Interactive Prototype Presentations III

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Presentations on Apr 20, 2009

Contents

Groups Presenting

  • Group:O - Asian Character Fighter, a fighting game for learning Chinese characters in which drawing a correct stroke strikes the enemy in the corresponding direction.
  • Group:B Pour G - UCB Mapper, a Google Maps-like software taking advantage of GPS-enabled cell phones to update the map database in real time along with derived applications from such a database, such as Scavenger Hunts
  • Group:TGTGSH - Diagnose It! is a single-player case study game in which users examine, diagnose, and treat a virtual patient.
  • Group:CalUI - An interactive game targeted at new and prospective Cal students to help them learn about the campus and living at Cal.
  • Group:31337 - Dashr, a Google Android mobile phone game aimed at motivating runners to go out for runs by giving them a competitive way to run with their friends.

Maneesh Agrawala - Apr 13, 2009 09:44:57 am

Group:O - Feedback here

Group:B Pour G - Feedback here

Group:TGTGSH - Feedback here

Group:CalUI - Feedback here

Group:31337 - Feedback here

David Burban - Apr 20, 2009 11:04:21 am

1. Group:O

   - How do you get to Custom Game? Is that by pressing the play button?
   - What is the number on the top right of the screen?
   - Speaker icon on the bottom right?
   - The buttons are not all the same size on the play menu, which creates a zig-zag look, and isn't pleasant to the eye.
   - Are you the black or the blue guy?
   - Maybe put something to help users learn the word, like pronounciation or meaning.

2. Group:B Pour G

   - Johnny does not know how to use a dual monitor setup.
   - Google Android App - but implemented in Flex? WTF??!?!?! Android has an API so you can program specifically for the platform!
   - What is in the memo box in the top center?
   - Why does the guy keep running when he's not moving? Should just do the animation when you move.
   - How are the points calculated?
   - What are the check boxes next to DOTA for?
   - Weird way to add points i.e. (230, 760).

3. Group:TGTGSH

   - Case study for what/of what?
   - White text on yellow buttons are unreadable. Black text looks way better.
   - The patient's name does not show up when you're prescribing medicine. 
   - User could forget which patient they are working on.
   - Notepad should be renamed task list, since they are essentially the same thing
   - Maybe have a link to www.epocrates.com for the drug information, and also for disease information.

4. Group:CalUI

   - Too much alpha blending on the buttons
   - Good that you use an XML
   - Very monotone speaker, yawn....
   - Screen is off, so I can't see part of the left side
   - Is there a way to rewind a message without going totally back?
   - Little confirmation that the answer is correct, except for points going up
   - Maybe not have a square selection area, but something a bit more organic?
   - Good use of accordian layout, better than tabs
   - No way to see how far you're in.

Derek Liu - Apr 20, 2009 11:34:55 am

Group: O - My group

Group: B Pour G

  • Nice idea for incoming freshmen, I could have used this my freshman year.
  • Nice animated man.
  • If I wanted to find a building, I'd want the shortest path over the longer path. I wouldn't use something that makes me find a shorter path myself.
  • Tagging and scavenger hunt seems a bit confusing
  • Have you figured out how to interface with the GPS device?

Group: TGTGSH

  • Good solution to memorizing material and drawing conclusions given symptoms.
  • Like the overall interface layout and artwork, very clean and neat.
  • Does running a test only give you a picture result?
  • More formatting options in the notebook would be nice.
  • I feel the Medical Encyclopedia idea would be very useful with your game.
  • Pager idea also very useful if the user isn't able to generate an answer.

Group: CalUI

  • Locating campus landmarks could be very hard if the landmarks aren't the Campanile or the Stadium (I can't even do it with Google Earth half the time).
  • Seems like a lot of text to read through given a mission.
  • Textbook type learning could get tedious for users (Reading a block of text and answering questions after).
  • Top down view isn't as useful, a "street view" option in addition to the top down map would be useful.
  • The Metal Gear Solid type sound every time you press the option menu can get annoying.
  • Create a simpler layout to draw attention to the more important components.

Group: 31337

  • Nice that you already have it running on your device
  • Interface simple enough for a the android.
  • Good idea but you'd have to find other people with the same phone in the same area.
  • Is there an option to just run alone and capture territories by yourself?
  • Already have GPS support, nice!
  • Stats screen a nice idea.
  • Is there another game mode if the users want to compete with distance?

Carolc - Apr 20, 2009 11:10:44 am

Group:O -

  • Good premise for game
  • Divided on the font style. On the one hand it looks calligraphic, like Chinese characters; on the other hand, it looks kind of racist.
  • Rationale for removing Add Character functionality makes sense
  • Would be useful to include the pinyin in addition to the English translation for the word being written
  • Great application of video tutorial idea here
  • Agree that video tutorial is too fast
  • The countdown timer is too distracting. Just use full seconds.
  • Keep the previous strokes visible
  • Really fun game! I think muscle memory combined with the sound will make it easier to remember the characters. Order would be useful but should be kept optional.

Group:B Pour G -

  • Slides of changes are hard to read (words too small)
  • Scavenger hunt is a good idea - people will become engaged
  • How do they navigate this on the Google Android? Could they use the jog button to move around, rather than up/down/left/right buttons?
  • What is the scavenger hunt icon? Looked like an ax from where I was sitting.
  • Don't understand how the scavenger hunt works. What are they looking for? Not clear what was going on during the demo. Searching for the name of a building isn't so exciting. Maybe searching for something in a certain building would be better.

Group:TGTGSH -

  • Clicking on an entry to view the visual isn't apparent from the look of the entry
  • Pretty nice aesthetic design
  • Like the idea - play doctor and treat the patient with the right medication
  • Tooltips useful for identifying widgets
  • Medical encyclopedia is a good idea
  • Important for the game to be medically correct, eventually
  • Interface is nice in that not too many things move around. The left frame stays the same, only the center changes.
  • Would be good to have the selected item from the left frame change color or get bounded by a line to indicate that it's the current selection.
  • Cool use of a pager to give hints as a consult from another doctor. But maybe use something more obvious, like a "Consult with colleagues" button

Group:CalUI -

  • The interface is too cluttered, especially with the transparent labels on the multi-"Cal" background. The color choice is also suboptimal. Don't use wood texture for center label.
  • Wasn't clear in the beginning of the presentation what types of things students usually learn at CalSO.
  • Great that the game is flexible and easily extended
  • Although it's nice that you're considering cost and travel time (and I understand this is a supplement to CalSO), the experience of being here and meeting people during orientation cannot be simulated.
  • Nice zooming in of four quadrants
  • Would be nice to see the current score as you proceed through the game.
  • Click to Continue button does not afford clicking.
  • Why is Previous Dialog on top of the box, not on the bottom like the Continue button?

Group:31337 - My own group

Timothy Yung - Apr 20, 2009 12:15:53 pm

  • Group O
    • Cool idea, but repeated writing usually helps more than writing many different characters once. Maybe for some opponents (or maybe depending on how fast you finish writing the first character or something), you have to repeat the strokes for that character in order ot kill the opponent.
    • The seconds at the top right should have use a font that doesn’t jiggle the seconds back and forth.
    • It isn’t clear which strokes you have already made or whether stroke orders matter or not.
    • In the Options screen, the numbers are ambiguous (should use label).
    • Maybe the Difficulty should automatically change your health, the enemy health, and the amount of time (because it seems like that’s what it does).
  • B Pour G
    • It seems like this game requires users to possibly take paths that are longer in order to find shorter paths (the cost of exploration). Users may need a greater incentive to walk more.
    • The rules of a “scavenger hunt” aren’t very obvious, nor are the rewards. Perhaps a scoring system would help.
    • This might be more useful as a tool that helps people find out the shortest path by sharing it with people instead of a game.
    • The game does not account for slopes. For instance, a path requiring walking down and up slopes would actually have a greater distance (and require more work) than a level path.
    • It seems like tagging a building (a square representing a building) might be hard to do on a Google Android. The user probably wouldn’t want to walk to the four corners of a building to tag it.
    • There doesn’t seem to be a concept of the entrance for a building. You may not want to reach one area of the building if the entrance is very far away from that area.
  • TGTGSH
    • Well-developed, pretty user interface (nice colors!).
    • Doctors often prescribe more than one medication. This game doesn’t seem to allow users to prescribe multiple medications at once and observe their effects (since an effect is given after every medication).
    • The status of the patient and the timer is pretty important, but they are so small and at the bottom. Maybe they should be made more visually apparent.
    • Since a patient’s status is not measure in discrete levels, maybe the patient’s health status be replaced by or include a colored bar (green, yellow, red).
    • Suggestion: Have a “track record” page that records the patients you saved, you killed, what you did right/wrong, etc. (This is available in real life so you can learn from past mistakes.)
    • For “Further Improvements”, you may want to include a legal disclaimer checkbox on the initial screen.
  • CalUI
    • Some of the user interface is too cluttered, could have better aesthetics.
    • There should be a way to find out how far you are through a mission.
    • For the missions tabs, the tabs should be a different color from the mission statement background so that it looks more “separate” as opposed to being text divided by a line.
  • 31337
    • There doesn’t seem to be a reason for logging in if the application is specific to a device since only one user (in general) uses a mobile device.
    • It doesn’t seem obvious that you can click a run for more details. Maybe its background can be a dark gray or something to make it offset from the screen’s background.
    • There isn’t an obvious way to go back from the details of a run to the list of runs.
    • Since “Menu” simply pulls up a menu that has one button (i.e. Go Home), maybe the “Menu” button should simply bring the user back to the home screen (like the iPod/iPhone). Either that, or this should be at the bottom of the screen because the menu is hidden and it isn’t obvious to the user when there is a new option in the menu.

Shoeb Omar - Apr 20, 2009 11:26:22 am

Group:O

  • Very cool idea!
  • Very finished implementation - seems to match strokes pretty well and it does fuzzy matching in case you miss writing your stroke perfectly accurately
  • The UI seems fairly easy to use but the options (for the custom game) could be described better somewhere
  • definitely should add controls to the tutorial
  • Overall one of the most complete and well made games we've seen

Group:B Pour G

  • Disorganized and sort of fighting before the presentation - could definitely have planned that better... maybe having someone who knew how to use powerpoint on the computer
  • Interesting problem as people don't explore campus at all
  • A little unclear on how the user walking around helps the computer gather data - what kind of data is it gathering - available paths?
  • Scavenger hunt idea sounds super super cool
  • The app is massively sized - it's in flex although you talked about running it on android?
  • Maybe it was the demo but I was really confused with the tagging and setting destination stuff; can you use your cursoy keys to move around or do you have to use the controls?
  • Maybe the scavenger hunt should have clues rather than just heading to certain destinations (oh it has this but it definitely wasn't emphasized)
  • The chat screen should maybe have a notifier to tell people when they get new messages
  • you always have to make multiple clicks to see what you need to do or what you can do, the options and actions need to be things more readily available

Group:TGTGSH

  • Diagnose it - targeted to helping medical students diagnose virtual patients
  • Really well designed UI, controls are centralized and status is helpful in knowing what's going on. However it would be useful if there was an easy quick way to understand what the widgets were (like labels or mouse overs... oh, there is tooltips)
  • Would be useful if how long each test took was more clearly indicated on the screen (right now it seems really small)
  • The game idea and generally how it flows is really really good and very complete

Group:CalUI

  • replace/supplement crappy CalSO
  • Background image is really distracting on fill in the blankscreen
  • The zoom in/out addition was necessary and a good idea
  • The previous button has an effect but the continue button is hard to find as its diagonally opposite the previous button and in plain text
  • Do you get to choose which game you play or are you thrown into whichever? I just realized it changes based on the mission - I think you should make his clearer somewhere about how the game flows.
  • I like the disabling and marking as red to show an answer is wrong
  • The yellow regions on the map are extremely useful and well designed (to go with the backend)
  • The progress bar to show progress is a good idea because you don't know how long each game is
  • Overall a cool game

Group:31337

  • Motivate long distance runners with a game "of territorial conquest"
  • No way to know the menu button will take you home, unless thats standard on android phones? Apparently it is :)
  • Overall very complete, impressive
  • On add friend page - the run history button - is that your friend's run history?
  • Good ideas for improvements and it's great to see its working with gps already
  • I'm not sure my games is less ambiguous or clearer - if you said something like "let's go running" or something chesy like that it might be clearer and more directive
  • Can you join more than one game at once? Why keep the user on that screen?
  • Good use of language

Yin-Zen "Johnny" Hwang - Apr 20, 2009 12:26:06 pm

Group: O

Writing characters thing: Nice implementation!!

sounds nicely complement the game

PS: the word you're looking for is not "characters," but "ideograms"

Group: B Pour G

i phail at dual monitor setups XD


Group:TGTGSH

Diagnose It: User plays role of doctor

tabs are not associated with respective windows

notepad = useless

pager hints good idea

the user does not know how to match which symptom with which treatment when there are multiple symptoms.


