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# 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)
## [Are tangibles more fun?: comparing **children's** enjoyment and engagement using physical, **graphical** and tangible **user interfaces**](https://dl.acm.org/citation.cfm?id=1347433)
(What questions did they ask when interviewing children on preference and diffculty?)
## [**Designing** for fun: how can we **design user interfaces** to be more fun?](http://cgis.cs.umd.edu/~ben/Fun-p48-shneiderman.pdf)
## [What **children** can teach us: Developing digital libraries for **children** with **children**](https://www.journals.uchicago.edu/doi/abs/10.1086/428691)
## [**Designing** for or **designing** with? Informant **design** for interactive learning environments](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.476.7769&rep=rep1&type=pdf)
## [The role of children in the design of new technology](http://legacydirs.umiacs.umd.edu/~allisond/child_info_tech/Druin-BIT-Paper2002.pdf)
## [**Design** principles for **children's** technology](http://www.hci.usask.ca/publications/2005/HCI_TR_2005_02_Design.pdf)
...@@ -31,59 +31,5 @@ But with the addition or subtraction of a wheel, we start to run into obstacles ...@@ -31,59 +31,5 @@ But with the addition or subtraction of a wheel, we start to run into obstacles
******* as of right now we will limit wheel addition and subtraction, due to these initial concerns ******* as of right now we will limit wheel addition and subtraction, due to these initial concerns
## 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)
[Are tangibles more fun?: comparing **children's** enjoyment and engagement using physical, **graphical** and tangible **user interfaces**](https://dl.acm.org/citation.cfm?id=1347433)
(What questions did they ask when interviewing children on preference and diffculty?)
[**Designing** for fun: how can we **design user interfaces** to be more fun?](http://cgis.cs.umd.edu/~ben/Fun-p48-shneiderman.pdf)
[What **children** can teach us: Developing digital libraries for **children** with **children**](https://www.journals.uchicago.edu/doi/abs/10.1086/428691)
[**Designing** for or **designing** with? Informant **design** for interactive learning environments](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.476.7769&rep=rep1&type=pdf)
[The role of children in the design of new technology](http://legacydirs.umiacs.umd.edu/~allisond/child_info_tech/Druin-BIT-Paper2002.pdf)
[**Design** principles for **children's** technology](http://www.hci.usask.ca/publications/2005/HCI_TR_2005_02_Design.pdf)
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