User Input in a multi-touch, accelerometer driven, location aware world Brian Robbins President/Founder – Riptide Games Twitter:

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Presentation transcript:

User Input in a multi-touch, accelerometer driven, location aware world Brian Robbins President/Founder – Riptide Games Latest Slides: 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 Perfect

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 Screen Go?

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 Moves

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 Suck

Calibration Matters Required – Yes really, it’s required! Timing of calibration is huge Message the user?

Some Good Things

Touch Rocks!

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

Accelerometers don’t Suck

Subtle Accelerometer tricks Add lots of perceived depth Adjust camera slightly Vibrate Do something on shake

Location

I Know Where You Are

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 way to do it

Q & A Brian Robbins President/Founder – Riptide Games Latest Slides: