Author Topic: ErgoDox variant or mod for more than 40 keys per hand?  (Read 2570 times)

0 Members and 1 Guest are viewing this topic.

Offline xman

  • Thread Starter
  • Posts: 44
  • Location: New Jersey, USA
ErgoDox variant or mod for more than 40 keys per hand?
« on: Thu, 29 May 2014, 05:54:58 »
Does an ErgoDox variant or mod exist for more than 40 keys per hand?
Did a search, couldn't find it.
Would like to know what others think about this idea.
          This would be for someone who is interested in
an ErgoDox, but wants more than the 80 keys max
that the present ErgoDox has.
        This would use 1 teensy per hand
   so it's a double teensy project.
Each hand operates totally independently,
   so you can use either hand, or both hands at once.
           Disadvantages compared to a normal ErgoDox:
The addition cost of the additional teensy ($19).
New PCBs & cases may be needed.
Each hand uses a USB port, so that's 2 USB ports used total.
(Add a $5 hub & use only 1 USB port.  If you wanted to,
  you could build a USB hub into one of the hand modules).
           Advantages compared to a normal ErgoDox:
Could theoretically address up to 160 keys without layers
 (but ideally layers would still be possible).
No right hand to left hand expander chip needed.
No right hand to left hand connection cable needed, so it
eliminates all TRRS cable &/or TRRS connector problems.
Easier to troubleshoot, as each hand is independent.
           Additional comments:
     I don't have the ability or time to do this myself,
so I'm just asking the question.
    Reportedly the ErgoDox can now support full NKRO using
Hasu's code, which reportedly can turn full NKRO on or off.
Since I sometimes use Plover, this is a must-have option.
     If there is a way for the 2 teensies to talk to each other
over USB, a function key from either hand can trigger
whatever, including both layers for both hands at once.
Is that possible?
     If a new PCB is designed to support more keys, it'd be
nice if it had optional break-away thumb clusters & cabling,
as per the plainbriny thumb cluster mod shown at:
http://geekhack.org/index.php?topic=55043.msg1244366#msg1244366

Offline plainbriny

  • Posts: 192
  • Location: Taiwan
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #1 on: Thu, 29 May 2014, 06:22:45 »
After several months with ErgoDox, I found that I don't need so many keys.
Actually I only use 2~3 thumb keys per hand, and I seldom use the lowest row in both hands, and the outer most column in the left.
Thus more than 80 keys are not practical, even ergonomic, at least for me.

Other than that, I believe AcidFire's modular design can meet almost all your needs.
It is modular, thus you can have extra rows and columns; the thumb clusters are detachable and also supports various combinations of keys. It even supports a numpad module. There are a lot of other possibilities, and I am eagerly waiting for it.

« Last Edit: Thu, 29 May 2014, 08:33:24 by plainbriny »

Offline tp4tissue

  • * Destiny Supporter
  • Posts: 13565
  • Location: Official Geekhack Public Defender..
  • OmniExpert of: Rice, Top-Ramen, Ergodox, n Females
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #2 on: Thu, 29 May 2014, 10:44:22 »
After several months with ErgoDox, I found that I don't need so many keys.
Actually I only use 2~3 thumb keys per hand, and I seldom use the lowest row in both hands, and the outer most column in the left.
Thus more than 80 keys are not practical, even ergonomic, at least for me.

Other than that, I believe AcidFire's modular design can meet almost all your needs.
It is modular, thus you can have extra rows and columns; the thumb clusters are detachable and also supports various combinations of keys. It even supports a numpad module. There are a lot of other possibilities, and I am eagerly waiting for it.



the concept is they're there IF you need it...

Layer function can take care of everything, but some overhead is always good...


It's like income vs expenses..  Sure you can have it 1:1,  but that's always been a poor choice because the environment is less predictable.

Offline xman

  • Thread Starter
  • Posts: 44
  • Location: New Jersey, USA
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #3 on: Fri, 30 May 2014, 14:29:03 »
Hi plainbriny,
Are you currently using Hasu's code?

Offline Zekromtor

  • Posts: 241
    • My Setup
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #4 on: Fri, 30 May 2014, 16:07:54 »
I've found the lowest row of the ergodox to be very uncomfortable to use, especially compared to the kinesis advantage. IMO, you need the concavity to make that extra bottom row work properly, otherwise you're either moving your hand too much or having to hit it with an odd angle of your finger, like a top of the nail first motion.

That said, the ergodox's extra pointer finger keys in the center are a nice advantage over the kinesis.

And I agree wholeheartedly that people are trying to overload their thumbs with buttons when switching to these style keyboards. I've finally found a comfortable means of using my kinesis, and it involves minimizing the thumb role to space and modifier keys (momentary layer shift included, which unfortunately kinesis doesnt support natively). You definitely have more keys than necessary on these boards, and you should limit yourself to the most comfortable ones and embrace layers.

Offline plainbriny

  • Posts: 192
  • Location: Taiwan
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #5 on: Fri, 30 May 2014, 18:25:59 »
Hi plainbriny,
Are you currently using Hasu's code?

Yes, I am using tmk firmware by hasu ported by cub-uanic.
And it is true that layers have greatly extended the functionality of the keyboard,
and reduced the number of physical keys needed.

Having too many keys means you need to move your hands all the time, in order to
reach the extra keys.

I now seldom move my hands when typing. I have two layers, one dedicated for
navigation and function keys, where I put the arrow keys on the home row. Combined
with modifiers keys in the thumb cluster, I can press many key combinations without
moving hands, for example Ctrl-C, -V, -X, and Shift-arrows for selection, and more.

Before using the ErgoDox, I can not touch type, because I have to move my hands
all the time for navigation and key combinations. Now I can touch type on ErgoDox, and
I didn't specifically trained for that. It is natural, thanks to the layers.

Offline xman

  • Thread Starter
  • Posts: 44
  • Location: New Jersey, USA
Re: ErgoDox variant or mod for more than 40 keys per hand?
« Reply #6 on: Sun, 01 June 2014, 12:34:02 »
After several months with ErgoDox, I found that I don't need so many keys.
Actually I only use 2~3 thumb keys per hand, and I seldom use the lowest row in both hands, and the outer most column in the left.
Thus more than 80 keys are not practical, even ergonomic, at least for me.

Other than that, I believe AcidFire's modular design can meet almost all your needs.
It is modular, thus you can have extra rows and columns; the thumb clusters are detachable and also supports various combinations of keys. It even supports a numpad module. There are a lot of other possibilities, and I am eagerly waiting for it.



the concept is they're there IF you need it...

Layer function can take care of everything, but some overhead is always good...


It's like income vs expenses..  Sure you can have it 1:1,  but that's always been a poor choice because the environment is less predictable.


Well said, tp4tissue.
Good analogy.