Currently, a number of devices are available that enable an individual (sometimes referred to herein as a “user”) to conduct communication sessions with another user in order to carry out a conversation, send a message, or play an on-line game. When the device is a wireless device, it is typically the size of someone's hand or smaller. Such relatively small “handsets” do not have big displays or screens. Thus, little content can be displayed at one time. This forces these handsets to include applications that require their users to scroll through multiple levels of menus and the like.
Typically a user must scroll or navigate through several levels of menus to select a means of communicating with another user, or to access an application, such as an on-line game. For example, some existing devices require a user to select a particular game from one menu, a particular skill level from another and then use a third menu to enter a “lobby” to find other users/players or so-called “buddies” (i.e., those individuals a user plays games with most often) who are interested in playing a game with the user. After scrolling or otherwise navigating through such multiple menus the user must still access a final menu or the like to make one more selection in order to launch (i.e., begin) an on-line game session.
Requiring a user to scroll or otherwise navigate through multiple levels takes time and is sometimes frustrating for the user. Therefore, it is desirable to provide methods and devices which provide more intuitive menus. Such menus should reduce the complexity of selecting and launching an application. For example, such menus should enable a user to more quickly launch and play an on-line game or another application.
Co-pending U.S. patent application Ser. No. ______, incorporated by reference in full herein as if set forth in full herein, discloses methods and devices which enable communication sessions to be conducted between users more quickly and with greatly reduced airlink time/bandwidth than previously thought possible. In general, the methods and devices discussed in the co-pending Application just mentioned are known as “always-on” methods and devices because even when a user of a device is inactive (e.g., her device is powered-off) an always-on agent may act as a proxy and continue to act on behalf of the user/user's device during a given communication session.
One of the advantages provided by the architectures set forth in the co-pending Application mentioned above 1 is that they can be used to quickly launch applications. The present invention is aimed at methods and devices for doing just so.
The present invention provides methods and devices that enables users to quickly launch an application, such as an on-line game. One such device presents (e.g., displays) at least one indicator representing individuals presently available to become involved in a communication session with a user. Other indicators may also be presented, such as: an indicator(s) that represents a group of individuals that are presently available to play a game with the user; an indicator(s) that represents individuals the user plays games with most often; and an indicator(s) that represents games the user plays most often. These, and other indicators, enable a user to quickly launch an application without having to navigate through multiple levels of menus.
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In accordance with one embodiment of the present invention, each icon 2c through 2k may be unique. For example, one icon may represent those individuals that are presently available to enter into a communications session with a user of device 200 via voice, text, video or some combination of the three. Such a session may relate to an on-line game, for example. Such an on-line game may be carried out using a wired or wireless communications channel. Thus, the components/devices shown in
Because a user may be interested in launching many different applications and conducting many different sessions, each icon within the set of icons 2c-2k may be dedicated to a particular type of application (e.g., a particular game). Still other icons may indicate the games that a user presently plays most often, or presently subscribes to, or new games a user may choose to subscribe to, for example. All of the icons 2c through 2k may form a menu 23. More specifically, in accordance with the present invention the icons form an intuitive menu 23.
In yet additional embodiments of the present invention one or more of the icons 2c through 2k may represent those individuals the user of device 200 plays games with most often (i.e., “buddies”). Further, each icon may combine one or more features. That is, each icon may represent only those buddies that are available, but who are available to play a specific game with the user of device 200. Each such icon may represent a “group” of buddies.
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As will be understood by those skilled in the art, because the icons 2c through 2k may be based on usage patterns and preferences of a user, for example, each icon provides a more intuitive indicator. Together, the set of intuitive icons 2c-2k provides a more intuitive menu 23 that enables a user to more quickly launch an application and maintain a communication session. It can be said that such a menu provides a “one-touch” intuitive menu.
We will now present some additional examples of how such an intuitive menu may be used.
