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IA2 (UI/UX (Usability principles (learnability, utility, effectiveness,…
IA2
UI/UX
Usability principles
learnability
utility
effectiveness
accessibility
contrasting colours
simple design
informative UI
Chisholm house logos
leader board
name and password input
main menu to login/register into the database
Audience
students that want to help out their house
grade 7 - 12
11- 18 year olds
students not athletic
Teachers
parents of students
Target Audience interests
Minecraft, rocket league, league of legends
Code
login system
Registration
encrypted password using salt and hash
must link back to the database previously created
Self-Criteria/ Programmed requirements
students can only play once per event
tallies score after the game has finished
must comply with copy right law
data is to be accessed at school databases
teachers can access database to tally scores
The Problem
Some student are not athletically inclined
Esports game to enable all students to get involved
teachers need to record the scores in a database
the data base needs to be accessible in game (leaderboard)
Limitations
must be a non-violent game fit for all ages
a multiplayer game will be hard to make
its a broad target audience so a game that everyone likes will be complicated to make
Game
sports themed
Leader board
log in using name and house
saves score into the database based on their name and id
will be Chisholm themed
games will be played based on age groups
digital resources
ammps
php myadmin
My SQL
SQL commands which can be used to access and code leader board data
C#
C# script
Notepad++
Unity
Functionality
IPO
Login:
Input: student either logs in into the database with username and password (student ID)
Process: database draws data from the databank and authenticates the user
Output: player is logged in and continues adding to the data
Game Completion:
Input: student finishes game
Process: student’s data is stored in the databank
Output: scores are shown on the leader board
Output: data is drawn from the databank when logging in
Process: database stores this data to be drawn from later
Input: student registers into the database by signing up with their username and student ID
Register: