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Q&A with Zeemote’s Jim Adams

Posted by Christophor Rick,

 

 

I managed to get some time with Jim Adams, VP of Sales and Business Development at Zeemote to talk about the controller, the company, and more.

[GDN-CR]: First can you tell me a little about Zeemote. How did the idea come about? Was it an “I hate the control scheme for mobile games” or was it an “You know what would be cool…” moment?

Zeemote in action[ZM]: We actually started the company with the intention to improve texting with a phone. The original concept was to instrument the unused surfaces on a mobile phone with tactile sensors that would allow the user to designate certain areas of the phone to act like shift keys and provide an improved texting method to multi-tap. This quickly proved impractical so we came up with the idea of using a separate controller to improve texting. What we then learned was that while our two handed solution provided an improved experience for the novice user, it offered little benefit to those already proficient at texting on their phones.

As we looked at other mobile applications that could benefit from a controller, gaming became an obvious choice as we noticed the lack of a true analog joystick on virtually all popular phones.

[GDN-CR]: How did Zeemote move from that first “eureka” moment to reality? How did you pitch it to investors?

[ZM]: We used a systematic approach to move from concept to production. Our first prototypes were wired units that connected to a PC running software that emulated a mobile phone. The next version went wireless with OEM components and wire-wrapped circuit boards. The stage three prototypes were the first units to actually connect to mobile phones and were followed by the first units with custom circuit boards and rapid prototyped plastics. After considerable effort to optimize the performance and ergonomics, our first injection molded units were made and modifications were implemented to the PC boards to insure regulatory compliance.

Presentations to investors occurred during almost all stages of development. The pitch centered on the potential of the market and the unique opportunity presented by our technology. The prototypes were always used to demonstrate proof-of-concept.

[GDN-CR]: How many prototypes where there before settling on the final sleek gray and blue design we see today?

[ZM]: In addition to the major technical stages outlined above, there were numerous design options considered during the development process.

zeemote in action 2Dozens of potential configurations were examined and were downselected based on technical feasibility, ergonomic considerations and cost implications. Full scale models of the leading candidates were produced using rapid prototyping techniques and were tested and refined through feedback from potential customers in the target demographics. Color schemes and size varients were tested in a similar manner.


[GDN-CR]: I see that Beth Marcus is one of the driving forces behind the Zeemote and was one of the inventors of force feedback. So does that mean we might see force feedback in the JS2 Zeemote?

[ZM]: It is certainly something that could be added to future Zeemote products. Of course we would have to weigh the gameplay advantages against issues like battery drain and product cost.

[GDN-CR]:
As the unit is a remote Bluetooth controller for mobile phones, what kind of obstacles have to be overcome in order for the JS1 to work seamlessly with mobile platform games?

[ZM]: Currently developers must integrate our library into their applications in order to communicate with our controller. We’ve received very positive feedback that this is a simple and straight forward process.

Our software development kit is available today for JAVA based phones and we are in the process of creating SDKs for most of the other major mobile platforms. In addition, we are also talking directly with the handset manufacturers with the intention of having native Zeemote support available at the OS level.

A larger challenge for us is that most mobile games today are not designed to take full advantage of the analog input available from the Zeemote controllers. For years mobile developers have been constrained to digital key presses and only now are they rethinking game design to maximize game play based on the analog capabilities of a JS1.

[GDN-CR]: What are the major advantages of the JS1 over traditional thumbstick and keypad controls for mobile games?

[ZM]: Traditional controls found on most cell phones like the keypad, d-pad, or thumbstick were designed for making phone calls and navigating menu systems whereas the JS1 was specifically designed to provide users with a comfortable and intuitive gaming experience.

The Zeemote JS-1The keypad on a phone can be difficult to use quickly and accurately without looking down at it. This is because the buttons are small, close together, and the functionality of each differs greatly across games. The JS1 provides a much more consistent and intuitive experience. It has well defined and well placed controls which are easy to use without ever taking your eyes off the screen.

Other controls found on phone like the d-pad or thumbstick are sufficient for menu navigation but often become uncomfortable in heavy game play and only provide digital input. The JS1 is extremely comfortable and provides full analog support. Analog is essential for games that rely on precise control such as a racing game. It allows the user to specify more than just “turn left” or “turn right”. The analog input on the JS1 allows the user to specify “how hard” to turn left or turn right.

We have consistently received feedback from users that the JS1 makes games easier to use and more fun to play.

[GDN-CR]: I see Zeemote is focusing more on mobile carriers and providers than end-users. How is this benefiting the company?

[ZM]: Our go-to-market plans for 2008 have us focused on Europe and working closely with the mobile operators and hand set OEM’s bring gaming bundles to market that include a hand set, Zeemote JS1 and embedded Zeemote Ready games. We believe this method will ensure the best user experience. We will expand into all viable retail shops in 2009 across Europe and entry into several key world markets.

[GDN-CR]:The Zeemote is able to be customized according to the website. I imagine it’s along the lines of branding. What sort of customization can be done and how will it benefit your customers and the end-users?

[ZM]: Virtually all surfaces of the JS1 controller can be customized. That means colors and branding. Many of our customers are interested in customizing the JS1 with their corporate colors and also with their corporate marks. This benefits Zeemote in that it ties us more closely to our customers and leverages their enormous brand appeal as well.

[GDN-CR]: You’ve already managed to get Sega and Vivendi onboard for some games, do you have other publishers and developers working on expanding the lineup of Zeemote compatible titles? Anyone that you can tell us about?

[ZM]: We now have development agreements with 12 of the top 15 mobile game publishers/developers in the business today.

[GDN-CR]: On average how much space is added in the application when support for the Zeemote JS1 is added?

[ZM]: Typically around 20KB.

[GDN-CR]: How long did development on the Zeemote JS1 take from concept to completion?

[ZM]: The hardware took over two years and the initial Java SDK about one year.

[GDN-CR]: Are there any other products in development at Zeemote for the gaming industry? Any further development on the mobile platform in specific?

[ZM]: Zeemote is constantly researching new ideas, sensors, and technologies for both mobile gaming and other mobile applications. Additionally we look at other related mobile platforms and applications that make sense for our controller platform.

[GDN-CR]: Where can people see Zeemote and get some hands on time with the JS1 in the near future?

[ZM]: The first Zeemote JS1 controllers will go on sale at retail in Europe in select markets beginning early August. We will post specific information of where the Zeemote JS1 controller can be found and purchased on or web site in the very near future.


Rating: 5.0, votes: 2
 
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