Maes
I like big butts!

Posts: 8664
Registered: 07-06 |
All those proponents of NEW and ENHANCED!!! novelty control schemes should really take the time and read Donald Norman's The Design of Everyday Things, a leading expert on usability engineering.
There are designs and solutions which are elegant, simple, and well-adapted to human micromotor capabilities (e.g. joystick controls are employed in anything ranging from arcade games to flying very real multi-million dollar helicopters or controlling some few hunded tons of hanging ship components in a dock), as well as many which are broken, crippled, limiting or simply pathological.
I'm pretty confident that if Dr. Donald issued a revised version of that book, he would include touch interfaces as one of the most pathologically misused and worse designed user interfaces ever.
A touchscreen can be seen as an extension of the point-and-click interface, which by itself is actually near-optimal for its intended purpose (hitting one precise target on a screen), and as long as it's used only in that role, everything is fine and dandy, nothing to argue there. Even gestures such as dragging/sliding etc. all come from traditional WIMP mouse-driven controls.
But using it as an ersatz keyboard is already pretty bad (you get none of the tactile feedback of a real one and it's like hitting thin air), and any scheme I've seen that tried to emulate a directional gamepad (or worse, TWO of them) plus keys just didn't work well in terms of sensitivity, response speed, etc., stole usable screen space, and was almost impossible to get "mentally mapped" or acquire any sort of spontaneous feel for it.
The only touch control I've seen that sort of worked well for a traditional game genre was a slider control for an arkanoid/breakout clone on Android...and then again the problem was that you couldn't play well without looking at the control itself, rather than your controlled sprite (which you also convered with your finger).
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