Every major input device = same two paradigms
Just Two Simple Ideas
Welcome back to Input Origins! Our monthly dive into the fascinating evolution of how we control computers. Usually, we spotlight a single iconic input-device: the first mouse, the first stylus. But today, we’re zooming out.
Instead of covering the what, we’re uncovering the how, the two core control paradigms that quietly power almost every input method ever invented. From the mouse to camera-based gesture control, everything still boils down to these two simple ideas.
[The first mouse, Douglas Engelbart, 1968. The birth of the Pointing Paradigm for computing]
A Paradigm as Old as Humans
What’s common between drawing a map in the sand with a stick, using a mouse to browse, and gesture-controlling your favorite VR device?
They all fall into the same category.
The tools change. The technology evolves. But the paradigm hasn’t shifted.
You point. You click.
This is the Pointing-Device Paradigm: a continuous, spatial method of control. Move your hand or mouse toward an object, then interact with it. From the first mouse to today's VR headsets, this is how we’ve controlled our devices up until today.
[Nintendo’s iconic NES D-pad, 1983. Contrary to popular belief, it wasn’t the first D-pad]
D-Pad, No Pointing Fingers
Not all control requires pointing. Sometimes, you just want to pick the right option from a menu.
Up, down, left, right, and enter.
That’s all it takes.
If you’ve ever used arrow keys to scroll, tapped left to rewind a song, or navigated a TV menu, you’ve used the D-pad Paradigm.
The first true D-pad appeared in 1980 and was designed by Tiger Electronics’ William F. Palisek. A thumb-operated disc that with four microswitches for up, down, left, right. Two years later, Nintendo’s Gunpei Yokoi refined the idea into the now-iconic cross shaped D-Pad.
Since then, the D-pad has found its way into TV remotes, car dashboards, smartwatches, and music players. From the 1983 Famicom to today’s smart TV remotes, this control paradigm has guided us for over 40 years.
[The Nintendo 64 controller (1996) from YouTuber Nerrel’s deep-dive into it's story]
The First Hybrid
For years, the Pointing Paradigm and D-pad Paradigm existed separately. But in 1996, Nintendo combined both into one device.
Enter the Nintendo 64 controller - a three-pronged spaceship of a gamepad, and the first to merge both paradigms into one strange, glorious package.
On the left? A classic D-pad for menus and 2D games.
In the center? A pressure-sensitive analog stick - the first true Pointing device for 3D gameplay.
The stick was analog, responding to how far you pushed it. A slight tilt made Mario walk. A full tilt made him sprint. The input was continuous, unlike the binary a D-pad. That tiny joystick unlocked spatial control, letting you steer and explore environments with fluid precision.
And just like that, both paradigms converged into one device, shaping the future of input.
The Final Interface is You
For decades, we’ve relied on external devices, remotes, joysticks and the mouse to interact with computers.
Each paradigm came with its own device. But now, we’re skipping the tools entirely. Mudra makes your hand the controller. Use Mouse-Mode for spatial, Pointing-Paradigm control. Switch to Keyboard-Mode for discrete, directional input.
No devices to hold.
Just your hand, upgraded.