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Point & Tap Adventures - The Quest For A UI
1. Point & Tap Adventures
The Quest For A UI
Alasdair S. Collinson
Rheinische Friedrich-Wilhelms-Universität Bonn
droidcon Berlin 2013
Alasdair Collinson (Uni Bonn) Point & Tap Adventures droidcon Berlin 2013 1 / 45
2. Outline
1 What is an adventure game?
2 The UI Journey
3 Problem?
4 What's out there already?
5 Designing interfaces
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3. What is an adventure game? The beginning of Point & Click
What is an adventure game?
When I did Maniac Mansion, there were people who did not think
Maniac Mansion was an adventure game because it was not a
text adventure, it didn't have static pictures, the characters
actually walked around the screen.
- - Ron Gilbert speaking with Jordan Mallory
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4. What is an adventure game? A denition
What is an adventure game?
Denition (Adventure game)
A video game in which the player controls one or several characters with a
focus on
(a) puzzle solving,
(b) exploration and
(c) narration
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5. What is an adventure game? Common elements
What is an adventure game?
Other common elements include:
linear or partially nonlinear storylines
branching storylines
slow pace
several explorable screens or rooms
non player characters (NPCs)
inventories
timed or random events
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6. The UI Journey Verbs
Verbs
Denition (Verb (from Wikipedia))
A verb, from the Latin verbum meaning word, is a word [. . . ] that in syntax
conveys an action (bring, read, walk, run, learn), an occurrence (happen,
become), or a state of being (be, exist, stand).
In adventures:
in imperative mood (= commanding)
used to control actions
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7. The UI Journey Verbs
Verblists
similar to textparsers
can oer every verb we want
now often represented by
symbols
over time, many verbs were
combined
Read What is Maniac Mansion (1987)
⇒ Look at
Push Open Unlock Turn on
Pull Close Pick up Turn o
Give Use Fix
⇒ Use
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8. The UI Journey Verbs
One click
very simple interface
needs much less space than
verblists
may be context sensitive
two buttons = two verbs
⇒ use on smartphones tablets is
easy
Myst (1993)
Image source: http://steamaddicts.com/wp-content/
gallery/retro-wednesday-myst/myst-1.jpg
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9. The UI Journey Verbs
Verbdiscs
Full Throttle (1994)
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10. The UI Journey Verbs
Verbdiscs
more options than one click
oers
needs less space than verblists
can be modied to the games
theme (b) Look at
(a) Use / Take
may be context sensitive
⇒ an interesting compromise
⇒ also usable on smartphones /
tablets
(c) Talk to / Lick (d) Kick
Verbs in Full Throttle
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11. The UI Journey Verbs
Right click chooses
The Feeble Files (1997)
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12. The UI Journey Verbs
Right click chooses
more versatile than one click
needs even less space than
verbdiscs
a lot of clicking (a) Walk to (b) Look at (c) Pick up
no right click on smartphones/tablets
⇒ unavailable on these devices
(d) Use (e) Use with
Verbs in The Feeble Files
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13. The UI Journey Inventories
Visible Inventory
permanently shows available
items
⇒ less taps
takes up space
⇒ possible on mobile devices
Maniac Mansion: Day of the Tentacle (1993)
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14. The UI Journey Inventories
Hidden inventory
shows items only on command
⇒ more taps
takes up less space
⇒ also possible on mobile devices
Gabriel Knight: Sins of the Fathers (1994)
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15. The UI Journey Dialogues
Dialogues
The Secret of Monkey Island (1990)
Fact: Most adventures have dialogues
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16. The UI Journey Dialogues
Verbose
shows exactly what the
character will say
(well, normally)
oers space to give hints / make
jokes / etc.
can take up a lot of space ? ?
however: this space is normally
available
Edna Harvey: The Breakout (2008)
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17. The UI Journey Dialogues
Icons
shows topics as pictures
⇒ less reading
⇒ dicult to understand at
times
hints / jokes / etc. are more
dicult
very space ecient
Edna Harvey: Harvey's New Eyes (2012)
can be very aesthetically
pleasing
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18. The UI Journey Dialogues
Topics
shows topics as words
⇒ can be easier to understand
than pictures
hints / jokes / etc. are dicult
very space ecient
can be less aesthetically pleasing
than pictures
1112 episode 01 (2011)
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20. Problem? Size
Size
A 15 inch monitor with a mouse cursor A 9.7 inch iPad with a nger tip
small screen + small cursor small screen + average nger tip
⇒ no problem ⇒ problem
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21. Problem? Touchscreens
Touchscreens
Input with ngers leads to:
less accuracy
left click = right click
multitouch capabilities
a more haptic experience
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22. What's out there already?
