New headlamp UI

ahorton

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Jul 22, 2008
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I'm almost finished a new headlamp and I'm having trouble deciding on the User Interface (UI).


The light has flood LEDs and a throw LED which are individually controlled by a microcontroller. The input comes from a single momentary switch which can take things like single clicks, double clicks, long presses etc.


Some background:
The first headlamp I made had 3 simple modes (off-->spot--> low flood--> high flood--> off) and that was ok. Nobody got confused.

The second version was a lot more complicated. It was based on a group of two modes (spot and flood) and you swapped between them with a single click. This was great, because when you were using it, you only ever want flood or throw and you don't want to go through other modes to get there. The downside was that everything else around that group became more complicated. To select which flood level you wanted to use, you had to double-click to get into a group where you could choose the level and then double-click back to the competition mode.


usersguide.jpg



For the 3rd version, I have a few ideas in mind but I'm interested to gather the opinions of other keen headlamp users.

So if you have a minute, let me know:

1. What modes it should have (including battery indicator, SOS, lock-out etc) and
2. What combination of clicks to turn it on, navigate and turn it off.

The maximum drive levels for the 2 XP-Gs are 700mA each (1400mA total) while the XR-E for throw can take up to 1000mA.
 
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Ramping if you are able to do it for each type (spot and flood) starting on low. The best ramping IMO is where it goes low to high (or high to low) and blinks at the end and if you keep pressing the button then ramps back up (down) in the opposite direction.

Starting with low might be best for a headlamp so as not to blind fellow tent mates/hikers etc..

It's good to have mode memory so that it comes on in the users preference of spot or flood.

If that could be done the rest of the mode options don't really matter that much to me especially if they complicate things (strobes,battery indicator,lockout) Lockout might be more desirable if the on button is especially sensitive.

While not a mode, regulation within a certain range would be nice.
 
Agree 100% with the previous poster. Infinite ramping starting from low to high and back with a blink pause in between. Preferably ramping done by a press and hold. Mode memory and if possible, light level memory so it comes back on in the same mode and at the same level as when it was switched off. That would really make me a happy camper!!
 
I'm surprised. I never like the continuous ramp because I never know exactly how much juice it's taking. I prefer to know that the second top mode lasts 4 hrs and the bottom mode lasts 100 hours etc.
 
Just for the sake of discussion I'd like to ask the previous poster a question (or anyone who is a fan of lighting level memory). Why is this helpful? Describe the situation that you commonly find yourself in where this is preferable. Many people want memory so I know that it must have value.

I'll describe why I don't understand it myself. If I'm outside with no ambient light I don't need as much light. If I'm outside with a little ambient lighting I need more lighting.

The lighting level I find myself in today may not be the lighting level I find myself in tomorrow. So, how is it helpful for a light to come on at the same level that I used it last time?

Personally, I'd rather have a light come on the same way every time. If it's a "home defense" light I'd like for it to come on high every time. If it's anything else I'd like for it to come on low every time.

Other than mode memory I don't get memory (light level memory). Can someone please explain how it is helpful for you? Thanks.
 
I'm surprised. I never like the continuous ramp because I never know exactly how much juice it's taking. I prefer to know that the second top mode lasts 4 hrs and the bottom mode lasts 100 hours etc.


IM glad were on the same page, that reason right there is why I dont really care for the saint minimus, you never know how long a level is gonna last.
 
too bad you couldn't use two buttons and have one for the spot and the other for flood so you could easily control them separately and quickly.
 
Two buttons could be great but you either need to make the body bigger or the buttons smaller. I don't like small buttons but I do like small headlamps, so I decided to stick with only one button.
 
Just for the sake of discussion I'd like to ask the previous poster a question (or anyone who is a fan of lighting level memory). Why is this helpful? Describe the situation that you commonly find yourself in where this is preferable. Many people want memory so I know that it must have value.

I'll describe why I don't understand it myself. If I'm outside with no ambient light I don't need as much light. If I'm outside with a little ambient lighting I need more lighting.

The lighting level I find myself in today may not be the lighting level I find myself in tomorrow. So, how is it helpful for a light to come on at the same level that I used it last time?

Personally, I'd rather have a light come on the same way every time. If it's a "home defense" light I'd like for it to come on high every time. If it's anything else I'd like for it to come on low every time.

Other than mode memory I don't get memory (light level memory). Can someone please explain how it is helpful for you? Thanks.

