Instructions for you:

Your Goal is to navigate from the play menu to the scene menu, to Jordans Scene. You are welcome to explore the other features, scenes, and layouts from the play menu, also giving ideas for full assignment 3 project deployment. Once you have navigated to Jordans Scene, the goal in Jordans Scene also seen in the instructions menu, is to attempt to figure out how much sunlight and nutrients is required for the Red Mangrove to grow, then grow the Mangrove at the best condition you can. There are some bonuses for movement when growth is fully achieved.

Overall UX design Principles achieved in Assignment 2 includes: 

(1) Good Access to the game, built for an Android device specifications on this occasion, and then configured to WebGL and uploaded to itch.io. There are of course more options, plugins that allow being on other AR foundation devices and even dynamically reconfiguring to different computers as well, for game play without AR mostly. 

(2) Simple Background Design a blue background to draw out contrast for the game, simple menus that are easy to navigate using the nav-director scripts, and function calls, placed on the buttons.  Simple story-based linear mechanics with the option of returning either to the scene menu or the main menu, depending upon what the user requires. The menus contain all themes in the Group project as an intersection between biomes and ecosystems. Contrast is specifically used surrounding green and red to see the outline of those shapes, in accessibility situations.  White space is used and Blackfont to be clear and in bold for the buttons, buttons are large enough and far enough a way to prevent issues.

(3) For the Jordans Scene navigation is intuitive with universal symbols and Realestate of the buttons configured in ways that appear on landscape mode for most apps, some examples Clash of Clans IoS , see the design documentation for references. The interactive elements involve if or else logic scripts to tally the scoreboard top right, from another if or else system to do with certain amounts and thresholds to grow the tree. And also Boolean configuration for when the seed is activated and not.

(4)  There is dynamic navigation back a forth between menus. Further Dynamic qualities I wanted to do was collider events for the seed and the ground spawning. The code was to long for this. Also, i was abit concerned about Unity crashes in for a while loop mistakes. Attempts were made to create surrounding collider meshes and gravity mesh landing. A more dynamic slider and more of them could really make thing interesting to teach users and more continuous dynamic scoring. (A dynamic toggle would be optional- not so serious or realistic for plants in most of the time- except for the brief moment of stong wind).

(5) The theme is one of the most popular themes currently looking at games like Zelda, Mario, Pokemon Go etc concepts to do with unity and connection in nature.

(6) The story is appealing in my scene which emphasises growth a growth sensitivity rather than a movement that occurs less frequently on a plant.

(7) Communication features or feed back is almost immediate scoring feedback to the user they are doing well, and the best at tree full growth. Additional features upon a full game could link in social media scoring and badges etc.

(8) Action or actual AR mode hasn't been implemented yet seen in assignment 3.

The entire UX concept is realistic, in growth pattern. However think of growth of this plant over weeks per click, also I didnt want to be to realistic it was brutal to the user e.g withering the plant the tree losing its leaves or opportunities which would frighten or cause distress to some users.

UX Design Principles Applied from Module 1:

(1) Simple yet engaging to create memory and stop cognitive overload. Using white space and contrasts.  Following all of Gestalts Principles seen above. Colour saturation was a bit of a risk but has been carefully handled to contrast outlines of shapes and not overlight the scene. 

Module 2:

Is greatly explored in the design documentation alot,  with a lot of references. 

Module 3: 

Probuilder was used using triangular-based stretching faces and corners. On the landscape and tree. 

With Module 6:

A hybrid game and LMS system could be considered under this scene development. And could be extended to a full project, outside the scope of assignment 2-3.

For UI practices 

Bonus videos and all classes have been watched and implemented for good storage and debugging practices. To stop bad effects, device slowdowns and unity crashes. The debugging log window , it happened a few times.

Comments

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MARLYZ REVIEW:

The prototype looks very good; it creates a curious feeling in the user.

VISUALLY

*Background and buttons:

  • I really like the background; it is evident in the effort you put into it, making me want to know more about it. The shapes of the tree, roots, river, and sand create a great natural environment, giving the user a fantastic first impression of the game.
  • The animation of the light coming from the tree creates curiosity about the game.
  • The round shapes on the corner of the button create a visual contrast that attracts instant attention; 
  • The white background and orange buttons are well thought out for users. However, I would use a different color for the buttons when the user clicks them to make the feedback more evident.
  • The fact that the play button is bigger than the others guides the user directly to try the game and start playing.
  • In Jordan's Scene, the buttons for the movement are very intuitive. However, the next button doesn't work and can confuse the user. 
  • I also would use another symbol for rotation, like a round arrow, so the user can understand what it is for,
  • The scrollbars work well, create a purpose for the game, and make it more realistic; I would put text above each one so the user can understand which one is for what. What are water, sun, and nutrients?
  • The + and - button isn't very intuitive, but the game's instructions explain the goal and the buttons of the game.
  • The instructions are good and clear about the purpose of the game and how to interact with it.
  • The credits option works well; it is good to have this information.
  • The options button goes to an empty screen.

*FONT

The font is easy to read, but it could be something more creative or different similar to the fonts usually used for games.

*USER'S FEELING

The user is well guided through different scenes with the buttons so that it will build confidence in the game and security in playing.

*USER FEEDBACK

  • Changing the scene when users click gives instant feedback and drives them to continue in the game.
  • Changing color once the cursor is on the button and changing again if there is a click helps the user understand and confirm the option they choose.
  • The actions followed by the click on Jordan's Scene reinforce the interaction with the user.
  • The score in the corner of the screen and the message encourage the user to keep playing

*THE GOAL FOR THE USER

  • Reading the instruction, the user understands that the correct amount of each element, water, nutrients, and sun must be used to make the mangrove grow.
  • The buttons help the user to get to the goal and change the size and position of the object.
  • Without reading the instructions is hard to identify how the game works. 

Great job Jordan. The use of the accessibility principle of the well-organized menu helps your project to be well produced. Congrats