All the buttons of the app have a dark orange colour and turns a bit brighter when pressed, which ensures visual consistency. Orange was chosen because it is highly distinguishable from the background. 

Most of the buttons contain icons that indicates what the user should expect when pressing them. The application is developed for smartphones, which are more likely to be used in very short intervals and in short bursts on the run. Therefore, icons works well, because they are quick and easy to understand, and ensure minimal cognitive load. 

The start button is in the middle of the screen to catch the users attention, and the user will immediately know that it is a game, and know how to get started. The back button is located in the top left corner, which is usually where it is.

When in landscape mode the bottom left/right side is easiest to access, and therefore many of the buttons are located there. Buttons with similar functionality are grouped together, but are still located according to what they do, e.g. moving up is located at the top. 

The reset button is located in the bottom middle of the screen, which is harder to access, but the button isn't used as often as the rest of the buttons. It isn't grouped with other buttons to show that it has a unique functionality. 

Background Photo by Clayton Caldwell on Unsplash - https://unsplash.com/photos/9xJlGgBoN7A

Comments

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(3 edits)

Overall an Excellent Menu and Scene Developed by Daniel, Daniel has displayed all of Gestalts Theories for UI and UX Human Centred Design, around a Nature theme and a crab-based user persona.

Daniels Scene Demonstrates towards UI/UX design principles:

  • Exceptional game access to his game menu and scene, including being built to Android screen size specifications and an upload to WebGL and Itch.io. Daniels's screen-size specifications here are all ready for AR foundation-based deployment for his Crab or chosen animal asset, onto the required assignment 3 Android device. Daniel used Landscape mode is perfect for displaying nature based themes, background depth, objects and interactivity.
  • Exceptional, Simple+Consistent Background with Linear AR Game Mechanics. Daniels Team Beta Banner and Title really hits home with branding and popular nature-based theme design, however, a suggested name for the overall brand name or logo (on the banner) could have been implemented (same with me as well). A brand logo and title could really help sell the AR idea (seen in Module 4 Standard Design patterns).
  • Daniels background sky and ocean blue background is very effective and draws the contrast for his menus and scene, in fact I would say for visual design in simplicity (only a crab and few objects, is fantastic and easy to see for those with color-blindness, seen in the user accessibility module of the course reference links and discord links) even beyond my own design; his button design with white space and black font is also excellent and clear. Background theme objects were built with ProBuilder on some theme objects showing excellent UI design. People with colour blindness could see outlines to his buttons, and game elements very clearly. 
  • Daniels button size is fantastic and clear for the simplicity of his background theme and design, the buttons are placed far enough away to avoid clicking the wrong buttons. Daniels universal symbols are fantastic for any user across the world. The buttons are consistent in size, are round and reduce the button space so the user can see the background better. The only constructive criticism I can give is the surrounding orange button is less appealing than other colours to all users (e.g looking on Google Trends globally about colour discussions and appeal or comparing them colours referenced in discord) and the overall immersion with less natural setting-based ecosystem elements or details, likely slightly detracts the user's interest (however the ocean and beach is the most popular of the ecosystem types). On the other hand, his crab placement is very realistic, and simple game mechanics towards movement is also very realistic and interesting + Crabs and other animals are very popular (e.g Google trends, social media likes).
  • Daniels's Play Menu and Scene Menu are Excellent/Exceptional, he demonstrates. very good NavScript navigation and build setting navigation, setting up navigation trees from the play button, to scenes (mainly from there his own scene, however demonstrating how assignment 3 could work, the other scenes are locked). For simplicity of the interactive menus his understanding is exceptional and enough for this course and AR based design. However, for follow on game design or AR based game design, or mixed reality; instructions, credits is needed, even if simple or an empty shell (small icons), particularly if it's directed towards a user-centered based goal or need that needs to be achieved. Look at Pokemon Go, for example, Mario Odyssey AR on the switch, to revenue and high demand AR games. On the other hand Daniel did include a settings button which is exceptional in understanding UX as the settings or option menu can hold contrast or volume sliders, magnifiers, readers or anything that could help for game accessibility to those with epilepsy, colour blindness contrast in lighting or colour alterations, deafness, language control, cultural sensitivity considerations checkbox options, AR configurations, mode and difficulty, cognitive disability configurations e.g the way text is expressed, how the sensitivity in interactions is expressed, how goals are reframed. In-built AI detection systems with settings could auto-adjust.
  • Daniels Scene Navigation and interaction trees are Exceptional/excellent. The way Daniel has looked at other apps for the button Real estate for popular games or UI/BI or CMS systems, shows he understands to an exceptional degree, he understands anything to do with sensitivity or growth goes on the left, and movement on the right, take Clash of Clans, for example, e.g growth of the village is on the left via an attack menu that is sensitive to lots of other users and self-adjusting to those villages by making it easier or harder, and on the right is the shop the actual game currency acquired from those attacks to the left to used in-game movement. Another example Mario Odyssey on the Switch shows currency on the left at the top for growth and game sensitivity and on the right a map to move around and find growth opportunities (note the switch is not touch screen so at the top). He has met the course requirements to and exceptional level on this point to do with interactive groupings and consistency. For scripting the scripting looks to demonstrate the functionality required to an excellent degree, particularly for a Crabs movement, his rotation options are exceptional and beyond my rotate buttons (but not as necessary for a tree seed). The only criticism I could say for navigation is the potential for more dynamic scripting and spawning based buttons and functionality seen in Module 5 and 6, but for a simple AR app. Module 6 would be way to much with IoT and Mixed reality, (it’s also dependant on device capacity as well and software choice).
  • Daniels Dynamic web-based navigation and scripting is okay, as the buttons for navigation are linear to his scene, however, importantly, Daniel demonstrated what they could be, and additionally, for his scene he showed an exceptional understanding of spatial motion in his scripting. Its just that the motions is story are tied to the crab movements, but in scripting or effect is absent (see module 5 beginner scripting), e.g if tide came up then crab could start moving or else no locked from moving as an example or hidden until tide rised. If crab reaches certain height Boolean true, else false, same with min to stop the crab from disappearing then flipping over (this also happened to my tree until I fixed it.
  • Daniels Theme is beyond exceptional, is one of the most popular globally and is matched under Team beta altogether. Examples of the most popular AR games in the world around unity and Nature, Pokemon Go, Zelda, Mario. Popular VR games such as Dragon Age, Bioshock, Mass Effect.
  • The story is appealing in Daniels's crab persona scene, which emphasises movement rather than growth and sensitivity that occurs less frequently on  animals, (animals grow but not as much as plants- less prominent).
  • Communication feedback is immediate and okay, buttons display onclick future feedback, present feedback for movement the user can see the spatial orientation changes. The question is why though, whats the goal of the movement and what caused it, what is the user wanting to achieve (past feedback and connection feedback).
  • Action hasn’t been implemented yet as it wasn’t required until Assignment 3 AR mode.  

