mobile & wearables games for health 2014 tutorial

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Mobile Games & Wearables

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

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Page 1: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Games & Wearables

Page 2: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 3: Mobile & Wearables Games for Health 2014 Tutorial

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)

Page 4: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 5: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Ascendency

Page 6: Mobile & Wearables Games for Health 2014 Tutorial

Platforms

• Smartphones

• Tablets

• Wearables

• Other Devices (Sensors, iBeacons, Etc.)

Page 7: Mobile & Wearables Games for Health 2014 Tutorial

Platforms

• iOS*

• Android*

• Windows Phone

• Tizen, Mozilla, Etc.

Page 8: Mobile & Wearables Games for Health 2014 Tutorial

Behind The Numbers

• Doesn’t include iPod Touch

• What about by # of Installed Apps?

• Paid vs. Free Apps Share?

• What about Games?

Page 9: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 10: Mobile & Wearables Games for Health 2014 Tutorial

Tablets

• iPad

• Android

• Windows Surface

Page 11: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Ascendency

Page 12: Mobile & Wearables Games for Health 2014 Tutorial

Bulk Tablet Deployments

Page 13: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Game Systems

• Nintendo 2DS/3DS [the big daddy]

• Sony

• Leapster [kids/closed]

• Others... [linux hybrids out of Asia]

Page 14: Mobile & Wearables Games for Health 2014 Tutorial

Chess Game...• Jawbone Acqui-Hires Massive Health & Visere

• Jawbone Acquires BodyMedia

• Patents

Page 15: Mobile & Wearables Games for Health 2014 Tutorial

Who’s Who? What’s What

• Apple

• Jawbone

• Nike

• FitBit

• Others...

Page 16: Mobile & Wearables Games for Health 2014 Tutorial

Where’s Everyone Else?

• Sony, Samsung, LG, etc. (i.e. Japan/Korea)

• Microsoft / Amazon / Google

Page 17: Mobile & Wearables Games for Health 2014 Tutorial

Watches / Wrists?

Page 18: Mobile & Wearables Games for Health 2014 Tutorial

Readying for Wearables

Page 19: Mobile & Wearables Games for Health 2014 Tutorial

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++

Page 20: Mobile & Wearables Games for Health 2014 Tutorial

Wearables

• Interaction Extension

• Always on accelerometer

• Biometric Sensor Package

• VERY Early

• Big Chess Game…

Page 21: Mobile & Wearables Games for Health 2014 Tutorial

Big Picture

Building on Mobile Building for Mobile

Page 22: Mobile & Wearables Games for Health 2014 Tutorial

Building on Mobile

Building an app that runs on a mobile device platform, or is accessible via mobile platform browsers...

Page 23: Mobile & Wearables Games for Health 2014 Tutorial

Building for Mobile

The art of creating an application that takes advantage of the mobility of a platform

Page 24: Mobile & Wearables Games for Health 2014 Tutorial

Building for Mobile IISmall

Moments of Time

Communication

Interuptive

Different

Parts of the

Day

Different Input Systems

One hand

Page 25: Mobile & Wearables Games for Health 2014 Tutorial

Building for Mobile II

Geolocation

Camera

Microphone

Proximity to Person or Object

Accelerometer

Other Sensors

Page 26: Mobile & Wearables Games for Health 2014 Tutorial

Lit 2 Quit

Page 27: Mobile & Wearables Games for Health 2014 Tutorial
Page 28: Mobile & Wearables Games for Health 2014 Tutorial

Building for Wearables

Geolocation

Blood Sugar

Microphone?

Proximity to Person or Object

Accelerometer

Heart Rate

Inactivity/

SleepTemperature

Page 29: Mobile & Wearables Games for Health 2014 Tutorial

NEAT-o-Games

Page 30: Mobile & Wearables Games for Health 2014 Tutorial

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…

Page 31: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 32: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 33: Mobile & Wearables Games for Health 2014 Tutorial

The Platforms...

Page 34: Mobile & Wearables Games for Health 2014 Tutorial

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)

Page 35: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 36: Mobile & Wearables Games for Health 2014 Tutorial

iOS 8

• Biggest change since original iOS

• Interapp communication, helper apps

• Lots of game changes

• Health and Health Kit

• Better tools for everything

Page 37: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 38: Mobile & Wearables Games for Health 2014 Tutorial

Windows Phone

• Small but growing

• Decently reviewed

• Tool chain isn’t bad

• Nokia deal changes some things but not as much

• Slowly becoming relevant

Page 39: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 40: Mobile & Wearables Games for Health 2014 Tutorial

Tablets

Page 41: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 42: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 43: Mobile & Wearables Games for Health 2014 Tutorial

Kindle...

• Older reader models have several million units, with some app capacity but being overtaken by newer Kindles that are essentially Android

Page 44: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 45: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 46: Mobile & Wearables Games for Health 2014 Tutorial

Development Approaches

• Native Development (Objective C or Java)

• Cross Platform Virtual Machines? (Flash?)

• Browser and/or HTML Widget

Page 47: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 48: Mobile & Wearables Games for Health 2014 Tutorial

Design & Development

Page 49: Mobile & Wearables Games for Health 2014 Tutorial

Mini-Agenda

• Design Context & Patterns : A Discussion

• Development in General

• Light Specifics by Platform

• Discussion

Page 50: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Serious Games Context

• Game

• Second screen pattern

• Support for Game on Other Platform…

• TV

• Physical experience

• Web Game

• Biometric Game

• ARG

Page 51: Mobile & Wearables Games for Health 2014 Tutorial

Development Paths...

