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Aki

Design 1

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.

Design 3

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. 

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