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Mobile Games &	

Wearables
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
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)
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
Mobile Ascendency
Platforms
• Smartphones	

• Tablets	

• Wearables	

• Other Devices (Sensors, iBeacons, Etc.)
Platforms
• iOS*	

• Android*	

• Windows Phone	

• Tizen, Mozilla, Etc.
Behind The Numbers
• Doesn’t include iPod Touch	

• What about by # of Installed Apps?	

• Paid vs. Free Apps Share?	

• What about Games?
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
Tablets
• iPad	

• Android	

• Windows Surface
Mobile Ascendency
Bulk Tablet Deployments
Mobile Game Systems
• Nintendo 2DS/3DS [the big daddy]	

• Sony	

• Leapster [kids/closed]	

• Others... [linux hybrids out of Asia]
Chess Game...
• Jawbone Acqui-Hires Massive Health &Visere	

• Jawbone Acquires BodyMedia	

• Patents
Who’s Who? What’s What
• Apple	

• Jawbone	

• Nike	

• FitBit	

• Others...
Where’s Everyone Else?
• Sony, Samsung, LG, etc. (i.e. Japan/Korea)	

• Microsoft / Amazon / Google
Watches / Wrists?
Readying for	

Wearables
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++
Wearables
• Interaction Extension	

• Always on accelerometer	

• Biometric Sensor Package	

• VERY Early	

• Big Chess Game…
Big Picture
Building on Mobile Building for Mobile
Building on Mobile
Building an app that runs on a
mobile device platform, or is
accessible via mobile platform
browsers...
Building for Mobile
The art of creating an application
that takes advantage of the
mobility of a platform
Building for Mobile II
Small
Moments of
Time
Communication
Interuptive
Different
Parts of the
Day
Different InputSystems
One hand
Building for Mobile II
Geolocation
Camera
Microphone
Proximity toPerson orObject
Accelerometer
Other
Sensors
Lit 2 Quit
Building for Wearables
Geolocation
Blood Sugar
Microphone?
Proximity toPerson orObject
Accelerometer
Heart Rate
Inactivity/
Sleep
Temperature
NEAT-o-Games
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…
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
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
The Platforms...
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)
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?
iOS 8
• Biggest change since original iOS	

• Interapp communication, helper apps	

• Lots of game changes	

• Health and Health Kit	

• Better tools for everything
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
Windows Phone
• Small but growing	

• Decently reviewed	

• Tool chain isn’t bad	

• Nokia deal changes some things but not as
much	

• Slowly becoming relevant
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?
Tablets
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?
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?
Kindle...
• Older reader models have several million
units, with some app capacity but being
overtaken by newer Kindles that are
essentially Android
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?
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?
Development Approaches
• Native Development (Objective C or Java)	

• Cross PlatformVirtual Machines? (Flash?)	

• Browser and/or HTML Widget
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
Design & Development
Mini-Agenda
• Design Context & Patterns :A Discussion	

• Development in General	

• Light Specifics by Platform	

• Discussion
Mobile Serious Games Context
• Game	

• Second screen pattern	

• Support for Game on Other Platform…	

• TV	

• Physical experience	

• Web Game 	

• Biometric Game	

• ARG
Development Paths...
• Browser Based Apps (specialized)	

• or packaged HTML5	

• Native Code	

• Adobe Air
Browser
• Various systems for browser-based
development	

• Javascript + Special Hooks	

• PhoneGap/Cordova	

• Native Code is winning…
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.
3D Graphics
• OpenGL ES	

• Metal on iOS8 but not all systems	

• Standards Based going to specialized base…
Middleware
• Unity Game Engine	

• Unreal Game Engine	

• GameSalad/Stencyl/Marmalade, Others	

• Variety of Engines (See List)	

• Adobe Air
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…
Distribution
App Store Approval
• “The World May Never Know”	

• Apple inspects your app...Yay or Nay	

• Fix and/or Appeal	

• Approval...	

• Updates...	

• Periodic Reviews...
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
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
Submission
• Be a registered developer - you will want a
“publisher” account	

• Fill out a form...[what do you need!?]	

• Then wait...for approval	

• Descriptions...
What Will NixYou...
• Human Interface Guidelines	

• Unauthorized API usage	

• Simulating Failures (e.g. cracked screens)	

• Apple standard buttons	

• Bandwidth Usage During Play	

• Network Detection
What Will NixYou...
• Political Lampooning	

• App description to App Store	

• What’s New Descriptions Too Long	

• OS Compatibility	

• Trademark & Copyright Issues	

• Giveaways/Prizes/Contests
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/
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.
App Store Help...
• App Store Analytics: Flurry, Distimo,
AppAnnie, Google Analytics, iTunes Connect
Other Issues
Legal Issues...
• Patent Lawsuits	

• EULAs	

• Exercise...	