In a further embodiment of the present invention, the user of device 200 may select or otherwise access one of the icons 2c-2k (or depress/select a key as the case may be) in order to forward an invitation to those third party users or individuals, associated with the selected icon, to communicate with the user. This invitation may be intercepted so-to-speak or received by the agent 3 in the form of a request before it reaches an invited user. Thereafter, the agent 3 may proceed to consult stored information to determine which of the invited third party users should actually receive the invitation. For example, the agent 3 may consult the “presence status” of each of the invited users (e.g., is an invited user's device powered on?). More details of how the agent 3 (and lobby 4) process such an invitation from a client 2 or device 200 may be found in the co-pending Application mentioned above. For now, suffice it to say that once the agent 3 (and/or lobby 4) determines which third party users should actually receive the invitation, these users are sent the invitation via their respective agents, such as agent 300. The agent 3 may also forward an information message on to the client 2 to inform the user which third party users were sent the invitation, and which were not. This message may be displayed as an icon 2c-2k.
Throughout the discussion above and below, reference will be made to messages, either signaling or information messages, that are exchanged between the agent 3 and device 200. It should be understood that in most contexts, these messages are exchanged between the agent 3 and client 2 of device 200, unless otherwise noted. Furthermore, when messages are exchanged, they may be formatted as short binary messages. Such a format reduces the amount of airlink time and/or bandwidth required to exchange messages, helping a service provider that owns and/or operates the architecture 1 to conserve these valuable resources.
As mentioned above, one or more of the icons 2c-2k may represent those third party users, individually or as part of a group, that are presently available to play a game. Such an icon is made possible because the agent 3 may be operable to continuously monitor and collect the presence status of each of the third party users. When the status of a third party user changes, this information may be passed on to the user of device 200 by agent 3 using one or more messages. A message may be received by the client 2 which then updates one or more of the icons 2c-2k, etc., that represent the presence status of such a third party user. For example, an icon may indicate that the user is “unavailable”. If two or more users are unavailable the status of both users may be identified within a single icon. If all of the invited users are unavailable, then an “all unavailable” indicator may be displayed. It should be understood that a given user's presence status may indicate whether the user or her associated device are active or inactive. An active device is, for example, a device that is powered-on. An active device may nonetheless become inactive if its user does not access it within a certain time period, for example, or if it is subsequently powered-off.
Up until now we have discussed the icons and menus associated with the device 200 under the assumption that the user of device 200 is the one who launches an application to initiate a communication session. In yet further embodiments of the present invention, other third party users may invite the user of device 200 to communicate with them to play an on-line game. The agent 3 associated with device 200 may receive such an invitation from the agent of a third party user. After consulting its stored information relating to the presence status of the device 200 and/or its user, the agent 3 may forward the invitation on to the device 200 if the status indicates the user/device 200 are active. If the status indicates the device 200/user are inactive, then the invitation may not be forwarded. As explained in more detail in the co-pending Application mentioned above, this ability to screen invitations/messages helps to conserve valuable airlink time/bandwidth because invitations, as well as other messages, may only be relayed on to the device 200 and its user when both are in an active state.
We now present some additional examples of specific icons which might be displayed on the display 2b of device 200. Suppose the user of device 200 enjoys playing the card game “Blackjack”. Suppose further that the user usually plays this game with three other individuals known as Alice, Bob and Carol. Suppose even further that only Alice and Carol are presently available to play Blackjack with the user. In this example, one of the icons 2c through 2k would indicate the game Blackjack (e.g., using a pictorial image). In addition, this icon would only be associated with Alice and Carol because they are the only ones that are presently available to play Blackjack. Accordingly, when the user accesses or otherwise selects this icon an invitation to play Blackjack would only be sent to Alice and Carol.
In another example, suppose the user of device 200 plays a game called “Storm” often. In this instance, however, the user does not care who he plays this game with. Accordingly, in a further embodiment of the present invention, one of the icons 2c-2k may indicate the game Storm. Upon selecting this icon, an invitation may be sent out to identify any individual/third party user who is currently available to play the game Storm with the user.
It should be understood that the types of icons discussed above are just some of the many icons which can be generated and displayed on the device 200. Other icons may represent, for example, a historical record of all of the activities (e.g., games) a particular user has ever played or downloaded.