Group: CalUI

Cal Explorer- virtual CalSO supplement

background/foreground colors clash

sounds are annoying, do not add to the game

previous dialog belongs on left-lower corner

short-answer fill-in hints are confusing and make it virtually identical to multiple-choice but with different format

"click to continue" should just be a button

instead of graying out buttons, make them disappear


Group: 31337

Running game based on Android platform

nicely done!!

joining games thing seem ambiguous... was that game available already?

what happens after you join a game? why doesn't it take you to a loading screen/waiting screen/etc?

steal area not implemented? o.0

Jeff Patzer

Group:O

  • Great idea and not too bad execution. I think you guys could have spent more time on the demo though and less time on your slides.
  • The tutorial was way too fast. As a user learning something, you should be able to step through the tutorial at your own pace. This will allow you to go back and forwards to make sure you understand things to the level you want.
  • The Play Game Screen is somewhat confusing for a couple reasons. The difficulty levels are arbitrary and have no feedback to tell the user what the differences in levels mean. As well, the custom game button doesn't really relate what you could customize. Also, what if you do not customize what are the settings then? The buttons are also oddly aligned. I read horizontally, not vertically. Use vertical breaking to organize things into logical groups. This could mean having easy med hard on one horizontal line and custom underneath those three. This might to delimit them better.
  • During gameplay they clock is really hard to read considering the pace you have to work at. Maybe have its text a different color?
  • Can you line up the health meters on the top of the characters better? Like mortal combat where each characters health bar is justified to their side of the screen.
  • Characters Remaining is an ambiguous term. Specify that it means characters and not lives.
  • The english translation word should be bigger and centered on either the top or bottom of the character drawing. You want to promote memorization, not good line drawing.
  • Have the strokes made left on the screen so the user does not redo the same stroke.

Group:B Pour G

  • Cool character running dude.
  • To be honest I was fairly confused by your guys presentation and didn't quite understand the interface until I spent more time looking at it.
  • The coordinate system is not very useful. The numbers are not properly displayed on the map like on the axes, but rather the user has to move the character and then look at the readout to see if he did the right thing. The feedback is not very good.
  • The whole adding a new user thing is not very clear. How do teams break down? How do profiles work?
  • Mapping some of these features to a phone maybe difficult because they will require separate screens, like chat.
  • Why are users tagging already labeled things on a map? Can users change labels?
  • Do paths account for going through buildings and the way to make it through those.
  • Why are your objectives an axe?
  • The way to go about playing a game and stop a game is quite confusing. Also, sometime people just want to know this information the quickest way possible, why would they play your game to do this? Maybe some more game play functions like capture the flag or something might help to entice people. Also how are scores given and viewed?

Group:TGTGSH

  • After watching the game, I like the idea but I think that a medical student would want something much more professional looking. There is a difference between playing doctor and actually having it teach you things. Your target user audience might be younger students, trying to see what being a doctor might actually be. Medical students might need something much more detailed.
  • Your symbols for buttons don't necessarily tell me anything. I can understand the Rx and Notepad on, but not the other three. I have to click them or try and remember their function. Maybe making those more clear symbols might help.
  • Tests do not always have the same results with people, will this be accounted for? Who creates the illnesses?
  • Your patient stat sheets had words/titles that were at times confusing and had the wrong connotation. For instance character does not indicate a symptom, which is what it does now.
  • Start a new game might be more effective if it just starts a new game and has a screen that asks you to name it, or you can name it when you click save or exit. this is more consistent with word processing.
  • For medical profile all the demographic info isn't as important. That could be last on the sheet.
  • Medicine explanations since not all would be known.

Group:CalUI

  • Initial opening page should adhere to CAL colors, not random ones. Your arrow doesn't look like a button and doesn't afford pressing.
  • Is there feedback for a mission that has been completed?
  • The game aspect is more of a quiz. This is almost like Alcohol EDU which you mentioned you were trying to avoid....
  • Your background with the CAL script is way too busy and makes everything hard to read. The selections are too transparent making them difficult to read as well.
  • Why is the wrong and correct answer feedback different? Can the user guess again when they get it wrong? Where is the feedback given to tell you which question you are on?
  • Your fill in the blank questions aren't lined up and that looks not so nice.
  • The sounds that go off when the user clicks or selects something got really annoying. Are they necessary?
  • Your stats at the end are somewhat confusing. Why do they have random points assigned? I don't see the connection between attempts, questions, score and rating.

Group:31337

  • Cool idea and nice use of the emulator.
  • Registration seemed straightforward enough.
  • The Main screen looks nice but I am a little confused by button names. It seems like My Games doesn't really mean anything. If My Games lets you choose a run to go on it might be better to have it label something more connotative of that. It looks like games are really groups.
  • Is there a way to apply the runs you have gone on to a game? Could this be a more global game?
  • One thing you might think of is allowing more running functions like time split. You guys might think of looking at treadmills to see the type of options they provide a user and try to incorporate those into the interface.
  • There is a confusion over points and territory. Make sure it is clear what territory and time translate into for the user.
  • Maybe a capture the flag game could solve your out and back issue.
  • Make sure to clearly define the purpose this is providing. Motivation for a runner which means fitness. Maybe you can allow user's to directly challenge one another. This allows friends to push one another.

Anatol Tsang - Apr 20, 2009 02:08:24 pm

Group:O

  • I liked your introduction and game description! It was relatively short, concise, and informative.
  • The "options" are set when you play a custom game, and therefore, there is no "options" button at the starting page. I know a lot of games have options on the first page (I know that I would personally look for an options button on the first page). Maybe have different places that can access the custom game options?
  • The tutorial is a great idea. The text went by too fast (as mentioned), and I wonder if it's possible to make the tutorial more interactive (like have the user do an example stroke).
  • This game would be great for computers with a pen!
  • I love the fact that different strokes showed different moves that a character makes with his sword.
  • Maybe I just didn't see this, but perhaps have the name of the opponent be the translation of the character you have to write?

Group:B Pour G

  • The requirement of walking may be a deterrent in playing your game. However, actually walking to places may be more useful to the user. Thus, for this game, you need an incentive for users to go out and walk (I'm speaking in general and not saying that you guys lacked one).
  • The Scavenger Hunt button was small and not obvious. The icon doesn't afford scavenging. Does your game have bubbles that describe the button appear when you hover the mouse over the button?
  • The Scavenger Hunt mode seems really fun! That would be a good incentive for walking around campus.
  • Who tags buildings? Can this be abused by players tagging a building wrongly and getting points for reaching a destination when he or she really hasn't?
  • Maybe make the old and new path different colors for clarity?
  • Is there a way for users to recommend paths (for scenery, or lack of stairs, etc.) other than the shortest one?

Group:TGTGSH

  • The game seems useful for general practice diagnosing symptoms, but may not necessarily reflect real-life situations.
  • I really like the functionality of the program! You guys have lots of options, and the user interface is generally clean.
  • Perhaps you can have real doctors input the fake patients, using information from their real life experiences (perhaps using strange cases or cases in which the doctors have made mistakes). That could be extremely useful.
  • Concerning the limited time that medical students have, this wouldn't be an issue if your game was so good that medical schools make playing the game mandatory.
  • A medical encyclopedia would be a great idea.
  • The button symbols help, but are not that intuitive. Perhaps have a hover-over with a label instead of just having a symbol?

Group:CalUI

  • I like how the "Previous Dialog" button blinks. It makes it easy to spot for the user.
  • Users may have specific questions for specific departments and majors (not just getting to know the campus in general). Is there a way to account for this specificity?
  • I like the functionality on questions (how wrong answers are removed from the clickable buttons, how users have to type in answers and know when they're wrong).
  • Are there more interactive aspects to your game than simply answering questions after reading some text? Perhaps I missed your demonstration of this.
  • The buttons on how to get in and out of games (restart, quit, etc.) looks like it would be useful.
  • I guess having missions on how to sign up for classes, and how to deal with different administrative things would be useful.

Group:31337

  • The password field shook when you typed in the wrong password, but I didn't see it actually say "wrong password". Perhaps someone could figure this out easily, but I think it would be good to say "Wrong Password" (unless I missed it).
  • The user interface is clean, simple, and well-designed.
  • Is there no functionality for delaying friend requests? Do you have to accept or deny before doing anything else?
  • Maybe have a way to schedule games (like Facebook events) where users gather up to compete on a single day for capturing territory.
  • Perhaps you can have different win conditions (most territory by the end of the day, first player to X amount of territory gained, highest ranking player where rank depends on how much territory you can on an average day, etc.)
  • Great idea to account for clutter and having different screens for certain pieces of information.

Kevin Huey - Apr 20, 2009 03:23:50 pm

Group:O - My group

Group:B Pour G

  • As you've mentioned, the location saving mechanism could definitely use some scheme to save more than one point at a time
  • Can we move the character with the arrow buttons or WASD instead of clicking with the mouse?
  • Maybe for some scavenger hunts or other bonuses you could give information about the place or hotspot, and also include a photo or something. This way the player won't just be using a background map the whole time.
  • The icon for your character on the map is way too hyper-active. It's like he's got a spasms or something. Or running in place. Seems odd.

Group:TGTGSH

  • Just making sure since I didn't see it, but players see the time decrease by seconds, right?
  • For an even better simulation of diagnosis, I would also consider giving a time penalty each time a player uses the pager. Nothing substantial, but just a bit. It's not like real doctor's can check the pager instantaneously; it really takes them a few seconds to reach for it and start reading.
  • Scoring system can reflect how much time is remaining, the worst degree of "sickness" the patient felt, right/wrong actions, number of times you needed to read the pager, etc.
  • I realize this might be hard to do in a few weeks, but if you can get real-time surgery incorporated as well, this game would be complete in my mind.

