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 controll
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
This design offers an easy way to casually browse the database of combos. It forces the user to filter by which character they want to play as, but afterwards, the user is free to browse generally or by narrowing down the scope of the search even more by specifying the difficulty of the combo they wish to learn. Each combo has a dedicated page which displays all relevant data about that combo, with the addition of an optional tutorial video for the combo and a discussion forum about that particular combo.
Design 2
This design is also geared towards the more casual users who wish to browse the combos at leisure, but with a smaller screen mobile interface in mind. This means that the information is less concentrated on the screen, and each screen is simpler to interact with. In this design, the interface forces you to filter by both character and combo difficulty before letting you browse freely. Additionally, this interface separates the discussion forum from the combo page itself for a cleaner interface overall.
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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.
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