Your example re lighting levels today and tomorrow may be a little extreme 🙂 Most of the time I find myself turning my headlamp on for only a few minutes to look for something around camp or to check out the trail if I'm walking. Once I'm done, the light goes off. Then maybe 5-15 minutes later I find I need the light again. In this case, it'd be so nice if the headlamp could come on at the level that I'd switched it off at because ambient light levels are likely to be similar. We're talking about a headlamp UI here so this is what I prefer for my uses. Another option could be a mode memory that always starts at the same level (preferable low) each time I switch it on. This is just so that I know exactly what light level I'm gonna get when I hit the switch.
 
Thanks for your comments Yasunil. I can see your point.

Ahorton, regarding the ramping I see your point as well but I figure if I can set the light for the most appropriate level via ramping then I'm going to get optimal burn time even if I don't know exactly what that is.

I'm not likely to really know how long the batteries will last anyway as I'm not going to only use one lighting level for the entire battery life.

I notice with my flashlights that have Hi, Med, and Low that at night the lighting level either seems a little too bright or not quite bright enough. With ramping you can get the level that your eyes tell you is just right.
 
I'm surprised. I never like the continuous ramp because I never know exactly how much juice it's taking. I prefer to know that the second top mode lasts 4 hrs and the bottom mode lasts 100 hours etc.

I never know how much time I have left on my batteries. I might use my light for 15 minutes one day, 15 minutes the next, maybe another 30 minutes in a few weeks. And of course I really don't keep track if it was 15 minutes or how many days.

I wish there was an internal switch that I can toggle between simple UI and advance UI. Lights have gotten way too complicated to operate, especially when you have several. But having some extra and rare options might be nice.

Jake
 
I think there are a few different applications here:

- There's people who want to know exactly how long it will run at a given level (adventure racers, cavers etc),
- but there's also people who just want to use it and enjoy it.

The first group like clear, simple modes while the second group like to be able to set the level just right.

So it gets more complicated for me to pick which is better.



I have played around with having multiple UIs in the same circuit. You end up having a special code like 10 quick clicks and then you select the type of UI. These look great on paper, but in practice, most people just get frustrated. I've found that people don't want to 'learn' how to use their light. They just want it to be intuitive. The worst outcome is that every now and then someone who only wanted 2 modes, ends up in something complicated because their kid pressed the button as fast as they could.
 
I'm all for simple. If there is no ramping I'd personally be OK with no strobes or red leds, and just spot or flood at either high,medium, or low (as long as it was a real low) with a battery indicator.

I'm sure if you try to make a headlamp that works for everyone it will please no one more than likely 🙂

It will be interesting to see what you come up with.
 
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Here is my ideal 2-LED Headlamp UI.

Switch On - Hold 1 sec
Switch Off - Hold 1 sec
Switch Groups - Hold 2 sec
Instant Spot 100% - Double Click


Group 1 - Spot
a - Full
b - 40%
c - 15%

Group 2 - Flood
a - Full
b - 40%
c - 15%
d - 3%


Group 3 - Flash Spot LED
a- 5 short flashes, pause 1 sec - Urgent
b- 3 short flashes per second - Warning
c- 2 short flashes, pause 5 seconds - Power saving Beacon
d- Fast SOS, pause 2 seconds - Distress
e- Fast SOS, pause 8 seconds - Distress power saving
 
I like your split of power levels Mike.

I noticed another thing that has surprised me in Mike's and Bryan's designs. I never think to have the spot at anything other than 100%. When I want to see something far I want to see it as clearly as possible then go back to the flood. I guess Mike's double-click to spot serves that purpose.

What's the philosophy behind having a dim spot mode? Do you get in situations where you don't want to be blinded by it?
 
Here's one I came up with (it has been inspired by a few things I've seen or read here even if it looks different):


3 inputs:
'click' = less than 1 second
'press' = more than 1 second.
'double click' = 2 clicks in less than 1 second. (Maybe 0.75 seconds. I have to decide on the feel of the button).

From off:

  • a press puts you into the base group.
  • a double click puts you into the flashing group.

From anywhere other than off:

  • a press turns you off.

Base Group (move within group with 'double click'):

  • 0%->3%->15%->40%->100%->0% (flood)
  • (or maybe) ramping up and down by holding (flashes at the ends)

  • At any time from the base group, single 'click' to 100% spot and single 'click' to return to the previously used flood mode.
Flashing group:

  • Single click to move within the group.
  • Some combination of flashing beacons, battery indicator and SOS.


Both the flashing group and base group will remember your previously used mode.
 
Is there a purpose in mind?

For caving, I want 3 modes for spot and 3 for flood, with the possibility to have both on at once.

