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There is a complex keyboard notation for inputting combos that is used on various internet forums; however, this notation is intended mostly for advanced players. Combopedia attempts to give less experienced users a more graphical method of sharing and learning these combos, while still allowing advanced players to use the conventional keyboard input.

Scenario Tasks:

Task 1

You have discovered a new combo in are new player to Persona 4 Arena, but you’re new to the game so you don’t know the keyboard notation for the comboyou have discovered a new combo. You would like to share this combo with the rest of the world, but you don't understand combo keyboard notation yet. To perform the first move, you must hold down B while simultaneously moving the joystick from the bottom position to the right position. You would like to share this combo online.

Task 2

You are an advanced player who Persona 4 Arena player, and you've discovered a new complicated combo. You are used to the conventional keyboard notation, and you would like to share the combo online. The moves for the combo are 123BC, 3D123, B+C, 3, D, 236D, 2B, 4236, B. You want to share this combo online. Later +C+D. Later, you realize the combo would be stronger if the last move were omitted and the first two moves were swapped.

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You are a newer player using the character Rise. You would like to find a combo that has a very high damage value and view a graphical representation of information on how to do perform the combo.

Initial Prototypes:

For the initial prototypes, instead of creating a single, coherent interface for the entire application we sketched multiple possible interfaces for each of the small, specific tasks that we thought would benefit the most from testing. We did this because we believed our most challenging issues were in the lower level interactions of inputting moves, instead of creating a single interface for the entire application.

Graphical move input

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more macro-level navigation issues.

Graphical move input

We created three prototypes for inputting a single move graphically. The user was given a physical description of the intended move and would have to input that move into the interface.

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Toggle-able text buttons for each possible
button press or joystick maneuver.

A more graphical layout of toggle-able buttons
corresponding to every possible button press
or joystick maneuver.

Designed with inputting joystick gestures in mind.
Instead of a single button representing a gesture,
the user would click on the buttons corresponding 
to the beginning and end of a joystick sweep.

The third interface was designed with inputting joystick gestures in mind. Instead of a single button representing a gesture, the user would click on the buttons corresponding to the beginning and end of a joystick sweep.

Manipulating moves in a combo 

We made two prototypes for the larger move-manipulation interface. Assuming that the graphical move input was a black-box, the user was given the keyboard description of the moves in the combo, would input them into the keyboard box, and was then asked to rearrange and delete some of the moves.

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Organizing / searching for combos

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