Mobile & Wearables Games for Health 2014 Tutorial

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Mobile & Wearables Games for Health 2014 Tutorial

  1. 1. Mobile Games & Wearables
  2. 2. Human Joysticks T U R N I N G R E A L - W O R L D H U M A N A C T I V I T Y & D E C I S I O N S I N T O I N P U T S T H A T D R I V E G A M E S Y O U P L A Y A S Y O U G O A B O U T Y O U R D A Y 
 
 Y O U R A C T I O N S A R E T H E J O Y S T I C K
  3. 3. Mobile Games connected sensors mobile phones laptops iPods wireless smartphones tablets handheld videogames connected device feature phones wearables I (wrist/watch/ jewelry) “wearables” II (lumo back, GeckoCap)
  4. 4. Summary • Smartphones is a 3 group race • Apple vs. Google vs. Everyone Else • Wearables is total Chess Game • Gamification vs. Game • Other Devices (Sensors, iBeacons, Etc.) • Still Early but Speeding Up
  5. 5. Mobile Ascendency
  6. 6. Platforms • Smartphones • Tablets • Wearables • Other Devices (Sensors, iBeacons, Etc.)
  7. 7. Platforms • iOS* • Android* • Windows Phone • Tizen, Mozilla, Etc.
  8. 8. Behind The Numbers • Doesn’t include iPod Touch • What about by # of Installed Apps? • Paid vs. Free Apps Share? • What about Games?
  9. 9. App Store Stats... Everything is trending toward free applications with in-app purchases 1/5 users spent less than $5 1/6 users spend between $5-$10 Women slightly more likely to download apps
  10. 10. Tablets • iPad • Android • Windows Surface
  11. 11. Mobile Ascendency
  12. 12. Bulk Tablet Deployments
  13. 13. Mobile Game Systems • Nintendo 2DS/3DS [the big daddy] • Sony • Leapster [kids/closed] • Others... [linux hybrids out of Asia]
  14. 14. Chess Game... • Jawbone Acqui-Hires Massive Health &Visere • Jawbone Acquires BodyMedia • Patents
  15. 15. Who’s Who? What’s What • Apple • Jawbone • Nike • FitBit • Others...
  16. 16. Where’s Everyone Else? • Sony, Samsung, LG, etc. (i.e. Japan/Korea) • Microsoft / Amazon / Google
  17. 17. Watches / Wrists?
  18. 18. Readying for Wearables
  19. 19. Quick Comparison Mobile Modality Functional Profile User(s) Application Structures Smartphones Highly Email Games/Media Productivity Single with some Sharing @ Home iPhone OS/ Objective C Java Phones Highly but Limited Functionality Calls SMS/Texting Games Single w/some sharing in emerging markets J2ME or Server Based SMS Tablets On-the-Go Media Consumption Productivity Games Shared iPhone OS/ Java Consoles Home & Go Games / Some Media Single / Some Sharing C++
  20. 20. Wearables • Interaction Extension • Always on accelerometer • Biometric Sensor Package • VERY Early • Big Chess Game…
  21. 21. Big Picture Building on Mobile Building for Mobile
  22. 22. Building on Mobile Building an app that runs on a mobile device platform, or is accessible via mobile platform browsers...
  23. 23. Building for Mobile The art of creating an application that takes advantage of the mobility of a platform
  24. 24. Building for Mobile II Small Moments of Time Communication Interuptive Different Parts of the Day Different InputSystems One hand
  25. 25. Building for Mobile II Geolocation Camera Microphone Proximity toPerson orObject Accelerometer Other Sensors
  26. 26. Lit 2 Quit
  27. 27. Building for Wearables Geolocation Blood Sugar Microphone? Proximity toPerson orObject Accelerometer Heart Rate Inactivity/ Sleep Temperature
  28. 28. NEAT-o-Games
  29. 29. Ideas are Easy? • The majority of mobile apps are apps on mobile platforms • It’s easy to say I’d like to do this on a mobile device • It’s much harder to develop a uniquely mobile experience • The many devices make it harder…
  30. 30. Understanding Mobility • “Mobile Sensor Platform” • What is the future of these sensors (e.g. light sensors) • Interacting with the surrounding environment? • The associated psychology and situational play
  31. 31. Discussion... • What are your goals & needs? • What makes a serious mobile game vs. just one for entertainment? • What design patterns exist for mobile games? • How will wearables & biometrics change everything? • Discovery / biz models issues
  32. 32. The Platforms...
