6. User Habits
• Experienced with a System
• Familiar with a System
• Unfamiliar with a System
C. Cornett How Habits Can Impact User Behavior
(http://www.inspireux.com/2013/03/30/how-habits-can-impact-user-behavior/)
T. Laurinavicius Designing for User Habits and Routines
(https://webdesign.tutsplus.com/articles/designing-for-user-habits-and-routines--cms-24337)
7. Gender
• Man
• Woman
C. Kerr New data highlights gender split for mobile game genres
(http://www.gamasutra.com/view/news/260116/New_data_highlights_gender_split_for_mobile_game_genres.php)
8. And the Others
• Age
• Gradation by solving problems
• Specific levels, limitations, permissions, etc.
• Religion
• Signs, terms, graphic interpretation
• Psychophysiological
• Specific classification – people with disabilities
9. Gamers Classification
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E. Adams From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication
(http://www.gamasutra.com/view/feature/131397/from_casual_to_core_a_statistical_.php?print=1)
10. Classification of Gamers
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C. James Hierarchy of Gamers: Where Are the Lines Drawn?
(http://casualgamerevolution.com/blog/2014/03/hierarchy-of-gamers-where-are-the-lines-drawn)
12. Mobile Input/Output
• Touch Screen
• Touch Pad, AccuPoint
• Camera
• Microphone, speaker
• Vibrating Alert
• Accelerometer
• GPS
• Wi-Fi, Bluetooth,…
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13. UI Features and Troubles
• Difficult to fulfil ergonomic requirements
• Lack of screen space
• Troubles with Selection & Drag and Drop
• Variety of geometric forms, types,…
• Voice commands
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14. Managing with Troubles
• Compress your information
• Use abstracts (and “More..”
buttons)
• Remember of geometry and
resolution while visualizing
• Use high contrast images
• Avoid stodgy graphics
• Improve the readability of fonts
• UI manual scaling and auto-scaling
• Magnification gestures
• Android accessibility. Help.
Magnification gestures
(https://support.google.com/accessibil
ity/android/answer/6006949?hl=en)
• Save user’s input ASAP
• Lists, Combo boxes, etc. instead of
free input
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http://blog.campaignmaster.co.uk/2013/01/10/email-101-email-safe-fonts/
15. Managing with Troubles
• Wide using of hardware buttons on a device’s case
• Linear Wizards
• Standard “Back” button is suitable
• Voice input/output
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16. Real and Sensor Buttons
• What is a Sensor Button?
• We can push a real button, pushing a sensor button is a reaction of
a device
• Sensor button needs a visual contact
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17. User Interface
User Centered Design
Patterns
UI Patterns
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18. User Centered Design (UCD)
• User-Centered Design (UCD) is a
user interface design process
that focuses on usability goals,
user characteristics,
environment, tasks, and
workflow in the design of an
interface
• Notes on User Centered Design
Process (UCD)
(https://www.w3.org/WAI/redesi
gn/ucd)
• T. Lawdermilk User-Centered
Design. A Developer's Guide to
Building User-Friendly
Applications
(http://shop.oreilly.com/product/
0636920028741.do)
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19. UCD Principles
• Early focus on users and tasks
• Structured and systematic information gathering (consistent across the
board)
• Designers trained by experts before conducting data collection sessions
• Empirical Measurement and testing of product usage
• Focus on ease of learning and ease of use
• Testing of prototypes with actual users
• Iterative Design
• Product designed, modified and tested repeatedly.
• Allow for the complete overhaul and rethinking of design by early testing of
conceptual models and design ideas.
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Notes on User Centered Design Process (UCD) (https://www.w3.org/WAI/redesign/ucd)
20. UCD Process Map
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https://www.usability.gov/how-to-and-tools/resources/ucd-map.html
21. Patterns in Human
Behavior, Interaction and Cognition
• Behavior pattern
• A “program”, which is started as a reaction on a particular situation
• Interaction pattern
• A “program” of communication
• Cognitive pattern
• Stimulus-Reaction
• Problem solving
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22. Design Pattern
• Design pattern provide proven solutions to frequent design problems
in a generative and human-readable format
• The special case of interaction patterns describes recurring actions a
user performs when interacting with a computer to achieve a certain
goal of a task. These actions are implicit if they arise from the
discourse context - the previous actions of the user - and are called
explicit if they are directly triggered by the user (e.g., pushing a
button).
