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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

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.

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 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.