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Presenting:



            Commuter Game Design
            For Creative Technology CT365.net March 2011

            E: hello@olishaw.com
            T: @olishaw
            W olishaw.com




Hi	
  I'm	
  Oli	
  Shaw,	
  I’ll	
  be	
  talking	
  about	
  a	
  (lite)	
  study	
  I’ve	
  been	
  doing	
  into	
  
commuters	
  playing	
  (iPhone)	
  games	
  and	
  some	
  of	
  the	
  design	
  principals	
  from	
  
the	
  research.
Who am I ?




I	
  am	
  part	
  anthropologist,	
  part	
  strategist	
  and	
  part	
  creative	
  who	
  has	
  been	
  
designing	
  for	
  progressive	
  products	
  and	
  services	
  since	
  1998.	
  Whilst	
  I	
  don't	
  hold	
  
a	
  PhD	
  I	
  do	
  get	
  to	
  utilise	
  a	
  lot	
  of	
  anthropologic	
  practices	
  in	
  my	
  work.
The study...




         ‘A (lite) study of how commuters use
         (iPhone) games during their journey’

I	
  conducted	
  a	
  range	
  of	
  contextual	
  interviews	
  with	
  regular	
  commuters	
  who	
  
enjoy	
  playing	
  games	
  on	
  their	
  journey,	
  and	
  utilised	
  my	
  own	
  extensive	
  
experience	
  of	
  playing	
  games	
  whilst	
  on	
  the	
  move.

I	
  say	
  iPhone	
  gently	
  as	
  a	
  lot	
  of	
  the	
  resulting	
  design	
  principals	
  &	
  considerations	
  
from	
  the	
  insights	
  could	
  easily	
  be	
  applied	
  to	
  most	
  mobile	
  gaming	
  platforms.
Findings & Insights
Journey types




        Journey methods ranged as much as the lengths of
        commutes people undertake twice a day.

Commuting	
  journeys	
  take	
  anything	
  from	
  20mins	
  to	
  over	
  1hr	
  30mins	
  and	
  (in	
  
London)	
  often	
  require	
  multiple	
  methods	
  of	
  transport	
  within	
  the	
  same	
  journey.
Key points of play




         - Waiting for transport
         - During transport
         - Changing transport

While	
  waiting	
  for	
  transport	
  is	
  an	
  opportunists	
  opening	
  for	
  a	
  quick	
  game,	
  it	
  
might	
  be	
  a	
  minute	
  or	
  it	
  might	
  be	
  more	
  than	
  10	
  minutes.

Each	
  transport	
  change	
  over	
  offers	
  another	
  opportunity	
  for	
  a	
  game	
  whilst	
  
waiting	
  for	
  the	
  next	
  connection	
  to	
  arrive.
Repetition > Familiarity




        It doesn’t take long for a commuter to become so familiar
        with they journey it often feels like they are on auto pilot.

A	
  regular	
  commuter	
  knows	
  the	
  journey	
  so	
  well	
  that	
  they	
  no	
  longer	
  need	
  to	
  
pay	
  to	
  much	
  mind	
  to	
  their	
  surroundings	
  and	
  often	
  instinctively	
  know	
  when	
  
their	
  stop	
  is,	
  leaving	
  them	
  more	
  time	
  to	
  enjoy	
  their	
  gaming	
  /	
  media	
  
consumption.
Game length




         2 mins > 5 mins > 10 mins ... 30+ mins


The	
  length	
  of	
  time	
  a	
  commuter	
  has	
  for	
  a	
  game	
  varies	
  greatly	
  from	
  a	
  couple	
  of	
  
minutes	
  while	
  waiting	
  for	
  a	
  ride,	
  to	
  30+	
  mins	
  while	
  on	
  a	
  longer	
  uninterrupted	
  
route.	
  

And	
  not	
  forgetting	
  the	
  interrupted	
  continuation,	
  a	
  couple	
  of	
  minutes	
  whilst	
  
waiting	
  for	
  a	
  ride,	
  then	
  a	
  short	
  break	
  whilst	
  getting	
  on	
  the	
  particular	
  transport	
  
and	
  finding	
  a	
  seat,	
  then	
  continuing	
  playing	
  for	
  a	
  longer	
  duration.
The perfect environment




        When your squished between people on a packed journey,
        getting the use of both hands can be a game in itself!

