user input in a multi-touch, accelerometer, location aware world

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User Input in a multitouch, accelerometer driven, location aware world Brian Robbins President/Founder – Riptide Games [email protected] Twitter: @dubane Latest Slides: www.dubane.com/cons/ 360iDev Denver Sept. 29, 2009

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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.

TRANSCRIPT

Page 1: User Input in a multi-touch, accelerometer, location aware world

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

Brian  RobbinsPresident/Founder  –  Riptide  Games

[email protected]

Twitter:  @dubane

Latest  Slides:  www.dubane.com/cons/360iDev  Denver  -­‐  Sept.  29,  2009

Page 2: User Input in a multi-touch, accelerometer, location aware world

Agenda

• (Quick)  Background• Multi-­‐Touch• Accelerometer• Location• Q&A

Page 3: User Input in a multi-touch, accelerometer, location aware world

Background

Page 4: User Input in a multi-touch, accelerometer, location aware world
Page 5: User Input in a multi-touch, accelerometer, location aware world
Page 6: User Input in a multi-touch, accelerometer, location aware world
Page 7: User Input in a multi-touch, accelerometer, location aware world
Page 8: User Input in a multi-touch, accelerometer, location aware world

Touch  Input

Page 9: User Input in a multi-touch, accelerometer, location aware world

Single  Touch

• Way  better  than  everything  else– For  mobile  at  least

• Natural• Gestures• Direct  manipulation

Page 10: User Input in a multi-touch, accelerometer, location aware world

Multi-­‐Touch

• If  one  is  good  more  is  better!• Interact  with  multiple  elements  at  once• Complex  gestures  impossible  with  other  input

Page 11: User Input in a multi-touch, accelerometer, location aware world

Hands  are  Big

Page 12: User Input in a multi-touch, accelerometer, location aware world

Problem  with  Hands

• Can’t  touch  the  top  of  the  screen• Anything  below  and  away  is  covered

Page 13: User Input in a multi-touch, accelerometer, location aware world

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

Page 14: User Input in a multi-touch, accelerometer, location aware world

Fingers  are  Big

Page 15: User Input in a multi-touch, accelerometer, location aware world

The  Problem  with  Fingers

• Fingers  are  much  bigger  than  cursors• Cover  hit  states• Block  things  being  drug

Page 16: User Input in a multi-touch, accelerometer, location aware world

Solving  the  Finger  Problem

• Float  content  and  show  where  it’s  going• Magnifying  glass  ala  Apple• Don’t  require  drag  placement

Page 17: User Input in a multi-touch, accelerometer, location aware world

Fingers  aren’t  

Page 18: User Input in a multi-touch, accelerometer, location aware world

Finger  precision  Problems

• Touches  are  near,  but  not  exact• Touches  move  around  a  lot

Page 19: User Input in a multi-touch, accelerometer, location aware world

Making  Fingers  Perfect

• 40+  pixel  hit  areas• Select  nearest  game  element• Handle  touch  movement  near  end  of  drag

Page 20: User Input in a multi-touch, accelerometer, location aware world

Accelerometer

Page 21: User Input in a multi-touch, accelerometer, location aware world

Where’d  the  

Page 22: User Input in a multi-touch, accelerometer, location aware world

Wii-­‐like  motion  issues

• Feel  great• Can’t  see  the  screen• Users  throw  their  phone?

Page 23: User Input in a multi-touch, accelerometer, location aware world

Solving  the  Wii  Problem

• Slow  down  or  eliminate  the  action• Provide  audio  feedback• Rethink  the  input  mechanism

Page 24: User Input in a multi-touch, accelerometer, location aware world

The  Screen  

Page 25: User Input in a multi-touch, accelerometer, location aware world

The  NES  problem

• Tilting  the  device,  tilts  the  screen• Users  don’t  know  to  be  subtle

Page 26: User Input in a multi-touch, accelerometer, location aware world

My  iPhone  beat  up  your  NES

• Rotate  the  game  world  accordingly• Allow  small  movements,  with  visual  indicators

• Message  the  user!

Page 27: User Input in a multi-touch, accelerometer, location aware world

These  Controls  

Page 28: User Input in a multi-touch, accelerometer, location aware world

Calibration  Matters

• Required– Yes  really,  it’s  required!

• Timing  of  calibration  is  huge• Message  the  user?

Page 29: User Input in a multi-touch, accelerometer, location aware world

Some  Good  

Page 30: User Input in a multi-touch, accelerometer, location aware world

Touch  Rocks!

Page 31: User Input in a multi-touch, accelerometer, location aware world

Touch  is  Awesome

• Touching  and  dragging  feels  great!• Better  proficiency  than  other  input  styles• New  gameplay  becomes  possible

Page 32: User Input in a multi-touch, accelerometer, location aware world

Accelerometers  

Page 33: User Input in a multi-touch, accelerometer, location aware world

Subtle  Accelerometer  tricks

• Add  lots  of  perceived  depth• Adjust  camera  slightly• Vibrate• Do  something  on  shake

Page 34: User Input in a multi-touch, accelerometer, location aware world

Location

Page 35: User Input in a multi-touch, accelerometer, location aware world

I  Know  Where  

Page 36: User Input in a multi-touch, accelerometer, location aware world

Use  the  Power  Wisely

• Local  high  scoreboards• Nearby  recommendations• Maps,  Apps,  and  more• Compass  is  untapped!

Page 37: User Input in a multi-touch, accelerometer, location aware world

Recap

Page 38: User Input in a multi-touch, accelerometer, location aware world

• 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

Page 39: User Input in a multi-touch, accelerometer, location aware world

Final  Thought

Page 40: User Input in a multi-touch, accelerometer, location aware world

There  is  no  right  

Page 41: User Input in a multi-touch, accelerometer, location aware world

Q  &  ABrian  Robbins

President/Founder  –  Riptide  [email protected]

Twitter:  @dubane

Latest  Slides:  www.dubane.com/cons/