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Mobile Games Users
Interaction Patterns
Lecture 02
2016-2017
Mobile Games Development & Promotion, Maksimenkova
Olga, FCS, SSI
1
Today
• Classification of Gamers
• Design Patterns
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
2
Classification of Users
From users to gamers
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
3
Goal Accomplishments Level
• Full (100%)
• Partly
• Entertainment
Proficiency Level in a Domain
• Profi
• Advanced
• Newbie
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)
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)
And the Others
• Age
• Gradation by solving problems
• Specific levels, limitations, permissions, etc.
• Religion
• Signs, terms, graphic interpretation
• Psychophysiological
• Specific classification – people with disabilities
Gamers Classification
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
9
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)
Classification of Gamers
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
10
C. James Hierarchy of Gamers: Where Are the Lines Drawn?
(http://casualgamerevolution.com/blog/2014/03/hierarchy-of-gamers-where-are-the-lines-drawn)
Reminder
Mobile Input&Output
Mobile UI
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
11
Mobile Input/Output
• Touch Screen
• Touch Pad, AccuPoint
• Camera
• Microphone, speaker
• Vibrating Alert
• Accelerometer
• GPS
• Wi-Fi, Bluetooth,…
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
12
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
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
13
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
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
14
http://blog.campaignmaster.co.uk/2013/01/10/email-101-email-safe-fonts/
Managing with Troubles
• Wide using of hardware buttons on a device’s case
• Linear Wizards
• Standard “Back” button is suitable
• Voice input/output
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
15
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
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
16
User Interface
User Centered Design
Patterns
UI Patterns
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
17
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
18
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.
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
19
Notes on User Centered Design Process (UCD) (https://www.w3.org/WAI/redesign/ucd)
UCD Process Map
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
20
https://www.usability.gov/how-to-and-tools/resources/ucd-map.html
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
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
21
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
22
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
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
23
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
24
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)
UI Catalogues for Mobile Games
• Games Inspiration (http://gamesinspiration.com/)
• Game patterns (http://www.game-patterns.com/#!/)
• Mobile game patterns (http://mobilegamepatterns.com/)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
26
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
27
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
Examples
UI Patterns Implementation
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
28
Menu
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
29
Drag and Drop Using Touch Screen
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
30
Navigation
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
31
Statistics
(Simple Dashboard)
Menu with
pictograms (icons)
Achievements pattern
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
32
Avatar Representation (FPS)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
33
Avatar Representation (Platformer)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
34
Avatar Representation (Fighting)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
35
Avatar Representation
(Third Person Game View)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
36
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
37
Wise men learn by other men’s mistakes; fools by their
own.
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)
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
38
More Relevant Links
2016-2017
Mobile Games Development & Promotion,
Maksimenkova Olga, FCS, SSI
39
• 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)

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Lec 02. Mobile Games Users and Interaction Patterns

  • 1. Mobile Games Users Interaction Patterns Lecture 02 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 1
  • 2. Today • Classification of Gamers • Design Patterns 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 2
  • 3. Classification of Users From users to gamers 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 3
  • 4. Goal Accomplishments Level • Full (100%) • Partly • Entertainment
  • 5. Proficiency Level in a Domain • Profi • Advanced • Newbie
  • 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 9 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 10 C. James Hierarchy of Gamers: Where Are the Lines Drawn? (http://casualgamerevolution.com/blog/2014/03/hierarchy-of-gamers-where-are-the-lines-drawn)
  • 11. Reminder Mobile Input&Output Mobile UI 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 11
  • 12. Mobile Input/Output • Touch Screen • Touch Pad, AccuPoint • Camera • Microphone, speaker • Vibrating Alert • Accelerometer • GPS • Wi-Fi, Bluetooth,… 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 12
  • 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 13
  • 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 14 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 15
  • 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 16
  • 17. User Interface User Centered Design Patterns UI Patterns 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 17
  • 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 18
  • 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. 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 19 Notes on User Centered Design Process (UCD) (https://www.w3.org/WAI/redesign/ucd)
  • 20. UCD Process Map 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 20 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 21
  • 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 22
  • 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 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 23
  • 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 24
  • 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/) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 26
  • 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 27 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
  • 28. Examples UI Patterns Implementation 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 28
  • 29. Menu 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 29
  • 30. Drag and Drop Using Touch Screen 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 30
  • 31. Navigation 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 31 Statistics (Simple Dashboard) Menu with pictograms (icons)
  • 32. Achievements pattern 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 32
  • 33. Avatar Representation (FPS) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 33
  • 34. Avatar Representation (Platformer) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 34
  • 35. Avatar Representation (Fighting) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 35
  • 36. Avatar Representation (Third Person Game View) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 36
  • 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 37 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) 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 38
  • 39. More Relevant Links 2016-2017 Mobile Games Development & Promotion, Maksimenkova Olga, FCS, SSI 39 • 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)