When	
  the	
  environmental	
  aspects	
  of	
  playing	
  games	
  whilst	
  commuting	
  on	
  
public	
  transport	
  are	
  far	
  from	
  perfect,	
  with	
  distractions	
  and	
  obstructions	
  
everywhere;	
  fellow	
  passengers,	
  the	
  driver	
  of	
  the	
  transport,	
  tannoy	
  messages	
  
which	
  need	
  to	
  be	
  either	
  observed	
  or	
  ignored...
Findings & Insights:


         Game Controls




As	
  already	
  mentioned	
  its	
  not	
  always	
  easy	
  to	
  have	
  the	
  use	
  of	
  both	
  hands	
  whilst	
  
on	
  a	
  commute,	
  here	
  are	
  a	
  couple	
  more	
  things	
  to	
  consider
Accelerometer




         Waving around like someone with a bee under their
         jumper is not always desirable in a confined space.

While	
  the	
  accelerometer	
  provides	
  an	
  interesting	
  method	
  of	
  controlling	
  a	
  
game,	
  the	
  commuter	
  gamer	
  often	
  struggles	
  with	
  using	
  it	
  when	
  the	
  space	
  
around	
  them	
  is	
  limited	
  or	
  if	
  they	
  don't	
  wish	
  to	
  perform	
  a	
  ‘dance’	
  for	
  the	
  other	
  
passengers	
  to	
  gawp	
  at.

‘Edge’	
  offers	
  a	
  range	
  of	
  control	
  methods	
  to	
  play	
  by.	
  
Precision




         Being required to perform surgically precise actions
         whilst on a moving vehicle can be a request too far.

When	
  games	
  require	
  very	
  accurate	
  and	
  precise	
  actions	
  /	
  controls	
  in	
  a	
  game	
  it	
  
can	
  often	
  negatively	
  affect	
  the	
  commuter	
  gamer	
  who	
  is	
  at	
  the	
  mercy	
  of	
  whom	
  
ever	
  is	
  driving	
  the	
  mode	
  of	
  transport	
  they	
  are	
  on.	
  Or	
  the	
  cities	
  maintenance	
  of	
  
the	
  road/tracks,	
  a	
  bump	
  in	
  the	
  wrong	
  direction	
  and	
  its	
  game	
  over.
Findings & Insights:


         Sound




There	
  is	
  no	
  denying	
  that	
  sound	
  an	
  essential	
  part	
  of	
  any	
  game...
Sound controls




         Much like the environment the commuter gamer plays
         in, their sound needs vary just as much.

While	
  a	
  commuter	
  gamer	
  will	
  often	
  play	
  as	
  much	
  and	
  as	
  often	
  as	
  they	
  can	
  
during	
  their	
  journey,	
  they	
  are	
  not	
  always	
  able	
  to	
  be	
  lured	
  in	
  by	
  the	
  glowing	
  
screen	
  -­‐	
  like	
  when	
  they	
  need	
  to	
  get	
  on	
  or	
  off	
  the	
  transport,	
  or	
  walk	
  to	
  a	
  
connecting	
  part	
  of	
  their	
  journey.	
  But	
  while	
  they	
  cannot	
  always	
  be	
  looking	
  at	
  
the	
  screen,	
  they	
  can	
  have	
  a	
  continues	
  sound	
  track	
  to	
  the	
  entire	
  journey	
  and	
  
will	
  often	
  listen	
  to	
  a	
  podcast,	
  audiobook	
  or	
  music	
  for	
  the	
  length	
  of	
  the	
  
commute	
  and	
  intersperse	
  the	
  journey	
  with	
  gaming	
  at	
  convenient	
  moments.
Sound controls




         - Allow iPod music to continue to play in the background game
         - Separate the games SFX & Music controls
         - Have volume controls not just on / off

Let	
  the	
  commuter	
  continue	
  listening	
  to	
  their	
  journeys	
  soundtrack	
  whilst	
  
dipping	
  in	
  and	
  out	
  of	
  your	
  game,	
  they	
  may	
  want	
  to	
  keep	
  the	
  sound	
  effects	
  but	
  
lose	
  the	
  games	
  music.	
  

Having	
  volume	
  controls	
  is	
  important	
  as	
  the	
  games	
  sound	
  levels	
  may	
  differ	
  to	
  
the	
  sound	
  level	
  coming	
  from	
  the	
  iPod	
  player	
  and	
  more	
  control	
  helps	
  the	
  
commuter	
  get	
  the	
  right	
  balance	
  of	
  both

‘Bejeweled	
  2’	
  has	
  a	
  good	
  control	
  of	
  sound
Findings & Insights:


        Orientation




We	
  have	
  already	
  mentioned	
  about	
  the	
  space	
  consideration	
  around	
  the	
  
commuter,	
  now	
  we	
  consider	
  the	
  device.
In your hands




        When headphones are in, the iPhone needs a little
        more consideration when gaming.

