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

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Presentation on theme: "User Input in a multi-touch, accelerometer driven, location aware world Brian Robbins President/Founder – Riptide Games Twitter:"— Presentation transcript:

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

3 Background

4

5

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7

8 Touch Input

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

11 Hands are Big

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

14 Fingers are Big

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

17 Fingers aren’t Perfect

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

20 Accelerometer

21 Where’d the Screen Go?

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

24 The Screen Moves

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!

27 These Controls Suck

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

29 Some Good Things

30 Touch Rocks!

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

32 Accelerometers don’t Suck

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

34 Location

35 I Know Where You Are

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

39 Final Thought

40 There is no right way to do it

41 Q & A Brian Robbins President/Founder – Riptide Games brian@riptidegames.com Twitter: @dubane Latest Slides: www.dubane.com/cons/


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