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Journal 6: The stories of the concept and Graphic design of interactive prototype 1

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1. In Class Exercise   1.1 Complex interactions     As for game interactive mechanism, when the snakes attack the player, the health of player will drop from 100 to 0. If the health decreases to 0, the number of life will be reduce one. The total life is 5. The symbol “Hangman” was used to represent the number of life of the player. If the play loss one life and then drawing a stick figure element of a hanged man as a tally mark. If the total number declines to 0, the player will died and game over. Similarly, the player also can fight back to snakes. The player can press button A to attack snakes. In this case, the health of snake will drop until 0. After that, the snake will dead. 1.2 Unfamiliar functionality      If the character collides the red snake, he should press button A and Arrow Left (or Right) button to attack the snake.     If the character touches the blue snack, his direction will turns to opposite. Pressing Arrow Left...

Journal 5: Reflections on video prototype

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1. P rototype Process     Last week I had test my video prototype. This week, I will reflect on it according the feedback and decide which aspects needed to be improved in following prototyping. 1.1 The testing approach       The Kickstarter video will be required to watch by users. When they are watching the video, I want to they to think about what is my prototype and can they understand my concept. When users finish watching the video, I will ask they that how do you think about it and could you tell me your ideas of this video. If they like it and their understanding of concept match my original idea, which means I explain my concept clearly in video prototype and did not mislead them. However, if there is an opposite situation, I should to reconsider my video prototype editing in order to avoid the misunderstanding. Also, I will explain my ideas if they do not understand the video.    In order to getting the feedback, t...

Journal 4: Prototype of phone component and Editing of video prototype

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1. In Class Exercise 1.1 The functional components of the phone     The telephone has many functional components. Firstly, the number buttons can be pressed and then make a phone call. Secondly, user can screen can view the incoming call number,  the date and time of the day. Thirdly, A set of buttons at the bottom of the screen has some addition features, such as recalling the phone and recording voice messages. Then, five shortcut key can enter the main menu. For example, four steering wheels are used to select functions.  The read button is used to hold the phone, and then the call is transferred to someone else. Finally, the handsfree function used to play the sound in public.   1.2 The relevant components for a phone call      The relevant components to make a phone call is handset and number button. The users need to pick up the handset and press the number on the phone to dial the phone. The handset handle has two parts.  The t...

Journal 3: Critiques of video analyzing and recording of video elements

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1. In Class Exercise     This article will analyze the content and approach of six videos. Also, it will discuss about some plans about my video prototype. 1.1 Pet phone      In this video, it gives the basic idea of his project and shows his previous prototypes.Then, he shows how to use it step by step with subtitle. However, my first impression is that I am not interested in watching this because it speeds too much time on showing how to it without a clear oral explanation. Even though I can understand the concept which is that because pets dislike noise,  I do not like the his way of communication. he design a headphone for help pet to listen to the music and then avoiding these noise. The question it raised is that how to give your pet music as a gift for giving them a positive mood. He do something well in the Video like the subtitle, but he also needs some improvements. There are some better ways for that. For example, he can use some ...

Journal 2: Prototype of a regularly encounter and Concept of game

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1. In Class Exercise 1.1 Washing machine    The washing machine is a electric device most people had at home. It usually has a simplified structure of interface.     In Figure1, twist switch was shown on the right which contain different washing models this machine provided, including wrinkle free, active wear, delicates and so on. Using twist switch is a convenient way to alter to the washing model people wanted. So it is a good interaction design. After people select the washing model, the time of the process and status are displayed on the screen. Under the screen, there are three buttons for control the weight of clothes, temperature of water and speed of spin , namely soil, temp and spin respectively. On the right side of the screen, four buttons provide additional functions, such as extra rinse. When users set up all the washing program they need, they can just press the start button. Then, the washing machine get to work. Figure 1 (http://llm3098.cias...

Journal 1: What is prototype for me?

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1. In Class Exercise     This journal will talk about what is prototyping and when do I need to use it.      In my opinion, prototyping is a method to simulate the actual project in order to test and improve it. Using prototype has many benefits. Firstly, it is easily to test and chance. If the prototyping has some problems, these can be fixed or improved efficiently. For example, low fidelity prototype can be altered  conveniently and offer a basic idea of usage to clients. It can be change partially and then avoid to rebuild the whole project when issues exist. Secondly,  prototyping are used to enhance customers' experience. Using high fidelity prototype with sufficient details can provide a visualized experience for users. Thus, feedback could be got which is helpful for develop the project further.     Prototype has different forms. One is paper prototype. It is easy to make but the it may not unsophisticated. Other one is...