1 click: on in flood in low (10-15%)
2nd click: medium flood (40-50%)
3rd click: high flood 100%

double click: change to spot, with the same set of outputs.

hold from on: both on, same modes

Three outputs are plenty most of the time.
Set modes means we know how long the batteries will last, roughly (vital in caves!); I don't
like ramping for headlamps.
Cycling (ala Zebralight is okay).
Memorizing the last mode is mostly bad as starting in low means you will have adjusted eyes,
requiring less battery drain AND the light will light when the battery is mostly empty.

Flood is good for navigation in small areas. Spot is good for looking at things far away. Both at once allows you to navigate AND watch your feet at once in large spaces. Since that happens least frequently, it should be the one least convenient to go to.

If you really want flashies (I REALLY don't), make them a hidden mode (click, click, press?). They are only useful to me for signaling, and that will happen very infrequently. Best to have them out of the way.

Excited to see the new headlamp,
Kevin
 
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In my headlamp the spot emitter is the most efficient so having levels is just a power saving thing. I could do with only high and medium with the spot but if you have 3 levels with flood you might as well have the same for spot.

I rarely keep the spot on high however. If high was not very high 🙂 then I guess I would but 100 lumens is over kill while hiking at night most of the time.

Regarding the UI. I like the UI on the BD Storm (just to give you some ideas).
Click and it's on high spot. Turn off and click again and it's on high flood. In other words it toggles. Press for 3 seconds and it's in red led mode. Do the same again and it's back in white led mode. Press 6 seconds for lock out mode. When in white mode press 3 times quickly and you have strobe. (I could do without strobe however).

It's simple however it uses ramping to select the output levels so yours would have to be more complicated in that regard since you aren't using ramping.

Really, if the led that you use for flood is just as bright and efficient as the one you use for spot you could do without a low spot setting. Medium is still nice as a battery saving thing when high isn't needed.

When I'm hiking at night I need a little more throw than the flood allows sometimes but I don't need to kill the batteries with high when medium works. High is mainly for when there is a real need for more throw on a temporary basis. You could set spot for 50 lumen (and not have the option of a real high) and just have one mode for spot I suppose.
 
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My reasons for having reduced power with a spot beam are -

- avoid glare off nearby objects, also retaining night sensitivity.
- long term lighting on a distant object e.g. a rescue situation
 
Thanks for the helpful comments everyone.

I knew it would be hard to make something to please everyone but I now have the proof that it is impossible!

I guess I'll be making a few different UIs and loading on whatever an individual wants. Easy enough to do in the small quantities with which I play.



I think any UI is going to be focused on a certain thing which is done easily and everything around it is either absent or more complicated. I consider a single click to be easy/intuitive while a 1 second press or double click is a bit harder. Psychologically, I feel that anything accessible by a single 'click' is close or nearby, while a double click or long press is distant and annoying to have to go to.

Also, it seems that for any UI, some people will want the flashing group (strobe/sos/battery indicator) and others will not. Those that want them still want them in an out-of-the-way-place.

So here's a few different UIs I can imagine:

A: Adventure racing or running/searching in the bush.
Easy task: Switching between a pre-selected Spot and Flood.
Harder tasks: Turning on/off, programming the desired flood level.


C: Caving (based on kevinm's comments)
Easy task: Turning on/off and switching between different power levels
Harder tasks: Swapping between spot and flood.



S: Simple (eg, off->low flood->medium flood->high flood->spot->off by single clicks)
Easy task: Turning on and getting to each type of beam. Nothing to 'learn' about the light.
Hard task: Having to go back all the way around the cycle. Also doesn't have many available modes.



R: Ramping (eg, single click between spot/flood press and hold to ramp up/down 0-100% as gcbryan suggested)
Easy task: getting exactly the beam you want
Hard task: knowing how long you've got left.


M1: Memory (eg, off->on->off by single clicks)
Easy task: Going directly to the only mode you want.
Hard task: Selecting what the 'on' mode is.


M2: Memory (eg, off->on1->on2->off by single clicks)
Easy task: Going directly to the only modes you want.
Hard task: Selecting the modes.




None of the above include any flashing modes, but I can imagine the UIs: AF, CF, SF, RF, M1F and M2F which each have a flashing group accessible by some code from the off position. The code (eg 10 clicks or click-click-press-press or whatever) would be complicated enough so as to not hit it accidentally but could be written on an inconspicuous part of the battery case. Within the group I imagine a single click to move between modes (starting from the previously used mode) but I'm not sure how to best turn it off. It has to be something that works intuitively with any of the UIs.
 
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