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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
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
• Direct	
  manipulation
Multi-­‐Touch
• If	
  one	
  is	
  good	
  more	
  is	
  better!
• Interact	
  with	
  multiple	
  elements	
  at	
  once
• Complex	
  gestures	
  impossible	
  with	
  other	
  
  input
Hands	
  are	
  Big
Problem	
  with	
  Hands
• Can’t	
  touch	
  the	
  top	
  of	
  the	
  screen
• Anything	
  below	
  and	
  away	
  is	
  covered
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
Fingers	
  are	
  Big
The	
  Problem	
  with	
  Fingers
• Fingers	
  are	
  much	
  bigger	
  than	
  cursors
• Cover	
  hit	
  states
• Block	
  things	
  being	
  drug
Solving	
  the	
  Finger	
  Problem
• Float	
  content	
  and	
  show	
  where	
  it’s	
  going
• Magnifying	
  glass	
  ala	
  Apple
• Don’t	
  require	
  drag	
  placement
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	
  movement	
  near	
  end	
  of	
  drag
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
• Rethink	
  the	
  input	
  mechanism
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,	
  with	
  visual	
  
  indicators
• Message	
  the	
  user!
These	
  Controls	
  
Calibration	
  Matters
• Required
   – Yes	
  really,	
  it’s	
  required!
• Timing	
  of	
  calibration	
  is	
  huge
• Message	
  the	
  user?
Some	
  Good	
  
Touch	
  Rocks!
Touch	
  is	
  Awesome
• Touching	
  and	
  dragging	
  feels	
  great!
• Better	
  proficiency	
  than	
  other	
  input	
  styles
• New	
  gameplay	
  becomes	
  possible
Accelerometers	
  
Subtle	
  Accelerometer	
  tricks
•   Add	
  lots	
  of	
  perceived	
  depth
•   Adjust	
  camera	
  slightly
•   Vibrate
•   Do	
  something	
  on	
  shake
Location
I	
  Know	
  Where	
  
Use	
  the	
  Power	
  Wisely
•   Local	
  high	
  scoreboards
•   Nearby	
  recommendations
•   Maps,	
  Apps,	
  and	
  more
•   Compass	
  is	
  untapped!
Recap
•   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
Final	
  Thought
There	
  is	
  no	
  right	
  
Q	
  &	
  A
         Brian	
  Robbins
 President/Founder	
  –	
  Riptide	
  Games
      brian@riptidegames.com
          Twitter:	
  @dubane

Latest	
  Slides:	
  www.dubane.com/cons/

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

  • 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. Agenda • (Quick)  Background • Multi-­‐Touch • Accelerometer • Location • Q&A
  • 4.
  • 5.
  • 6.
  • 7.
  • 9. Single  Touch • Way  better  than  everything  else – For  mobile  at  least • Natural • Gestures • Direct  manipulation
  • 10. Multi-­‐Touch • If  one  is  good  more  is  better! • Interact  with  multiple  elements  at  once • Complex  gestures  impossible  with  other   input
  • 12. Problem  with  Hands • Can’t  touch  the  top  of  the  screen • Anything  below  and  away  is  covered
  • 13. 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
  • 15. The  Problem  with  Fingers • Fingers  are  much  bigger  than  cursors • Cover  hit  states • Block  things  being  drug
  • 16. Solving  the  Finger  Problem • Float  content  and  show  where  it’s  going • Magnifying  glass  ala  Apple • Don’t  require  drag  placement
  • 18. Finger  precision  Problems • Touches  are  near,  but  not  exact • Touches  move  around  a  lot
  • 19. Making  Fingers  Perfect • 40+  pixel  hit  areas • Select  nearest  game  element • Handle  touch  movement  near  end  of  drag
  • 22. Wii-­‐like  motion  issues • Feel  great • Can’t  see  the  screen • Users  throw  their  phone?
  • 23. Solving  the  Wii  Problem • Slow  down  or  eliminate  the  action • Provide  audio  feedback • Rethink  the  input  mechanism
  • 25. The  NES  problem • Tilting  the  device,  tilts  the  screen • Users  don’t  know  to  be  subtle
  • 26. My  iPhone  beat  up  your  NES • Rotate  the  game  world  accordingly • Allow  small  movements,  with  visual   indicators • Message  the  user!
  • 28. Calibration  Matters • Required – Yes  really,  it’s  required! • Timing  of  calibration  is  huge • Message  the  user?
  • 31. Touch  is  Awesome • Touching  and  dragging  feels  great! • Better  proficiency  than  other  input  styles • New  gameplay  becomes  possible
  • 33. Subtle  Accelerometer  tricks • Add  lots  of  perceived  depth • Adjust  camera  slightly • Vibrate • Do  something  on  shake
  • 36. Use  the  Power  Wisely • Local  high  scoreboards • Nearby  recommendations • Maps,  Apps,  and  more • Compass  is  untapped!
  • 37. Recap
  • 38. 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
  • 40. There  is  no  right  
  • 41. Q  &  A Brian  Robbins President/Founder  –  Riptide  Games brian@riptidegames.com Twitter:  @dubane Latest  Slides:  www.dubane.com/cons/