Design Principles

A few things to keep in mind when making video games using the plugin

This plugin was created around the idea of using a mental command (imagined action) to control a video game. Large amounts of established UI/UX and video game design are simply not applicable to this input paradigm. It is very important to step back and think of every single feature and addition you may try to add to a game with this functionality through the lens of practically being able to navigate it with only the device.

My personal understanding and approach are specified along with multiple examples of established input paradigms at multiple levels of complexity on the Bonspiel Games website. A couple fundamental paradigms are copied below.

Control Paradigms

One Button

input, simple

The most basic form of interaction using the headset, upon which most others are based. The user performs their mental command as equivalent to a button press. This can be applied straightforwardly to any extant one-button game with consideration for the unreliability of input and difficulty of performing input.

Switch Access

multi-select, simple

Options are presented one after another, with a single option highlighted at any given time. The user performs their mental command as an input when the desired option is selected. Options can be presented in a grid, scrolled through or swapped out. The important thing is that the highlighted option is clearly distinguished from the others by use of bright colours, size, motion, etc. It is extremely helpful to provide a clear visual indicator of when options will switch, allowing users to prep or relax in preparation for a new option. In a slight variation, a switch select approach can be used to select an option along a smooth continuum as a cursor moves across it. This is used in Curl to select the target curve of the stone in two steps. This is the most simple method from a design standpoint, but suffers greatly from a large number of options.

Fill Bar

two options, simple

Two options are presented. The primary is a positive selection, for which input must be performed. The other is the default. A bar starts filled partway between the two options. Hold down to fill up, otherwise the bar will slowsly empty towards the default option. A selection is made once the bar reaches either end. Only two options can be selected, and the paradigm is best suited to options that fit naturally into the active and default roles, such as "play again" or "return to menu".

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