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Patterns of Touch: En analys av touchspel till iPad utifrån gränssnittspatterns
Södertörn University, School of Communication, Media and it.
Södertörn University, School of Communication, Media and it.
2011 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Patterns of Touch : An analysis of touch games for iPad based on interface patterns (English)
Abstract [en]

For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store’s “What’s Hot”. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well. The grouping and positioning of buttons on the other hand was illogical and at times frustrating. We came to a conclusion that the focus on the visual apperance of the games had consequences on other aspects that were perhaps more important to the interface. Furthermore, we noticed a distinct lack of interface in both menus and during gameplay. We deduced this was since the game developers chose to use the technical aspects of touch, rather than implement more interface such as buttons or similiar.

Abstract [sv]

I denna uppsats använde vi oss av teori från gränssnittdesign och applicerade den i en analys av touchspel. För att kunna utnyttja patterns optimalt, valde vi ut fem stycken av dem och anpassade dessa för att passa syftet av vår uppsats. Urvalet av spel valdes genom att hämta de åtta spel som visades under App Stores ”What’s Hot”-lista. Resultaten visade bland annat att spelen hade ett tydligt fokus på att ha ett trevligt utseende vilket de också lyckades med relativt väl. Grupperingen av knappar var dock ologisk och stundtals frustrerande. Vi kom fram till att fokuset på den visuella aspekten av gränssnitten hade konsekvenser på andra aspekter som möjligtvis är viktigare för gränssnittet. Utöver detta noterade vi även att det var en klar brist på gränsnitt i spelen, både i menyer och under spelandet. Detta beror enligt oss på att spelutvecklarna valde att utnyttja de tekniska aspekterna av touch, snarare än att implementera mer gränssnitt såsom knappar eller liknande.

Place, publisher, year, edition, pages
2011. , 52 p.
Keyword [en]
Touch, patterns, user interface, interface design, games
Keyword [sv]
Touch, patterns, gränssnitt, gränssnittsdesign, spel
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:sh:diva-15086OAI: oai:DiVA.org:sh-15086DiVA: diva2:484627
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Note
C-uppsats för MedieteknikAvailable from: 2012-01-27 Created: 2012-01-27 Last updated: 2012-01-27Bibliographically approved

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CiteExportLink to record
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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
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  • nn-NO
  • nn-NB
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  • Other locale
More languages
Output format
  • html
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  • asciidoc
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