Group:CalUI

  • The CAL background...omg. Can't look at it too long or my eyes hurt. You're spirited, but please try to find a different way.
  • No feedback when you get a question correct for fill-in-the-blank questions. Why is this intentional? Because the question and answer provide all the information already?
  • Idea for later: bonus missions for getting a high enough score on a certain amount of missions (ex: get 100% on 5 missions to unlock ___). This could be like a 'fun', optional mission.
  • Some previous post suggested to gray out the buttons when they're wrong. I disagree. It may cause unwanted confusion. Our culture knows that red means wrong, green means correct.

Group:31337

  • One of the most complete games out there...good job!
  • Most confusing idea was the My Games button. I had no idea what that meant until it was explained.
  • A ridiculous feature I thought of: keep track of how where you've ran ever since you got this application. Then you can look up crazy statistics such as how much of the world (or region) you've ran, and you can compare with other people on that too.
  • Seems like this can also be used for any sort of movement, so people could use this in something like car-racing types of games. When you try to take over another player's "territory," you must go faster than them. Thus you drive your car faster over that loop. Repeat the process infinitely and you get speed racers, Fast and the Furious style.....Potentially dangerous!

Rohan Dhaimade - Apr 20, 2009 04:31:46 pm

Group:O

  • You already showed off creating a custom game in your powerpoint, you were just using time when you presented it. Plus it isn't that particularly special or confusing, it was just sliders.
  • The stroke matching is kinda confusing. Do you guys have any particular order you wanted it in and can you do the same stroke over and over again just to kill the opponent. There doesn't seem to be a distinction between strokes you've done and strokes not yet complted.
  • Animation was awesome and hilarious
  • Will the strokes have to be slow one by one, can you do them quickly in combination and still register?
  • Kinda boring on a mouse, would be better on an iPhone/Android Phone.

Group:B Pour G

  • Any type of collision recognition so person just can't go through a building and make that the shortest path?
  • Battle.net JOINING/HOSTING = SUCKS! Don't Copy it!
  • What does add new user do, I don't see a real effect except the drop down added something.
  • What about tag auto complete? That would be very useful for tagging the same things over and over.
  • You could probably use image recognition software to determine the bounding box of the user's tagged location. So if your in McCone's area, then you can tag that as McCone. You could also edit the image so its easier for your image recognition program to help do it.
  • Will you do error correcting to make sure people don't tag the same spot with very different values? What prevents a user from doing that in the first place nad how do you determine who is correct? (Like someone puts Yogurt Part on northside, someone tries to correct, how do you know who is right).

Group:TGTGSH

  • Hey guy on the slides, way to fail. That was me of course :(, stupid keyboard with arrows keys in the wrong spot.

Group:CalUI

  • The CAL background was an awful choice. It like flashed in all the time between switching screens and was hard to look at most of the time.
  • Tranlucent buttons are an abomination about all UI.
  • The box is kinda weird floating in the centerl ike that, it might be better on the edge and docked to something.
  • Quit/Restart in the Options. Would be better in its own spot.
  • Difference between missions is very negligible. Typing in the user response is kinda silly if you give them four options it could be, its just multiple choice. Even if there are multiple ones.
  • Why do you have a score at all, if there is no "top scores" or anything to compete. Why don't you just have a percentage complete or something that shows the progress of the user to completing the game. Score doesn't seem to help affirm something. You can make smaller hidden questions too if you want to make it amusing.

Group:31337

  • Why do characters show up in the password text prompt?
  • I know it's Android's scehem but the black with white font seems like it's going to be a pain to look at in sunlight. Plus, a lot of the text and stuff is smaller if the user wanted to start a game. Maybe make things bigger to help the user quickly start a game.
  • Tutorial on how capturing territory works would be awesome, especially the rules about how smaller territories are encapsulated by bigger territories.
  • Team gameplay would probably be awesome.
  • You could maybe have like bonus territories and stuff occasionally if the game is super public. Randomly spawned areas could be worth bonus points if you run that track. The first one to finish the track gets extra points.
  • I wasn't sure if I saw it, but were there statistics across all runs AND individual runs?

Chunwei Lai - Apr 20, 2009 07:13:35 pm

Group:O - Adding tick marks to the "Custom Game" screen would make it helpful to the user when adjusting the settings. The reasoning provided for simplification and changes were solid. Using a video for the tutorial is a great idea as well, I hope you'll be able to control the video playback so the users can review parts that they are confused about. How many strokes are left would be a wonderful feature, also maybe letting the user know how many strokes are left before "game over" would be helpful. As mentioned by others, the ambiguous use of the word "character" could potentially confuse users. The animation makes things interesting.

Group:B Pour G - Solid reasoning given for change of wording. I'm not so convinced at using Warcraft as an example, while the model Blizzard has chosen worked for them it does not necessary imply it will work for you - expanding more on it would be nice. Tracking of the time would be nice during the scavenger hunt. The game seems pretty complicated, perhaps more instructions or a tutorial mode would be nice. Tagging a location did not seem straightforward, explaining it further would be useful because it seems like a good idea.

Group:TGTGSH - Good interface design (not cluttered, though at certain parts there were too many whitespace, I hope adding the encyclopedia will not make it too cluttered). "Back" button should be renamed to "continue" or something not as confusing (maybe the user will interpret it as 'cancel'). Winning conditions isn't very clear. Some of the concerns that you have brought up were very insightful and some of your future features sounds great. The pager as a "hint system" does not seem obvious.

Group:CalUI - My group.

Group:31337 - Good user interface and use of space. The idea is very innovative and I like how you provide the same feel as other applications on the Android. Capturing areas is a very good idea but there are some cases brought up in class that needs to be clarified (such as a person capturing another person's area). Perhaps you should add in unit conversion so anyone can use it (not everyone in the US may enjoy using miles). Sharing run states (I'm not sure if you mentioned was possible) would be a nice feature.

Matthew Can - Apr 20, 2009 09:48:22 pm

Group:O - You guys did a great job on your presentation. It was really easy to understand how your game works. The concept is interesting. You also did a nice job on the interface. It looks simple and clean. Nice work on reducing the clutter in the custom game settings. I think you might have mentioned this during your presentation, but you'll probably want some way of reminding the user which strokes they have already made, especially for those complicated characters that require multiple strokes. It might also be useful if you save their strokes and display the full character they drew at the end, but without the image in the background. The user can compare these drawings over time to visualize the improvements they have made.

Group:B Pour G - I think you guys should be clearer on what the main purpose of the game is. You had a few things up on the slide, which made the purpose sound a little fragmented. Helping new students is probably the strongest incentive for playing the game, so just focus on that. When setting the destination, there are a lot of coordinates that the user can select from. I'm assuming these will be replaced by names of buildings in the final version because it's not obvious just where on the map that coordinate is without moving to the coordinate first. You should do something to make the chat bubble in the bottom left corner stand out more. I did not even notice it was there until you clicked on it during the demo. Nice job on implementing team scavenger hunts. It seems like it's not that easy to do.

Group:TGTGSH - Cool game idea. It would have been even cooler if the theme was based on the TV show House! In all seriousness, you did a nice job on the interface. I liked the choice of colors and the layout of the screens. It was also a good decision to use image icons for the buttons on the left instead of text that would have been too small to read anyway. I know you said that the patient can get sicker, but is that only in reaction to the player's actions, such as prescribing the wrong medicine? If so, you might want to make it so that the patient's condition changes even when the player does nothing. Introduce some randomness into the game that's independent of the user. This should be fun as long as it doesn't frustrate players or interfere with their learning.

Group:CalUI - The purpose of your game is a really strong one. You guys were able to put a price on its value, which is good. As others have mentioned you might want to select some better colors. The background, the textures, and the colors in the question answering screens draw the user's attention away from the task at hand. Just stick to something simple. The sound effect that plays when the user clicks "Options" was a little annoying, and I don't see the value that it adds. You made nice use of the accordion layout though. It's a great way to display the different missions. Also, nice job on implementing so much of the game. It looks like most of it is complete.

Group:31337 - This is the group I'm in.

Chao Michael Zhang - Apr 20, 2009 11:22:39 pm

Group:O - The game screen isn't organized very intuitively. I think the spaces could be separated more clearly and distinguished, to allow focus to be on where it is intended. Different areas of the screen might be improved with borders and different colored backgrounds. Some of the font is a little bit hard to read upon first glance, especially the smaller ones. The game idea is interesting though, and might really be effective in what you're trying to accomplish.

Group:B Pour G - I thing the actual map could use more room, while the space on the right side to add a new user could be reduced in size. The allotment of space doesn't seem very optimal, since it seems like half the page is never really used. The idea is interesting though. The coordinates displayed above the direction buttons are not very intuitive. Also, perhaps think about making the figure in the map more distinct, and have it stand out more. Sometimes when the figure is over buildings it blends in and looks somewhat confusing.

Group:TGTGSH - Its nice how your implementation matches your original design pretty well, and continues to be unique. The design looks nice, but in certain parts the next should stand out from the background more. For example, the white text on bright orange buttons don't work very well, since the font is so small. It looks like your group spent a significant amount of time on making the design unique, so that's definitely a positive aspect of your product.

Group:CalUI - The design is general quite good, but one certain screens the design clashes. The color scheme isn't very uniform, with solid colors and wood textures mixed together, and the opaque backgrounds behind text makes the screen more cluttered by allowing the Cal in the background to interfere with the text. However, these are generally minor issues, and in general the design is okay.

Group:31337 - Instead of following the design you came up with in your low-fi prototypes, it seems as though you decided to go with Android's default look and feel, making the application seem a lot less personal than it could. Perhaps put more of a unique touch on it in terms of the design, colors, and fonts?

William Cho - Apr 21, 2009 01:10:11 am

  • Group:O - Interesting concept and implementation! I noticed that generally, the main menu buttons were too small to read from where I was sitting in lecture. You could probably make better use of all that available space. I wasn't sure, but it seemed like this game only used mouse input. It'd be nice to implement other methods of input, like a tablet PC's pen, although that might not be the top priority for you guys right now. Though I wonder about the memorization aspect. To me, it seems like the player just copies what he sees in the box. However, I had no idea what the Chinese character's meaning was. Maybe display in English the meaning of that character, or how that character is used in a word or sentence?
  • Group:B Pour G - I wondered, how would the system guard against people who made incorrect tags? I also didn't like the background map, although I guess it'd be tough to find or make a better-looking map and adapt it to the game. Also, it'd be nice if there was a 'help' menu to explain all the features. Right now, the player can only move by clicking on up/down/left/right? I'd feel more comfortable with using the arrow keys on a keyboard; maybe multiple inputs could be implemented. Overall, this game seems great for helping newcomers get accustomed to the campus.
  • Group:TGTGSH - I like the design in general. I can easily move about your interface, and the information isn't cluttered. I didn't mind hovering the mouse over the buttons to see what they were, but others might not. Perhaps you could set it so the message pops up instantly when the mouse hovers. I noticed that when I killed my patient (I'm not a doctor : o), the pop-up saying "Patient is dead" appeared consecutively about three times... was that intentional? Also, it seems there is no way to navigate away from the 'choose patient' screen; I can't go back to the login screen, I can only choose a patient.
  • Group:CalUI - Some parts of the interface were a bit hard to make out. For example, I felt that the blue Cal background clashed with the buttons and labels in the foreground. For the fill-in-the-blank questions, it'd be nice for the text input box to be autofocused, and for the user to be able to press 'enter' to continue, to prevent hang time of moving the hands from the mouse to the keyboard, and back. For the pages with information before beginning gameplay, users should be able to go to both the previous and the next page, instead of only being able to go forwards. If more missions are added in the future, the tab-based mission selection screen will get cramped. Nice; I can definitely see this as an alternative to CalSo
  • Group:31337 - Was there any reason to make the screen not move along with the runner? I think that'd be a better way of displaying the map, unless you have a way of dealing with the runner running off screen. The design is simple and clean, I can't think of anything to say about it. Can users see the locations of other players? That'd be neat. Otherwise, great idea and good job.

