User Input in a multi-touch, accelerometer, location aware world.

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    User Input in a multi-touch, accelerometer, location aware world. - Presentation Transcript

    1. User  Input  in  a  multi-­‐touch,   accelerometer  driven,   location  aware  world Brian  Robbins President/Founder  –  Riptide  Games brian@riptidegames.com Twitter:  @dubane Latest  Slides:  www.dubane.com/cons/ 360iDev  Denver  -­‐  Sept.  29,  2009
    2. Agenda • (Quick)  Background • Multi-­‐Touch • Accelerometer • Location • Q&A
    3. Background
    4. Touch  Input
    5. Single  Touch • Way  better  than  everything  else – For  mobile  at  least • Natural • Gestures • Direct  manipulation
    6. Multi-­‐Touch • If  one  is  good  more  is  better! • Interact  with  multiple  elements  at  once • Complex  gestures  impossible  with  other   input
    7. Hands  are  Big
    8. Problem  with  Hands • Can’t  touch  the  top  of  the  screen • Anything  below  and  away  is  covered
    9. Fixes  for  Hands • UI – Move  drop  downs  to  popups – Buttons  on  the  bottom • Gameplay  /  Content – Be  aware  of  screen  blocking – Timing  matters  -­‐  it  may  not  be  a  problem
    10. Fingers  are  Big
    11. The  Problem  with  Fingers • Fingers  are  much  bigger  than  cursors • Cover  hit  states • Block  things  being  drug
    12. Solving  the  Finger  Problem • Float  content  and  show  where  it’s  going • Magnifying  glass  ala  Apple • Don’t  require  drag  placement
    13. Fingers  aren’t  
    14. Finger  precision  Problems • Touches  are  near,  but  not  exact • Touches  move  around  a  lot
    15. Making  Fingers  Perfect • 40+  pixel  hit  areas • Select  nearest  game  element • Handle  touch  movement  near  end  of  drag
    16. Accelerometer
    17. Where’d  the  
    18. Wii-­‐like  motion  issues • Feel  great • Can’t  see  the  screen • Users  throw  their  phone?
    19. Solving  the  Wii  Problem • Slow  down  or  eliminate  the  action • Provide  audio  feedback • Rethink  the  input  mechanism
    20. The  Screen  
    21. The  NES  problem • Tilting  the  device,  tilts  the  screen • Users  don’t  know  to  be  subtle
    22. My  iPhone  beat  up  your  NES • Rotate  the  game  world  accordingly • Allow  small  movements,  with  visual   indicators • Message  the  user!
    23. These  Controls  
    24. Calibration  Matters • Required – Yes  really,  it’s  required! • Timing  of  calibration  is  huge • Message  the  user?
    25. Some  Good  
    26. Touch  Rocks!
    27. Touch  is  Awesome • Touching  and  dragging  feels  great! • Better  proficiency  than  other  input  styles • New  gameplay  becomes  possible
    28. Accelerometers  
    29. Subtle  Accelerometer  tricks • Add  lots  of  perceived  depth • Adjust  camera  slightly • Vibrate • Do  something  on  shake
    30. Location
    31. I  Know  Where  
    32. Use  the  Power  Wisely • Local  high  scoreboards • Nearby  recommendations • Maps,  Apps,  and  more • Compass  is  untapped!
    33. Recap
    34. • Hands  are  big • Fingers  are  big • Fingers  are  inaccurate • Big  accelerometer  movement  not  so  good • Small  accelerometer  movement  is  tough • Calibration  matters • Touch  input  is  very  natural • Accelerometers  don’t  completely  suck • Location  is  largely  untapped
    35. Final  Thought
    36. There  is  no  right  
    37. Q  &  A Brian  Robbins President/Founder  –  Riptide  Games brian@riptidegames.com Twitter:  @dubane Latest  Slides:  www.dubane.com/cons/

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