• Inducement and Geolocation	

• Medical Device / FDA
Lawsuits...
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)
Advertising...
• Admob/Google	

• iAd	

• So many others… TapJoy, etc.
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
Mobile Barcode
• QR codes, Data
Matrix, Cool-
Data-Matrix,
Aztec, Upcode,
Trillcode,
Quickmark,
shotcode, mCode
and Beetagg
iBeacon
Promotion & Marketing
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
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
Product Design…
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
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
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?
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?
Drivers of Wearables Battle
• Battery life; Battery life; Battery life	

• Data frequency model	

• Input/interaction model	

• Standalone usage capacity	

• Fashion
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
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?
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???
Lets not forget devices
• Home Devices (lights, sound, thermostat)	

• Scales	

• Inhalers, glucose monitors, blood pressure
cuff	

• Exercise equipment	

• Cameras / Kinect / Etc.	

• iBeacons
Phones
All Day
Wearables
Sometimes
Wearables
With us 	

Devices ME In-Home
Devices
Laptops Environment
Out-of-Home
Devices
Designing for Wearables
• Human Joysticks	

• Biometric for Health	

• Biometric for Interaction	

• Ease of Interaction	

• Eyes free use	

• Frequency of feedback
Designing for Wearables II
• Screen? - This will become bigger deal	

• Force Feedback / Glanceable	

• Headphones or not?	

• Phone vs. No Phone	

• Connected Experience	

• Multiplayer
AvoidingVisuals
Responding to
Environments
User Ask?
• Moving about daily life? (i.e. walking around)	

• Specific activity/behavior & equipment?
(inhaler, exercise bike)	

• Environment & environment context (e.g.
shopping/iBeacon)
The Original Mobile Pattern
• Banked	

• Iterative Interrupts	

• Real-time (periodic vs. 24/7)
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 ”
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
Output
Activity 

&

Gesture

Engine
Gestural
Activity
One

Handed

“Blind”

Inputs
Other
Environmental

& Device
Camera
GPS
Mic
Time/

Date
Input
Screen
Tilt
Game Engine
Structured Data
JSON
Aural
Background
Speech
Music
SFX Screen

& Device
Screen
Color
LED
Force

Feedback
Log
Web
services

in
Web

services

out
ITTT
Twitter/
FB
TXTs
Photos
Weather
Push

Notification
Battery
Meili Engine Status

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Mobile & Wearables Games for Health 2014 Tutorial

  • 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
  • 6. Platforms • Smartphones • Tablets • Wearables • Other Devices (Sensors, iBeacons, Etc.)
  • 7. Platforms • iOS* • Android* • Windows Phone • Tizen, Mozilla, Etc.
  • 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
  • 13. Mobile Game Systems • Nintendo 2DS/3DS [the big daddy] • Sony • Leapster [kids/closed] • Others... [linux hybrids out of Asia]
  • 14. Chess Game... • Jawbone Acqui-Hires Massive Health &Visere • Jawbone Acquires BodyMedia • Patents
  • 15. Who’s Who? What’s What • Apple • Jawbone • Nike • FitBit • Others...
  • 16. Where’s Everyone Else? • Sony, Samsung, LG, etc. (i.e. Japan/Korea) • Microsoft / Amazon / Google
  • 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++
  • 20. Wearables • Interaction Extension • Always on accelerometer • Biometric Sensor Package • VERY Early • Big Chess Game…
  • 21. Big Picture Building on Mobile Building for Mobile
  • 22. Building on Mobile Building an app that runs on a mobile device platform, or is accessible via mobile platform browsers...
  • 23. Building for Mobile The art of creating an application that takes advantage of the mobility of a platform
  • 24. Building for Mobile II Small Moments of Time Communication Interuptive Different Parts of the Day Different InputSystems One hand
  • 25. Building for Mobile II Geolocation Camera Microphone Proximity toPerson orObject Accelerometer Other Sensors
  • 27.
  • 28. Building for Wearables Geolocation Blood Sugar Microphone? Proximity toPerson orObject Accelerometer Heart Rate Inactivity/ Sleep Temperature
  • 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
  • 51. Development Paths... • Browser Based Apps (specialized) • or packaged HTML5 • Native Code • Adobe Air
  • 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
  • 68. Legal Issues... • Patent Lawsuits • EULAs • Exercise... • Inducement and Geolocation • Medical Device / FDA
  • 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)
  • 71. Advertising... • Admob/Google • iAd • So many others… TapJoy, etc.
  • 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???
  • 87. Lets not forget devices • Home Devices (lights, sound, thermostat) • Scales • Inhalers, glucose monitors, blood pressure cuff • Exercise equipment • Cameras / Kinect / Etc. • iBeacons
  • 88. Phones All Day Wearables Sometimes Wearables With us Devices ME In-Home Devices Laptops Environment Out-of-Home Devices
  • 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
  • 93. User Ask? • Moving about daily life? (i.e. walking around) • Specific activity/behavior & equipment? (inhaler, exercise bike) • Environment & environment context (e.g. shopping/iBeacon)
  • 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
  • 97. Output Activity & Gesture Engine Gestural Activity One Handed “Blind” Inputs Other Environmental & Device Camera GPS Mic Time/ Date Input Screen Tilt Game Engine Structured Data JSON Aural Background Speech Music SFX Screen & Device Screen Color LED Force Feedback Log Web services in Web services out ITTT Twitter/ FB TXTs Photos Weather Push Notification Battery Meili Engine Status