Sorry, I’m not trying to be a buzzkill. By all means build keyboards in all sorts of different shapes and try typing on them!
The question was “what do you think”, so I was just providing my honest opinion, not trying to shut down discussion or prevent anyone from experimenting and reporting back what works for them.
I’ve actually made acrylic prototypes of a wide variety of shapes, at least a couple dozen different designs, including straight matrix, symmetric row stagger, standard row stagger with an angle between halves, matrix with an angle between halves, several different types of column stagger, split boards supported at all kinds of wacky angles and split distances, and a whole bunch of different thumb section designs. Most of those didn’t get wired up into working keyboards, but even from a quick prototype with switches and keycaps installed, it’s possible to figure out a lot about which finger and hand motions are easy and natural, vs. which ones are cumbersome.
I’ve gotten very side-tracked by several projects unrelated to keyboards in the past few months, so I haven’t yet finished making something I’m ultimately happy with. I’ll try to get back to it hopefully before *too* long.
My main goal with comments like these is to get people thinking about how exactly their hands and fingers will be positioned while at rest, and what kind of movements will be required to press various keys. It’s helpful to read some books about hand anatomy, but even just spending a few minutes (or hours, or days) considering the most comfortable and neutral positions for your own hand, and noting down (e.g. by tracing on paper, or making a plasticine model, or whatever) what the comfortable range of motion of each finger has for positioning it at the surface of keys, and what type of muscle motions are used for actually pressing a key and what direction that motion is aimed in, is very very useful for designing new keyboard shapes.
If someone is going to go to the several hours (at least) of work it takes to build a keyboard from scratch, I think it’s worth considering carefully what constraints are involved, and what the ultimate goals of the design are. For each design decision, there should ideally be some motivating reason. That reason might be as simple as “well I just made some arbitrary design ideas which I don’t think have been tried before, and I want to build it, try it, and compare against other designs to see what I can learn from the experiment.”
And that's fair, but you have to admit that some of them are at least a step in the right direction. Some people can't deal with the stress of learning an entirely new way of interfacing with the keyboard [..] so something like ortholinear might be a stepping stone toward better ergonomics.
My personal opinion is that ortholinear keyboards in particular are worse than standard keyboards from an ergonomics perspective, and designed mostly for aesthetic rather than functional reasons. An Ergodox, Atreus, ErgoPro, Esrille, Kinesis Advantage, μTron, or keyboard.io (among other examples) are all IMO much better stepping stones to thinking about improved keyboard shapes.
Symmetric stagger keyboards can be a bit better than standard keyboards, but they still should have some more space between the two hands, would be better with some angle between halves (and even better with tenting), and should be carefully designed so that the keys are as close to the direction of finger motion as can reasonably be achieved. Obra’s concepts aren’t perfect but they’re not bad:
If you want something small and in one piece, can afford to give up a number row, and don’t mind a 60% footprint, this design is surprisingly nice to type on:
Cheers!