Interaction GUI Layout for One-Handed Mobile Game Control
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Solution Overview
Problem
Existing game interfaces in mobile environments are difficult to operate with one hand due to limited screen size and resolution adjustments, leading to reduced user experience and aesthetic issues, as well as difficulty in performing actions simultaneously.
Innovation Solution
A game providing method that includes displaying an interaction graphic user interface (GUI) in a dedicated area and a subsidiary GUI when interaction is activated, allowing for a unified operation experience by hiding the primary GUI during interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If all necessary GUIs are arranged on the mobile screen, then the user can access all game functions, but the screen becomes cluttered and aesthetic appeal is reduced
Solution Approach 1:
The GUI is divided into multiple pages, with only the currently needed GUI displayed at a time. This segmentation allows all game functions to remain accessible while preventing screen clutter by showing one functional group at a time rather than all functions simultaneously.
Solution Approach 2:
The GUI implementation uses dynamic switching between different GUI pages based on the current game state and player needs. The system adaptively displays relevant GUIs and hides irrelevant ones, creating a dynamic interface that responds to gameplay context rather than presenting a static collection of all possible functions.
2Area of stationary object
If the number of displayed GUIs is minimized to prevent screen clutter, then aesthetic appeal is improved, but the user must concentrate excessively on all objects on the screen
Solution Approach 1:
The system dynamically determines which GUI page to display based on the current game state, player actions, and contextual needs. This dynamic adaptation ensures that the most relevant controls and information are always prominently displayed, reducing the cognitive load on the user while maintaining screen clarity.
Solution Approach 2:
The GUI system anticipates user needs by pre-loading and preparing relevant GUI pages before they are needed, and smoothly transitioning between them. This preliminary preparation ensures that when a user needs a specific function, the appropriate GUI is already ready and accessible, reducing concentration requirements.
3Ease of operation
If the interaction GUI is always displayed, then the user can easily interact with objects, but the interface becomes cluttered and one-handed operation becomes difficult
Solution Approach 1:
The interaction GUI is segmented into context-specific sub-GUIs that are displayed only when relevant interaction opportunities arise. This segmentation allows interaction controls to be easily accessible when needed while keeping the main interface clean and uncluttered during movement or exploration phases.
Solution Approach 2:
The interaction GUI dynamically appears and disappears based on game context, player state, and interaction opportunities. The system activates relevant interaction controls only when the player is stationary and interaction is possible, while hiding them during movement to enable one-handed operation and reduce interface complexity.
4Adaptability or versatility
If the GUI size is reduced to fit more elements on the screen, then more functions are accessible, but the GUI becomes hard to touch on mobile devices
Solution Approach 1:
Instead of reducing individual GUI element sizes, the system segments the interface into multiple pages, each containing a subset of functions with appropriately sized touch targets. This allows all functions to be accessible across multiple screens while maintaining large, easily tappable elements on each individual page.
Data Source
AI summary
The present disclosure provides a game providing method including determining at least one object interactable with a player in a space where the player is located; displaying an interaction graphic user interface (GUI) corresponding to one object of the at least one object in a display area independent of the at least one object; and displaying a subsidiary GUI of the interaction GUI in an area overlapping at least a portion of the display area without displaying the interaction GUI when an interaction between the player and the one object is activated.


