interface guidelines for custom buttons?

All,


HIG doesn't say much about custom buttons. i don't like tab or navigation bars splattered across my game.


are there any restrictions on multi-purpose buttons? like one that can act as a thumbstick, change user configurations, etc

The key rules in HIG is that user must be able toknow, without too much guessing, what the object is intended for.

That implies that you should avoid modes, where the type of action depends on the context.


So what do you mean exactly with this multipurpose button ?

- Is it a button that launches several actions ? If so, how will you make sure the user understands what's behind the button ?

- Is it a button that remains the same but change action depending on context ? You should then at least adapt the button title to each case.

- something else ?

Thanks for the comment.


For example, in "normal" mode with one finger gestures, tap, swipe, etc a button acts like a "thumbstick", the user can change position, camera angle, view port, etc. my new gesture is the "Vulcan Death Pinch", three fingers detected in a zooming in or zooming out mode, when the VDP is recognized a different icon is used instead of the thumbstick. tapping on VDP button opens up submenu of buttons.

interface guidelines for custom buttons?
 
 
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