An	
  ergonomic	
  issue	
  of	
  where	
  the	
  headphone	
  jack	
  sticks	
  out	
  when	
  you	
  have	
  
headphones	
  plugged	
  in	
  (to	
  drown	
  out	
  the	
  bustle	
  of	
  rush	
  hour),	
  is	
  relatively	
  
easy	
  to	
  fix	
  by	
  enabling	
  the	
  game	
  to	
  work	
  in	
  either	
  rotation,	
  simple	
  but	
  
sometimes	
  forgotten.

[‘Fragger’	
  main	
  menu	
  screen]
Messages




        Don’t forget to consider the iOS messages


[‘Angry	
  Birds	
  seasons’	
  with	
  an	
  iOS	
  message]
Findings & Insights:


        Loading




The	
  obvious	
  one,	
  loading	
  speed.
Speed is paramount




         A dedicated commuter gamer will squeeze every opportunity out
         of a journey to play - even if they can already see the bus coming.


When	
  isn’t	
  loading	
  speed	
  important,	
  right?	
  

It’s	
  especially	
  vital	
  with	
  commuter	
  gamers,	
  as	
  they	
  will	
  often	
  have	
  short	
  but	
  
frequent	
  gaps	
  between	
  modes	
  of	
  transports,	
  or	
  unknown	
  lengths	
  of	
  waiting	
  
time	
  before	
  then	
  next	
  ride	
  arrives	
  -­‐	
  quickly	
  getting	
  into	
  a	
  game	
  is	
  vital.

[‘Plants	
  vs	
  Zombies’	
  loading	
  screen]
Findings & Insights:


        Level design




Designing	
  levels	
  which	
  work	
  well	
  whilst	
  on	
  a	
  commute.
Short levels




         Byte size levels & plenty of them.

There	
  where	
  2	
  types	
  of	
  level	
  that	
  seemed	
  to	
  appeal	
  to	
  most	
  commuters,	
  the	
  
first	
  are	
  short	
  ‘quick’	
  levels	
  and	
  to	
  have	
  lots	
  of	
  them	
  to	
  plough	
  through	
  during	
  
the	
  journey	
  which	
  allow	
  for	
  plenty	
  of	
  instant	
  gratification	
  and	
  a	
  sense	
  of	
  
accomplishment	
  at	
  the	
  end	
  of	
  the	
  journey.

It’s	
  worth	
  noting	
  that	
  with	
  this	
  model	
  having	
  a	
  way	
  of	
  skipping	
  a	
  tricky	
  level	
  is	
  
a	
  desirable	
  quality	
  in	
  a	
  game,	
  most	
  commuters	
  don't	
  want	
  to	
  stuck	
  play	
  the	
  
same	
  level	
  again	
  and	
  again	
  for	
  their	
  morning’s	
  game	
  time,	
  but	
  they	
  will	
  often	
  
come	
  back	
  to	
  have	
  another	
  go	
  on	
  the	
  way	
  home	
  or	
  the	
  next	
  day.	
  

[‘Cut	
  the	
  rope’	
  level	
  select	
  screen]
Long levels




         Like reading a book, a few chapters at a time.

The	
  other	
  type	
  of	
  levels	
  that	
  where	
  preferred	
  are	
  long	
  level,	
  like	
  in	
  Grand	
  
Theft	
  Auto	
  where	
  the	
  user	
  can	
  complete	
  a	
  part	
  of	
  the	
  ‘story’	
  at	
  a	
  time	
  and	
  
similar	
  to	
  bookmarking	
  come	
  back	
  to	
  the	
  point	
  they	
  left	
  it	
  in	
  the	
  morning	
  on	
  
their	
  way	
  home	
  and	
  do	
  a	
  couple	
  more	
  ‘chapters’.	
  

[‘GTA	
  China	
  town	
  wars‘	
  	
  game	
  screen]
Findings & Insights:


         Pause & Continue




Returning	
  to	
  where	
  you	
  were	
  in	
  a	
  game,	
  from	
  load	
  or	
  from	
  a	
  pause.
Continue from load




         Once the game has loaded, getting back to where you
         were quickly is crucial for the commuter.

