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Creating an accessible graphical user interface for young children to build customizable foldable boats.md 3.7 KiB
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# Creating an accessible graphical user interface for young children to build customizable foldable boats. 

## Goal/Expectstions

- Create graphical user interface that young children, the target age being 5 years old, can easily use without any formal or informal engineering training to create a foldable boat to their specifications.
- We want a 5 year old to be able to design the boat, print it out, and use scissors to cut and fold the boat they created.
- A foldable boat is complete when its electrical, mechanial, and software components have been chosen, fabricated, and assembled. 

## Questions

When young children are given the task to build a foldable boat to their specifications, can they do it given the graphical user interface we build? What does their thought process look like when designing the foldable boat? (How and why do they design their boat the way they do?) Will our graphical user interface (GUI) be easy to use without having skills learned by engineers? Can this project: the GUI, the foldable boat, and the median be created and replicated easily, with little cost, and little to no resources?

### What concrete contributions will you accomplish for a successful project? How do you define and evaluate "success"? What Specific Characteristics must the boat have for you to call it optimized? For children to be able to replicate? What about letting the children personalize/cutomize their design? 

## Backgound

[GUI](https://www.computerhope.com/jargon/g/gui.htm) 

Graphical User Interface (GUI): an interface that uses icons or other visual indicators to interact with electronic devices, rather than only text via a command line

**How does it work?** 

It uses windows, icons, and menus to carry out commands, such as opening, deleting, and moving files

**The Benefits of GUI?**

GUI operating systems are much easier to learn and use because commands do not need to be memorized. Additionally, users do not need to know any programming languages.

End-User: a person who ultimately uses or is intended to ultimately use a product

Examples: Microsoft, MacOS, apps, websites, games, etc.

GUI is not bound to a mouse, but can be implemented across devices and platforms, tablets (touch), games (controls), etc.



[Mario Kart (Vehicles and Customization)](https://www.ign.com/wikis/mario-kart-8/Vehicles_and_Customization)

- Speed - Your overall top speed. Collecting coins, boosts this, too.
- Acceleration - How fast you reach your top speed. Good acceleration means quick recovery from Items that hit you.
- Weight - Affects both how far you drift off course when you power slide and how much you are affected by other drivers who hit you. Lighter karts get knocked around more. Heavier karts drift farther off course.
- Handling - How close you stick to a corner. Bikes have much better handling than karts.
- Traction - Allows you to traverse routes off of the main track faster.

![img](https://oyster.ignimgs.com/mediawiki/apis.ign.com/mario-kart-for-wii-u/0/05/Mk8vmain.png?width=640)

The end-user can choose a vehicle (car or bike), wheels, and a glider (used to fly). By cutomizing the vehicle as well as choosing the character (ie. wieght classes impact the stats), the end-user can design their experience and gameplay. The parts of the vehicle can be for looks or better stats during gameplay.   



[GUI bloopers: don'ts and do's for software developers and Web designers](https://books.google.com/books?hl=en&lr=&id=-kcKpqzbBR0C&oi=fnd&pg=PR15&dq=GUI+Bloopers&ots=rSaIgP4-UL&sig=FKdnzVY_3mcWtqiH_ijx9brj-XE)

[GUI bloopers 2.0: common user interface design don'ts and dos](https://books.google.com/books?hl=en&lr=&id=cIY0JOAkLoYC&oi=fnd&pg=PP1&dq=GUI+Bloopers&ots=uYyoTi0UsG&sig=_AumZN7GL_W2Ld_advRNA8VdoAA)