Controls You Can Feel: Putting Tactility Back Into Touch Controls

What the talk teaches

  1. Two rules. Gestures must be comfortable, and the controls must make a practised player fully confident in each input. Being 80 or 90% sure is not enough: one wrong press kills the player.
  2. Primary and secondary feedback. Primary feedback comes from the body: touch, muscle memory, proprioception. Sound reinforces it. What the eyes see arrives later and never makes up for weak primary feedback. A practised player knows the jump happened before the next frame, because the button went down under the thumb.
  3. Virtual sticks are the weak option. A floating stick mixes body sense with spatial reasoning; a fixed one leaves the thumb landing anywhere within about 44 points (Apple's size for buttons the player looks at), which is many possible directions. A real stick has a spring that tells the thumb where the centre is; glass has none.
  4. Big, few, binary buttons work. Super Crate Box's buttons are 75 x 75 points, there are only a few, the thumb barely moves, and each is on or off. A full d-pad at that size does not fit, and moving the thumb a lot makes the player forget where things are.
  5. Comfort. Swiping down is uncomfortable and swiping up is comfortable (Apple's menus scroll up). Very small thumb movements, like the 10-point columns of the first touch Tetris, are hard to sense. Landscape with extended thumbs is more comfortable; bringing two thumbs together felt good.
  6. Let the controls change the design. EA's later Tetris dropped dragging: the player taps one of four large drop spots (big enough to be sure of the tap) or asks for four new ones, so thinking stays under time pressure but the input does not. Flight Control paces the game so the player can check a drawn line and redraw it.
  7. About 40 x 40 points is the floor. Fruit Ninja's smallest fruit is that size; he says nothing successful goes smaller, because the player could not be sure of the hit.
  8. Gestures can hint rather than steer: in Bit Pilot a swipe gives the ship part of its force, which frees the eyes for the asteroids.

What the kit took

What it did not take, and why