Dwij Garg - Apr 21, 2009 01:53:57 am

Group:O

  • Learning Chinese strokes - each correct translation strikes enemy, and each incorrect stroke strikes you
  • Simplified interface and limited customization for simplicity keeps the entire experience easy and reliable
  • Showing a video tutorial instead of just an instructions screen is very effective for such a complicated game
  • The tutorial was really fast! - Could add user input to control how fast the tutorial plays
  • User cannot really tell which strokes on the Asian Character have already been draw - Invent a way of showing users which strokes are already drawn, and which need to be completed (maybe outlines?)
  • Really great character graphics!

Group:B Pour G

  • UC Berkeley mapping system
  • Simplified wordings of menu options makes game easier to understand
  • Could add a screen that shows what destination has been selected to map
  • A current location feature could be a nice addition to the interface
  • Great tagging feature that allows users to update mapping and add new locations
  • In-game chat adds a social aspect to the game
  • It is sort of tedious to have to tag all edges of a building so that the shortest path can be found

Group:TGTGSH

  • Doctors practice by diagnosing virtual patients - safe virtual environment for practicing
  • Realistic - real medications, pager aspect, real prescriptions
  • Great, large widget buttons on the side for easy access
  • Add labels to widgets instead of tool tips for easier readability and use
  • Good alert system after medicine prescription
  • "Save" feature can be very useful
  • Add instructions for each widget - for example, users cannot be expected to know exactly what the pager widget does

Group:CalUI

  • CalSO Supplement
  • Great zoom in/out implementation with different on-screen zones
  • Consistent and colorful layout with sound effects added for entertainment
  • XML back-end for flexibility in additions and changes makes the game easy to change and edit
  • Good graphical representation of the score screen at the end of the game

Group:31337

  • Game to motivate runners - runners compete against each other for terretorial conquest
  • Good Facebook-type social aspect that allows runners to add friends to compete against
  • Could add a score listing for each runner so that other "friends" could see how much territory has been gained and so compete with him/her
  • Great to see the demo in the actual android emulator
  • Home screen button on every screen adds ease in functionality and use
  • Could provide more feedback to users and "speak their language"

Eric Hernandez - Apr 21, 2009 10:00:43 am

Group:O

  • You might want to label the health bars.
  • The pause button seems to slightly defeat the purpose of the timer.
  • Too bad it would be really hard to make a Street Fighter-style fighting game, but still, in the final implementation it would be cool to have diverse cartoon characters so the player instantly knows who he/she is.
  • It might be too late now, but a 2 player competitive mode would be nice.
  • There doesn't seem to be a way to quit out from the game.
  • "Character:" label over the difficulty slider in the Custom Game menu seems like it should read "Difficulty" instead.
  • Overall, a nice simple interface.

Group:B Pour G

  • Using (x, y) positions might scare users, especially since the map you are using uses a letter-number coordinate system (I believe). Maybe using some variant of this would be better.
  • I'm wondering how you can fit a variant of this interface onto the Android phone.
  • It's too bad an actual full version of this won't be realized for the phone. It was a smart move not using the Android APIs though; my team from last semester hated it.
  • Overall a good interface, although I can't make a full judgement since it will never get to the G1 phone for the final presentation.

Group:TGTGSH

(These suggestions come from me playing your game)

  • It took me some time to realize that the orange box on your main screen was a combo box, since the drop-down arrow blends in with the orange (I suppose this was easy to overlook since it only happens when it is disabled).
  • I got a message from a Dr. Cox. Worse than that, he insulted me. Makes the game interesting I suppose.
  • Notepad is really cool. It would be even cooler if it were somehow visible at all times.
  • There doesn't seem to be a reason to select from the table in the "Prescribe Medicine" screen. Maybe just set it so you can't select?
  • Ha! I finally found a real problem! After killing all of my patients, it lists the three of them, with no option to go back or start a new game or "revive" a patient.
  • Maybe try to get rid of pop-ups (Alerts in Actionscript) and instead have a status label so that users are informed but don't have to perform an extra click.

Group:CalUI

  • The "Cal" background is a little distracting when performing tasks. Maybe just a blue and yellow background with no text.
  • A bit of a bad contrast on the wood-textured "Please Select..." label.
  • As someone else mentioned, the transparency on your buttons should probably be zero.
  • Cool idea.

Group:31337

  • I feel bad that you're stuck with that horrible Android API. All the more respect for you though.
  • More of a joke, but I'd hate to run with that huge G1 phone. Maybe you'll get lucky and there will be a new small Android phone.
  • Brilliant use of a status bar at the bottom of the screen instead of many groups' habit of using pop-up-press-ok boxes.
  • Would be good to have other games for running. I really see no big interface problems.
  • Probably the best interface I've seen so far (except my team's of course ;-)). To be fair to other groups though, it's due to a minimal feature set meaning less need for lots of interface.

Meiying Li - Apr 21, 2009 07:30:14 pm

Group:O - On the Custom Game screen, the fonts are a bit hard to read. I really like the idea of learning to write Chinese this way. But if the strokes are more related to the actions the character take, it will be even cooler. Another problem that your game might have is: Chinese does have some characters having exactly the same meaning. For example, "me" can be represented by at least three identical characters. You might want to provide more hints to the user in the description of the character. I like the tutorial video. It is definitely much easier to follow than plain text as you said.

Group:B Pour G - I am still not sure how tagging works. If a user tags a point as "Soda", will this effect other people? Point-based tagging sounds to have a lot of redundant work. Do you allow multiple tags on the same point? Where are the hints (I don't get that part at all) in the capture game?

Group:TGTGSH - The fonts are too small. I can't really read them when sitting in the middle of the classroom. There also seems to be a lot of information about the same patient on separate screens (the profile screen, the test result screen etc.). Wouldn't this make it hard for the user to only focus on the relevant information? Also the purpose of this game is closer to "testing" rather than "teaching". I will assume that a student that does not know about a disease will not know how to solve the case of such a disease. In this case the game is just testing the knowledge of the student but not helping him learn such knowledge. Keeping a score might help encouraging the player continue to play the game.

Group:CalUI - That's my team

Group:31337 - There's a screen showing "150 fitness" which I have no idea what "fitness" here means. Also I did not notice the score on the playing screen. Where is it shown?

Ling Chen - Apr 21, 2009 08:32:18 pm

Group O:

  • Asian Character Fighter: very interesting idea, it's different from other language learning games
  • The tutorial might be a little too fast, either slow down or let the user control the speed, say have it go from slide to slide and be able to go backward or forward
  • Is it necessary for the timer to be so precise? Maybe just seconds will do
  • Have some kind of indication for which health is for which little fighter, or at least align the bars with the window below, they look like they are shifted to the left at this moment
  • I love how each time the fighter can make a different move as the strokes differs
  • I know that in writing these characters, order often matters in real life, does it matter in this game?
  • When I first saw "characters remaining", I thought it meant the number of lives you have left. Maybe come up with something more clear?
  • I would love to know what the characters mean

Group B Pour G:

  • UCB Mapper: definitely is a useful idea for people to get to know the campus
  • The "Add New User" section seems a little out of place on the screen, maybe find a better place or have a pop up button of some sort
  • I am not sure how well this will work on a cellphone, looked more like a game on the computer for me, just seems like too many windows and stuff for a phone screen
  • I like the running little guy, it made me laugh and hopefully won't become too annoying, however, when different people or team join the game, can we at least have them dress in different colors?
  • Scavenger hunt sounds like a cool idea, still not quite sure how it will all work out though, what's my reward for winning?
  • The users are allowed to run through buildings?? Then again, some buildings you can go through one way, but not the other, maybe you should take that into consideration
  • Will anyone be double-checking the accuracy of all the tags?
  • Sometimes I don't like taking the shortest route because I actually enjoy taking a walk in nicer areas, can I do that with your game?

Group TGTGSH:

  • Diagnose it!: A case study game for medical students
  • Looks a little childish for medical students, but that could be an advantage too, maybe they need something less serious looking for a change
  • My biggest concern is the accuracy of the information presented in the game
  • The profile photos seems a little out of place with the over design, a little too realistic compared with the rest of the game, personally, I didn't like having real faces, but that could just be me
  • When prescribing medication, the timer shows how long it takes for the game to run, I think it would be better if it show the actual time for the medication to take effect on the patient
  • Knowing information about the medications will be very helpful
  • I think the idea of having a hint is great
  • Maybe have the game auto save?

Group CalUI:

  • Cal Explorer-a supplement to the CalSO program, which can be very helpful for students who wants to learn more about Cal
  • I didn't realize the solid arrow was a clickable until you clicked on it
  • I like how the "Previous Dialog" button is blinking, it caught my attention
  • The biggest problem I have with this game is the distracting background, too much pattern. If you want to keep the logo, make it small and put it in a corner would be good
  • There was a lot of reading, is there anyway to design the game so there could be less reading?
  • I like the zoom in function on the map, definitely a good idea, my only concern is with the places that are tiny, it would be hard to identify
  • I liked the final screen that shows the users their scores, however, I didn't really know how the score was calculated until you guys explained it, are you going to let your users know somehow?

Group 31337:

  • Dashr: Android phone game for runners to capture territories
  • It looked cool on the actual Android emulator
  • I was impressed with the game, especially the part when it was able to draw an area with the GPS file
  • I think the password field scared me a little, especially when it shook after the wrong password was entered. After the initial shock though, it was kinda cool, still don't know if I would like to have that on my phone...maybe marking it red would be sufficient?
  • "Join Game" button didn't take me straight into the game, which was a little confusing
  • I like how the language used is user centered

Ian Hildreth - Apr 21, 2009 09:07:20 pm

Group O I liked the interface a lot for your prototype. The tutorial is a great idea, and looks clean too. The options screen is kind of hard to read. On the main menu, the buttons and the text in the buttons are too small. Also, the all grey backgrounds were a little repetetive. The gameplay is really cool, the ability for your game to recognize strokes is very clean. Some other suggestions though, you should leave the strokes on the screen that the user has drawn correctly, so they see the entire character built. Also, you should be able to turn off the grey character in the background and just draw the character freely. Lastly, the easy - medium - hard slider was kind of awkward.

Group B Pour G Learning to navigate a campus is a fun interactive way has a lot of potential for schools to utilize. How does it find the most efficient path? Does it just take the users words for it? Also, I think this game is designed for a phone. Wouldn't it be too hard to see a large map on the pone? It seems awkward that the game might have a bunch of preset paths that are wrong and the user is supposed to make each path more optimal on their own accord? There should also be some kine of quit and puase buttons. I like the interce for joining teams, it looks sleek. One last question, how do you know what you are looking for in the scavenger hunt?

Group TGTGSH Diagnose it is a very catchy game. It seems practical, I could imagine a lot of people interested in a funner way to memorize medical facts. The interface looks good, I liked the toolbar on the left hand side of the screen. It looked sleek and had the perfect functionality, making the overall interface look awesome. The only problem was the text was too small and the buttons were too small on the main running a test page.