All in all Daniels Menu and Scene is near 100% realistic. No coding errors except for one error, the crab should not shrink disappear and flip upside down (A growth min max lock variable would have been good to stop this).

Overall Excellent, Daniel 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). 

Welcome scene: Really good objects showing good knowledge of pro builder, and provides consistency as it fits well the the theme nature. There is a good depth in the scene that helps to draw in the user. Using the generally known ‘play’-logo for the button is a really good use of UX, as almost any person knows that (1) this is something I can interact with, and (2) this icon means play.

Menu scene: Same setting as the welcome scene. Here the individual scenes are at the center of attention which ensures that the user knows to focus and interact with these. To further underline the buttons and create attention it is clever to create the outline of buttons in a different colour as the colour contrast draws the users attention. Finally, it is good use of UX that the outline of the buttons change colour when interacting with them as this provides a present feedback to the user. Instead of changing the colour from orange to yellow you could maybe have chosen a darker/deeper type of orange to provide the feedback, and thereby sticking more to the colour scheme of your buttons.

Daniel’s scene: Nice crab :) Very good use of icons that provide a clear understanding of which function they serve - it resembles a joy stick which is really nice. Once again, there is feedback on interactions which is provides a good UX, and the user can also navigate back to the main menu. Finally, the placement of the buttons is good as it is developed in landscape mode, so the user can reach buttons with their thumbs. The return to menu is ideally placed, as the upper left corner is typically where this would be placed (as on google chrome browser, most mobile application, on the Spotify desktop app, etc) - so it is good that you stick to the conventions as not to confuse the user.