2. Human Joysticks
T U R N I N G R E A L - W O R L D H U M A N A C T I V I T Y &
D E C I S I O N S I N T O I N P U T S T H A T D R I V E G A M E S Y O U
P L A Y A S Y O U G O A B O U T Y O U R D A Y
Y O U R A C T I O N S A R E T H E J O Y S T I C K
3. Mobile Games
connected
sensors
mobile phones laptops iPods
wireless smartphones tablets
handheld
videogames
connected
device
feature phones
wearables I
(wrist/watch/
jewelry)
“wearables” II
(lumo back,
GeckoCap)
4. Summary
• Smartphones is a 3 group race
• Apple vs. Google vs. Everyone Else
• Wearables is total Chess Game
• Gamification vs. Game
• Other Devices (Sensors, iBeacons, Etc.)
• Still Early but Speeding Up
8. Behind The Numbers
• Doesn’t include iPod Touch
• What about by # of Installed Apps?
• Paid vs. Free Apps Share?
• What about Games?
9. App Store Stats...
Everything is trending toward free applications with in-app
purchases
1/5 users spent less than $5
1/6 users spend between $5-$10
Women slightly more likely to download apps
19. Quick Comparison
Mobile Modality
Functional
Profile
User(s)
Application
Structures
Smartphones Highly
Email
Games/Media
Productivity
Single with some
Sharing @ Home
iPhone OS/
Objective C
Java
Phones
Highly but Limited
Functionality
Calls
SMS/Texting
Games
Single w/some
sharing in
emerging markets
J2ME or Server
Based SMS
Tablets On-the-Go
Media
Consumption
Productivity
Games
Shared
iPhone OS/
Java
Consoles Home & Go
Games / Some
Media
Single / Some
Sharing
C++
30. Ideas are Easy?
• The majority of mobile apps are apps on
mobile platforms
• It’s easy to say I’d like to do this on a mobile
device
• It’s much harder to develop a uniquely
mobile experience
• The many devices make it harder…
31. Understanding Mobility
• “Mobile Sensor Platform”
• What is the future of these sensors (e.g. light
sensors)
• Interacting with the surrounding environment?
• The associated psychology and situational play
32. Discussion...
• What are your goals & needs?
• What makes a serious mobile game vs. just
one for entertainment?
• What design patterns exist for mobile
games?
• How will wearables & biometrics change
everything?
• Discovery / biz models issues
34. iPhone
• 6+ Models Released Since 2007
• iPhone, iPhone 3G, iPhone 3GS, iPhone
4/4s, 5/5c/5s, 6?
• 100’s million shipped worldwide
• iPod Touch: Same OS & Core Specs
• App Store
• iWatch? & Continuity (2014)
35. iPod Touch
• Sells a lot of units... and is important in
terms of youth audiences
• 4 Models overall... speed increases,
microphone support, bluetooth support…
• No upgrade last cycle? Does Apple keep it
going?
36. iOS 8
• Biggest change since original iOS
• Interapp communication, helper apps
• Lots of game changes
• Health and Health Kit
• Better tools for everything
37. Android
• Android is an open source OS built by
Google to power mobile phones & devices
• So Many Flavors; MANY models...
• Android vs. FireOS vs. Chrome OS vs.
Samsung
• Fragmentation drives us dev costs significantly
• Health Kit/Health App also coming Google Fit
38. Windows Phone
• Small but growing
• Decently reviewed
• Tool chain isn’t bad
• Nokia deal changes some things but not as
much
• Slowly becoming relevant
39. Everything Else...
• A mish-mash to say the least...
• J2ME systems still out there
• SMS key “app”
• Target device?, carrier, region, global, or
socio-economic demographic
• Other systems :Tizen, Mozilla OS
• What does Samsung Do?
41. iPad
• Key... how does the screen affect what you
can (and should/should not) do?
• Different user and usage scenarios…
• Enterprise & Schools are big differentiators
• Does Apple start to hone the differentiated
experience?
• How does is differentiate in health?
42. Android Tablets
• So many various vendors...