Group CALUI This was another good CALSO supplement to help students become more familiar with a school before they actually attend it. The interface is very clean looking and the background images are very suiting. The instructions og the gameplay page, the wood with black text is kind of hard to see and is not that noticeable, I feel like I would often overlook it.. The popup feedback to let the user know they got a question right is good, it works well. I liked that you implemented a clickable map that works well. Your score calculaton was also good, it should account for the number of attempts you have previously taken. The option button was a good idea, but it wasn't obvious that that is where you go to pause and quit the game. The score seems abitrary though, what does the scores breakdown really account for. The backgrounds are also really cluttered, I feel like they needed more color contrast. The game also feels like it is lacking something to be truly entertaining.


Group 31337 Great idea to motivate long distance runners. It seems annoying to have to carry a phone with you while you run though. The interface looks lcean, but I would like to see me contrast in the text, dark grey and black is hard to see in some instances. The profiles are a good idea, they add a social aspect ot the game, but its not obvious how to add friends. The join a game scenario is knind of weird, I feel like people wouldn't want to randomly wait in a lobby for someone in there area to want to go on a run. Do you always have to compete against someone? Can it be made into a single player game? I like the user feedback. Can you recapture an area?

Sean Kim - Apr 21, 2009 09:10:10 pm

Group:O -

  • great interface for user to learn Chinese character by following the lines
  • I sometimes confused which line I draw already.
  • The buttons for difficulty level need to be used with same size
  • It will be better to let users know the meaning of the character during playing a game

Group:B Pour G -

  • great interaction between the main character and background map
  • I think that it is better for the popup window to include a close button, instead of clicking the same button
  • It is more useful to show a building name with the coordinate value

Group:TGTGSH -

  • it looks great as though it is like a sample in real industry
  • It is a kind of hard to recognize the current status. It needs to be bigger or changed with different color
  • Can user recognize if the pager get a new message or not? Maybe it needs an indicator for new message

Group:CalUI -

  • I really enjoyed playing this game. Good job, guys!
  • if it is possible, it will be better for user to be able to type an answer into the blank in questions
  • __(1)__ and 1. made me confused at first.
  • What if user doesn't know the answer for question? it needs to get a hint or to go next question instead of quiting mission

Cuong Ngo - Apr 21, 2009 11:00:45 pm

Group:O

  • I like the idea behind the game.
  • Interface is user-friendly.
  • Implementation well done.
  • Tutorial is very helpful for first-time users.
  • Speakers made their points clear.

Group:B Pour G

  • The goal of the game was not fully explained.
  • Took me a while to understand the game interface, but nicely done overall.
  • Scavenger Hunt is pretty fun. I like it.
  • The demo was well prepared.

Group:TGTGSH

  • Great concept.
  • Nicely designed interface.
  • Well-chosen colors and layout.
  • Button was a little confusing. Does "Back" mean cancel or continue or previous?
  • Demo showed what's been done.

Group:CalUI

  • Background and foreground colors have too much contrast, hard to see.
  • Progress bar keeps the users informed of the game status.
  • Is there an option to turn off the sounds?
  • Presenters lost the audience here and there.

Group:31337

  • Pretty cool Android game.
  • It'd be nice to see more game modes implemented.
  • UI clean and simple.
  • The menu button might cause confusion.
  • Slides were nicely organized, presentation went pretty well.

Stephanie Shih - Apr 22, 2009 12:44:50 am

Group:O - Interesting concept, with a very clean interface. However, should probably indicate which figure is the "enemy" and which represents you. Otherwise, well-executed!

Group:B Pour G - The scavenger hunt is a great way to engage the users. However, this is with Android? Why didn't you guys use the Android emulator to show how it would work on Android? I just, you couldn't have made it realistically-sized? And, well, what's the point of the scavenger hunt, anyway? You find the object, and then... that's it? Also, using coordinates is honestly kind of painful.

Group:TGTGSH - A very practical idea. The pager hints is definitely a good idea. However, maybe the icons you use could be more obvious about what they represent? They're a bit confusing. Also, having some sort of reference would definitely help, too.

Group:CalUI - The background on the questions is a bit too busy, and draws the eye away from the focus which is, well, the questions. (Did you have to make everything opaque?)

Group:31337 - Very clean interface, which is good considering Android's screen size. I think once you guys clear up what you're going to do about non-looped running, as well as territory/conquest issues, it should be really awesome.

Andrew Chen - Apr 22, 2009 12:28:56 am

Group:O

  • Very cool idea, nice clear simple graphics
  • For buttons in the Play Game menu, I suggest putting easy, medium, hard side by side, so that the user's eyes would not have to skip over buttons repeatedly
  • I like the layout of the Custom Game menu
  • Excellent choice of font
  • The word "characters" is easily confused with the fighting people on the play screen

Group:B Pour G

  • I like the three buttons and their placement on the screen a lot
  • What is the list of coordinates on the right?
  • I suggest making the presence of teammates felt
  • "Game Over!" connotes losing; perhaps find different wording
  • Coordinate system not immediately understandable
  • Shortest routes are often through buildings. Perhaps add instructions when a building is reached?
  • Scavenger game screen: radio buttons for teams and persons confusing (do squares correspond to teams of persons?)
  • What is the Axe menu?
  • After scavenger game is over, perhaps show where the winners are and what they found?

Group:TGTGSH

  • I love the icon designs on the left of the game play screen
  • The color choice is quite aesthetic
  • In general, there is a lot of text. Perhaps replace some with pictures, or hide some of the text?
  • The "congratulations" popup is slightly abrupt, because its background is the main menu. Perhaps make the background remain on the patient page, and then have the user click on "return to main."
  • From the "Choose Your Patient" page, there is no way to return to the main page

Group:CalUI

  • Besides turning the button red, is there a clearer way for the user to know that they've picked the wrong answer?
  • The picture background for the "Welcome" screen is slightly distracting

Group:31337

  • I like the elegant minimalist design; "persons" page is a good example
  • It takes a bit to read all the buttons on the main page. Perhaps rearrange them in some logical fashion?

Mark Dhillon - Apr 22, 2009 02:47:27 am

Group O:

  • This is a cool idea
  • Some of the custom game settings are difficult to read
  • I like the outline idea for the easy/medium setings
  • Screens flash waaaay too fast in tutorial video
  • Gameplay looks awesome!
  • Can you show the strokes that have completed?

B Pour G:

  • Running man looks cool
  • How are you going to come up with riddles and games for each part of campus?
  • Looks like a coo idea, but seems like it's missing a lot still...
  • I don't like the UCB map, you guys should make your own to give some personal flare

TGTGSH

  • I like the color scheme
  • Widgets are well thought out
  • Testing medicines idea is cool
  • What happens when you test all patients?

CalUI

  • Looks ok
  • Would CalSO advertise this?
  • It's like a Cal Orientation trivia game...
  • Seems interesting, but overall underwhelming
  • Backgrounds are kinda cluttered

31337

  • Clicking 'Profile' not obvious for adding friends...
  • Google Maps FTW
  • As a runner, I think this is badass
  • Menus look concise and appropriate
  • Good use of feedback
  • What if you're competing and your opponent gets in a car? Can you make a limit to how fast somebody can go?

Saung Li - Apr 22, 2009 02:26:33 am

Group:O

  • Learning a foreign language is hard. I struggled a lot trying to learn Chinese when I was in middle school! A game like this is super cool and can help people learn it.
  • Fighting by making strokes looks fun. The music sounds epic.
  • The tutorial went by too fast, so it should be slowed down to regular game speed.
  • Stroke order should matter or else people may learn it wrong.
  • The buttons after the game are inconsistent in size and are lined up weird. They look a bit unpleasant to the eye. Perhaps make them boxes of the same size and align them.
  • The slider for choosing difficulty is a wrong widget since there are only 3 choices. Maybe have a drop-down combo-box instead.
  • This would probably be most helpful if users actually used a writing utensil on a touchscreen so it mimics real writing.
  • Would be awesome having players go against each other
  • Maybe keep the strokes highlighted to let the user know which ones he has already done.

Group:B Pour G - My group.

Group:TGTGSH

  • Diagnose patient illness, which can get progressively worse. Great game for learning about med
  • Is there a way to allow professional medical doctors or teachers to add new patients, diseases, and treatments to the database? The game admins may not have a big enough scope to make a huge database
  • An encyclopedia that players can user during the game for quick reference can help
  • This game reminded me of House for some reason. Allowing people to get together and hold a brainstorming session of the symptoms to determine the patient's disease would be cool.
  • The whole interface looks really organized overall
  • Maybe have a hard difficulty where patients can develop symptoms that are less related to their main illness
  • Icons looks good but new players may not know what they do

Group:CalUI

  • Great idea for helping students get accustomed to campus
  • Wouldn't it be better for students to actually go out and actually explore the campus? This may be more suitable for those who are not around Berkeley.
  • The pop-ups for getting questions correct might get annoying after playing a few rounds.
  • Is there a way to just play one type of game? For example, I may want to just locate places on the map if I think that as more fun or helpful, and not want to go through fill-in-the-blank and multiple choice ones.
  • If a student is interrupted in the middle of a mission, a save functionality could help.
  • A progress bar showing how far into the mission the player is would be helpful
  • Providing more context for the answers is important for helping users understand them more
  • The background looks a bit flashy so it is hard to focus on the main task. There's text in the background and foreground, and some of it doesn't have good enough contrast.
  • Going through the multiple choice and fill-in blanks may seem to be just like a normal quiz and might get boring. Is there a way to make this more interactive?

Group:31337

  • Great game to motivate runners. Stealing areas from each other sounds fun
  • Registration screen looks cluttered with a lot of big text fields.
  • Including profiles, stats, and friends lists is a great idea to make it a social network
  • Toggling between detailed and undetailed map is cool and useful
  • Team-based competition can motivate people the most to go out there are run
  • Is there a minimum area requirement? What if people just run around a lot of little loops?
  • The initial screens used to set up the profile and join games seems to have a lot of steps. It may be hard for new players to to learn it all. Maybe have a "quick start" feature to get a game going fast, since playing the game is the most important part of the program.
  • Having a feature for the detailed map where users can zoom in would be cool
  • Awesome game overall

Kevin Nakahara - Apr 22, 2009 03:05:42 am

O: • Can the (very) minimalistic main menu screen simply be integrated with other screen to avoid having too many screens? • Buttons on the whole could be bigger with bigger font and uniform size. • Character outline might be better used an option for all glyph difficulties, because people might want to practice writing glyphs of all difficulties. • Tutorial is very comprehensive, though I wonder how necessary it is given the right interface implementation. • Having the counter go down to the millisecond is probably unnecessary and a little distracting, I think tenths of a second would be fine. • Music a little distracting.

B Pour G • Empty space on gameplay screen could be cleaned up a little • The avatar running in place while the user is stationary is a little distracting. Maybe have it stop running in place and have it stay still. • All the features appear to work well. • Presence of lots of menus could be daunting to users.

TGTGSH • Color combination is visually pleasing. • Text in panel could be a little bigger • Logical flow of panel content goes from left to right, then down. • Text labels for buttons probably a good idea, pictures don’t tell everything • All in all, very well developed look and feel

CalUI • MGS sound effects a little distracting • Having to scroll through all the text at beginning can be frustrating • Words on wood-styled panel hard to read • Gameplay is fairly straightforward • Might be better to have specific option menus for each screen rather than disabling buttons • Nice backgrounds

31337 • Button text could be bigger • …rest of the text could be bigger too. • Map view is nicely designed (free of clutter) • How can you convey to the user than the menu button is being used? Maybe its just a thing of habit for G1 users. • Can’t see if there’s an avatar for the running user.