If	
  the	
  games	
  interface	
  makes	
  you	
  navigate	
  back	
  through	
  4	
  levels	
  of	
  menus	
  to	
  
load	
  up	
  the	
  level	
  you	
  were	
  last	
  on	
  there	
  is	
  valuable	
  gaming	
  time	
  lost.	
  And	
  
could	
  be	
  considered	
  that	
  you’re	
  still	
  in	
  the	
  games	
  ‘loading’	
  phase.

‘Burnstar’	
  has	
  a	
  continue	
  option	
  on	
  the	
  main	
  menu	
  to	
  quickly	
  get	
  back	
  to	
  the	
  
level	
  you	
  where	
  last	
  on.
Auto pause




         Automatically pausing the game, when the commuter has to
         quick put their device away or answer an incoming call / text.


A	
  game	
  that	
  can	
  pause	
  itself	
  when	
  the	
  iPhone	
  is	
  put	
  to	
  sleep	
  and	
  into	
  the	
  
commuter’s	
  pocket,	
  or	
  when	
  they	
  need	
  to	
  answer	
  an	
  incoming	
  message	
  is	
  
crucial.	
  Even	
  the	
  most	
  conscientious	
  commuter	
  has	
  the	
  occasional	
  off	
  day	
  
where	
  they	
  are	
  so	
  focused	
  on	
  a	
  game	
  that	
  they	
  are	
  about	
  to	
  miss	
  their	
  stop	
  
and	
  need	
  to	
  rapidly	
  get	
  out	
  of	
  the	
  vehicle.

‘Angry	
  Birds’	
  is	
  a	
  particularly	
  good	
  example	
  of	
  how	
  to	
  do	
  this	
  right.
Findings & Insights:


          Connection




Last	
  but	
  not	
  least	
  games	
  that	
  need	
  to	
  or	
  want	
  to	
  go	
  online	
  whilst	
  on	
  a	
  
commute.
No Signal




         Don't rely on having an internet connection, with a mobile
         location comes connectivity issues.

In	
  London	
  (and	
  presumably	
  a	
  fair	
  few	
  other	
  cities)	
  depending	
  on	
  the	
  route	
  
and	
  length	
  of	
  the	
  commute,	
  connection	
  to	
  the	
  internet	
  will	
  range	
  from	
  
limited,	
  interrupted	
  to	
  no	
  service,	
  this	
  is	
  especially	
  true	
  when	
  on	
  the	
  
underground.	
  But	
  the	
  overground	
  can	
  be	
  just	
  as	
  patchy	
  when	
  entering	
  and	
  
leaving	
  the	
  city.

Games	
  that	
  rely	
  on	
  an	
  internet	
  connection	
  or	
  spend	
  a	
  long	
  time	
  trying	
  to	
  
connect	
  to	
  the	
  internet	
  when	
  loading	
  up	
  or	
  to	
  continually	
  check	
  scores,	
  
awards,	
  share,	
  etc.

[‘Bejeweled	
  2’	
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Commuter Game Design

