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A GUIDELINE FOR BUMBER GAME INTERFACE DEVELOPMENT FOR IPAD AND IPHONE (UNIVERSAL APPLICATION) DZULKEPLY HARUN UNIVERSITI UTARA MALAYSIA 2012 !

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A GUIDELINE FOR BUMBER GAME INTERFACE DEVELOPMENT FOR IPAD AND IPHONE (UNIVERSAL APPLICATION)

.a

DZULKEPLY HARUN

UNIVERSITI UTARA MALAYSIA 2012

!

A GUIDELINES FOR BUMBER GAME INTERFACE DEVELOPMENT FOR IPAD AND IPHONE (UNIVERSAL

APPLICATION)

A project submitted to Dean of Research and Postgraduate Studies Office in partial Fulfillinent of the requirement for the degree Master of Science (Information Technology)

Universiti Utara Malaysia

BY Dzulkeply Harun

KOLEJ SASTERA DAN SAINS (College o f Arts and Sciences)

Universiti Utara Malaysia

PERAKUAN KERJA KERTAS PROJEK (Certfj'tcate of Project Paper)

Saya, yang bertandatangan, memperakukan bahawa (I, the undersigned, certifies that)

DZULKEPLY HARUN 18022951

calon untuk Ijazah (candidate for the degree on MSc. [Information Technolonvl

telah mengemukakan kertas projek yang bertajuk (has presented his/ her project of the following title)

G U I D U H E FOR A BUMPER GAME INTERFACE DEVELOPEdENT FOR IPAD AND IPHONE lUNIVERSAL APPLICATIONl

seperti yang tercatat di muka surat tajuk dan kulit kertas projek (as it appears on the title page and front cover of project)

bahawa kertas projek tersebut boleh diterima dari segi bentuk serta kandungan dan meliputi bidang ilmu dengan memuaskan. (that this project is in acceptable form and content, and that a satisfactory kmwledge of the jield is covered by the project).

Nama Penyelia (Name of Supervisor) : M R . MOHAlYIAD ABQIR BIN ABU SEMAN

ki Tandatangan (Signature) t e : i q - 3 * 2 0 r 3 - p

Permission to Use

In presenting this project in partial fulfillment of the requirements for a

postgraduate degree ti-c>m the Universit i Utara Malays~a, I agree that the llniversit y

Library may make it freely available for inspection. 1 further agree that perlnission

for copying of this project in any manner in whole or in part. for scholarly purposes

may be granted by my supervisor(s) or in their absence by the Dean of Awang Had

Sallel~ Graduate School. It is understood that any copying or publication or use of

this project or parts thereof for financial gain shall not be allowed without my written

permission. It is also understood that due recognition shall be given to me and to

Universiti Utara Malaysia for any scholarly use which may be made of any material

from my project.

Requests for permission to copy or to make other use of materials in this

project. in whole or in part, should be addressed to

Dean of Awang Had Salleh Graduate School College of Arts and Sciences

Universiti Utara Malaysia 0601 0 UUM Sintok Kedah Darul A~nan

Malaysia

Abstrak

Pembangunan applikasi sejagat untuk iPhone daii iPad terutamanya applikasi

permainan boleh me11-iadi agak mencabar kerana ia memerlukan pemaju

mengambilkira perbezaan ciri-ciri fizikal antara dua peranti tersebut dimana ia

mernerlukan susun atur muka penggulia yang berbeza. Sebuah permainan di dalam

iPad ke~nungkina~i tidak sesuai dipaparkan dan tidak konsisten didala~n iPhone daii

begitu juga sebaliknya. Tujuan kajian ini adalah untuk mengliasilkan satu garis

panduan yang bole11 digunakan oleh pemaju untuk menghasilkan satu aplikasi

permainan sejagat yang sesuai dipaparkan daii konsisten dikedua-dua peranti

tersebut. Atas tujuan tersebut, sebuali applikasi permainan sejagat untuk iPhone dan

iPad yang dinamakan 'Bumper' telah dibangunkan menggunakan garis panduaii

pembangunan applikasi per~naiiiaii sejagat untuk iPhone dan iPad yang telah

diwujudkan seperti diatas. Satu penilaian juga telah dijalan keatas permainan tersebut

untuk inenilai kebolehgunaannya di mana permainan tersebut telali mendapat nilai

purata 78.75 skor SUS. Satu lagi penilaian inengenai saina ada prototaip permalnan

tersebut sesuai dipaparkan dan konsisteil dikedua-dua peranti tersebut juga telali

dijalankan dimana hasil k ~ i i a n tersebut mendapati permainan tersebut adalali sesuai

dipaparkan dail konsisten dikedua-dua peranti tersebut.

Abstract

Developing a universal application for iPhone and iPad especially game application

can be quite challenging since it requires developers to take into account the different

in physical characteristics between these two devices which requires a different user

interface layout. Ail iPad game maybe not properly viewable and not consistence in

iPhone and vice versa. This study is aimed to create a guideline that can be used by

developers to develop a universal game application that properly viewable and

consistence in both devices. For this reason, a universal game application for iPhone

and iPad that nained 'Bumper' has been developed, which follow the guideline for

development of universal game application for iPhone and iPad that have been

created above. A test also has been conducted for the game to test it usability where

the game has been getting an average 78.75 SUS score. Another test regarding

whether the game prototype is properly viewable and consistent in both devices was

also been conducted where the result shows that the game is properly viewable and

consistent in both devices.

Acknowledgement

By the name of Allah SWT, the Most Gracious and the Most Merciful, I offer my

humble thanks gratitude to You for giving me the strength to complete this project.

First and foremost, my sincere gratitude and appreciation go to my supervisors. En.

