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- To fit brief, software should be:
- Interactive
- Goal Driven
- Engaging
- Promote Learning
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- Fun, bright, exciting
- A young market
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- Several content options:
- Poem
- Popup book
- Traditional story
- Games
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- More than a linear story
- Based on characters in traditional story:
- Alice In Wonderland
- Tin Man
- Familiar characters, in new situations
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6
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7
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8
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9
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- Many sites were examined and all had specific structuring for different
ages
- Eye catching vivid imaginative design
- (Younger users)
- Moving scroll bars with pictures (stop when rolled over)
- Text with streaming illumination
- Pc surrounded by pictures which when rolled over are explained on the
screen
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- http://www.ala.org/parentspage/greatsites/
- http://www.bbc.co.uk/cbbc/
- http://www.aesopfables.com/
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- Different children’s books were examined.
- Alice in Wonderland
- Wizard of Oz
- Sleeping Beauty
- Snow White
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12
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13
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14
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15
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16
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17
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18
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19
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20
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- Vivid colouring
- Roll-over images
- Large buttons (Coloured characters)
- Standard menu bar (Easy use)
- Voice activated system
- Interactive story lines
- Suitable animation
- Suitable sounds
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22
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- The design decisions of our project are based on the following :
- Fluidity – The CD Rom has been designed for children, so it has an ease
of use so the child can navigate through easily, and not get lost in the
system.
- Consistency – The buttons and icons appear consistently in the same
position, so the child will remember and learn so if they have not used
the CD in a while they will easily remember how to use it.
- Colours - Simple colours are used
to give the theme a colour identity and to emphasize selected
items. This helps the child to
associate colours with sections or icons that perform another task.
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- Fonts – Large fonts are used so the child can easily read all text
items. This will help with both
the child's reading and spelling, and writing.
- Interactivity – The games and activities for the child, will hold their
attention, and to learn as all the games are educational.
- Choice– There are four main characters, so the child can choose which
one to follow through the story. The next time they use the game they
can choose to be a different character.
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- Shortcuts – As the frequency of use increases, so do the user’s desires
to reduce the number of interactions and to increase the pace of
interaction. Shortcuts have been
created so the more frequent user to get to the stage they wish in a few
mouse clicks.
- Feedback – With the use of a help fairy, the user is kept informed of
support available, throughout all stages of the game. This function can also be switched off
for the more frequent user.
- Display – The display has been kept simple to ensure the user is not
overloaded with information to remember.
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- Interaction – The main type of interaction is using the mouse to point
and click on items on the screen.
The user chooses from a set of items. This reduces the chance of typographic
errors on a keyboard, and keeps the users eyes on the display.
- Participation – The user feels a part of the story, they can choose
which direction to take the story.
- Display Design – The display design provides all the necessary data in
the proper sequence to carry out any of the tasks.
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- Direct Manipulation – A visual representation of the points of action
was created, users therefore can carry out tasks rapidly and can observe
the results immediately.
- Menu Selection – The use of a menu as the initial screen enables the
user to choose which stage of the story to enter. There is a clear structure to decision
making, as all possible choices are presented at one time.
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