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Copy of HCI 576 Final

Summary of Apocalypse Defense progression

Blair Gemmer

on 23 May 2014

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Transcript of Copy of HCI 576 Final

Apocalypse Defense
Project 1
Project 2
Project 4
Project 3
Blair's Project 1 Sketches
Pat's Sketches
Stephanie didn't like these
She also thought the screen flow could use some work
Josh agreed and thought that the weapon upgrades screen was also confusing.
Clinton thought the screens lacked button consistency.
Clinton thought exit should be in pause menu.
-Think about the font, labels, buttons, sizes.
-Don't put the the two buttons at the same side.
-Remove the buttons from the right side in slide # 2.
-Apply the sketches to android environment.
Clinton also thought that pause should be the Android "back" button.
Nada's sketches
Chris liked "mute", but needs to be further from "pause" and "back".
disable resume if no game exists
make all buttons visible on screen
Chris thought the ability to buy survivors mid battle is cheating. He also thought we should "hire mercenaries" instead of "buy survivors".
added tower price tag and wave end goal
"play and pause icons were not a good analogy for start game and resume game respectively"
"Add sound to option menu."
"Simplify the main menu by moving the music and sound effects buttons to the options menu."
"There may be too much on the main screen which will pose as a problem on smaller screens."
"You should provide some in game information for how long waves of enemies last"
"Suggested possible overlay on top of cover flow to start instead of button below cover flow on smaller screens."
"Coverflow design element is hard to recreate outside of iOS."
Music and sound effects should go here
"Achievements are nice touch to show user progress and keep interest"
User should be able to ...
1. Design a map
a. Share his/her map
b. Download others' maps
c. Play custom maps
2. Choose divergent upgrade paths for survivors
3. Unlock new types of survivors
4. Unlock new upgrades
5. Speed up and resume normal speed of game
6. Control volume of game sounds
User should be able to ...
1. Start the game
a. Start a new game
b. Resume an interrupted game
c. Choose a map
d. Change the difficulty of the game
2. Choose options
a. Mute sounds
3. Play the game
a. Place survivors on map
b. Win game
c. Lose game
d. Pause and resume the game
e. Exit the game
f. Return to main screen
4. See statistics during gameplay
a. See amount of gold
b. See which wave of zombies is attacking
c. See count of zombies killed
d. See HP (hit points) of zombies
e. See HP of survivors
5. See statistics after winning or losing
a. See result of game (won/lost)
b. See count of zombies killed
c. See total gold earned
d. See count of survivors defeated
Functional Requirements
High priority
User should be able to …
1. Upgrade survivors
2. Sell survivors
3. Earn and view achievements
Project Goals
• To generate initial ideas about the design of your chosen system
• To understand low-fidelity design
• To begin thinking about the users of the system you are designing for, and what system qualities are most important to them
• To consider the context of where, when, and how your system will be used
• To understand and apply common principles of design
• To become familiar with the expectations for this course, the studio critique process, typical deliverables, etc.
This assignment is an individually based assignment. Your job is to start thinking about the design of the system you will create this semester, and to create a number of low-fidelity sketches to illustrate your ideas.

1. Start by thinking about the users of your system. Who are they? What is their background, age, experience, etc.? Why will they be using your system? Etc. Write up/describe the attributes of your users.

2. Decide what usability requirements (non-functional) are most important for your system and describe them.

3. Start enumerating the functional requirements for your system.

4. Start sketching out a preliminary design for the interactive software components of your system. Include as much major functionality as you can in your sketches, including how users would complete representative tasks or functions. This implies that you will need to generate multiple sketches to show various aspects of your system.
Project Description
Critique Session
Cognitive Walkthrough
Heuristic Evaluation
User testing
(very meta)
Furious swiping! We should have changed the text to indicate that there were no other maps to change to.
Strange red orbs do not take the place of good health indicators.
These icons are way too small to be obvious.
Instructions sure would be nice right about here.
Wait, how do I exit?
Oh, that's what those Android buttons are for!
Didn't get implemented in time!
Effect: Will users be trying to produce whatever effect the action has?