What's out there already?
I'm not the only one who thought of this:
My feeling is that most games in the future will be downloaded
onto tablets or something very much like tablets. Because it's
just a natural progression.
- - Stephen Marley [Adv13, 4:48 - 4:59 minutes]
at AdventureX 2012 [Adv12]
Let's have a look.
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23. What's out there already? Direct ports
Direct ports
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24. What's out there already? Direct ports
Direct ports
two types of control possible:
touchpad-like or direct control
magnication added for direct
control
small targets are still hard to hit
command bar moved to top of
the screen
Simon the Sorcerer for iOS (2011)
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25. What's out there already? Modied ports
Modied ports
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26. What's out there already? Modied ports
The Secret of Monkey Island: Special Edition
classic and highly modied interface
possible:
classic interface mainly for
nostalgic reasons
new: direct control
new: verbs displayed through
symbols
new: hidden inventory
command bar moved to top of
the screen The Secret of Monkey Island SE (2009)
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27. What's out there already? New games
New games
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28. What's out there already? New games
1112
context sensitive verbdiscs
rst person perspective
hidden inventory
pinch zoom
limited use of sensors
1112 episode 01 HD (2011)
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29. Designing interfaces Mockups
Mockups
So, what works? I conducted an experiment...
Hidden inventory, A verbdisc Visible inventory,
icons in the four corners icons to the right
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30. Designing interfaces Results
Results
Within my test group:
1 identifying with the character was easier in third person perspective
2 interacting with the environment was independent from the
perspective
3 combining objects was easier with a visible inventory
4 controlling the character was easier with a hidden inventory
5 one click interfaces and verbdiscs were both easily usable
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31. Designing interfaces Choose your weapons
Choose your weapons
So, you want to be a/////// an adventure developer?
/ Hero
one click or verbdiscs?
visible or hidden inventory?
verbose or icon or topic driven dialogue?
It's up to you.
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32. Thank you
Thank you for your attention!
Any Questions?
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33. Sources Bibliography
Sources: Bibliography I
Alasdair Collinson.
The transfer and extension of concepts from classical point click
adventures for smartphones and tablets.
bachelor thesis, Rheinische Friedrich-Wilhelms-Universität Bonn, April
2013.
Kurt Kalata, editor.
Hardcoregaming101.net Presents: The Guide to Classic Graphic
Adventures.
CreateSpace Independent Publishing Platform,
https://www.createspace.com/, rst edition, May 2011.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 33 / 45
34. Sources Bibliography
Sources: Bibliography II
Yong S. Park, Sung Ho Han, Jaehyun Park, and Youngseok Cho.
Touch key design for target selection on a mobile phone.
In Mobile HCI'08, pages 423426, 2008.
DOI: http://dx.doi.org/10.1145/1409240.1409304.
Pekka Parhi, Amy K. Karlson, and Benjamin B. Bederson.
Target size study for one-handed thumb use on small touchscreen
devices.
In MobileHCI '06 Proceedings of the 8th conference on
Human-computer interaction with mobile devices and services,
MobileHCI '06, pages 203210. ACM Press, 2006.
DOI: http://dx.doi.org/10.1145/1152215.1152260.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 34 / 45
35. Sources Bibliography
Sources: Bibliography III
Jenifer Tidwell.
Designing Interfaces, chapter 10, pages 441476.
O'Reilly Media, 2nd edition edition, December 2010.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 35 / 45
36. Sources Internet sources
Sources: Internet sources I
AdventureX.
AdventureX 2012.
http://www.adventurexpo.co.uk/, 2012.
Retrieved on March 21st, 2013.
AdventureXpo.
AdventureX - 2012.
http://www.youtube.com/watch?v=9iKTYTdA1GE, March 2013.
Retrieved on March 21st, 2013.
Adventure Game Studio.
http://www.adventuregamestudio.co.uk/.
Retrieved on July 29th, 2012.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 36 / 45
37. Sources Internet sources
Sources: Internet sources II
Android Open Source Project.
Metrics and Grids | Android Developers.
http:
//developer.android.com/design/style/metrics-grids.html.
Published under the Creative Commons 2.5 Attribution License.
Retrieved on March 25th, 2013.