Gregory Leshner - Apr 22, 2009 03:05:33 am

Group O – I think Glyph Fighter is a great game. You did a great job with the animations and the keystroke recognition. I was confused by the number of characters remaining. I also didn’t see the English word I was trying to write in the character language. Also, if time is in seconds isn’t it kind of overkill to have it shown to 3 decimal places. I think in seconds … maybe tenths of seconds. Overall a cool game.

Group: B Pour G – I would have thought you would have pre-tagged the major sites of the map. Obviously you don’t want to take the time to get the coordinates of every site … but having none? When doing a scavenger hunt, I don’t see where you know what you are looking for. Once you have tagged a location, does it show up on the map? Also, perhaps you should look at the wording of your messages, for example during the scavenger hunt, when you tag an incorrect location it says, “Incorrect location tagged, please tag a different location!!” You could probably come up with more friendly “game speak” and perhaps incorporate what they were looking for into the response. “Sorry, That’s not the Smallest Bear on Campus. Please try again.”

Group: TGTGSH – I think this is a valuable simulator. It would be great if your patient got progressively worse during the visit both as a result of improper treatment and simply because you aren’t curing him/her fast enough. I like the getting a consult idea … although the metaphor of a pager doesn’t quite work. To a doctor, the pager is what calls him into work … not so much his communication tool to the rest of the world. If you went for something less cute like maybe a video conference call you could display a pre-recorded video clip of a hint and not just a short text message … or perhaps an email from a consulting dr. Overall … a great game and well done.

Group: CalUI – Your screens were really busy. The transparent boxes made it hard to read the text. The different background in almost every box made it confusing as well. Personally I don’t like the accordion style widget. I usually think of them as containing options and not the 4 different missions I am to choose from. What about putting some directions on the first page telling people to select a mission? You could have a list of missions and a button next to each to give more info or have a pic/icon of each.

Group: 31337 – I think you have a pretty cool game here. You might think about reordering the main menu. Its unfortunate that you replaced RUN with My Games … that really isn’t very obvious. What about “Go for a Run” or “Go Running” which can take you to a sub menu of either starting a new game or joining a game or simply just tracking your run. I would move “Profile” to later in the list … its not the most commonly used thing. Its great that you got this to run on an actual Android phone. Well done!

Timofey Titov - Apr 22, 2009 03:26:50 am

Group:O

  • Impressive animations and stroke recognition!
  • Low detail pictures stand out too much. Make them stylized to incorporate it better with the whole interface.
  • Main screen has only 2 buttons? :o "Play Game" on the other hand has many more options.
  • Great original idea.

Group:B Pour G

  • Put an overlay over tagged areas.
  • Coordinates for scavenger hunt - hard to comprehend. How about a dot/marker on the map?
  • Multiplayer is not dependent on teamwork. It is too similar to single player.
  • Redesign the menu - a lot of stuff hidden.
  • Remove the printed labels from the Berkeley map (defeats the purpose).

Group:TGTGSH

  • Nice photos for patients. Makes it "realistic" and serious, so the player can I identify with the "patient".
  • Make timer bigger and more visible (top)
  • Trying out things randomly may be a bad learning/memorization technique especially for doctors. Maybe there is some kind of way to "guide" the user to the right answer?

Group:CalUI

  • Look into how to position the application with respect to Virtual CalSO (complement or replace?)
  • Red button on blue background?
  • Blue background with text not a good choice.
  • Texture on buttons is confusing.
  • It's not very apparent if it's actually multiple choice. Multiple choice boxes look like alternative options that would take a user to some kind of different screen of the program.

Group:31337 My group is 1337.

Victor Lum - Apr 22, 2009 04:03:45 am

Group O: Very cool idea. This would have helped me a lot with learning Chinese. Animations look cool, especially matching the stroke with the attack. The tutorial was kind of fast. It would be so awesome if you can get this to work with a touchscreen and stylus.

Group B Pour G: Maybe you guys could have spent a little more time planning your presentation. Not quite sure how the scavenger hunt works. And how do you prevent people form incorrectly tagging things. Have you thought about how to integrate this with GPS devices?

Group TGTGSH: Now I can be House. This makes learning diseases a bit more fun, but don't some people have different symptoms to certain diseases? Game looks nice. Adding a medical encyclopedia is a good idea.

Group CalUI: Game could be useful, although I didn't go to CalSO and I adjusted to Berkeley fine. All the transparency makes things kind of hard to read. Maybe you guys add some major-specific missions too, but I'm not what that would be.

Group 31337: Great way to get people to run, although I'm not sure people would want to run with their phone in their hand. User interface is minimal and clean.

Alan Young - Apr 22, 2009 05:59:39 am

Group:O - This is a really interesting idea and the animation and sounds really adds to the positive experience. I like the simple to use interface and the main issue that's already been touched on is not knowing which lines are already drawn. Also, a stylus would be really helpful because it enforces muscle memory.

Group:B Pour G - I think this is a very unique idea and the game has a lot of potential. It just seems a little complex for someone to pick up quickly since there's a lot involved and the map is not very easy to navigate (no click and drag around). Scavenger Hunt is a good idea and I think people will find that the major draw.

Group:TGTGSH - This is a good idea and even though there is a lot of buttons and features involved, they were all well organized and intuitive. To make it more helpful, it'd be good to have some kind of summary page that listed why certain prescriptions worked, other facts about the ailment in particular, or why some prescription did not work.

Group:CalUI - Good idea and interface to go with it and the major issues pertain to aesthetics and minor details as in sounds, colors, text colors.

Group:31337 - The interface is very clean and well designed. The main draw is that it works very well with a group and the social and competitive aspect will definitely attract people to run.

Siddharth Shah - Apr 22, 2009 09:11:02 am

Group:O

  • Cool animations
  • Nice idea. I know nothing about Chinese (people or language...) but yeah if I were into that kind of stuff I might give this game a spin.
  • Is the final product going to have the same level of difficulty or what?
  • Does stroke order matter?

Group:B Pour G

  • I was going to point out that your group name was misspelled, but you guys preempted me... nice job :/
  • I never really understood how the whole tagging aspect works... Do you just draw a rectangle and say, THIS IS SODAAAAA!!! or what??
  • When you're making your own path (after deciding that the path in red is useless and wrong), the path you're drawing out should be a different color from the old path, maybe green or something.
  • Transparent buttons are cool, but I think in this case there were a few that were too hard to read or too hard to notice that they had appeared.
  • There were a lot of menus. Seriously.
  • Add labels for stuff that users have tagged as "General" or remove all labels from the map (yes, I know they're part of the image.. Use mspaint's eraser tool); you can't have this halfway-in-between approach and still expect people to not be confused.

Group:TGTGSH

  • I really liked your interface; it was clean and cool, and I liked your color choices :)
  • You said you were thinking about putting text on your buttons; don't do it. It looks great as it is.
  • I like the pager hints; these will be useful for the noobs and the wannabes, although I will have no need for this panic button.
  • I'm concerned that perhaps the timing is a bit unrealistic; sometimes it takes days to get results of a test.
  • I like the Office.
  • I liked your shirt.

Group:CalUI

  • I can't tell you how much I hate the "Cal" background behind your words; it makes it SO hard to read the text.
  • I know somebody already pointed this out in class, but yeah why are some questions multiple choice and some typing if for the typing ones you give them a word bank?? The explanation of, oh they'll remember it better if they type it doesn't really hold water with me.
  • The wood panel background? UGGLES aka ugly. Made it hard to read the text.
  • I liked your main speaker's face; it was awesomely expressionless.

Group:31337

  • I already asked a couple of questions in class; I didn't want to seem like a jerk, but I was curious because it sounds like a cool idea. I hate running, though :/
  • Your group name is stupid and childish :)
  • I asked about different running scenarios such as out-and-backs and stuff; you turfed them pretty well, but in the final design you should probably address these issues.
  • That one guy asked about WIN conditions, even though you, me, and my friend all thought that he said WIND conditions; maybe look into incorporating wind conditions. After all, the runs might be happening under different conditions, and you should be allowed to run at a slower pace under bad wind conditions, and STILL steal the other guy's territory.

Anjana Dasu - Apr 22, 2009 09:46:38 am

Group:O

  • Derek's a baller. The animations were sick.
  • I think stroke order might be an important thing for this game because (correct me if I'm wrong) but I think in East Asian languages, there is sometimes a correct way to write characters that involves stroke order?
  • I don't think the glyph fighter title font goes that well with times new roman for the buttons. Maybe change that up?
  • Also, maybe you could jazz up the main menu. Right now it looks pretty bare with just buttons for play/tutorial.
  • For the play game menu, easy/medium/hard/custom game seem like weird choices. I would think choosing from the former three are part of customizing the game. What I would do is maybe have just one main menu with play, tutorial, and then customize and stick easy/med/hard in the last. and then default the game level to easy or medium. And then put a button in the actual game where a user can control his custom settings.
  • Characters remaining-- like you guys said, clarify that
  • What's that number in the right corner? Little confused
  • Maybe make the health bars a bit clearer? Different color for you vs. opponent also maybe?
  • Overall this game is prime. I would hella use it if I wanted to practice writing chinese. or if i knew chinese.


Group:B Pour G

  • You guys seemed frazzled while presenting. Or at least the person in charge of the power point did.
  • The little man was cute.
  • I'm not a fan of the coordinate system.
  • The paths became circular when you add a new path because they're adding in the same color. Like suggested above, use a different color.
  • The new user being way on the right is awkward. Is that supposed to be a different screen or something?
  • It looks like you guys haven't implemented a lot of stuff... and it looks like that stuff could be pretty hard. Might want to get on that asap?


Group:TGTGSH

that's my group


Group:CalUI Wow this game was cluttered to the max. I seriously couldn't handle it. I'm completely minimalist (and maybe a bit ocd) so I can't even get past how your game looked. The cal background?? translucent buttons??

  • The text over sather gate looks unprofessional. I wouldn't have noticed your names had you not put a red oval around them.
  • In your presentation you stepped past stuff so fast I had no idea what was going on.
  • The button on the bg of campus landscapes is just NO.
  • Pictures on top of pictures? Please don't put us through that.
  • Accordion panel-- good call.
  • Wood panel-- bad call. FUGLY.
  • Your low fi prototype looks better than your interactive one.


Group:31337

  • Your interface is nice because it's simple and clean. Could you add a little color though?
  • I kind of think the Hi User should be on the left side of the screen in the main screen? Not sure
  • Don't like how there is soo much gap between each line on the past run screen. The run history screen looks way better.
  • Actually implementing the rest of this seems tricky... good luck
  • I'm still jeal that they showed your video prototype in class.

Denise Ngai - Apr 22, 2009 11:00:54 am

1. Group:O -- Asian Character Fighter

   - Asian languages are some of the most difficult to learn (Focus on Chinese)
   - Task 1: Running through the tutorial
   - Task 2: Start a new game using custom rules
   - Task 3: Play and win a game.
       - Player defeats enemies by writing characters given a definition.
       - Each correct "Stroke" strikes the enemy in the corresponding direction.
   - I'm not sure if i actually prefer your new GUI. :/
       - Plus, still looks pretty empty (Custom Game screen); very minimalistic.
   - Simple people graphics, but it's cute. I just wish you made the actual game GUI look better.
   - I like the idea of a tutorial video.
   - Make the main menu look prettier.
   - I like the animation。
   - I like the game idea and concept!

