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Comment: Migrated to Confluence 4.0

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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

This design is intended for experienced fighting game players who must sort, catalog, and share a large number of combos. An iTunes-like column interface is used to display all of the user's combos, with the columns representing information about the combos such as the character's name. The user can edit or create new combos through a separate editing window, which allows for both graphical, novice-friendly combo input and keyboard-based input. There is a notion of "friends-only" and "public" sharing of combos that can be set through buttons in one of the information columns. A bar under the columns holds a search bar and buttons to edit or create new combos.

Design 3

This interface is designed specifically for players of any level who would like to improve their combo skills. The user selects a character and class of combo to focus on, but instead of listing every combo fitting the description, a list of recommended combos is presented to the user in an ordered list. Clicking on any of the combos brings up an information window with information about the combo, a graphical as well as text-based description of the combo button-presses, and comments and video associated with the combo. In this window the user can also make one of three choices: "Too easy," "Too hard," or "Learned." Clicking any of these choices closes the window and changes the list of recommended combos based on the difficulty preferences of the user.

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.

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