Interactive Story Coursework

Submitted By jonnymains
Words: 1340
Pages: 6

Interactive Story Coursework

Evaluation

The main things I have aimed to achieve in my Story are;
A Title page
A start page with two options (Let me read this & Instructions)
A speaker icon on each page that reads the writing on each page, if the user can’t read well.
Bold Colours
Sounds to stimulate senses
Easy language for the child to follow
A easy set of instructions that a child would understand
Short and concise so the child doesn’t get bored.
An ending page which tells the user they are finished and a congratulatory sound
Easy navigation

How suitable (for your audience) is the user interface?

The user interface engages with my target audience well. The user interface extremely suitable to my target audience through the consistent colour scheme throughout, the effect this has on my target audience is that it reminds the user what exactly they are playing; this also creates a brand image for Adventurer. The colours that make up the color scheme are brown, grey, green and the use of the white buttons are all rather complex making it more suitable and creditable for my target audience.
The use of little animation is extremely suitable towards my target audience. I know this, as 95% of children preferred one animation throughout a game rather than many different annotations throughout the game play. Therefore I have created an eye catching animated text on cooltext.com to fill this criterion and to make it more engaging for my target audience.
The use of roll over buttons on key pathways also makes it more engaging and suitable to my target audience. This is made suitable through the short attention span of my target audience and through the use of buttons and rollover texts it allows the user to interact with the game and feel like they are in power and have control in what they are doing (independence), which is what 90% of children want.
The sprites in which I have in place for the game play relate with the colour scheme and the usability of the game play, which also improves suitability towards my target audience and theme of the interactive story. For example the statue goes with the story line, I mentioned it is dangerous and this sprite is suited towards the cave theme :
The user interface is improved through the use of sounds throughout the game. The effect this has on my target audience is that it helps engage and interact throughout the game play keeping them interested on that sound is to come next.
How accurate is the score counter?

Throughout both levels (easy and hard) the score counter is extremely accurate after adding the event of a collision, then adding the action of ‘set score’ and finally setting it relative so that it adds up to get a finally overall score. It is make more accurate by adding the exact number of points available to for the player to receive when there is a collision with the two objects.
How effective are the step-by-step instructions?

I feel the step-by-step instructions are extremely effective. I feel it achieves the effectiveness through the easy to follow structure (introduction to was the game in generally about, rules, how to play and what each image (object) does. I also included humor into the step-by-step user guide so that it is relatable to my target audience. The result this has is that it simply meanings the audience will not get bored of the information easily.

How effective is the help facility?

I felt the help facility was extremely successful in the aim to help users. I feel this has been achieved through the formal and clear layout of the information (introduction of the game and how to play). Through the use of the humorous introduction and clear colouring it makes it engaging and also easy to follow and maintain focus.

How suitable (for your audience) is the language?

Through my use of language I feel is was suitable for my target audience. I felt it was suitable because the text is noncomplex. While using simple text I also felt it was just