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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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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