• Interaction Patterns (http://wiki.iks-
project.eu/index.php/InteractionPatterns)
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23. Parts of an Interaction Pattern
• the problem
• the pattern (i.e., the solution of the problem)
• use cases for the pattern
• how the pattern applies for the use cases
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24. Interaction Design Patterns
• An interaction design (ID) pattern is a general repeatable solution to
a commonly-occurring usability problem in interface design or
interaction design
• (https://www.interaction-design.org/literature/book/the-glossary-of-human-
computer-interaction/interaction-design-patterns)
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25. Interaction Design Patterns for Mobile
Devices
• Input/Output is the most specific
• “Mobile Patterns”
• [book] Mobile UI Design Patterns (https://studio.uxpin.com/ebooks/mobile-
design-patterns)
• [blog] Android UI Patterns (http://www.androiduipatterns.com)
• Catalogues
• 4ourth Mobile Design Pattern Library (http://4ourth.com/wiki/Index)
• По книге Designing Mobile Interfaces: Patterns for Interaction Design, но книгу читать не
надо...
• Ptrns by Beyond Labs (http://pttrns.com)
• Mobile Patterns (http://www.mobile-patterns.com)
• Inspired UI by Sergey Pakhandrin (http://inspired-ui.com)
• AppreciateUI (http://www.appreciateui.com)
• lovely ui (http://www.lovelyui.com)
26. UI Catalogues for Mobile Games
• Games Inspiration (http://gamesinspiration.com/)
• Game patterns (http://www.game-patterns.com/#!/)
• Mobile game patterns (http://mobilegamepatterns.com/)
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27. UI Design Patterns Challenges
• M. Glenister The UX of VR
(http://www.uxofvr.com)
• Dan Talks UI fro VR at Develop
2015
(http://atomhawk.com/news/po
st/dan-talks-ui-vr-develop-2015)
• UI/UX Design Patterns in Virtual
Reality
(http://realityshift.io/blog/ui-
ux-design-patterns-in-virtual-
reality)
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https://www.google.ru/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEw
jpipLHyK_PAhXLhiwKHXJ3AW4QjRwIBw&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F209699544
93113813%2F&bvm=bv.133700528,d.bGg&psig=AFQjCNGTOkUoIzGrwGz1vuNQkr1o6LGOMQ&ust=14750
66362638112
37. Fails and Lessons
• T. Neil, R. Malley Rethinking Mobile Tutorials: Which Patterns Really
Work? (https://www.smashingmagazine.com/2014/04/rethinking-
mobile-tutorials-which-patterns-really-work/)
• K. Higgins First time user experience in mobile apps
(http://www.kryshiggins.com/first-time-user-experiences-in-mobile-
apps/)
• K. Higgins First Time User Experience
(http://firsttimeux.tumblr.com/tagged/mobile-app)
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Wise men learn by other men’s mistakes; fools by their
own.
38. Architectural Patterns
• M. Haney Design Patterns in Game Programming
(http://www.gamasutra.com/blogs/MichaelHaney/20110920/90250/
Design_Patterns_in_Game_Programming.php)
• R. Nystrom Game Programming Patterns
(http://gameprogrammingpatterns.com/contents.html)
• M. Luedke Common Design Patterns for Android
(https://www.raywenderlich.com/109843/common-design-patterns-
for-android)
• Mobile Application Architecture Guide (http://robtiffany.com/wp-
content/uploads/2012/08/Mobile_Architecture_Guide_v1.1.pdf)
• I. Astahovs Use of Design Patterns for Mobile Game Development
(https://www.diva-
portal.org/smash/get/diva2:546698/FULLTEXT01.pdf)
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39. More Relevant Links
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• Game Development. Stack exchange
(http://gamedev.stackexchange.com/)
• A Basic Game Architecture (http://obviam.net/index.php/2-1-a-little-
about-game-architecture/)
• Designing for Mobile, Part 1: Information Architecture
(http://www.uxbooth.com/articles/designing-for-mobile-part-1-
information-architecture/)
• Designing Elegant Mobile Games (https://www.objc.io/issues/18-
games/designing-elegant-mobile-games/)
• M. Rohs Mobile Input & Output Technologies
(https://www.medien.ifi.lmu.de/lehre/ws1011/mmi2/mmi2-3d-
Mobile-IO.pdf)