Design 1
Design 2
The second design, geared towards mobile devices or devices with smaller screens lends itself towards simplicity in casual browsing and addition of new combos. Upon entering the app, the user is immediately presented with the option of either browsing or editing combos (the two clear task choices of Combopedia). When choosing to enter a combo, the user enters in most of the details of that combo on one screen and is then taken to a separate screen to enter in the combo itself, as combo entry can be more complicated to communicate than a simple text field or drop down menu. When choosing to browse for combos, the search is filtered first by character and then by combo type. The user is led to a list of combos which can be selected individually for more details. The individual combo page contains most combo information, with links to a demonstrative video and a discussion page.
Learnability:
The streamlined design has very good learnability, as the user is only presented with a few, clearly labeled choices per screen. The app has many universal widgets, such as drop down menus, text entry fields, and touchable buttons that bring you to new pages of the app. Mobile and small screen interfaces force this implementation to remain a simple as possible, which means that the user is never overwhelmed by the functionality on any given page and can easily navigate to achieve his goals.
Efficiency:
The disadvantage of smaller screen sizes is that information must be spread out over multiple screens and the user's desired information may be a few screens away from their current one. As currently designed, if one were currently in the discussion page of a particular combo and then were reminded of a new combo that they wanted to enter into the system, they would have to traverse the page hierarchy back to the root (the home page) before reaching the page where they could submit a combo.
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.
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