UX Framework

Gesture Abstraction

Core Behaviour

Logic

In many games, players are required to perform specific physical gestures or movements to execute certain actions (e.g., drawing a bow, swinging a sword). This can be inaccessible for players with limited mobility or those who cannot perform the required gestures due to physical constraints. Gesture Abstraction decouples the in-game action from the physical simulation.

Addresses

Limited range of motion, inability to perform bi-manual coordination, fatigue from broad physical movements.

Implementation Specification

The system allows complex physical interactions - such as drawing a bow, swinging a sword, or climbing a ladder - to be performed via simplified, abstract inputs (e.g., a button press or thumbstick tilt) rather than demanding 1:1 physical replication.

Interaction Patterns

The Magic Slingshot uses Gesture Abstraction enabling players to aim and launch projectiles by manipulating the thumbstick, rather than requiring them to physically mimic a slingshot action.

Accessibility Barriers

Standard Controller Dependency/Fatigue Minimisation and Input Simplification: By allowing complex physical interactions to be performed via simplified, abstract inputs, Gesture Abstraction reduces the physical effort required for interaction, helping to minimise fatigue for users with limited mobility or endurance.

Standard Controller Dependency/Flexibility, Independence, and Precision: By decoupling in-game actions from specific physical gestures, Gesture Abstraction allows users to perform essential actions using inputs that are more accessible and comfortable for them, providing greater flexibility and independence in how they interact with the game.

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