Direct Touch Manipulation
Direct touch manipulation removes the cursor and the avatar and lets a finger act on the screen itself, so the interface and the thing being controlled become the same object.
Input is a position, a duration and a path, read directly on the display. Nothing intervenes between intent and object: dragging moves the thing under the finger, tapping presses it, and a stroke traces exactly where it was drawn. Occlusion is the permanent problem, since a hand covers what it touches, and precision is limited by the size of a fingertip rather than the resolution of the screen.
Nintendo EAD's Nintendogs in 2005 used the DS touch screen for stroking, calling and playing with an animal, a design that would be absurd on a directional pad. Portable hardware supplied the reason, because a screen already held in both hands invites touching it. Two years later the smartphone generalised the idea, and multi-touch turned a stylus interaction into an entire platform's default control scheme.
Touch enabled the largest audience the medium has, and it rewrote what a session looks like, since designs suited to a finger and a spare minute displaced designs suited to a controller and an evening. It also constrained the form. Precise timing, simultaneous inputs and analogue movement are all awkward, virtual sticks are a compromise, and the monetisation attached to the platform reshaped design as much as the input did.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 7 steps deep, beginning with Object Collision As Verb in 1962.
Descends directly from
Forked into
Angry Birds turned a drag into a slingshot, Candy Crush Saga built matching around swipes, and Monument Valley let a finger rotate architecture directly.
Carried forward by 16 later games
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Also called: touchscreen controls, touch input, multi-touch