Aki
Design 1
This interface is intended for use on mobile devices with small screens. Because these screens are not intended for precise navigation, the interface is designed to have a very linear and straightforward progression. The two main tasks of finding a combo or sharing a combo are separated by an initial choice. To search for a task, the user types into a search box which autocompletes with character names, combo names, and actual combo button lists. Selecting a character opens a character page with a list of clickable combos, while selecting a combo goes directly to the combo's information page. The combo information page displays meta-data like rating, difficulty, damage, etc as well as both the text and graphical representation of the combo. The combo button presses can be viewed in sequence with video-viewer like controls.
Users can share combos through the second option on the main screen. The interface is similar to the combo viewer, but the information is editable through text-boxes and drop-down menus. The actual combo buttons can be inputted through a video-recording like interface with graphical buttons resembling a game controller.
Design 2
Design 3
Beth
Design 1
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This design considers the class of users who also wish to create combos. They are given the option to create a combo for a particular character immediately on the home screen. Once all fields in the form are filled out, the combo is immediately added to the database, and the user is redirected to the same page that a browsing user would see -- except it is updated with the freshly submitted combo. For users who only wish to browse, they are also allowed to do so immediately off of the home screen. This time, they can search by any criteria that exists in the drop down menu. Once again, they gain all of the additional data by clicking on one of the combos in the list and being redirected to the combo's dedicated page.
Tiffany
Design 1
This design considers illiterate users that would have difficulty navigating menus. The character selection screen is just a series of graphical portraits, which brings you to the combo page specific to that character. There exist graphics that specify collapsible sections when the combo would be useful, such as off the wall or in the middle of the screen. The primary notation for displaying combos is the graphical notation. Videos are placed directly to the right of the combo.
Design 2
This design is inspired partially by Gmail and the actual game selection screen, to give the user a familiar interface. The character selection page is exactly the same as you would see in the game - same order, same side scrolling orientation. The actual page that list combos would have tabs on the left side that indicate what type of combos the main frame is listing, and then various columns for each combo that include a rating, a "favorites" marker, damage, difficulty, etc. The idea is to click on each combo to expand it, the same as you would do with an email client to read an email after reading its subject header. The add combo button is located at the bottom however, unlike regular email interfaces where the compose button is very prominent. The reasoning for this is that most people would rather browse combos than add them, so it does not need to be as prominent as a compose button would be in an email client.
Design 3
The last design is for mobile and focuses on using vertical screen space for displaying content and horizontal menu navigation. Trying to be as compact as possible, it would be useful to only display as few menu items as possible. This means prompting the user for many choices, such as character, the type of combo, the rating, and then finally the combo itself.