Software Engineering with an Agile Development Framework/Iteration Two/Interaction design/Wireframes< Software Engineering with an Agile Development Framework | Iteration Two
|Case study Marine Quest|
Group: Alastair Nicholl, Liz Coup and Janey Labes for Portobello Aquarium, with artist Serge Ratten
We added all of the islands so that we could see how it would work and how many there would be. We discussed at length whether to have a bird’s eye perspective or a first person perspective. We looked at different ways for the user to interact, either by steering the boat or by clicking on the individual island.
Boat’s steering wheel. When the user clicked on a Game, the boat would steer and drive to that island.
The Group had decided to develop games incrementally. The functional delivery of iteration two had a subset of games. More were added in Iteration 3, along with a reworking of much code for optimisation and delivery.
An intermediate version was again more robust (not shown). They improvement in this version was the way that the games were loaded into the main menu. This version had three games integrated with the main men; Rock Pool Relatives, Crab Feeding Utensils, and Let’s Get Fishy!. In addition this version included functionality for the treasure. This is the third version that was released to the client. This version changed screen sizes from 700x400 to the 700x525 which uses the same proportions as an 800x600 screen (which is the screen size that we are developing for). This version had five robust games, Rock Pool Relatives, Crab Feeding Utensils, Let’s Get Fishy, Who Lives Here? and Sharky shark. Credits were also added to this version.
|Case study Use your noodle|
Group: Gena Salmon, Michael Brown and John Stefani for Iain Bonney