Thursday 30 June 2016

Human Interface Design



Learning Outcome

The aim of this activity is to raise awareness of human interface design issues. 


Because we live in a world where poor design is rife, we have become accustomed (resigned?) to putting up with problems caused by the artifacts we interact with, blaming ourselves (“human error,” “inadequate training,” “it’s too complicated for me”) instead of attributing the problems to flawed design. 

The issue is greatly heightened by computers because they have no obvious purpose—indeed, they are completely general purpose—and their appearance gives no clues about what they are for nor how to operate them. 





Problem 1

The first problem the Oompa-Loompas face is getting through the doors carrying steaming buckets of liquid chocolate.

They cannot remember whether to push or pull the doors to open them, or slide them to one side.

Consequently they end up banging into each other and spilling sticky chocolate all over the place.


Affordances: Chair, Table handle what about a PC?

Doors are very simple objects. Complex things may need explaining, but simple things should not. When simple objects need pictures, labels, or instructions, then design has failed


Problem 2

The pots containing different kinds of chocolate have to cook at different temperatures. In the old chocolate factory the stoves were as shown below.  The Oompa-Loompas were always making mistakes, cooking the chocolate at the wrong temperature, and burning their sleeves when reaching across the elements to adjust the controls.



Natural mapping: Physical Analogies

They are easily learned and always remembered.



Problem 3

The factory is full of conveyor belts carrying pots of half-made chocolate in various stages of completion. These conveyor belts are controlled manually by Oompa-Loompas, on instructions from a central control room. 

The people in the control room need to be able to tell the Oompa-Loompa to stop the conveyor belt, or slow it down, or start it up again. In the old factory this was done with a voice system: the control room person’s voice came out of a loudspeaker by the conveyor belt controls. But the factory was noisy and it was hard to hear.

Develop a Traffic light system?


Transfer effects—people transfer their learning and expectations of previous objects into new but similar situations


Problem 4

When one shift of Oompa-Loompas finishes work in the chocolate factory, they must clean up and put away pots and pans and jugs and spoons and stirrers ready for the next shift. 

There is a cupboard with shelves for them to put articles on, but the next shift always has trouble finding where things have been put away. Oompa-Loompas are very bad at remembering things and have trouble with rules like “always put the pots on the middle shelf,” “put the jugs to the left.” 



Visible constraints - make it obvious where everything is supposed to go.

Problem 5

In the main control room of the chocolate factory there are a lot of buttons and levers and switches that operate the individual machines. 

These need to be labeled, but because the Oompa-Loompas can’t read, the labels have to be pictorial—iconic—rather than linguistic.


Wednesday 29 June 2016

CiDA Website Template for eportfolio

DA204 SPB0915

Future Worlds

Name: Joe Bloggs

Candidate Number: 2345

Centre: Wildern School 52843



Development

Click here to see my Game Overview

Click here to see Evidence of my Moodboard

Click here to see my Storyboards

Click here to see my Assets Table

Click here to see my Test Log



Game

Click here to see my Final Game

Click here to see my Instructions

Click here to see my Game Promo

Click here to see my Game Review

Tuesday 28 June 2016

Gamemaker Development things to be completed

Make sure you are working on the following:

Update your blog at the start of the lesson what you are doing today and at the end what you did and what you need to do next lesson?


Update your Testing log three times a lesson!  Everytime you play your game you are testing it and should therefore put it on your testing log don't forget to snip a photo.


Save your game at least three times a lesson as a different verison!


Areas you need to work on?

  • Sprites (Are they like what you said on your moodboard)
  • Rewards (Coins, Keys etc)
  • Backgrounds (Do they link to your storyboards)
  • Levels (at least 5)
  • Sounds background and effects 
  • Instructions (Press F1 in your game to see yours. Complete your user instructions. Make sure that they are comprehensive and clear. Check that the language is appropriate for your target audience.)
  • Loading Image (This is what you see whilst your game loads, should not be the Gamemaker Logo)
  • Game Icon (Your company icon or an icon for your game not the gamemaker one)
  • Full Screen play
  • Record feedback from anyone that tests your game on your testing log
  • Update your assets table.

Sunday 19 June 2016

Kodu: Lesson 2 - Terrain and Control


Understand how to use the terrain tools and control character’s movement using Kodu Game Lab






Launch Kodu from All Programs > ICT and Business > Kodu Game Lab

Task 1Create a world in Kodu

Task 2Adding Objects

Task 3Programming Objects



Task 4Adding Game-play 





1. Create a folder in your Sites > ICT > Unit 2>  called Kodu
2. Save and Export your game






Complete Task 1 in your Unit 2 HomeStudy Booklet

Due: Next ICT Lesson

Monday 13 June 2016

Stop Cyberbullying Day #SCD2016

STOP CYBERBULLYING DAY - 17th June 2016



Stop Cyberbullying Day takes place on Friday 17th June. To support this pupils at Wildern will be making an animation that gives a cyberbullying message. 

This is a competition and the best ones will be sent to Miss James.




Alternative Cyberbullying videos