Device manufacturers are generally considered the owners of the private assets created for each device. As such, their engineering efforts are often focused on a per-device basis; little to no effort goes to the consistency of other devices in the ecosystem.
In direct contrast, developers strive to build apps that work on all Android phones in the ecosystem, regardless of each device's technical specifications. This difference in approach can cause a fragmentation problem, for example, the hardware capabilities of certain phones don't match expectations set by the app developers. So if the haptics APIs work on some Android phones but not others, the result is an inconsistent ecosystem. This is why hardware configuration plays a critical role in ensuring that manufacturers can implement Android haptics APIs on every device.
This page provides a step-by-step checklist to set up hardware compliance for the best use of the Android haptics APIs.
The figure below illustrates building common knowledge between device manufacturers and developers, which is a critical step in creating a cohesive ecosystem.
Figure 1. Building knowledge between device manufacturers and developers
Haptics implementation checklist
-
- List of constants to implement haptics.
Map constants between HAL and API
- Mapping recommendations between public API constants (named placeholders in the framework) and HAL constants, which implement the placeholders.
- See Design principles to guide the recommended mapping to learn more about this process.
-
- Instructions on target haptic effects. Use these instructions to perform quick checks on your hardware.
We'll explore each of these steps in greater detail below.
Step 1: Implement constants
Perform these checks to determine if your device meets the minimum requirements to implement haptics.
Figure 2. Implementing effects
Figure 3. Implementing primitives
Check the implementation status of the following haptic constants.
Haptic constants | Locations and summaries |
---|---|
EFFECT_TICK , EFFECT_CLICK ,
EFFECT_HEAVY_CLICK ,
EFFECT_DOUBLE_CLICK |
VibrationEffect
classHaptic constants in VibrationEffect don't include any
notion of input events, and have no UI elements. Constants include the
notion of energy levels instead, such as EFFECT_CLICK and
EFFECT_HEAVY_CLICK , which are called by
createPredefined() . |
PRIMITIVE_TICK , PRIMITIVE_CLICK , PRIMITIVE_LOW_TICK> , PRIMITIVE_SLOW_RISE , PRIMITIVE_QUICK_RISE , PRIMITIVE_QUICK_FALL , PRIMITIVE_SPIN , PRIMITIVE_THUD |
VibrationEffect.Composition
classHaptic constants in VibrationEffect.Composition are
allowed to have scalable intensity, which are called by
addPrimitive(int primitiveId, float scale, int delay) . |
The alternative vibrations described below are performed on devices that don't
implement the VibrationEffect
constants. Updating these configurations to
perform best on such devices is recommended.
EFFECT_CLICK
Waveform vibration created with
VibrationEffect.createWaveform
and the timings configured atframeworks/base/core/res/res/values/config.xml##config_virtualKeyVibePattern
.EFFECT_HEAVY_CLICK
Waveform vibration created with
VibrationEffect.createWaveform
and the timings configured atframeworks/base/core/res/res/values/config.xml##config_longPressVibePattern
.EFFECT_DOUBLE_CLICK
Waveform vibration created with
VibrationEffect.createWaveform
and the timings (0, 30, 100, 30).EFFECT_TICK
Waveform vibration created with
VibrationEffect.createWaveform
and the timings configured atframeworks/base/core/res/res/values/config.xml##config_clockTickVibePattern
.
Figure 4. Implementing feedback constants
Check the status of the following public feedback constants.
Haptic constants | Locations and summaries |
---|---|
CLOCK_TICK , CONTEXT_CLICK , KEYBOARD_PRESS ,
KEYBOARD_RELEASE , KEYBOARD_TAP , LONG_PRESS ,
TEXT_HANDLE_MOVE , VIRTUAL_KEY ,
VIRTUAL_KEY_RELEASE , CONFIRM , REJECT ,
GESTURE_START , GESTURE_END |
HapticFeedbackConstants classHaptic constants in HapticFeedbackConstants assist input events
with certain UI elements, such as KEYBOARD_PRESS and
KEYBOARD_RELEASE , which are called by
performHapticFeedback() . |
Step 2: Map constants between HAL and API
Step 2 presents recommended mappings between public HAL constants and API constants. If the hardware assessed in Step 1 does not implement the HAL constants, then Step 2 should be used to update the fallback patterns described in Step 1 in order to generate similar outputs. The mapping is assisted by two different default models.
Discrete model (simple)
- Amplitude is the key variable of this model. Each entity in the HAL represents a different haptic amplitude.
- This model is a minimum requirement needed to implement the basic haptic UX.
- A more advanced haptic UX requires advanced hardware and an advanced model (continuous model).
Continuous model (advanced)
- Texture and amplitude are the key variables of this model.
Each entity in the HAL represents different haptic textures. The
amplitude of each HAL entity is controlled by the scale factor (
S
). - This model requires advanced hardware. If OEMs want to use
advanced haptic UX with
VibrationEffect.Composition
(for the best use of the latest haptics APIs), implementing their hardware using this model is recommended.
- Texture and amplitude are the key variables of this model.
Each entity in the HAL represents different haptic textures. The
amplitude of each HAL entity is controlled by the scale factor (
Discrete model
Mapping all public constants provided in the API with appropriate HAL constants is recommended. To begin this process, find out how many haptic waveforms with discrete amplitude the device can define in the HAL. A specific question structured around that notion looks like this: How many single-impulse haptic effects with human-perceptible amplitude differences can be defined in my phone? The answer to this question determines the mapping.
