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TASK 2

Planning my project using the research that I conducted in Task 1 as a base to build off. By researching in Task 1, it's easier to plan as I have the required information to know the boundaries of what I can plan for. There should be enough information that a colleague can look at the planning and know what the end goal for my product is. I will need to explore different thumbnail sketches, colour and different ideas, considering strengths and weaknesses for each design and weigh up which one to use.

Deadline - 17th November 2021

<-- My project

Preproduction Resources

Mood board:

Mood boards are needed to present lots of images in a small space, and to then analyse those images and compare them to other images to create a solid analytical base of other games.

Mood boards don't really have any good practices apart from being able to see each image clearly and cramming as many images into one space as possible.

Mood board example

tubik. (2017). Design Mood. 7 Motives to Create Mood Boards.. Available: https://uxplanet.org/design-mood-7-motives-to-create-mood-boards-b81ae36e399f. Last accessed 4th October 2021.

Style sheets:

Style sheets are incredibly useful for inspiration and knowledge. They let me see the original designer's intent for the UI, and experiment with my own from their ideas, allowing me to play around with new ideas and magpie from those sheets.

Good practices for UI style sheets is to have everything laid out clearly and easily visible, so the viewer can easily see what everything is and how it relates to each other. It's also good practice to show the colour palette used, and the fonts, with the name of the fonts and the different styles used (like header, paragraph, etc.). Having each element in their own category helps with organisation a lot also (e.g. social links in one category, main buttons in another).

UI Stylesheet example

Dziuba, L. (). UI Stylesheet. Available: https://dribbble.com/shots/3008722-UI-Stylesheet. Last accessed 4th October 2021.

Flow graphs:

Flow graphs show the flow of a UI, and make it easy to see which screen and buttons connect to other screens and buttons. It's really useful as a UX tool to ensure that the user has the easiest and fastest route to the destination they want to go, whilst also not being too convoluted to overwhelm the user.

Good practices for flow graphs is to not have each node be too close to another node, and to not cross lines, as this causes confusion, unless those lines have the same direction of travel. Another good practice is to put parts into sub boxes to show which part of the UI they control, as well as to label each node clearly.

UI Flow graph example

Seilevel. (). User Interface Flow. Available: https://seilevel.com/business-analyst-resources/business-requirements-models-templates/user-interface-flow/. Last accessed 4th October 2021.

References:

I can use references to see the finished outcome of a game to compare and analyse along with my UI. These can also work within mood boards to create reference sheets that I can draw inspiration from.

Good practices for references is to use Harvard Referencing in a bibliography so viewers can easily find the source for whatever image I may have used.

UI Reference example

Moogsoft. (2020). Moogsoft AIOps UI Reference. Available: https://docs.moogsoft.com/AIOps.7.2.0/moogsoft-aiops-ui-reference.html. Last accessed 4th October 2021.

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