Mobile & Wearables Games for Health 2014 Tutorial

Preview:

DESCRIPTION

Slides from Mobile & Wearables tutorial at Games for Health 2014.

Citation preview

Mobile Games & Wearables

Human JoysticksT 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 tabletshandheld

videogames

connected device

feature phoneswearables 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 ComparisonMobile Modality

Functional Profile

User(s) Application Structures

Smartphones HighlyEmail

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-GoMedia

Consumption Productivity

Games

SharediPhone OS/

Java

Consoles Home & GoGames / Some

MediaSingle / 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 IISmall

Moments of Time

Communication

Interuptive

Different

Parts of the

Day

Different Input Systems

One hand

Building for Mobile II

Geolocation

Camera

Microphone

Proximity to Person or Object

Accelerometer

Other Sensors

Lit 2 Quit

Building for Wearables

Geolocation

Blood Sugar

Microphone?

Proximity to Person or Object

Accelerometer

Heart Rate

Inactivity/

SleepTemperature

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 Platform Virtual 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 Nix You...

• Human Interface Guidelines

• Unauthorized API usage

• Simulating Failures (e.g. cracked screens)

• Apple standard buttons

• Bandwidth Usage During Play

• Network Detection

What Will Nix You...

• Political Lampooning

• App description to App Store

• What’s New Descriptions Too Long

• OS Compatibility

• Trademark & Copyright Issues

• Giveaways/Prizes/Contests

What Will Nix You...

• Analytics Disclosure

• Jokes Relevant to Interface Guidelines

• Objectionable Content

• Simply Doesn’t Work

• Don’t Include Price in Your 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 MomentumOf 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

PhonesAll Day

WearablesSometimes Wearables

With us Devices ME In-Home

Devices

Laptops EnvironmentOut-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

Avoiding Visuals

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 &

GestureEngine

Gestural

Activity

OneHanded“Blind”Inputs

Other

Environmental& Device

Camera

GPS

MicTime/Date

Input

Screen

Tilt

Game Engine

Structured Data

JSON

Aural

Background

Speech

MusicSFX Screen

& Device

Screen Color LED

ForceFeedback

Log

Web services

in

Webservices

outITTT

Twitter/FB

TXTsPhotos

Weather

PushNotification

Battery

Meili Engine Status

mobile-tutorial-sg