Mohainad Amir Bin Abu Seman@;lsinail for the constructive ideas, criticisln,

guidance and patience throughout the long duration of preparing this project. En.

Amir has guided Ine and always willing to sharpen my understanding of this project.

Finally, arid most importantly, I would like to extend my gratitude and affection to

my belo~ved wife Haliza llaron and my daughter, Nurzahiratul Balqis and my

newborn baby Daniyal Zati-i. Thank you for providing me the support with your

patience, love, encouragement, and inspiration that has greatly facilitated the

completion of this challenging effort.

Table of Contents

Permission to Use

Abstrak

Abstract

Acknowledgement

Table of Contents

List of Tables

List of Figures

CHAPTER ONE INTRODUCTION

1 . 1 Background

1.2 Problem Statement

1.3 Research Quest ions

1.4 Project Objectives

1.5 Project Scope

1.6 Significances of the Project

CHAPTER TWO LITERATURE REVIEW

2.1 iPhone

2.2 iPad

2.3 iPhoneIiPad Development Process

2.4 Cocos2D

2.5 Mobile User Interface Design

2.6 Apple's iPhone and iPad Universal Apps Guidelines

2.7 Tips for Designing iPhone and iPad App Interfaces

2.8 Systeln Usability Scale (SUS)

v

i

ii

i i i

iv

v

viii

ix

1

1

4

9

9

10

10

12

12

14

16

20

2 1

24

26

2.9 Consistency

CHAPTER THREE METHODOLOGY

3.1 I~ltrclduction

3.2 The Fice Stages of SDM

3.2.1 Concept Design

3.2.2 Constructiilg the Architecture of the Systein

3.2.3 Prototyping

3.2.4 Product Development

3.2.5 Technology Transfer

CHAPTER FOUR RESULTS

4.1 iPad and iPhone Display Size

4.2 The Guideline

4.2.1 Playability Area and Image Size

4.2.2 Coordinate System and Object Position

4.2.3 Device Detection

4.2.4. Others Guideline Related to User Interface

4.3 Bumper Game Prototype

4.3.1 Images Creation

4.3.2 Object Positioning

4.4.3 Gaineplay

4.5 Usability Testing

4.5.1 Demographic Background

4.5.2 SUS Result

4.6 Task Completion Time

4.7 Paired Sample T-test

CHAPTER 5 CONCLUSION AND RECOMMENDATION

5.1 Conclusions

5.2 Recommendation

REFERENCES

Appendix A Instrument for Survey

Appendix B Task Completion Time Recording

vii

List of Tables

Table 4.1 : Display size of iPad 2 and iPhone 4s 3 8

Table 4.2: Objects positions for the Bumper game prototype 49

Table 4.2: Demographic background for survey respondents 53

Table 4.3: The full result of SUS questionnaire 54

Table 4.4: Sub-score for usability and learnability with original SUS score 5 6

Table 4.5: Correlation between original SUS score with both sub-scores and between

usability sub-score and learnability sub-score 5 7

Table 4.6: Task completion time 5 7

Table 4.7: The Paired Sample T-test result for Task 1 5 8

Table 4.8: The Paired Sample T-test result for Task 2 5 8

Table 4.9: The Paired Sample T-test result for Task 3 59

List of Figures

Figure 1 . 1 : An iPhone game runs in iPad using iPhone en~ulation with native

resolution mode 5

Figure 1.2: An iPhone game runs in iPad using iPhone emulation with double

resolution mode. 6

Figure 1.3: Angry Birds in iPhone 7

Figure 1.4: Angry Birds HD in iPad 7

Figure 1.5: Pac-Man in iPad 2 and Phone 4 s 8

Figure 3.1: The Fikve Stages of SDM 3 2

Figure 4. I : Side by side iPad 2 and iPhone 4 s resolution comparison 3 9

Figure 4.2: iPad 2 playability area relative to iPhone 4 s display 40

Figure 4.3: iPad 2 playability area relative to iPad 2 display 4 2

Figure 4.4: iPad 2 coordiilate system relative to the iPhone 2 coordinate system 44

Figure 4.5: Code snippet to identify device during runtime 46

Figure 4.6: lrnages for iPad 2 and iPhone 4 s 48

Figure 4.7: The final object's positions in the iPad 2 and iPhone 4 s screen 5 0

Figure 4.9: The launch image for Bumper game for the iPad 2 and iPhone 4 s 52

Figure 4.10: The iPad 2 and iPhone 4 s screen after the ball hit the target. 5 3

CHAPTER ONE

1NTRODUCTlON

I . 1 Background

Apple's App Store is open officially on July 10''' 2008 as the market place for

the software developers to market their iPhone apps (David, 201 1). To date, Apple's

App Store contains more than 400,000 apps ranging from several categories such as

games, books, entertainment, education and lifestyle. About 29 percent of the

application is in the game category (Hughes. 2012). In this category. data releases by

Distitno in February 2010, shown that the top three grossing game category are

action game where it takes about 22 percent of the total grossing for game, arcade

game at 12 percent and adventure game with nine percent (Schonfeld, 201 0). The

late Steve Jobs have announced at 201 1 World Wide Developer's Conference, that

customers have downloaded over 14 billion apps with over USD2.5 billion paid to

iOS developers so far (Richard, 201 2).

Based on the number alone, the App Store seems as 'gold rush' h r

developers and inspired entrepreneurs around the world to download the iOS SDK,

learns the Objective-C and begins developing their application (Dave & Michael,

201 1) . There are about 135,000 registered iOS developers who using iOS SDK

(Hughes, 2012). The iOS SDK comes with an IDE called XCode which a full-

featured with a range of utilities for testing, analyzing and debugging the code. It

The contents of

the thesis is for

internal user

only

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