  • 1. Presenting: Commuter Game Design For Creative Technology CT365.net March 2011 E: hello@olishaw.com T: @olishaw W olishaw.com Hi  I'm  Oli  Shaw,  I’ll  be  talking  about  a  (lite)  study  I’ve  been  doing  into   commuters  playing  (iPhone)  games  and  some  of  the  design  principals  from   the  research.
  • 2. Who am I ? I  am  part  anthropologist,  part  strategist  and  part  creative  who  has  been   designing  for  progressive  products  and  services  since  1998.  Whilst  I  don't  hold   a  PhD  I  do  get  to  utilise  a  lot  of  anthropologic  practices  in  my  work.
  • 3. The study... ‘A (lite) study of how commuters use (iPhone) games during their journey’ I  conducted  a  range  of  contextual  interviews  with  regular  commuters  who   enjoy  playing  games  on  their  journey,  and  utilised  my  own  extensive   experience  of  playing  games  whilst  on  the  move. I  say  iPhone  gently  as  a  lot  of  the  resulting  design  principals  &  considerations   from  the  insights  could  easily  be  applied  to  most  mobile  gaming  platforms.
  • 5. Journey types Journey methods ranged as much as the lengths of commutes people undertake twice a day. Commuting  journeys  take  anything  from  20mins  to  over  1hr  30mins  and  (in   London)  often  require  multiple  methods  of  transport  within  the  same  journey.
  • 6. Key points of play - Waiting for transport - During transport - Changing transport While  waiting  for  transport  is  an  opportunists  opening  for  a  quick  game,  it   might  be  a  minute  or  it  might  be  more  than  10  minutes. Each  transport  change  over  offers  another  opportunity  for  a  game  whilst   waiting  for  the  next  connection  to  arrive.
  • 7. Repetition > Familiarity It doesn’t take long for a commuter to become so familiar with they journey it often feels like they are on auto pilot. A  regular  commuter  knows  the  journey  so  well  that  they  no  longer  need  to   pay  to  much  mind  to  their  surroundings  and  often  instinctively  know  when   their  stop  is,  leaving  them  more  time  to  enjoy  their  gaming  /  media   consumption.
  • 8. Game length 2 mins > 5 mins > 10 mins ... 30+ mins The  length  of  time  a  commuter  has  for  a  game  varies  greatly  from  a  couple  of   minutes  while  waiting  for  a  ride,  to  30+  mins  while  on  a  longer  uninterrupted   route.   And  not  forgetting  the  interrupted  continuation,  a  couple  of  minutes  whilst   waiting  for  a  ride,  then  a  short  break  whilst  getting  on  the  particular  transport   and  finding  a  seat,  then  continuing  playing  for  a  longer  duration.
  • 9. The perfect environment When your squished between people on a packed journey, getting the use of both hands can be a game in itself! When  the  environmental  aspects  of  playing  games  whilst  commuting  on   public  transport  are  far  from  perfect,  with  distractions  and  obstructions   everywhere;  fellow  passengers,  the  driver  of  the  transport,  tannoy  messages   which  need  to  be  either  observed  or  ignored...
  • 10. Findings & Insights: Game Controls As  already  mentioned  its  not  always  easy  to  have  the  use  of  both  hands  whilst   on  a  commute,  here  are  a  couple  more  things  to  consider
  • 11. Accelerometer Waving around like someone with a bee under their jumper is not always desirable in a confined space. While  the  accelerometer  provides  an  interesting  method  of  controlling  a   game,  the  commuter  gamer  often  struggles  with  using  it  when  the  space   around  them  is  limited  or  if  they  don't  wish  to  perform  a  ‘dance’  for  the  other   passengers  to  gawp  at. ‘Edge’  offers  a  range  of  control  methods  to  play  by.  
  • 12. Precision Being required to perform surgically precise actions whilst on a moving vehicle can be a request too far. When  games  require  very  accurate  and  precise  actions  /  controls  in  a  game  it   can  often  negatively  affect  the  commuter  gamer  who  is  at  the  mercy  of  whom   ever  is  driving  the  mode  of  transport  they  are  on.  Or  the  cities  maintenance  of   the  road/tracks,  a  bump  in  the  wrong  direction  and  its  game  over.
  • 13. Findings & Insights: Sound There  is  no  denying  that  sound  an  essential  part  of  any  game...
  • 14. Sound controls Much like the environment the commuter gamer plays in, their sound needs vary just as much. While  a  commuter  gamer  will  often  play  as  much  and  as  often  as  they  can   during  their  journey,  they  are  not  always  able  to  be  lured  in  by  the  glowing   screen  -­‐  like  when  they  need  to  get  on  or  off  the  transport,  or  walk  to  a   connecting  part  of  their  journey.  But  while  they  cannot  always  be  looking  at   the  screen,  they  can  have  a  continues  sound  track  to  the  entire  journey  and   will  often  listen  to  a  podcast,  audiobook  or  music  for  the  length  of  the   commute  and  intersperse  the  journey  with  gaming  at  convenient  moments.
