Abstract
Some of the challenges facing the commercial notebook education market are that students have
difficulties focusing in class, find technology dull or boring, and are less inclined to use a PC. This paper
disclosing a simple mechanic that can be used to maintain focus, channel creativity, and make the PC
more engaging to a younger audience. Research has proven that “fidget” toys actually increase focus
and concentration, as well as channel productivity (hence why they are often used as stimuli in ideation
sessions). This invention involves using a capacitive touch surface to make the C‐deck of a notebook an
interaction, illuminated experience, and game. The interactions are simple enough to not be intense or
distracting like a full game, but engaging enough that students are stimulated. The interaction is neither
loud, bright, or visually distracting to surrounding users. Everything can be controlled and managed by
the teacher though.
Creative Commons License
This work is licensed under a Creative Commons Attribution-Share Alike 4.0 License.
Recommended Citation
INC, HP, "STUDENT ATTENTION CAPTIVATION DEVICE FOR EDUCATION PCs", Technical Disclosure Commons, (July 11, 2018)
https://www.tdcommons.org/dpubs_series/1308