In both cases, screen evolution influence design patterns, and may create new needs from our clients/customer/users. Screen evolution influences design patterns But needs comes from both feasibility and expectations.
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When we are not capable of doing a precise kind of interaction, we work on the hardware, when the harware is ready, software can play with it. So yeah, video game designer and designer of other kind of video services play an important role in the evolution of both soft and hardware. Screens for smartphone are now built to make it optimized for video and video games. The web wasn't built for media at its beginning, but now, video is the most consumed format on the web. The adoption of the touch-to-log action has been so big than constructor found ways to make it more direct. Now we can unlock phone and log in services with a touch on our screen (fingerprint scanned on the screen directly) Technologies around the touch interaction evolved years after year, pushing some limit way way far. After several months/years of usage, we discovered (good designers, but also interface designers) ways to improve usability. This was the first screen suggesting a touch interaction. The screen and its format arrived into the industry, and designers had to adapt. From this observation Jobs think of this solution. This idea could come from the need to limit the loss of the stylus and have something more direct and intuitive. But if we take the story around the first iPhone Steve Jobs came with the idea of removing the stylus for direct screen interaction from the equation. I don't really know where does the first touch screen comes from, to be honest, I didn't dive into this kind of research yet. To illustrate this reciprocal tendency, I'll take one example: the touch screen on mobile. Clearly there are several things to take into account, I think. I think there is kind of a two-way street idea there indeed.
You are close to a philosophical question here