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Extreme Motion
SDK Tips
One of your goals as a developer is to create a
positive user experience in your application.
Here are 3 SDK tips to help you prevent your
users from taking unnecessary actions that are
time consuming and irrelevant .
By Tom Golan, Application Developer @
Extreme Reality
ONE
Initialize the Extreme Motion engine
only when needed
Start the Extreme Motion Engine when
the user has motion capability to
ensure the right resource
consumption.
If the menu is not controlled by
motion, allow the user to navigate by
touch until motion becomes possible
instead of using up unnecessary
resources.
Once the engine is initialized
make sure you provide the user
with clear instructions on how
to calibrate.
This will guarantee a smooth
transition between the
calibration phase and the app
itself.
TWO
Re-Calibration: Leaving and entering
the field of view
You must take the user’s tracking state into
consideration when constructing your game
flow. Many developers use the tracking state
in the initial phases of the app but forget its
importance during the applications life cycle.
You can read about ‘Tracking State’ in the Extreme Motion SDK
Overview documentation, page 9 Section 11.3
For example: Users may intentionally or
unexpectedly leave the field view and are
no longer tracked while the game or app
continues.
When planning your game flow make
sure your game/app automatically pauses
when the user leaves the field of view to
ensure positive user experience.
Game Paused
Please re-calibrate
When the user returns to the field
of view you can display the
calibration phase again and allow
him to choose his next action by
gesture instead of forcing him to
approach the screen and use
touch.
THREE
Allow your user to control the
app
Provide your user with a short tutorial on how
the app/game can be paused by using
gestures.
Make sure the gesture you choose for the
pause will be distinct from the gestures you
chose for the game play.
When the game or level ends, allow the
user to decide his next move by a
motionized gesture . (Replay, back to menu,
etc.)
This will prevent him from taking
unnecessary actions such as the use of
touch or re-calibration.
These simple tips will help you maximize your
apps’ potential, create a smooth game flow and
enhance your user experience.
For more information about our
SDK visit our Developers Zone
today

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Extreme Motion SDK Tips

  • 2. One of your goals as a developer is to create a positive user experience in your application. Here are 3 SDK tips to help you prevent your users from taking unnecessary actions that are time consuming and irrelevant . By Tom Golan, Application Developer @ Extreme Reality
  • 3. ONE
  • 4. Initialize the Extreme Motion engine only when needed
  • 5. Start the Extreme Motion Engine when the user has motion capability to ensure the right resource consumption. If the menu is not controlled by motion, allow the user to navigate by touch until motion becomes possible instead of using up unnecessary resources.
  • 6. Once the engine is initialized make sure you provide the user with clear instructions on how to calibrate. This will guarantee a smooth transition between the calibration phase and the app itself.
  • 7. TWO
  • 8. Re-Calibration: Leaving and entering the field of view
  • 9. You must take the user’s tracking state into consideration when constructing your game flow. Many developers use the tracking state in the initial phases of the app but forget its importance during the applications life cycle. You can read about ‘Tracking State’ in the Extreme Motion SDK Overview documentation, page 9 Section 11.3
  • 10. For example: Users may intentionally or unexpectedly leave the field view and are no longer tracked while the game or app continues. When planning your game flow make sure your game/app automatically pauses when the user leaves the field of view to ensure positive user experience. Game Paused Please re-calibrate
  • 11. When the user returns to the field of view you can display the calibration phase again and allow him to choose his next action by gesture instead of forcing him to approach the screen and use touch.
  • 12. THREE
  • 13. Allow your user to control the app
  • 14. Provide your user with a short tutorial on how the app/game can be paused by using gestures. Make sure the gesture you choose for the pause will be distinct from the gestures you chose for the game play.
  • 15. When the game or level ends, allow the user to decide his next move by a motionized gesture . (Replay, back to menu, etc.) This will prevent him from taking unnecessary actions such as the use of touch or re-calibration.
  • 16. These simple tips will help you maximize your apps’ potential, create a smooth game flow and enhance your user experience.
  • 17. For more information about our SDK visit our Developers Zone today