We turn now to a brief discussion of the agent 3. Again, a more detailed discussion is set forth in the co-pending Application mentioned above.
In additional embodiments of the invention, the agent 3 is operable to act as a proxy for the device 200 when the device 200 becomes inactive. Once the device 200 becomes active again, the agent 3 is further operable to forward messages to the device 200 in order to update any existing indicators/icons 2c-2k, to create new icons 2c-2k, or to otherwise pass information on to the user of device 200. More specifically, in a further embodiment of the invention, the agent 3 only forwards messages on to the device 200 when the device 200 is in an active state. For example, the agent 3 only sends messages after receiving an indication that an indicator, such as icon 2c-2k (or a key on a keyboard), has been accessed. That is, the agent 3 only sends messages when a user of the device 200 selects an icon or otherwise accesses the device 200. Said another way, the agent 3 does not continuously send messages to the device 200. This saves airlink time and bandwidth.
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In yet another embodiment of the present invention, one of the icons 2c through 2k may be an applications icon 22d (e.g., a “games” icon). By selecting this icon a list of, for example, games which are played most often by the user of device 200 is presented to the user. This list may also be generated by the agent 3.
Also mentioned briefly above was the ability to carry out communication sessions with an anonymous third party user. By anonymous is meant that the identity of the third party user is initially, and perhaps continually, unknown to the user of device 200. The way in which an anonymous third party user is selected may vary.
Initially, it may be assumed that all of the buddies or other users known to the user of device 200 are presently unavailable to play a game. In yet a further embodiment of the invention when this occurs agent 3 may communicate with the lobby 4 to identify anonymous individuals to play a game with the user. The way in which the lobby 4 may identify and then select specific, anonymous individuals are many. For example, the lobby 4 may identify anonymous individuals from one of many groups of individuals that it has stored by specific game/application.
Once identified, the lobby 4 may select one or more of the identified individuals sequentially. Alternatively, one or more of the identified individuals may be selected based on a profile which is derived from collected user preferences or patterns that the lobby 4 has stored. That is, the lobby 4 may select individuals by matching certain characteristics of the individuals' “gaming habits” with the habits of the user. For example, the lobby 4 may select those individuals whose skill level closely matches the skill level of the user of device 200. That skill level may be based on an individual's gaming history and scores achieved for a particular game, for example.
Once the lobby 4 selects individuals that are available and/or qualified to play a game with the user, the lobby 4 may then form a new group and forward the identities of the individuals on to the agent 3. Upon receipt of the anonymous individual's identities, the agent 3 may be operable to forward a request/invitation on to the agents associated with the identified individuals who then pass the invitation on to the individual themselves. The agent 3 may also be operable to forward the identities of the individuals on to the user of device 200. These identities and their new group may be represented by an icon 2c-2k. If the lobby 4 has formed a new group consisting of the identified individuals and the user, then the lobby 4, via the respective agents, may also pass the identities of all of the identified individuals on to each member of the group.
Before going further, it should be understood that there are many messages, instructions, etc., both signaling and non-signaling, that may be exchanged between: (a) the client 2 and agent 3; (b) the agent 3 and lobby 4; (c) the client 2 and application client 2a; (d) the lobby 4 and game engine/server 5, among other messages. The details, formatting, content and structure of these messages is not needed for an understanding of the present invention. However, such a discussion is included in co-pending U.S. patent application Ser. No. ______, which is incorporated herein in full as if set forth in full herein.
The type of icons/indicators that can be presented to the user via device 200 and agent 3 are endless. Some others that occur to the inventors include one or more icons that indicate the current status of an invited buddy or individual. For example, an indicator may indicate whether a buddy has answered an invitation, is currently involved in another communication activity or is currently involved in a different application/game other than the one the buddy has been invited to play. In addition, certain indicators/icons may be presented to the user when an individual involved in a session with the user has been temporarily disconnected from the session.
It should be understood that the discussion above includes just some of the examples of the present invention. The true scope of the present invention is provided by the claims which follow.