  33. 33. iPhone • 6+ Models Released Since 2007 • iPhone, iPhone 3G, iPhone 3GS, iPhone 4/4s, 5/5c/5s, 6? • 100’s million shipped worldwide • iPod Touch: Same OS & Core Specs • App Store • iWatch? & Continuity (2014)
  34. 34. iPod Touch • Sells a lot of units... and is important in terms of youth audiences • 4 Models overall... speed increases, microphone support, bluetooth support… • No upgrade last cycle? Does Apple keep it going?
  35. 35. iOS 8 • Biggest change since original iOS • Interapp communication, helper apps • Lots of game changes • Health and Health Kit • Better tools for everything
  36. 36. Android • Android is an open source OS built by Google to power mobile phones & devices • So Many Flavors; MANY models... • Android vs. FireOS vs. Chrome OS vs. Samsung • Fragmentation drives us dev costs significantly • Health Kit/Health App also coming Google Fit
  37. 37. Windows Phone • Small but growing • Decently reviewed • Tool chain isn’t bad • Nokia deal changes some things but not as much • Slowly becoming relevant
  38. 38. Everything Else... • A mish-mash to say the least... • J2ME systems still out there • SMS key “app” • Target device?, carrier, region, global, or socio-economic demographic • Other systems :Tizen, Mozilla OS • What does Samsung Do?
  39. 39. Tablets
  40. 40. iPad • Key... how does the screen affect what you can (and should/should not) do? • Different user and usage scenarios… • Enterprise & Schools are big differentiators • Does Apple start to hone the differentiated experience? • How does is differentiate in health?
  41. 41. Android Tablets • So many various vendors... • Kindle is the biggest Share • Galaxy (Samsung) • Then literally dozens • Many are low-cost overseas “video tablets” • How does pricing affect installed-base but when do these “cheapies” become bona-fide app platforms especially overseas?
  42. 42. Kindle... • Older reader models have several million units, with some app capacity but being overtaken by newer Kindles that are essentially Android
  43. 43. Windows Surface • First gen was a mess • Second gen selling better • Future gens should pick up speed • Really become “windows” tablet as key selling point • Heavy… • Enterprise?
  44. 44. Issues • It’s a two-system race until further notice • iPhone has best gamut control so far... • Java vs. Objective C vs.Web(HTML5+JS +Cloud) (AND now Swift…) • Cross Platform vs. Cross Model • Connected Play vs. App on Phone • What do wearables do?
  45. 45. Development Approaches • Native Development (Objective C or Java) • Cross PlatformVirtual Machines? (Flash?) • Browser and/or HTML Widget
  46. 46. Across the Board iPhone Android Windows Other Browser Webkit/Safari Webkit IE All over... Native Objective C/ Swift Java/Flash... C#/C++ J2ME X-Platform PhoneGap, HTML5,Web vs. Encapsulated App
  47. 47. Design & Development
  48. 48. Mini-Agenda • Design Context & Patterns :A Discussion • Development in General • Light Specifics by Platform • Discussion
  49. 49. Mobile Serious Games Context • Game • Second screen pattern • Support for Game on Other Platform… • TV • Physical experience • Web Game • Biometric Game • ARG
  50. 50. Development Paths... • Browser Based Apps (specialized) • or packaged HTML5 • Native Code • Adobe Air
  51. 51. Browser • Various systems for browser-based development • Javascript + Special Hooks • PhoneGap/Cordova • Native Code is winning…
  52. 52. jQtouch • jQuery meets iPhone • Easy to use (if you know jQuery & Javascript) • Web apps will continue to gain strength... don’t be fooled into just Objective C • Also Sensa, PhoneGap Plugins, etc.
