Game design
Motion controls need readable cause and effect
A motion-controlled game must communicate which movement it has recognized. If an action fails, the player needs to know whether the pose, timing or game state was responsible.
Design a calibration step and an idle state that tolerate ordinary movement. Avoid making sustained awkward poses the default input. A clear visual response should arrive early enough to connect an action with its result.
Evaluate a motion prototype with players of different sizes and movement ranges. Offer a practical alternate input where possible, and measure fatigue as well as recognition accuracy.