• Kindle is the biggest Share
• Galaxy (Samsung)
• Then literally dozens
• Many are low-cost overseas “video tablets”
• How does pricing affect installed-base but when do these
“cheapies” become bona-fide app platforms especially
overseas?
43. Kindle...
• Older reader models have several million
units, with some app capacity but being
overtaken by newer Kindles that are
essentially Android
44. Windows Surface
• First gen was a mess
• Second gen selling better
• Future gens should pick up speed
• Really become “windows” tablet as key
selling point
• Heavy…
• Enterprise?
45. Issues
• It’s a two-system race until further notice
• iPhone has best gamut control so far...
• Java vs. Objective C vs.Web(HTML5+JS
+Cloud) (AND now Swift…)
• Cross Platform vs. Cross Model
• Connected Play vs. App on Phone
• What do wearables do?
46. Development Approaches
• Native Development (Objective C or Java)
• Cross PlatformVirtual Machines? (Flash?)
• Browser and/or HTML Widget
47. Across the Board
iPhone Android Windows Other
Browser Webkit/Safari Webkit IE All over...
Native
Objective C/
Swift
Java/Flash... C#/C++ J2ME
X-Platform PhoneGap, HTML5,Web vs. Encapsulated App
49. Mini-Agenda
• Design Context & Patterns :A Discussion
• Development in General
• Light Specifics by Platform
• Discussion
50. Mobile Serious Games Context
• Game
• Second screen pattern
• Support for Game on Other Platform…
• TV
• Physical experience
• Web Game
• Biometric Game
• ARG
52. Browser
• Various systems for browser-based
development
• Javascript + Special Hooks
• PhoneGap/Cordova
• Native Code is winning…
53. jQtouch
• jQuery meets iPhone
• Easy to use (if you know jQuery &
Javascript)
• Web apps will continue to gain strength...
don’t be fooled into just Objective C
• Also Sensa, PhoneGap Plugins, etc.
54. 3D Graphics
• OpenGL ES
• Metal on iOS8 but not all systems
• Standards Based going to specialized base…
55. Middleware
• Unity Game Engine
• Unreal Game Engine
• GameSalad/Stencyl/Marmalade, Others
• Variety of Engines (See List)
• Adobe Air
56. PhoneGap
• Open source x-platform Web app
framework for mobile devices
• Cordova (baseline/Apache)
PhoneGap (Adobe)
• Strong support, continues to add features
• Have to design for what it is…
58. App Store Approval
• “The World May Never Know”
• Apple inspects your app...Yay or Nay
• Fix and/or Appeal
• Approval...
• Updates...
• Periodic Reviews...
59. How Does it Work?
• During Development > Mobile Provisioning
File
• After Development > Submit Content for
Approval
• After Approval > Release to Store / Manage
Distribution & Re-submission for Updates
60. During Development
• Emulators
• Limits - can’t test accelerometer
• Pros - can test different screen types
• Apple: Small number for earliest testing,
1000+ for beta/sharing, recently revamped
significantly
61. Submission
• Be a registered developer - you will want a
“publisher” account
• Fill out a form...[what do you need!?]
• Then wait...for approval
• Descriptions...
62. What Will NixYou...
• Human Interface Guidelines
• Unauthorized API usage
• Simulating Failures (e.g. cracked screens)
• Apple standard buttons
• Bandwidth Usage During Play
• Network Detection
63. What Will NixYou...
• Political Lampooning
• App description to App Store
• What’s New Descriptions Too Long
• OS Compatibility
• Trademark & Copyright Issues
• Giveaways/Prizes/Contests
64. What Will NixYou...
• Analytics Disclosure
• Jokes Relevant to Interface Guidelines
• Objectionable Content
• Simply Doesn’t Work
• Don’t Include Price inYour Description
• http://www.mobileorchard.com/avoiding-
iphone-app-rejection-part-2/
65. App Store Behaviors...
• Reviews
• Free games get lower reviews...Why?
• Pricing Strategies...
• Paid vs. Free
• Debut Price?
• Moving Down, Going Free, Moving Up
• Chart Momentum
Of course it might get positive reviews too, but
ranking seems to go down as you price too low.
DuckDuckDuck went from ~4 stars to ~2 stars
after the two week $0.99 -> free offer.
