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User	
  Input	
  in	
  a	
  multi-­‐touch,	
  
  accelerometer	
  driven,	
  
  location	
  aware	
  world
               ...
Agenda
•   (Quick)	
  Background
•   Multi-­‐Touch
•   Accelerometer
•   Location
•   Q&A
Background
Touch	
  Input
Single	
  Touch
• Way	
  better	
  than	
  everything	
  else
   – For	
  mobile	
  at	
  least
• Natural
• Gestures
• Dir...
Multi-­‐Touch
• If	
  one	
  is	
  good	
  more	
  is	
  better!
• Interact	
  with	
  multiple	
  elements	
  at	
  once
...
Hands	
  are	
  Big
Problem	
  with	
  Hands
• Can’t	
  touch	
  the	
  top	
  of	
  the	
  screen
• Anything	
  below	
  and	
  away	
  is	
 ...
Fixes	
  for	
  Hands
• UI
   – Move	
  drop	
  downs	
  to	
  popups
   – Buttons	
  on	
  the	
  bottom
• Gameplay	
  /	...
Fingers	
  are	
  Big
The	
  Problem	
  with	
  Fingers
• Fingers	
  are	
  much	
  bigger	
  than	
  cursors
• Cover	
  hit	
  states
• Block	
...
Solving	
  the	
  Finger	
  Problem
• Float	
  content	
  and	
  show	
  where	
  it’s	
  going
• Magnifying	
  glass	
  a...
Fingers	
  aren’t	
  
Finger	
  precision	
  Problems
• Touches	
  are	
  near,	
  but	
  not	
  exact
• Touches	
  move	
  around	
  a	
  lot
Making	
  Fingers	
  Perfect
• 40+	
  pixel	
  hit	
  areas
• Select	
  nearest	
  game	
  element
• Handle	
  touch	
  mo...
Accelerometer
Where’d	
  the	
  
Wii-­‐like	
  motion	
  issues
• Feel	
  great
• Can’t	
  see	
  the	
  screen
• Users	
  throw	
  their	
  phone?
Solving	
  the	
  Wii	
  Problem
• Slow	
  down	
  or	
  eliminate	
  the	
  action
• Provide	
  audio	
  feedback
• Rethi...
The	
  Screen	
  
The	
  NES	
  problem
• Tilting	
  the	
  device,	
  tilts	
  the	
  screen
• Users	
  don’t	
  know	
  to	
  be	
  subtle
My	
  iPhone	
  beat	
  up	
  your	
  NES
• Rotate	
  the	
  game	
  world	
  accordingly
• Allow	
  small	
  movements,	
...
These	
  Controls	
  
Calibration	
  Matters
• Required
   – Yes	
  really,	
  it’s	
  required!
• Timing	
  of	
  calibration	
  is	
  huge
• M...
Some	
  Good	
  
Touch	
  Rocks!
Touch	
  is	
  Awesome
• Touching	
  and	
  dragging	
  feels	
  great!
• Better	
  proficiency	
  than	
  other	
  input	
...
Accelerometers	
  
Subtle	
  Accelerometer	
  tricks
•   Add	
  lots	
  of	
  perceived	
  depth
•   Adjust	
  camera	
  slightly
•   Vibrate...
Location
I	
  Know	
  Where	
  
Use	
  the	
  Power	
  Wisely
•   Local	
  high	
  scoreboards
•   Nearby	
  recommendations
•   Maps,	
  Apps,	
  and	
  ...
Recap
•   Hands	
  are	
  big
•   Fingers	
  are	
  big
•   Fingers	
  are	
  inaccurate
•   Big	
  accelerometer	
  movement	
 ...
Final	
  Thought
There	
  is	
  no	
  right	
  
Q	
  &	
  A
         Brian	
  Robbins
 President/Founder	
  –	
  Riptide	
  Games
      brian@riptidegames.com
          T...
User Input in a multi-touch, accelerometer, location aware world.
User Input in a multi-touch, accelerometer, location aware world.
User Input in a multi-touch, accelerometer, location aware world.
User Input in a multi-touch, accelerometer, location aware world.
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User Input in a multi-touch, accelerometer, location aware world.

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The iPhone is the first device since Nintendo's WiiMote that is actually changing the way players play our games. This session will discuss what it truly means to have an accelerometer driven, multi-touch capable, location aware device for players to play with.

Gone are the days of multi-submenu driven selection and they have been replaced with gesture-based context aware touches that emphasize a natural way to interact with games.

While the focus of this session will be player input as it relates to games, the underlying concepts and approaches should be applicable to all manner of iPhone applications.

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

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