Mathias App
A colour scheme is followed to help users better navigate the scenes. To avoid overusing of colours the scenes contain at most 4 different colours. In order to develop the scenes two tools are used that are, (1) the built-in functionality and objects of unity, and (2) the ProBuilder toolbox. All interaction is provided by Unity’s UI Button, and objects are created with ProBuilder. Three scenes are created that are, WelcomeScene, MenuScene, and MathiasScene.
There has been strived for consistency between the colouring of the scenes. The colour consistency is found both in the design of the actual scenes, but all interactive features are also the same colour (red button with white text) as not to raise confusion to the user. Two buttons that are different are the Go to menu- and Reset-buttons which are made grey to distinguish that they serve different functions than the other buttons, as shown in Mathias' scene. The Go to menu-button serves the same purpose as the other navigation buttons but given that it exists within another context that is, Mathias’ scene where the goal is to modify the object, it has been made distinguishable by applying a different colour to it.
For optimal user experience the buttons are strategically placed closed to the user’s thumbs when holding the phone in landscape mode. Buttons that modify the object to the left either by rotation or movement have been placed on the left side, and vice versa with right-side modification-buttons, while up and down buttons are placed on the left and right respectively to create an intuitive user experience.
Icons are deliberately opted out even though they – at most times – provide a better user experience. Instead, wording such as ‘rotate left’ and ‘rotate right’ is chosen. The argumentation is that the number of functions are limited so in this context, the use of words over icons is not considered to have a negative impact on the user experience.
Status | In development |
Platforms | HTML5 |
Author | mathiasmagnusson |
Genre | Educational |
Made with | Unity |
Comments
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Overall an Very Good/Excellent Menu and Scene Developed by Mathias, Mathias has displayed all of Gestalts Theories for UI and UX Human Centred Design, around a Nature theme and a Bandicoot-based user persona.
Mathias’s Scene Demonstrates towards UI/UX design principles:
All in all Mathias’s Menu and Scene is near 100% realistic. A few coding errors the bandicoot moving of screen, growing to big, to small and off screen, if else movements locks were important here.
Overall Very Good/Excellent, Mathias has displayed all of Gestalts Theories for UI from Module 1 (1.The law of similarity in immediate access, colours and buttons, 2. unified connection and proximity via outlines of shapes for accessibility, accessibility included, interactive connections between buttons and button similarity groupings, 3. the law of figure-ground based on spatial relationship orientation, 4. The law of closure and filling in the theme, user story and persona in conjunction with other team members) and the most important key aspects of UX Human Centred Design Module 2 (Accessibility, simplicity and reduced cognitive load, interactivity, story and communication or feedback, and lastly Action (assignment 3).
Good job Mathias. The excellent colour combination and the simplicity principle help to be a straightforward application.