  53. 53. 3D Graphics • OpenGL ES • Metal on iOS8 but not all systems • Standards Based going to specialized base…
  54. 54. Middleware • Unity Game Engine • Unreal Game Engine • GameSalad/Stencyl/Marmalade, Others • Variety of Engines (See List) • Adobe Air
  55. 55. PhoneGap • Open source x-platform Web app framework for mobile devices • Cordova (baseline/Apache) 
 PhoneGap (Adobe) • Strong support, continues to add features • Have to design for what it is…
  56. 56. Distribution
  57. 57. App Store Approval • “The World May Never Know” • Apple inspects your app...Yay or Nay • Fix and/or Appeal • Approval... • Updates... • Periodic Reviews...
  58. 58. How Does it Work? • During Development > Mobile Provisioning File • After Development > Submit Content for Approval • After Approval > Release to Store / Manage Distribution & Re-submission for Updates
  59. 59. During Development • Emulators • Limits - can’t test accelerometer • Pros - can test different screen types • Apple: Small number for earliest testing, 1000+ for beta/sharing, recently revamped significantly
  60. 60. Submission • Be a registered developer - you will want a “publisher” account • Fill out a form...[what do you need!?] • Then wait...for approval • Descriptions...
  61. 61. What Will NixYou... • Human Interface Guidelines • Unauthorized API usage • Simulating Failures (e.g. cracked screens) • Apple standard buttons • Bandwidth Usage During Play • Network Detection
  62. 62. What Will NixYou... • Political Lampooning • App description to App Store • What’s New Descriptions Too Long • OS Compatibility • Trademark & Copyright Issues • Giveaways/Prizes/Contests
  63. 63. What Will NixYou... • Analytics Disclosure • Jokes Relevant to Interface Guidelines • Objectionable Content • Simply Doesn’t Work • Don’t Include Price inYour Description • http://www.mobileorchard.com/avoiding- iphone-app-rejection-part-2/
  64. 64. App Store Behaviors... • Reviews • Free games get lower reviews...Why? • Pricing Strategies... • Paid vs. Free • Debut Price? • Moving Down, Going Free, Moving Up • Chart Momentum Of course it might get positive reviews too, but ranking seems to go down as you price too low. DuckDuckDuck went from ~4 stars to ~2 stars after the two week $0.99 -> free offer.
  65. 65. App Store Help... • App Store Analytics: Flurry, Distimo, AppAnnie, Google Analytics, iTunes Connect
  66. 66. Other Issues
  67. 67. Legal Issues... • Patent Lawsuits • EULAs • Exercise... • Inducement and Geolocation • Medical Device / FDA
  68. 68. Lawsuits...
  69. 69. Your Own Analytics... • Posting out your own data... • Not the same as most analytics software... • Apple’s issues with analytics… • Google Analytics • Storing if no internet (Sampling)
  70. 70. Advertising... • Admob/Google • iAd • So many others… TapJoy, etc.
  71. 71. Design Discussion • What’s special about being mobile? • What categories can we identify • How can we integrate with other mobile features, and the viral nature of mobile lifestyles • Integration with the real-world
  72. 72. Mobile Barcode • QR codes, Data Matrix, Cool- Data-Matrix, Aztec, Upcode, Trillcode, Quickmark, shotcode, mCode and Beetagg
  73. 73. iBeacon
  74. 74. Promotion & Marketing
  75. 75. Promotion • The Biggest Issue:App Store Discovery, Promotion, Driving Installs, Driving spending • Chain… • hear about/see me, click to me, install me, spend $$ with me
  76. 76. Marketing 101 • Marketing is more then critical - it’s everything • Many apps bought from the phone; how do you breakthrough • Long tail? • Dedicated resources? • Expectations
  77. 77. Product Design…
  78. 78. Health, Unique, Mobile? • What could be done? • Walking App? • Avoid the Bank Step Model of Play • Integrate Game & Walking • Push Strategic Decisisions into the Foreground and Walking into the Background
  79. 79. Wearables • Started as either extension of phones, or (mostly) singular always on biometric • These two modes of use will fuse • Always on sensor package • Phone as hub • Phone is still a big “wearable” of it’s own
  80. 80. Wearables Battle… • 2014 year Google vs.Apple in wearables begins to unfold • What happens to Jawbone, FitBit, others? • What commodifies, what doesn’t? • What x-wearable strategies and processes emerge, if necessary • Health vs. wearable experience?
