Scenario
Ben Bitdiddle challenged Alyssa P. Hacker to a Persona 4 Arena match. Ben bet $10 that he would be able to beat Alyssa, but recently discovered that Alyssa had suckered him and was pretty good at this particular fighting game. Determined not to lose his $10, he turns to the internet to search for fighting combos that he could easily learn as a novice fighting game player. The first few results reveal a slew of forum posts that are totally unorganized. He gains no sense of how difficult any particular combo is and the notation for the combos is confusing and foreign to him. And then he stumbles upon his saving grace: Combopedia.
Immediately he identified the character he would be playing as and was presented with a list of relevant combos. Each combo had a difficulty rating and its own discussion thread, which he could use to identify which combos were more general-purpose. To his great relief, the foreign notation that he had encountered in the other forums he had visited was supplemented by a graphical notation which easily mapped to his controller. Some combos even had videos which helped him understand the timing of each sequence of button presses!
Armed with the information he gleaned from Combopedia, he entered his match against Alyssa with confidence. Despite his new found knowledge, Ben was beaten by Alyssa who used a super effective and hitherto unknown combo. Intending to share the the discovery with the world, Ben recorded Alyssa's button presses and posted them as a new combo on Combopedia. While he was presented with the option of entering the combo in the foreign notation, Ben opted to use a graphical, mouse based input to post the new combo and share it with the world.
Individual Designs
Aki
Beth
Design 1:
Design 2:
Tiffany
Group Designs
Design 1
Design 2
Design 3
While a conventional table of combos allows the user to sort through the the combo space based on a single variable, a user may face more complex, multi-variable considerations when searching for combos. The third design presents a more graphical method of filtering and navigating the combo space. The interface presents three panes: two columns for filtering, and a third larger viewing area. The left most column holds all of the variables of a combo, such as the character, combo type, difficulty, xp, etc. The middle column holds the corresponding constraint on that variable; for example, the user can limit the space of combos to a single character by clicking on the appropriate cell and bringing up a drop-down menu of the available characters. The viewing area displays a list of combos fitting the constraints.
When the number of unconstrained variables reaches two or less, the viewing area can be toggled into a 2D plot with points representing combos. The user can then consider the tradeoffs of certain variables - for example, difficulty versus effectiveness of the combo. Clicking on an existing point (or row in the list view) replaces the viewing area with a separate combo information interface that describes the combo, presents both the text and graphical view of the combo, and allows the user to post comments or view videos.
The user can create a new combo through a button in the list view or by clicking on the graph. Clicking on the graph creates a new combo with the variables set to the position of the click, although these can be changed numerically afterwards. The combo editing interface is similar to the one in Design 1.
Learnability:
Because the interface is not as conventional as a spreadsheet-like interface, the interface may be difficult to learn, especially depending on how the constraint setting specifically works. Adding widgets with affordances to the second column and making the points on the plot look clickable may make the interface more understandable. Because the variables will be fixed in place and listed horizontally in the first column, the user may have a clearer understanding of all of the constrainable variables than if they were listed in columns.
Efficiency:
For large complex sets of combo choices, a graphical display like a plot with multiple variables can be more efficient for picking the optimal choice than a simple list.
Safety:
The biggest error the user could make is accidentally creating a new combo by clicking on the plot; however this is easily fixed through a cancel button.