• Browser Based Apps (specialized)

• or packaged HTML5

• Native Code

• Adobe Air

Page 52: Mobile & Wearables Games for Health 2014 Tutorial

Browser

• Various systems for browser-based development

• Javascript + Special Hooks

• PhoneGap/Cordova

• Native Code is winning…

Page 53: Mobile & Wearables Games for Health 2014 Tutorial

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.

Page 54: Mobile & Wearables Games for Health 2014 Tutorial

3D Graphics

• OpenGL ES

• Metal on iOS8 but not all systems

• Standards Based going to specialized base…

Page 55: Mobile & Wearables Games for Health 2014 Tutorial

Middleware

• Unity Game Engine

• Unreal Game Engine

• GameSalad/Stencyl/Marmalade, Others

• Variety of Engines (See List)

• Adobe Air

Page 56: Mobile & Wearables Games for Health 2014 Tutorial

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…

Page 57: Mobile & Wearables Games for Health 2014 Tutorial

Distribution

Page 58: Mobile & Wearables Games for Health 2014 Tutorial

App Store Approval

• “The World May Never Know”

• Apple inspects your app... Yay or Nay

• Fix and/or Appeal

• Approval...

• Updates...

• Periodic Reviews...

Page 59: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 60: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 61: Mobile & Wearables Games for Health 2014 Tutorial

Submission

• Be a registered developer - you will want a “publisher” account

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

• Then wait...for approval

• Descriptions...

Page 62: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 63: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 64: Mobile & Wearables Games for Health 2014 Tutorial

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/

Page 65: Mobile & Wearables Games for Health 2014 Tutorial

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.

Page 66: Mobile & Wearables Games for Health 2014 Tutorial

App Store Help...

• App Store Analytics: Flurry, Distimo, AppAnnie, Google Analytics, iTunes Connect

Page 67: Mobile & Wearables Games for Health 2014 Tutorial

Other Issues

Page 68: Mobile & Wearables Games for Health 2014 Tutorial

Legal Issues...

• Patent Lawsuits

• EULAs

• Exercise...

• Inducement and Geolocation

• Medical Device / FDA

Page 69: Mobile & Wearables Games for Health 2014 Tutorial

Lawsuits...

Page 70: Mobile & Wearables Games for Health 2014 Tutorial

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)

Page 71: Mobile & Wearables Games for Health 2014 Tutorial

Advertising...

• Admob/Google

• iAd

• So many others… TapJoy, etc.

Page 72: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 73: Mobile & Wearables Games for Health 2014 Tutorial

Mobile Barcode

• QR codes, Data Matrix, Cool-Data-Matrix, Aztec, Upcode, Trillcode, Quickmark, shotcode, mCode and Beetagg

Page 74: Mobile & Wearables Games for Health 2014 Tutorial

iBeacon

Page 75: Mobile & Wearables Games for Health 2014 Tutorial

Promotion & Marketing

Page 76: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 77: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 78: Mobile & Wearables Games for Health 2014 Tutorial

Product Design…

Page 79: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 80: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 81: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 82: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 83: Mobile & Wearables Games for Health 2014 Tutorial

Drivers of Wearables Battle

• Battery life; Battery life; Battery life

• Data frequency model

• Input/interaction model

• Standalone usage capacity

• Fashion

Page 84: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 85: Mobile & Wearables Games for Health 2014 Tutorial

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?

Page 86: Mobile & Wearables Games for Health 2014 Tutorial

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???

Page 87: Mobile & Wearables Games for Health 2014 Tutorial

Lets not forget devices

• Home Devices (lights, sound, thermostat)

• Scales

• Inhalers, glucose monitors, blood pressure cuff

• Exercise equipment

• Cameras / Kinect / Etc.

• iBeacons

Page 88: Mobile & Wearables Games for Health 2014 Tutorial

PhonesAll Day

WearablesSometimes Wearables

With us Devices ME In-Home

Devices

Laptops EnvironmentOut-of-Home

Devices

Page 89: Mobile & Wearables Games for Health 2014 Tutorial

Designing for Wearables

• Human Joysticks

• Biometric for Health

• Biometric for Interaction

• Ease of Interaction

• Eyes free use

• Frequency of feedback

Page 90: Mobile & Wearables Games for Health 2014 Tutorial

Designing for Wearables II

• Screen? - This will become bigger deal

• Force Feedback / Glanceable

• Headphones or not?

• Phone vs. No Phone

• Connected Experience

• Multiplayer

Page 91: Mobile & Wearables Games for Health 2014 Tutorial

Avoiding Visuals

Page 92: Mobile & Wearables Games for Health 2014 Tutorial

Responding to Environments

Page 93: Mobile & Wearables Games for Health 2014 Tutorial

User Ask?

• Moving about daily life? (i.e. walking around)

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

• Environment & environment context (e.g. shopping/iBeacon)

Page 94: Mobile & Wearables Games for Health 2014 Tutorial

The Original Mobile Pattern

• Banked

• Iterative Interrupts

• Real-time (periodic vs. 24/7)

Page 95: Mobile & Wearables Games for Health 2014 Tutorial

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 ”

Page 96: Mobile & Wearables Games for Health 2014 Tutorial

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

Page 97: Mobile & Wearables Games for Health 2014 Tutorial

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

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