Visible: Will users see the control for the action?

Recognition: Once users find the control, will they recognize that it produces the effect they want?

Feedback: After the action is taken, will users understand the feedback they get so they can go on to the next action with confidence?
• Simple and natural dialogue
• Speak user's language
• Minimize user's memory load
• Consistency
• Feedback
• Clearly marked exits
• Shortcuts
• Good error messages
• Prevent errors
Sell and upgrade buttons should include price
Wave label should indicate total number of waves
Scoreboard screen should refer to towers
Sell and upgrade buttons should include price
End screen should say towers, not survivors
The following is a list of the comments we received from project two and how we chose to address each one.

1. Rethink your use of hardware buttons; some phones don't have them.
This is true, but we are not targeting those phones/tablets, and android provides an emulated screen for those buttons should we choose to re-target.

2. If we don’t have many options on the main screen, why do we make users swipe?
Good point. Changed to all three buttons visible at once.

3. On the game play screen, it isn’t obvious how to upgrade towers?
True. Added text to tutorial saying, “Tap a tower on the map to show upgrade/sell menu”.

4. Maybe you don’t want to automatically save when the user exits the game.
We disagree. It is more usable to have the game autosave and then let the user start a new game to overwrite the old one. But a confirmation screen before overwriting has been added.

5. Why is the “continue playing game” button larger than the other buttons?
The team is not unanimous on this point. Pat argues that the Microsoft Ribbon is a good UI example and stresses different-sized buttons for opposite tasks. However, it may be better for uniformity and to not appear to “force” the user to continue the game. Changed buttons to same size.

6. If you hit a new game button, won’t it overwrite the saved game?
Yes. See #4.

7. The cost of the tower is not displayed.
Whoops. Put a $10 overlay on the tower icon in the gutter area.

8. The sell button being green makes it seem like a “positive” choice, when in reality it is probably something that the user won’t want to do very often.
Agree. Made $ text red to indicate that it’s not necessarily what you want to do.

9. Make the bottom of the game screen (gutter) as small as possible.
Agree. Yeah, the gutter should be as small as is reasonable so that the map takes up most of the space.

10. Think about upgrade menu and how to make it better.
This isn’t specific so we’ll just see if usability testing tells us to change the upgrade mechanism.
Combining designs and responding to individual feedback
1. You are waiting for the bus and you want to play a game.
a. Open the application
b. Start a new game with any map and any difficulty
c. Play for thirty seconds
d. Exit the application

2. You are playing the game, but are interrupted temporarily, then you want to see the artwork on the main screen again.
a. Open the application
b. Start a new game with any map and any difficulty
c. Play until you have killed 10 or more zombies
i. If you lose the game, go to the main menu and start from step b.
d. Pause the game
e. Wait for 5 seconds
f. Unpause the game
g. Play until you have at least $300
i. If you lose the game, go to the main menu and start a new game, then play until you have at least $300.
h. Return to the main menu

3. You have a lot of free time and want to beat the game.
a. Open the application
b. Start a new game with any map and any difficulty
c. Play until you win the game, lose the game, or want to quit
d. Exit the application
User ID:
Please rate the following (scale of 1-5 where 1 is the lowest and 5 is the highest):
1. Rate your overall experience ___
2. Rate the ease of learning to navigate the interface ___
3. Rate the ease of learning to play the game ___
4. Rate the ease of winning the game (1 is too easy, 5 is too hard) ___
5. Rate the enjoyability of the game ___

Please answer the following:
1. What did you like about the game interface?

2. What did you dislike about the game interface?

3. Was the game fun?

4. Was the game difficult?

5. Would you want sound effects and/or music?

6. What would make the game better?

7. What was most frustrating about the game?

8. Does the game need instructions? If so, what should they say?
Post-test questionnaire
Project 5 (this one)
Future improvements? Implement all solutions to issues identified during user testing.
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