- iPad specific — using the iPad interface as primary interface to game mechanic
- Multi-touch interfaces don’t work when you can’t see what you’re interfacing with
- The iPad is more likely a shared device
- iPad player more likely on the sofa than the toilet :-)
- i.e. usage is more purposeful rather than filling time
- areas of focus:
- take advantage of space available
- think about appropriate gestures
- think about gaming context
- think outside the (phone) box
- iPad specific does not mean exclusively iPad — take the idea elsewhere as well
- examples:
- iPad provides more room for dedicated interaction areas
- e.g. left hand & right hand controls on edges + general interaction in middle
- ways to think about it
- play lots of iPad games
- play iPhone games scaled up and work out what’s wrong
- look at the fingerprints on your device!
ubiquitous computing, cognitive science, design and everyday things
Thursday, 8 September 2011
iOSDev UK: iPad-native Game Design: Exploring a New Gaming Interface
Labels:
game,
gesture,
interaction,
interface,
ios,
iosdevuk,
ipad,
multitouch
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