66. App Store Help...
• App Store Analytics: Flurry, Distimo,
AppAnnie, Google Analytics, iTunes Connect
70. Your Own Analytics...
• Posting out your own data...
• Not the same as most analytics software...
• Apple’s issues with analytics…
• Google Analytics
• Storing if no internet (Sampling)
72. Design Discussion
• What’s special about being mobile?
• What categories can we identify
• How can we integrate with other mobile
features, and the viral nature of mobile
lifestyles
• Integration with the real-world
73. Mobile Barcode
• QR codes, Data
Matrix, Cool-
Data-Matrix,
Aztec, Upcode,
Trillcode,
Quickmark,
shotcode, mCode
and Beetagg
76. Promotion
• The Biggest Issue:App Store Discovery,
Promotion, Driving Installs, Driving spending
• Chain…
• hear about/see me, click to me, install me,
spend $$ with me
77. Marketing 101
• Marketing is more then critical - it’s everything
• Many apps bought from the phone; how do
you breakthrough
• Long tail?
• Dedicated resources?
• Expectations
79. Health, Unique, Mobile?
• What could be done?
• Walking App?
• Avoid the Bank Step Model of Play
• Integrate Game & Walking
• Push Strategic Decisisions into the
Foreground and Walking into the
Background
80. Wearables
• Started as either extension of phones, or
(mostly) singular always on biometric
• These two modes of use will fuse
• Always on sensor package
• Phone as hub
• Phone is still a big “wearable” of it’s own
81. Wearables Battle…
• 2014 year Google vs.Apple in wearables
begins to unfold
• What happens to Jawbone, FitBit, others?
• What commodifies, what doesn’t?
• What x-wearable strategies and processes
emerge, if necessary
• Health vs. wearable experience?
82. Wearables & Health
• Do the native iOS / Android SDKs and UIs
take over vs. specialized apps?
• Are they floors, hubs, or parallels?
• Where does the 3rd party experience shift-
to?
• Acquisition frenzy?
83. Drivers of Wearables Battle
• Battery life; Battery life; Battery life
• Data frequency model
• Input/interaction model
• Standalone usage capacity
• Fashion
84. Data Frequency Model
• Cumulative end-of-day experience
(night or morning)
• Periodic intra-day experience
(every 60-120 minutes, 4-8x daily)
• Spot real-time experience
(real time for X minutes, 1x-2x day)
• High frequency experience
(every 10 minutes)
• 24/7 RealTime
85. Input Interaction Model
• User download initiated
• Automatic Background (see data model)
• Realtime interactions (buttons and/or
Touch)
• Proximity (i.e. iBeacon)
• Self-contained, or networked-to-phone/
computer?
86. Designing for Wearables
• Simplicity for many reasons
• Is it just a data slave?
• Is it a feeder to a larger phone experience?
• Is it biometric or interactive or both?
• Always with/on me vs. phone?
• What are the truly NOVEL experiences???
89. Designing for Wearables
• Human Joysticks
• Biometric for Health
• Biometric for Interaction
• Ease of Interaction
• Eyes free use
• Frequency of feedback
90. Designing for Wearables II
• Screen? - This will become bigger deal
• Force Feedback / Glanceable
• Headphones or not?
• Phone vs. No Phone
• Connected Experience
• Multiplayer
94. The Original Mobile Pattern
• Banked
• Iterative Interrupts
• Real-time (periodic vs. 24/7)
95. M E I L I 1 . 0
• Cross-platform framework for mobile games
featuring input from physical activity and sensors
• GPS features enable environmental sensing & fencing
• Outputs multi-channel audio, force-feedback
• “Glanceable” UI for non-distracted gameplay
M O B I L E A C T I V I T I E S E N G I N E
“ G A M E S Y O U P L A Y W H I L E M O V I N G A R O U N D ”
96. F E AT U R E S E T 1 . 0
• Built in software pedometer
• Detects “vigorous activity” jumping, dancing, shaking
• Detects gestures on phone screen
(tap, double-tap, hold, swipe)
• Multi-channel audio
• Variables & operations, conditionals, event driven
architecture