Notes
Slide Show
Outline
1
Interactive Reading
For Children
  • (CD-ROM)
2
Brainstorm
  • To fit brief, software should be:


    • Interactive
    • Goal Driven
    • Engaging
    • Promote Learning
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Target Market

  • Fun, bright, exciting


  • A young market
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Content
  • Several content options:


    • Poem


    • Popup book


    • Traditional story


    • Games
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How to Meet The Brief
  • 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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Brain Storming
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Brain Storming
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Brain Storming
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Research
  • 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.ala.org/parentspage/greatsites/


  • http://www.bbc.co.uk/cbbc/


  • http://www.aesopfables.com/
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Children's Books
  • Different children’s books were examined.


  • Alice in Wonderland


  • Wizard of Oz


  • Sleeping Beauty


  • Snow White


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Dorothy
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Tin Man
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Lion
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Scarecrow
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Witch
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Shoes
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Wand
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Scene
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   Quality


  • 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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Design Decisions
  • 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..."
  • 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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Design Decisions
  • 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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VIIA

  • 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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VIIA

  • 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.