2. Group:B Pour G - Map Game

   - B Pour G = Gruop B, not Group B
   - Task 1: Going to a destination
   - Task 2: Scavenger Hunt
   - Task 3: Competition
   - Cute little animated man. :)
   - I like the red marking line when the man moves. This way you can see your path.
       - Good that your program remembers the shortest path found!
   - Make the GUI prettier; pretty bland and boring.
   - I like the translucent buttons that are on the map.Looks good. Perhaps you should build your GUI around the look of those buttons? Sleek and simple, but looks very nice.
   - I like the concept of your game.
   - Devise more efficent way to tag a building and set boundaries. Perhaps draw a boundary around a building, and the program will know to set boundaries according to the drawing/outline.
   

3. Group:TGTGSH -- Diagnose It!

   — Diagnose and treat patients
   - Targeted to medical students
   - Tasks: 1. Running A Test, 2. Prescribing Medication 3. Taking Notes
   - Nice GUI!! Very clean looking and presentable; I like how the widgets look
   - I like to widgets without labels。 Maybe a ”How-To" that describes what each widget does before starting the game would be good.
   - Reminds me of Trauma Center. Maybe you guys should make it more animated and intense to get the player involved (a la Trauma Center)?
   - Hover over medication, short blurb about the medication shows up on right -- GOOD IDEA!

4. Group:CalUI -- Cal Explorer

   - CalSo Supplment
   - Repetitive Cal background is distracting and not tasteful. I suggest just one big "Cal" script as the background, not the repeating、tiled Cal script.
   - I like the Mission slide-screen.
   - On the game-screen, you should denote each answer by numbering or lettering: (1) ans1 (2) ans2 (3) ans3 (4) ans4 or (a) ..., (b) ..., (c) ..., (d) ..., etc.
   - I like the map game.
   - Score screen needs a better GUI; I like the animated rating bar.
   - There should be an option to skip over the background info and go straight to game. (Especially for experienced users).
   - Implement progress bar to show how far into a mission you are. 
   - 

5. Group:31337 -- Running Game

   - I like the little robot character in the lower left of your slides. :]
   - I like how you chose to do this game on Android platform.
       - Wish we did something similar; perhaps on iPhone.
   - Nice incorporation of GPS/logging.
   - I like ability to have friends on program. 
   - Work on GUI a bit more; pretty sleek and simple, but could use more VAVOOM!

Adit Dalvi - Apr 22, 2009 11:03:45 am

Group:O

  • Animation was awesome and hilarious.
  • This game will be awesome on a tablet PC or some touch screen based device.
  • Great music effects.
  • I don’t know how to write in Chinese (maybe I should use your game :P ), but if there’s an order to the strokes, then that should be the first thing that gets done in my opinion.
  • Definitely need to save the strokes so the user can see what’s done already.
  • Change some of the default color schemes to make it look different from a standard flex application.
  • Multiplayer mode if time permits?
  • Love the game idea and loved the prototype overall.

Group:B Pour G

  • Don’t know how to use PowerPoint on a projector? Seriously? Need to get out more Johnny ...
  • The little avatar keeps running even when I’m standing still ... makes it look like it’s having a seizure or something.
  • Android application on flex? How are you planning on getting this done on Andriod in 2 weeks?
  • Chat is completely useless on an Android application because I can just call the other person. Also, your chat doesn’t give me alerts when someone messages?
  • Why is the main button on the map itself? Why not have it on the side and leave the map uncluttered?
  • A lot of the stuff is not implemented yet and there’s so many co-ordinates that it makes the game confusing
  • What’s to stop me from tagging random places as “Foo”? How’re you going to check against this?
  • The little guy is allowed to walk on buildings? Need better movement control.
  • What happens on streets that aren’t straight … I have to keep clicking left, then up, then left … this is annoying.
  • Scavenger hunt wasn’t shown well in the presentation, and still confuses me.

Group:TGTGSH - My group

Group:CalUI

  • The CAL background is bad and doesn’t go well with anything. Lowering brightness is not going to help according to me.
  • The sound is really annoying ... so a good job with the volume I guess?
  • Nice job with the story line and contextual information!
  • I think a save functionality in the middle of a mission is useful to have.
  • Your presentation was a little fast paced and hard to keep up with ... I had to play your game a lot to get an idea.

Group:31337

  • Tutorial on how capturing territory works would be awesome.
  • Definitely work on team based runs ... it would make this game a lot of fun.
  • Need a conversion system for your units if this game goes big (global I mean).
  • Default android color scheme is ok for me, because you’re complying with standards and especially if I’m fiddling with widgets.
  • Maybe add a “quick start” mode?
  • Love the game idea and loved the prototype overall.

Sum Sum Wong - Apr 22, 2009 10:40:53 am

Group:O

  • interesting game idea.
  • I don't really like the font since it is somewhat hard to read when it is small (like in the customize section).
  • add a difficulty selection page before the game starts instead of putting it in customization part.
  • The words "characters remaining" is confusing.
  • Add the meaning of the word in the game somewhere to let players know what they are writing.

Group:B Pour G

  • Scavenger hunt is a nice idea
  • It would be nice if we can use keyboard to control the little man instead of mouse.
  • The little man should not be in a "walking mode" when he is in idle.
  • The interface looks hard to use
  • There are a lot of blank spaces on the right side. Maybe you can make use of that. (e.g. make the map larger)
  • Honestly I don't like the presentation a lot. Why the person controlling the computer suddenly talked an interrupted another person who was presenting? It let me feel that the presentation is not well rehearsed.

Group:TGTGSH

  • Interesting idea
  • Nice interface
  • The medical encyclopedia is a very good idea
  • Not much to talk about. But I do like this game as well as the presentation :)

Group:CalUI

  • The background of welcome page is too colorful
  • The blue "Cal" background is also a bit too sharp
  • The zoom function on the map is very cool

Group:31337

  • Nice presentation. Nice slides
  • The interface is very clean and readable
  • Some button names are quite confusing (e.g. My Game)
  • Good to see an Android game :)

Aaron Hong - Apr 22, 2009 11:19:27 pm

Group:O

  • Pretty cool idea.
  • Has a lot of potential for expansion
  • Probably the most interactive game I've seen so far. (You can help us with the flash/flex integration :D)
  • Make the buttons on the main menu bigger.
  • Font hard to read for the sliders.
  • Consider getting rid of sliders for difficulty level... however I do admit it looks nice having only one widget.
  • Overall, make sure font is a good size and the buttons too.
  • Consider a less default color scheme?

Group:B Pour G

  • Nice looking animated walking guy.
  • Make the tagging region based.
  • Deemphasize use of coordinates?
  • Consider a less default color scheme?
  • Cool once you work out the kinks.

Group:TGTGSH

  • Pretty graphics!
  • Clean interface!
  • Why are so many people doing bio related games?
  • Font for note is a bit small.
  • Emphasize time left and patient status a bit more (bigger?)
  • White on gray section heading is a it hard to see.
  • Create a "badge" or avatar for your doctor character

Group:CalUI

  • Good use of graphics.
  • Overall good interface.
  • Get rid of the distracting background on the questions page (the wood).
  • No need for sound everytime we click option
  • Consider a different name than "option," maybe just "menu"
  • When in map mode, after I incorrectly selected something, it shouldn't zoom you straight out.

Group:31337

  • Cool interface
  • Cool concept
  • Maybe basic statistics on the main game screen (at least distance/area)
  • How did we deal with keyboard input? The phones have to have QWERTY keyboards?
  • Some how be able to set win conditions (distance/area goal or timed)
  • A single player mode that keeps track of stats...? more like a stopwatch than anything else

Bernardo de Seabra - Apr 23, 2009 02:17:56 am

Group:O

  • This game is trying to solve a hard problem.
  • Animations were good. Keep it up.
  • The difficulty selection is not straight forward. Since there are 3 difficulty levels perhaps a combo box or a drop down would be a wiser choice.
  • Keep the tutorial since it's quite useful to understand the game and how to play.


Group:B Pour G

  • Found the coordinate system not user-friendly. You should focus on this for your next iteration since it seems to be critical.
  • The menu could be improved since there are a lot of cascading items that are hidden.
  • The buttons with transparency are hard to read. Perhaps you could add some contour.
  • The running icon/mark was interesting but should be stopped when the user is not moving it.
  • There are still a lot of things to be implemented.


Group:TGTGSH

  • Good interface organization.
  • You could make more use of icons instead of text. It would be more appealing given it's supposed to be a game.
  • The pager for messages is a nice way of integrating the player more into the game. However, there should be a better indicator of a new message received.
  • Not sure if it was because of the projector's resolution but the text was hard to read. Perhaps increasing the font would be helpful.


Group:CalUI

  • Background drives attention away from the game itself.
  • The notification of a wrong answer should be more prominent.
  • Pause functionality would be useful.
  • The game itself could be improved to make it more fun and appealing.


Group:31337

  • The registration screen could be more elegant (smaller and narrower font).
  • The player's health bar should be clearly indicated as such.
  • Some more information about the game status would be great.

Nalditya Kusuma - Apr 23, 2009 04:02:48 am

Group: O
What is the number on the top right corner? Time left to complete the stroke?
How about the red bars--I think there should be labels there. The same thing for the players.. how do I know whether I am the black or the blue
Just stroking the character won't help you much if you don't know how to pronounce it
Align the buttons and make them look interesting
Other than that everything is straight forward and easy to play

Group: B Pour G
Point is hard--can I click on the map to generate the point automatically?
Scavenger hunt idea is cool, can make users engaged in the game
In the end of the scavenger hunt i don't really like the text "Game over!!" to be on the top of the page. If I were the user I would like something less ambiguous and rewarding such as "Conglaturations you win!" etc.

Group: TGTGSH
Main interface: the username box is not labeled--didn't know what it was for until I click the "start" button
In the game play if I click one of the buttons on the left side and the screen is changed, can I go back to the very first screen of cartoonish patient in a room?
How about more explanations for the different drugs you can prescribe?
How about easier gameplay level since it seems only medical students can play it o_O (I want to play this thing too!)
Probably some animations between giving out the prescribtion and the feedback to show that it has been given to the user?

Group: CalUI
On this http://vis.berkeley.edu/courses/cs160-sp09/wiki/images/f/fb/CalUI_int_Multiple_Choice.jpg I can't really see the difference between what's clickable and what is not.
In fill-in-the-blank can you just click on the word instead of typing it?
Probably make the cal background less shinier (make it darker somehow)?

Group 31337:
What does 160 'Fitness' mean?
Just wondering though--can you a player sees another player's position if they run/online at the same time? Can you race against another player with this software?
Simple UI i like it--probably make it colorful?

Alexander Cho - Apr 23, 2009 06:17:13 am

Group:O - I think this is a great game in and of itself, and it is great that you are teaching how to write characters at the same time. I think the buttons are too small and they could use a bit more design, right now it is kind of plain and hard to read. Maybe you guys could also spell out something like a sentence or story to keep things interesting instead of disconnected characters. Or many you guys could a category of characters that the users can select, like animals, foods, etc. If animations are made more sophisticated this could turn out to be a smash hit.

Group:B Pour G - This is a very appealing piece of software. Minor complaint: wouldn't giving freshmen the shortest distance between two areas increase the chances of gaining the freshman 15? (Maybe I am taking your joke too literally). It is a great idea putting it on a mobile devise so that the users can use it while actually being on campus. The team scavenge hunt would be great for Cal-So. Maybe you guys could use a more colorful map, right now the colors are boring (but then again it is just a prototype). Perhaps you could set targets to entries and exits instead of the whole area. It would be nice to know where the entrances are. Also maybe you could having the running man only run when he is moving, right now as he standing still it kind of hurts my eyes and head (minor complaint). You already probably thought of this but you should provide key controls instead of having to click up, and down buttons on the screen. Maybe you should also restrict the man from going to certain places (like restricted to only roads) instead of walking through barriers etc. If users have freedom to tag places you should have some control of flagging abuse. Also it would be great to allow users to suggest different places to eat through this interface.