Android Open Source Project.
Supporting Multiple Screens | Android Developers.
http://developer.android.com/guide/practices/screens_
support.html.
Published under the Creative Commons 2.5 Attribution License.
Retrieved on March 31st, 2013.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 37 / 45
38. Sources Internet sources
Sources: Internet sources III
Apple Inc.
Custom Icon and Image Creation Guidelines.
https://developer.apple.com/library/ios/#documentation/
UserExperience/Conceptual/MobileHIG/IconsImages/
IconsImages.html#//apple_ref/doc/uid/TP40006556-CH14-SW1,
2012.
Retrieved on March 25th, 2013.
Apple Inc.
Information Property List Key Reference: iOS Keys - UIDeviceFamily.
http://developer.apple.com/library/ios/#documentation/
general/Reference/InfoPlistKeyReference/Articles/
iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW11,
September 2012.
Retrieved on March 31st, 2013.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 38 / 45
39. Sources Internet sources
Sources: Internet sources IV
Bob Bailey.
Paper prototypes work as well as software prototypes.
http://www.usability.gov/articles/newsletter/pubs/
062005news.html, June 2005.
Retrieved on March 18th, 2013.
John Hornick.
Icons.
http://msdn.microsoft.com/en-us/library/ms997538.aspx,
September 1995.
Retrieved on March 25th, 2013.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 39 / 45
40. Sources Internet sources
Sources: Internet sources V
Jordan Mallory.
Inside the mind of Ron Gilbert.
http://www.joystiq.com/2012/06/18/
inside-the-mind-of-ron-gilbert/, June 2012.
Retrieved on April 4th, 2013.
Microsoft Corporation.
Welche Edition von Windows 8 ist für Sie geeignet? - Microsoft
Windows.
http://windows.microsoft.com/de-at/windows/compare.
Retrieved on March 31st, 2013.
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41. Sources Internet sources
Sources: Internet sources VI
Microsoft Corporation.
Windows 3.1 Hardware Compatibility List.
http://support.microsoft.com/kb/83210/en-us, December
2000.
Last Review. Retrieved on March 25th, 2013.
Microsoft Corporation.
Windows 95 Installation Requirements.
http://support.microsoft.com/kb/138349/en-us, April 2007.
Last Review. Retrieved on March 25th, 2013.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 41 / 45
42. Sources Internet sources
Sources: Internet sources VII
Microsoft Corporation.
Interactions and usability with Windows Phone.
http://msdn.microsoft.com/en-us/library/windowsphone/
design/hh202889%28v=vs.105%29.aspx, March 2013.
Retrieved on March 25th, 2013.
ScummVM Website.
http://www.scummvm.org/.
Retrieved on July 29th, 2012.
Wikipedia.
Verb.
http://en.wikipedia.org/wiki/Verb.
Retrieved on April 4th, 2013.
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43. Sources Games
Sources: Games I
Ron Gilbert, Tim Schafer, and David Grossman.
The Secret of Monkey Island.
Lucaslm Games, 1990.
Ron Gilbert, Tim Schafer, and David Grossman.
The Secret of Monkey Island: Special Edition.
Lucaslm Games, 2009.
Ron Gilbert and Gary Winnick.
Maniac Mansion.
Lucaslm Games, 1987.
Jane Jensen.
Gabriel Knight: Sins of the Fathers.
Sierra On-Line, 1994.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 43 / 45
44. Sources Games
Sources: Games II
Alexandre Leboucher.
1112 episode 01 HD.
Agharta Studio, 2011.
Rand Miller and Robyn Miller.
Myst.
Cyan Worlds, Inc., 1993.
Jan Müller-Michaelis.
Edna Harvey: The Breakout.
Deadalic Entertainment, 2008.
Jan Müller-Michaelis and René Anhaus.
Edna Harvey: Harvey's New Eyes.
Deadalic Entertainment, 2012.
Alasdair Collinson (Uni Bonn) Point Tap Adventures droidcon Berlin 2013 44 / 45
45. Sources Games
Sources: Games III
Tim Schafer.
Full Throttle.
LucasArts, 1994.
Tim Schafer and David Grossman.
Maniac Mansion: Day of the Tentacle.
LucasArts, 1993.
Simon Woodroe.
The Feelbe Files.
Adventure Soft, 1997.
Simon Woodroe.
Simon the Sorcerer.
Adventure Soft and iPhSoft, 2011.
iOS version.
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