Reference no: EM132703335
CSC10215 Developing the User Experience - Southern Cross University
Assessment: Shooter Game (based on Space Invaders)
Part A: Design Documentation
- To communicate the Interface/UX design for your theme
- Blank user evaluation forms
Part B: Completed Game Tutorials & Enhancement Design
- Functional game as per provided Game Tutorials A and B only
- Design documentation for your chosen Game Enhancements
- Completed user evaluation forms
Part C: Final Product
- Fully functional game with your theme implemented
- Fully implemented Game Enhancements
- Completed user evaluation testing forms
Aims/Objectives
Students will complete the provided Game Tutorials which will provide instructions on building the game structure, navigation controls, and interactions (see below for details). Students will also design and develop their own theme for the game, applying User Experience concepts to create an immersive and fun game using appropriate media and feedback elements. Students will learn various skills, strategies and techniques covered within the tutorial and then design and develop their own enhancements to the game.
The Game Tutorial: The provided Game Tutorial is for a Space Invaders-style game. You will complete the Game Tutorials using simple un-themed graphical objects. For example, the ‘player' is a rectangle at the bottom of the screen and ‘aliens' are represented as circles that come down from the top of the screen in waves. This classic game-play provided by the Game Tutorial will allow you to program the game without adding your theme so that it can be played successfully.
Your theme: Once you have finalised the tutorial, you will then apply your chosen theme to the game. This will mean adding help and credits pages as well as changing the background, rectangles, and circles used in the Game Tutorial into your own graphics. You may add more pages to align with your theme. Your theme should also include sounds and other user interactions and feedback.
User-centered design: Students are also required to find between 2 and 5 people who will act as users to provide input and help throughout stages of the design and development. No more than one of these users can be classmates. This user-centered design approach will also utilise these users in the final product testing, providing students with their individual perspectives about the product.
Development Milestones: The task includes development milestones (Parts A and B) that the students will be expected to complete by the due dates. After you hand in each of your Part A and B submissions, your tutor will make sure that your design is achievable, that you are on track, and will give you some feedback. However, no marks will be given at that stage. Marking will not be done until after you submit your final hand-in (Part C). You are encouraged to update your documentation before you resubmit it with your final submission of Part C.
Part A - Interface/UX Design:
You will need to produce:
• design documentation with completed sections as per the provided report template;
• a wireframe prototype (OR rough prototype using GWD) with basic navigation structure showing at least 3 pages with basic feedback elements; and
• user evaluation/feedback forms with appropriate questions. At a minimum, your questions should measure user experience for different aspects of your game as well as questions framed to help decide on enhancements for future development.
Things to check:
• Visual appearance
o Not everyone is a graphic artist - this is not expected
o Simple and elegant is as good as fast and flashy
o Be creative and explore the possibilities
• Theme implementation
o Advanced, different, unusual, funny, educational - it's up to you.
o Ask: Does it suit the gameplay?
o Ask: Does it advance/detract from gameplay?
• Consider performance issues (eg: vector graphics vs bitmap graphics; large sound files)
Hand in:
• Design Documentation including flowcharts/storyboards in DOC/DOCX file.
• Must provide either (a) a link to wireframe prototype in your design document; or (b) a website folder if your prototype is created in GWD.
• Blank User Evaluation/Feedback forms in DOC/DOCX file.
Note: Once you have handed in Part A, you will present your design to your users and ask them to provide feedback using the Evaluation/Feedback forms. These completed forms will form part of your enhancement documentation.
Part B - Completed Game Tutorials and Enhancement Design
Completed Tutorials A and B:
• Feedback elements as per Tutorials A and B:
o including Score, Wave, Lives
o Player hit - must lose a life and displays hit state
o When the player is hit x times (all lives lost) player loses
• Appropriate navigation structure and control buttons
• All bugs related directly to the programming of the Game Tutorials A and B should be eliminated
• No enhancements or theme should be implemented in the completed tutorial
Hand in: Zip up the webpage/website folder and any associated files (files that are needed for the functionality of the application). No documentation for the tutorial is needed.
Enhancement Design:
Additional documentation is required for your chosen enhancement design. Your choice of enhancement should take into consideration the completed user feedback forms. You should implement additional storyboards and pseudocode (and optional flowcharts) for:
• Your choice of 2 enhancements, including structure, decisions, processes, etc.
• Doing more than 2 enhancements is OK but only 2 will be marked (please indicate clearly which ones you want to be marked).
Part C - Final Product
Final Product Including Enhancements:
Implement both your enhancements. You may do more if you wish but need only implement the documented enhancements. Coding is marked on:
• Task difficulty
• Logical, tight code; extraneous code eliminated
• Efficiency - no redundancy (reusable functions, for example)
You will also need to design Product Testing forms/questionnaires which will be provided to your users for testing and completion.
Attachment:- Developing the User Experience.zip