  81. 81. Wearables & Health • Do the native iOS / Android SDKs and UIs take over vs. specialized apps? • Are they floors, hubs, or parallels? • Where does the 3rd party experience shift- to? • Acquisition frenzy?
  82. 82. Drivers of Wearables Battle • Battery life; Battery life; Battery life • Data frequency model • Input/interaction model • Standalone usage capacity • Fashion
  83. 83. Data Frequency Model • Cumulative end-of-day experience 
 (night or morning) • Periodic intra-day experience 
 (every 60-120 minutes, 4-8x daily) • Spot real-time experience 
 (real time for X minutes, 1x-2x day) • High frequency experience 
 (every 10 minutes) • 24/7 RealTime
  84. 84. Input Interaction Model • User download initiated • Automatic Background (see data model) • Realtime interactions (buttons and/or Touch) • Proximity (i.e. iBeacon) • Self-contained, or networked-to-phone/ computer?
  85. 85. Designing for Wearables • Simplicity for many reasons • Is it just a data slave? • Is it a feeder to a larger phone experience? • Is it biometric or interactive or both? • Always with/on me vs. phone? • What are the truly NOVEL experiences???
  86. 86. Lets not forget devices • Home Devices (lights, sound, thermostat) • Scales • Inhalers, glucose monitors, blood pressure cuff • Exercise equipment • Cameras / Kinect / Etc. • iBeacons
  87. 87. Phones All Day Wearables Sometimes Wearables With us Devices ME In-Home Devices Laptops Environment Out-of-Home Devices
  88. 88. Designing for Wearables • Human Joysticks • Biometric for Health • Biometric for Interaction • Ease of Interaction • Eyes free use • Frequency of feedback
  89. 89. Designing for Wearables II • Screen? - This will become bigger deal • Force Feedback / Glanceable • Headphones or not? • Phone vs. No Phone • Connected Experience • Multiplayer
  90. 90. AvoidingVisuals
  91. 91. Responding to Environments
  92. 92. User Ask? • Moving about daily life? (i.e. walking around) • Specific activity/behavior & equipment? (inhaler, exercise bike) • Environment & environment context (e.g. shopping/iBeacon)
  93. 93. The Original Mobile Pattern • Banked • Iterative Interrupts • Real-time (periodic vs. 24/7)
  94. 94. M E I L I 1 . 0 • Cross-platform framework for mobile games featuring input from physical activity and sensors • GPS features enable environmental sensing & fencing • Outputs multi-channel audio, force-feedback • “Glanceable” UI for non-distracted gameplay M O B I L E A C T I V I T I E S E N G I N E “ G A M E S Y O U P L A Y W H I L E M O V I N G A R O U N D ”
  95. 95. F E AT U R E S E T 1 . 0 • Built in software pedometer • Detects “vigorous activity” jumping, dancing, shaking • Detects gestures on phone screen 
 (tap, double-tap, hold, swipe) • Multi-channel audio • Variables & operations, conditionals, event driven architecture
  96. 96. Output Activity & Gesture Engine Gestural Activity One Handed “Blind” Inputs Other Environmental & Device Camera GPS Mic Time/ Date Input Screen Tilt Game Engine Structured Data JSON Aural Background Speech Music SFX Screen & Device Screen Color LED Force Feedback Log Web services in Web services out ITTT Twitter/ FB TXTs Photos Weather Push Notification Battery Meili Engine Status

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