Defining HAL constants is a hardware-dependent process. For example, an entry-level phone might have only the hardware capabilities to produce a single haptic waveform. Devices with more advanced hardware components produce a wider range of discrete amplitude levels, and can define multiple haptic waveforms in the HAL. HAL-API constant mapping takes the HAL constant (using the medium amplitude as a baseline), then arranges stronger or weaker effects from there.
Figure 5. HAL constant range by amplitude
When the number of HAL constants with discrete amplitude is defined, it's time to map HAL and API constants by the number of HAL constants. This mapping process can segment a single impulse API constant into up to three discrete groups of amplitude levels. The way that API constants are segmented is based on UX principles for accompanying input events. For more information, see Haptics UX design.
Figure 6. HAL-API constant mapping: Discrete model
If your device supports only two HAL constants with discrete amplitudes,
consider merging Medium and High amplitude level HAL constants. An example of
this notion in practice would be mapping EFFECT_CLICK
and EFFECT_HEAVY_CLICK
to the same HAL constant, which would be the Medium amplitude level HAL constant.
If your device supports only one HAL constant with discrete amplitude,
consider merging all three levels into one.
Continuous model
The continuous model with amplitude scalability can be applied to define HAL
constants. A scale factor (S
) can be applied to the HAL constants
(for example, HAL_H0
, HAL_H1
) to produce the scaled HAL
(HAL_H0
x S
). In this case, the scaled HAL is mapped to define API constants
(HAL_H0
x S1
= H0S1
= EFFECT_TICK
) as shown in figure 7. By using
amplitude scalability of the continuous model, a device can store a small number
of HAL constants with distinctive textures and add amplitude variations by
adjusting the scale factor (S
). Device manufacturers can define the number of
HAL constants based on how many different haptic textures they want to provide.
Figure 7. HAL constant range by texture (HAL_H0) and amplitude scale (S)
Figure 8. HAL-API constant mapping: Continuous model
In the continuous model, different HAL constants represent different haptic
textures rather than different amplitudes; the scale factor (S
) can
configure the amplitude. However, because the perception of the texture (for
example, sharpness) is related to the perception of the duration and amplitude,
combining the texture and the scale factor (in the design process of HAL-API
mapping) is recommended.
Figure 7 illustrates constant mapping by increasing variation from one HAL to many API constants with amplitude scalability.
Figure 9. Increasing variation with amplitude scalability
For all scalable API constants such as PRIMITIVE_TICK
and PRIMITIVE_CLICK
in
VibrationEffect.Composition
,
the energy level of the API constant depends on the float scale
parameter when
the API constant is declared through addPrimitive(int primitiveID, float scale,
int delay)
. PRIMITIVE_TICK
and PRIMITIVE_CLICK
can be designed with a clear
distinction by using different HAL constants. This approach is recommended if
you want to add variation to texture.
Step 3: Assess the hardware
Hardware assessment involves defining three haptic effects, labeled Effects 1, 2, and 3 for this specific assessment.
Effect 1: Predefined short haptic constants
The
VibrationEffect.EFFECT_CLICK
constant is the baseline effect or common denominator in the HAL-API mapping
provided in Step 2. It's mapped with the most used effect,
HapticFeedbackConstants.KEYBOARD_PRESS
.
Assessing this effect helps determine the readiness of your target device for
clear haptics.
Effect 2: Short custom haptic effect
The
VibrationEffect.createOneShot(20,255)
constant is for custom haptic effects. For short, single custom impulses,
20 ms is the recommended maximum threshold to define duration. A single
impulse longer than 20 ms isn't recommended because it's perceived as a
buzzy vibration.
Figure 10. Short custom haptic effect
Effect 3: Long custom haptic effect with amplitude variation
The
VibrationEffect.createWaveform(timings[], amplitudes[], int repeat)
constant is for long custom effects with amplitude variation. The ability to
produce varying amplitudes for custom haptic effects is one of the indicators to
evaluate the device's capabilities for
rich haptics.
The recommended timings []
and amplitudes []
are {500, 500}
and {128, 255}
,
respectively, which presents an increasing trend of amplitude from 50% to 100%,
with a 500 ms sampling rate.
Figure 11. Long custom haptic effect with amplitude variation
To check the hardware capabilities of amplitude control for Effect 3, use the
Vibrator.hasAmplitudeControl()
method.
The result has to be true
to execute
VibrationEffect.createWaveform
with varying amplitude as intended.
Figure 12. Subject assessment of haptic effect 1, 2, and 3
Perform a subjective assessment
For a quick coherence check, perform a subjective assessment first. The goal of the subjective assessment is to observe the amplitude of the haptic effects to determine whether the device can generate haptics with human-perceptible amplitudes.
A specific question structured around this notion looks like this: Can the device produce perceptible haptic effects to the users as expected? Answering this question helps you avoid failed haptics, including imperceptible haptics that users can't feel, or unintended haptics where waveforms don't produce patterns as intended.
Perform an advanced assessment
Performing advanced quality assessments is highly recommended. Advanced quality assessments characterize quantifiable attributes of haptic effects to implement quality haptics. When finished, device manufacturers should be able to diagnose the current haptic status, which means they can set goals to improve the overall quality. See Hardware assessment.