic and similar pop-up options for punctuation. In Modern UI, it takes up the entire bottom half of the screen, but interestingly enough, in desktop mode it doesn’t quite stretch full screen - there’s roughly 20 pixels left on either side of the keyboard. You can choose to stretch it out such that it spans the width of the screen, which changes the key aspect ratio and makes the entire thing wider. It doesn’t change the usability at all, but it was an odd bit of discontinuity. The number page has a unique layout, with a number-pad on the right and commonly used punctuation and symbols on the left. Other than that though, it’s a pretty straightforward keyboard that does its job well. 

The second keyboard is a split keyboard, but instead of being an overlay, it takes up the same amount of space as the regular QWERTY and adds a number pad right in the middle. The unorthodox layout is somewhat jarring at first, but if you want to type with your thumbs, this is the only way to do it. I honestly prefer the way Apple does it, with two separate key banks on either side of the screen (and actually, I think the first time I saw it like that was on the old Origami UMPCs back in the day) - it lets you see more of the display and ends up being more functional because of that.

The last keyboard is actually probably the most interesting, because it’s not really a keyboard. It’s the return of our old friend, the handwriting input panel. This is one of the only places I can find any remaining trace of the tablet PC era. None of the devices we had to test were pen-enabled, so the only way to use it was using our finger as a capacitive input. I was actually shocked at how well it worked. I know quite a few people waiting on the Wacom-infused Windows 8 Pro slates, but for those on a budget, I can easily see the handwriting input being quite useful in conjunction with OneNote and a capacitive stylus. 

With Microsoft integrating a keyboard into the Surface covers, ASUS going so far as to bundle the laptop dock as a default feature with the VivoTab RT (they didn’t even want to talk pricing of the tablet individually), and almost everyone else offering at least the option of an add-on keyboard accessory, the virtual keyboard is a bit less critical here than it is on some other platforms. Beyond basic URL entry, I barely touched the virtual keyboard - for writing, email, messaging, or anything else, I just picked up the laptop dock. Given how much the physical typing experiences have been emphasized by the hardware manufacturers, it’s very plausible to think that the virtual keyboards could get relatively little use. 

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  • Taft12 - Thursday, October 25, 2012 - link

    You seem to have missed the way the app store phenomenon has depressed software prices. You may take quantity over quality but hardly anyone else does.
  • SlyNine - Friday, October 26, 2012 - link

    At least in your opinion. I'm with A5cent. Your point remains to be proven, right now its just your opinion.
  • steven75 - Friday, November 2, 2012 - link

    Apple's own AAA apps such as iPhoto, iMovie, Garageband, iWork are almost all $5.

    And they are FAR more capable than anything you can get on Metro right now.
  • MadMan007 - Thursday, October 25, 2012 - link

    "This stage of the Tablet market"...I'm not sure what you could possibly mean there. This is the very early stage of tablet development. The iPad was released about 2 and a half years ago, that's nothing and I don't understand why people try to declare a market won when it's that new and still growing very fast.
  • Dekker - Thursday, October 25, 2012 - link

    What I mean is that developers will first write for iPad because it has an installed base of 100 million devices. Only much later will they write for less popular platforms. Some apps may not make it to RT at all. Overcoming the disadvantage of being the less attractive platform is very hard because of the self-reenforcing effects (ask Apple about their experience in the 90s when software support for the Mac faded).
    Not all is lost for MS, but they do not have much room for error or delay in the tablet space. As for Apple, the technology industry only grants temporary near-monopolies and they will not be on top forever.
  • MadMan007 - Thursday, October 25, 2012 - link

    I guess if Apple continues their douchery of limiting which development tools developers can use then yeah. (Maybe they stoped that? It was in relation to Adboe tools iirc, not Flash.)

    Otherwise cross-platform developing will become the norm, with some necessary differences due to UI or what have you, and other tweaks as devs see fit. MS may provide some great dev tools to make this happen, even if it's just to port over to WinRT, and there are already dev tools to create apps for both WinRT and Win x86.

    That last bit is where a lot of WinRT apps will come from. Devs making apps for what will be the huge Win x86 install base and just porting them to WinRT.
  • khanikun - Friday, October 26, 2012 - link

    The difference so far is the iPad is a toy tablet. Windows RT is not. The benefit of a merger of toy tablet OS combined with a desktop OS.
  • strangis - Friday, October 26, 2012 - link

    Developers can target ALL Windows 8 computers with RT apps, which means the market will potentially be 300+ million people within a year.

    That far surpasses the iPad in exposure.
  • steven75 - Friday, November 2, 2012 - link

    Except Metro is being widely panned for keyboard/mouse use.
  • dysonlu - Friday, October 26, 2012 - link

    I think the crucial points for a platform, and this may sound a bit controversial, are "hackability" and games. That's what jumpstarts a platform. Hackability: an underground scene for free apps and games or for other "illegal" use of the platform/device will lower the barrier of entry and thus increase adoption rate. The amount of people wanting free and illegal stuff can't be underestimated. Games, of course, more than any apps are what people download and buy compulsively. Games are compelling to everyone, from 7 years old to 77 years old users. Games are what people tell their friends about, they promote visibility and popularity of the platform.

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