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

VSEngineering 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

Engineering Contradiction:
Improveaccessibility of game functionsVSAvoidscreen clutter
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #15Dynamics

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

Engineering Contradiction:
Improvescreen clarityVSAvoiduser concentration requirement
Core Design Contradiction:
Area of stationary objectVSEase of operation

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.

Inventive Principle:
Principle #15Dynamics

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.

Inventive Principle:
Principle #10Preliminary action

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

Engineering Contradiction:
Improveinteraction accessibilityVSAvoidinterface clutter
Core Design Contradiction:
Ease of operationVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #15Dynamics

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

Engineering Contradiction:
Improvenumber of accessible functionsVSAvoidtouchability
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

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.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12629593B2Method, device, and computer program for displaying interaction graphic user interface
Publication Date: 2026.05.19 NEXON CORP
  • US12629593B2 patent drawing
  • US12629593B2 patent drawing
  • US12629593B2 patent drawing

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.