  • 15. Sound controls - Allow iPod music to continue to play in the background game - Separate the games SFX & Music controls - Have volume controls not just on / off Let  the  commuter  continue  listening  to  their  journeys  soundtrack  whilst   dipping  in  and  out  of  your  game,  they  may  want  to  keep  the  sound  effects  but   lose  the  games  music.   Having  volume  controls  is  important  as  the  games  sound  levels  may  differ  to   the  sound  level  coming  from  the  iPod  player  and  more  control  helps  the   commuter  get  the  right  balance  of  both ‘Bejeweled  2’  has  a  good  control  of  sound
  • 16. Findings & Insights: Orientation We  have  already  mentioned  about  the  space  consideration  around  the   commuter,  now  we  consider  the  device.
  • 17. In your hands When headphones are in, the iPhone needs a little more consideration when gaming. An  ergonomic  issue  of  where  the  headphone  jack  sticks  out  when  you  have   headphones  plugged  in  (to  drown  out  the  bustle  of  rush  hour),  is  relatively   easy  to  fix  by  enabling  the  game  to  work  in  either  rotation,  simple  but   sometimes  forgotten. [‘Fragger’  main  menu  screen]
  • 18. Messages Don’t forget to consider the iOS messages [‘Angry  Birds  seasons’  with  an  iOS  message]
  • 19. Findings & Insights: Loading The  obvious  one,  loading  speed.
  • 20. Speed is paramount A dedicated commuter gamer will squeeze every opportunity out of a journey to play - even if they can already see the bus coming. When  isn’t  loading  speed  important,  right?   It’s  especially  vital  with  commuter  gamers,  as  they  will  often  have  short  but   frequent  gaps  between  modes  of  transports,  or  unknown  lengths  of  waiting   time  before  then  next  ride  arrives  -­‐  quickly  getting  into  a  game  is  vital. [‘Plants  vs  Zombies’  loading  screen]
  • 21. Findings & Insights: Level design Designing  levels  which  work  well  whilst  on  a  commute.
  • 22. Short levels Byte size levels & plenty of them. There  where  2  types  of  level  that  seemed  to  appeal  to  most  commuters,  the   first  are  short  ‘quick’  levels  and  to  have  lots  of  them  to  plough  through  during   the  journey  which  allow  for  plenty  of  instant  gratification  and  a  sense  of   accomplishment  at  the  end  of  the  journey. It’s  worth  noting  that  with  this  model  having  a  way  of  skipping  a  tricky  level  is   a  desirable  quality  in  a  game,  most  commuters  don't  want  to  stuck  play  the   same  level  again  and  again  for  their  morning’s  game  time,  but  they  will  often   come  back  to  have  another  go  on  the  way  home  or  the  next  day.   [‘Cut  the  rope’  level  select  screen]
  • 23. Long levels Like reading a book, a few chapters at a time. The  other  type  of  levels  that  where  preferred  are  long  level,  like  in  Grand   Theft  Auto  where  the  user  can  complete  a  part  of  the  ‘story’  at  a  time  and   similar  to  bookmarking  come  back  to  the  point  they  left  it  in  the  morning  on   their  way  home  and  do  a  couple  more  ‘chapters’.   [‘GTA  China  town  wars‘    game  screen]
  • 24. Findings & Insights: Pause & Continue Returning  to  where  you  were  in  a  game,  from  load  or  from  a  pause.
  • 25. Continue from load Once the game has loaded, getting back to where you were quickly is crucial for the commuter. If  the  games  interface  makes  you  navigate  back  through  4  levels  of  menus  to   load  up  the  level  you  were  last  on  there  is  valuable  gaming  time  lost.  And   could  be  considered  that  you’re  still  in  the  games  ‘loading’  phase. ‘Burnstar’  has  a  continue  option  on  the  main  menu  to  quickly  get  back  to  the   level  you  where  last  on.
  • 26. Auto pause Automatically pausing the game, when the commuter has to quick put their device away or answer an incoming call / text. A  game  that  can  pause  itself  when  the  iPhone  is  put  to  sleep  and  into  the   commuter’s  pocket,  or  when  they  need  to  answer  an  incoming  message  is   crucial.  Even  the  most  conscientious  commuter  has  the  occasional  off  day   where  they  are  so  focused  on  a  game  that  they  are  about  to  miss  their  stop   and  need  to  rapidly  get  out  of  the  vehicle. ‘Angry  Birds’  is  a  particularly  good  example  of  how  to  do  this  right.
  • 27. Findings & Insights: Connection Last  but  not  least  games  that  need  to  or  want  to  go  online  whilst  on  a   commute.
  • 28. No Signal Don't rely on having an internet connection, with a mobile location comes connectivity issues. In  London  (and  presumably  a  fair  few  other  cities)  depending  on  the  route   and  length  of  the  commute,  connection  to  the  internet  will  range  from   limited,  interrupted  to  no  service,  this  is  especially  true  when  on  the   underground.  But  the  overground  can  be  just  as  patchy  when  entering  and   leaving  the  city. Games  that  rely  on  an  internet  connection  or  spend  a  long  time  trying  to   connect  to  the  internet  when  loading  up  or  to  continually  check  scores,   awards,  share,  etc. [‘Bejeweled  2’  Blitz  notification]
  • 29. THANK YOU… What are your commuting gaming experiences? E: hello@olishaw.com T: @olishaw W olishaw.com