Group:TGTGSH - The target user group are 1st to 2nd year medical students. I wonder if this could be available for a more broad user group because I think mothers and fathers would love this. Also this is knowledge that many people would be interested in knowing. I like how you can load previous games. I liked the look of your UI, very nice colors and design. Maybe you could give more affordance to clicking the table entry to view the image again because right now it just looks like plain text. But then again it adds to your minimalist design which makes it look very clean. The tool tips were a great idea because the image doesn’t really explain its function too well. The name “pager” doesn’t really tell us what it does, perhaps you guys could give more explanation to what it is, maybe a hover over tip box (not sure if this is already implemented, just suggesting it).

Group:CalUI - This program looks like a fun and appealing idea. The answer choices being transparent is kind of confusing, reduces affordance to clicking perhaps just in my opinion. It was a great idea to allow zoom for the map. It was a novel idea to have an extensibility option. Perhaps you could have a UI feature for non-programmers to extend the system. Maybe the background could be one CAL logo instead of many. I like your peek option on the left corner to make the map more readable and usable. The option sound makes it sound like you did something wrong or terrible, maybe you should change it to something more friendly and cheery.

Group:31337 - I think this is a great idea because runners really do like knowing how much they ran and all those other stats. Right now there are some software out there that calculates things like this but they calculate with steps (just vibrations of the phone) and it is very inaccurate. The use of a map and gps-like feature is a very good idea also. Is there a record or top scores list? I think that would be fun, for people to put in their top scores so that there could be some competition. I like the minimalist clean design, but could there be a better way to show the stats in a more fun way? Maybe themes could be chosen.

Prahalika Reddy - Apr 23, 2009 02:50:12 pm

Group:O

  • Really nice idea, I think it could be pretty useful
  • Does the stroke order matter?
  • Would it be a good idea before the round began if there was a brief showing of the strokes so the player knows what order to do the strokes in?
  • How does the enemy actually hurt the player back? Does it happen if the player gets a stroke wrong?
  • It might help if the health bars were labeled as health bars b/c it's hard to know what they are
  • The timer is really weird, what are the increments?

Group:B Pour G

  • UC Berkeley mapping system
  • Scavenger hunt – I like that idea
  • Bottom left “option” button is hard to see
  • Scavenger hunt icon is hard to see
  • How do you know what the coordinates are?
  • Is there a way of verifying whether building tags are valid?

Group:TGTGSH

  • my group

Group:CalUI

  • The front screen is a little overwhelming - maybe a picture, but not as the background
  • The backgrounds on the other screens are also a little too much - the pages look a little busy
  • All the little windows make the page too busy, it would be better to have just one window with different compartments
  • "Locate the campus landmark" is a really cool idea - it seems like it would really help new students
  • Having some other activities between the questions might keep the player more interested than just the questions
  • Is there any way to save the game if you decide to leave in the middle?

Group:31337

  • This was an interesting concept - I've never seen anything like this before
  • Do players get to see all other players' territories or just their own friends?
  • How do the territorial claims work between networks of friends?
  • It was nice to see a game not for a computer
  • The interface was really nice, it was very clean and understandbale
  • Is it possible to see the more detailed information on the Run History page that was there for the lo-fi prototype?

Moonway Lin - Apr 25, 2009 02:41:35 am

Group:O - Neat concept. Better stroke detection, and enforcing some kind of stroke order, would be good. The custom game feature is kind of nice, so that players can adjust the difficulty settings on their own. I like how the program's structure has been much more streamlined since the initial design. The user interface looks a bit bland, especially the title and difficulty select screens. You can either make the buttons bigger or add some background graphic that doesn't clash with the text/buttons. Also, as others suggested, it would be nice to see the characters in context or used in a sentence.

Group:B Pour G - The scavenger hunt sounds fun. Do you think having a satellite map might be more effective/recognizable than a computer-generated map? The red lines that are drawn over the buildings and captions are a bit tacky...maybe replace with dotted lines or something that is more transparent? The amount of time it takes for users to reach a destination may be affected by human or vehicular traffic (the areas around Sproul Plaza and Dwinelle are crowded by student activist groups, while the areas around Evans and Hearst Mining are crowded by buses and construction vehicles.) Therefore, this game may encourage players to take small pathways located away from the public in order to improve their times?

Group:TGTGSH - Nice game concept. Regarding the interface, the light-blue background is a bit sharp, although I like the orange buttons and the 3D effect on them (affords clicking.) The white "Test Results" text atop the grey background is awfully hard to read. Is this game serious enough for actual doctors-in-training? It does seem like a huge improvement compared to the many cartoony online games, such as Virtual Knee Surgery. Hopefully, this game will prove to be useful.

Group:CalUI - My group. I actually expressed quite some doubts about our colours and backgrounds during our program's development, although some of my group members disagreed with me. I especially disliked the Cal background on the Fill-in-the-Blank screens, and I already increased the brightness on it so that the text became more visible (but apparently not enough.) Now that the class has spoken, we will definitely make some improvements in terms of aesthetics for our final prototype.

Group:31337 - Isn't this kind of like the Nike+ app for the iPhone? (Or whatever it's actually called; I don't have an iPhone) It's good that you used the Android platform instead of Flex, as the application makes so much more sense for mobile users. The black backgrounds and white text seem a bit monotonous, especially when compared to the lo-fi design, although the map screens are nice. Perhaps "Joining a Game" could be renamed to "Joining a Group," to make it more clear what it means. Also, supporting SI units (km, etc.) would probably open this to an even greater audience.

Adam Kauk - Apr 26, 2009 02:28:49 am

Group O:

Your tutorial is to fast. You should make it so that people can step through it at whatever pace they want. Also, once I watched the tutorial, I couldn't watch it again.

Your game is cool, but once again, when you get to the end, you can't play again. Maketh sense?

Also, there is no explanation of what is the difference between easy, medium and hard. Although I think I figured it out by playing, it was confusing the first time I tried hard.

B Pour G:

It's annoying that the map part only occupies about a third of the screen. Also, can we have some directions for this game? Just looking at the game, I really don't know how to play it.

The little world button on the right top that enables all of the features is way too inconspicuous--and it is unlabeled, so I'm not sure what it does.

TGTGSH:

Very nice looking game. As a non-medical student, I have a tough time doing well at it, but if the users knew some of the stuff, I think it would be very effective. The ideas you mentioned in class about having the "console" feature give hints would be cool, even for med students who might not know the answers.

31337:

This is a cool game idea. Here are some possible ways to make it more interesting. What if users could capture ground away from other users? Then the domains could get bigger and smaller, and the current leader will often change. Also, what if users could do things to there territories--like decorate them on the android phone--and other users could see the decorations. I feel like these things would give more of a sense of competition and more motivation.

Sean Ahrens - Apr 26, 2009 12:32:59 pm

Group:O

  • Cool idea, very interactive
  • Should label the health bars more clearly
  • I think you may want to consider making many of your buttons larger (more easily clickable)
  • Font would benefit from being bigger on the sliders
  • How do you quit?
  • Consider having avatars
  • Possibility of 2 player?

Group:B Pour G

  • X,Y coordinates are a bit unfamilar for many users --> region-based tagging instead?
  • Good work building this for phone, I'm sad it won't actually hit the phone
  • Animated walk cycle is nice
  • Color scheme could use some more attention

Group:TGTGSH

  • Consider an avatar for the doctor
  • Looks nice
  • Consider enlarging or otherwising calling more attention to the Time Left & the patient's status
  • The new message received notifcation isn't strong/clear enough
  • This app is great, consider it for a broader audience outside med students

Group:CalUI

  • The transparent buttons on this make them look not like buttons
  • Zoom on map = awesome
  • Cal logos a bit distracting
  • Option sound isn't appropriate to the action, sounds like a wrong action was taken

Group:31337

  • Health bar needs better labelling
  • Can you add more stats? I think more stats would rock.
  • Consider allowing the user to specify km as a distance measure.
  • As I'm sure you are aware, Google has a run/journey tracking app -- but your "terrority idea" puts this game in a whole nother ballpark. My girfriend would probably love this.

Szu-Chun Mao - Apr 27, 2009 12:58:26 am

Group:O

  • Great game idea and it seems like a fun game to play.
  • The overall UI design looks too generic.
  • The fonts and buttons are hard to read.
  • The animations look impressive.
  • Not really sure what the numbers on the top right corner means.

Group:B Pour G

  • The overall UI looks pleasant; however, does not seem to be that user-friendly.
  • This game can be quite useful for new Berkeley students.
  • The coordinate system seems a bit confusing to me.
  • Adding more ways to control the little man would be nice.
  • The little guy keeps running when he’s idle.

Group:TGTGSH

  • Interesting and well implemented idea.
  • The color scheme used makes the text hard to read.
  • Need more description to get a feel of what the widgets on the left mean.
  • I like the overall UI design. It looks pretty realistic.

Group:CalUI

  • The combination of Cal background and the transparent overlay make the UI design look cluttered.
  • Too much information to read on game-play screens.
  • Good game idea; however, not very fun to play.
  • How do you turn off the sound effect?

Group:31337

  • Nice game idea for Android platform and taking advantage of the existing GPS functionality.
  • well-implemented prototype
  • Simple and clean UI design suits its target users and the Android platform.
  • This game has great potential to be more fun and beneficial to the target users.

Shendy Kurnia - Apr 27, 2009 03:13:12 am

Group:O

  • wow on how you can recognize which strike of the character

Group:B Pour G

  • my group

Group:TGTGSH

  • nice flow on the presentation. you brought up demo early, and then you explain
  • the scoring is not too motivating. maybe if you can have rankings on the scoreboard, it'll be more motivating

Group:CalUI

  • too much text. should use more visualization
  • i like the map thingy (i think it is a question about a location)

Group:31337

  • nice graphic of google android and its keypad
  • i really like the graphic design. is one of you graphic designer?

Alexei Baboulevitch - May 01, 2009 03:28:22 am

  • Group:O - My group.
  • Group:B Pour G - Only horizontal/vertical paths are currently allowed, which creates strange paths. Why is the user icon always running? The "close" button in chat is confusing; perhaps replace it with "send"? The menu seems to have too many buttons; try adding a few subscreens. Boundaries need to be added. How will GPS map onto the game?
  • Group:TGTGSH - Your interface design and color choices are great! There are only a few specific case studies. Who adds them? Why not let the user add custom case studies? Do you simulate the effect of giving a patient the wrong medicine? If not, the game loses some of its impact, since you don't learn what happens when you make a mistake. The buttons are pretty but not very clear. You should add labels to them.
  • Group:CalUI - Your questions seem very trivia-centered. Try adding more practical questions, like "where do most math classes take place?" The in-game volume slider seems a bit strange to me. A mute button would be a better choice. The disabled buttons will only confuse the user, so either remove them or add tooltips.
  • Group:31337 - Excellent work! Why does the physical button menu feature only one button on many of the screens? That seems counter-intuitive. Either add more buttons or make the physical button perform the functionality directly. How does your capturing algorithm react to odd shapes?


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