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Design 1

This design caters more towards competitive players and combo researchers than the novices, although there are features for them as well.  This design also requires that you have an account, as the main part of the user interface allows you to track combos that you have favorite-d or want to learn in the future, as well as combos that you have submitted yourself.  Once you've signed in, the tabs at the top determine which set of combos you're looking at:  the "My Combos" tab shows combos that you have created and submitted to the site, the "Favorites" tab shows the combos that you have favorite-d (due to liking them generally or planning to learn them in the future), and the "All Combos" is the tab which allows you to browse the database of combos.

The headers of the columns shown in the main screen are all properties which all combos would have.  Properties of combos include:  difficulty, damage, meter consumption/gain, name, type, favorite-d, and the combo itself.  Ideally, this header row would be customizeable such that a user could determine which properties were most important to them and have them display accordingly.  Clicking on a header would allow the user to sort the combos in that window by that header property (with an option for ascending or descending order as appropriate).  

The left set of tabs deal only with which character's combos are being displayed at once.  The bottom bar has a button which brings you to a new page dedicated to creating a new combo.  The bottom bar also contains a search bar to search the entire combo database.  Within the main window, a user may click on the row of a combo to be brought to a combo's page, which contains additional information about the combo and the demonstrative videos and discussion thread.  

Additionally, we discussed the possibility that the user may not be able to see the entire combo sequence within the row on the main page, and that we may account for that by having a hover-preview feature, wherein hovering over a particular row in the table creates a hovering image of the full combo sequence.

Learnability:

While proper labeling and affordances of tabs 

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.

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