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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.

Prototype 1

Prototype 2

Prototype 3






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.

Manipulating moves in a combo 

We made two three 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.

Prototype 1

Prototype 2

Prototype 3





The user could

 

can input using either the graphical mode with the left box
or the keyboard mode in the right box. The combo viewer on the 
bottom shows the previously inputted moves, either in graphical or 
text mode, selectable through a tab. The moves in the combo viewer
can be rearranged through dragging, and edited or deleted by clicking.

Essentially a rotation of the first prototype

Instead of both the keyboard and graphical views visible, these are
collapsed into tabs, while both the text and graphical views of the
moves are expanded into two columns.  

Organizing / searching for combos

The interface for organizing and searching for combos was the spreadsheet like interface described in GR2. The user is able to click on the character tabs on the right side, and sort by clicking on the appropriate column headers. Image Added   Image Added   Image Added

Observations:

Prototype Iteration: