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ACSC330 – INTERACTIVE DESIGN

INTERACTIVE APPLICATION DESIGN DOCUMENT

Insert Interactive
Application Logo

TITLE OF THE INTERACTIVE APPLICATION

Add Catch Phrase here!

Team Members:
1. Jane Smith (123456)
2. John Doe (123456)
3. John Smith (123456)

20 May 2022
Table of Contents

Table of Contents.........................................................................................................2

1 – Introduction............................................................................................................ 3

2 – Interactive Application Analysis...........................................................................4

2.1. Interactive Application Description......................................................................4

2.2. Technical............................................................................................................. 4

2.3. Interactive Application Atmosphere.....................................................................5

2.4. User Interaction...................................................................................................5

3 – Interactive Application Design..............................................................................6

3.1 Interactive Application Definitions........................................................................6

3.2 Interactive Application Matrix...............................................................................6

3.3 Interactive Application Flow Chart.......................................................................7

3.4 User/Player Properties........................................................................................7

3.5 User Interface (UI)...............................................................................................8

3.6 Storyboard........................................................................................................... 8

4 – Technical Information............................................................................................9

4.1 Visual Content.....................................................................................................9

4.2 Code Structure....................................................................................................9

4.3 Audio Content...................................................................................................10

4.4 Resources.........................................................................................................10

5 – Conclusions......................................................................................................... 11

5.1 Future Work......................................................................................................11

References.................................................................................................................12

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1 – Introduction

The introduction should include a brief sentence or two about the interactive
application, its genre, player type, technical form, references and theme. Everyone that
reads this should be able to understand what the basic idea of the interactive
application.

A new purpose for the introduction can also be the reason for the concept and history
of the game the concept is based upon. Here is a short list of subjects to address in the
introduction (max 1½ page):

• Genre
• Player Type
• Game Play
• Technical Form
• History
• Reference
• Theme
• Design Intentions (original or cloned)

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2 – Interactive Application Analysis

The interactive application analysis provides a general overview of the application to be


developed.

2.1. Interactive Application Description

Provide a description of the interactive application (IA). If the IA is a game address the
following: Role-play, Adventure, Strategy, Puzzle, Simulator, Construction &
Management, etc.

Game elements are the basic activities the player will be doing for fun during the game.
Example: Shooting, Collecting, Chase, Combat, Dodging, etc.

Game Content: For example Horror, Thriller, Humour, Drama, etc.

Theme: For example: Western, Sci-Fi, Fantasy, etc.

Style: For example: Real, Old School, Manga, etc.

Game Sequence: For example: Linear- Storylines, Hyper- Storylines that the player
can influence, Simulation, etc.

User/Player: The number of players/users that can interact with the application at once.

User Immersion: This is an attempt to understand what kind of enjoyment the user will
receive from the interactive application. For examples: Tactical, Strategy, Narrative,
Physical, Emotional, and Mental.

Reference: References can come from anywhere. The idea is to describe your
interactive application's story, play, and style with references.

2.2. Technical

Technical Form: Basically there is 2D graphics (Flat) and 3D graphics (Form)


View: Camera view the user will experience the interactive application from
Platform: iOS, Android, Mac, PC
Language: C#, C++, Ruby, Java
Device: PC, Mobile, Console

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2.3. Interactive Application Atmosphere

In the interactive application atmosphere section, it is best to have a mood board or a


clear description of the IA's style. Provide information on the following: Character/Units
Sketch & Description, A Level (Locations) Sketch & Description, and Audio Description.

2.4. User Interaction

The User Interaction section is utilized to create a descriptive paragraph about how the
IA is user and/or played. The idea is that you want the person imagine they are actually
using the IA.
Example: “the Lazarus Fighter has more armour than the Apollo Fighter.”
This outline will vary according to the type of the interactive application / game:
• Opening the application
• IA Options
• Story Synopsis
• Modes
• IA/Game Elements
o Game Levels (if this is a game)
• User's Controls
• Winning (if this is a game)
• Losing (if this is a game)
• End
• Why is all this fun?

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3 – Interactive Application Design

This section describes how interactive application's objects behave, controlled and
properties they have. This is often referred to as the “mechanics” of the IA. This
documentation is primarily concerned with the IA itself.

3.1 Interactive Application Definitions

In this section, the definition of the IA use/play is established. Definitions should include
how a user transitions in the application (i.e. wins, loses, transitions between levels,
and the main focus of the gameplay, if the application is a game).

Issues that should be addressed here are: Menu, Player Control, Synopsis, Game
Play, and Game Over (Winning, & Losing)

3.2 Interactive Application Matrix

In the interactive application matrix is a spreadsheet containing the generic names of


the player and antagonistic elements and their properties. This should allow an easy
cross reference for any elements in the application that have numerical or other
descriptive values associated with their name.

Figure 1. Interactive Application Matrix.

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3.3 Interactive Application Flow Chart

The IA flow chart provides a visual of how the different application elements and their
properties interact. IA flow charts should represent Objects, Properties and Actions that
are present in the application. Flow chart objects, properties and actions should have a
number reference to where they exist within the application mechanics document.

Figure 2. Interactive Application Flow Chart.

3.4 User/Player Properties

The user elements section lists all the elements that are directly related to the player or
serve to benefit of the player. Devise two sets of names for player elements. One set is
a generic name (or code) and the other is its game name. Describe the terminology
that you use to describe the player’s properties. This is a good place to interact with a
graphic designer to ensure the game graphics match the game names. Graphics that
will be seen during game play should be exhibited here.

Below is a suggested list of player definitions:


Player Properties: Make a list within the player properties section that defines the
properties for each player. Player properties can be affected by player’s action or
interaction with other game elements. Define the properties and how they affect the
player’s current game. A suggested list of player definitions may include: Health,
Weapons, Actions, etc.
Player Rewards (Power-ups & Pick-ups): Within the player rewards section, make a list
of all objects that affect the player in a positive way i.e. health replenished. Define

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these objects by describing what affect they cause and how the player can use the
object.

3.5 User Interface (UI)

This is where a description of the user’s control of the application can be placed. It is
also recommended to think about which buttons on a device would be best suited for
the application. Consider what the worst layout is, then ask yourself if your UI is it still
playable?

A visual representation can be added, where we relate the physical controls to the
actions in the game. When designing the UI, it may be valuable to research quality
control and user interface (UI) design information

3.6 Storyboard

This is where the story can be described in detail. A story board can be used to tie in
graphics to the text, include sketches and/or diagrams.

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4 – Technical Information

This section provides the information concerning the technical aspects of the IA should
be placed here. The technical document contains information as provided by the team
members responsible for the Visual, Programming, and Audio aspects.

4.1 Visual Content

A list of technical requirements from those in concerned with the visual aspects of the
game. All objects should be listed with their generic names. Screenshots of the
objects/assets used in the interactive application should be included and described.

4.2 Code Structure

This is where an overview of how objects/functions/data interact, a list of what specified


functions/routines do and a list of what order modules will be written).

Figure 3. Interactive Application Flow Chart.

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4.3 Audio Content

In this section the audio content should be mapped to the visual objects being
developed, thus explaining the purpose it serves.

4.4 Resources

The resources section lists applications and equipment that are acceptable for use in
the development of this application. This begins to satisfy a legal challenge that
developers must begin to be aware of.

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5 – Conclusions

Include a brief summary of the work carried out and what has been accomplished (1
page).

5.1 Future Work

Indicate any future work that would enhance your interactive application (max ½ page).

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References

References should be listed here in sequential form [1], [2], [3], etc. In Word, select the
Reference tab, and click on Insert Citation to Add Reference in the text above. Then
click on the references and click update citations. Alternatively manually enter citations.
You may delete the [Begin] and [End] tags prior to printing.
[Begin]

[1] C. Markides, “CSED Style Guide,” Style Guide Journal, vol. 1, no. 1, p. 15, 2015.

[End]

References examples:

[1] Information for Authors. (2000, Feb.) IEEE Periodicals,


Transactions/Journals/Letters. [Online]. Available: http://www.ieee.org.

[2] V. F. Ruiz, ‘Style Guide for Technical Reports and Academic Papers’,
Department of Cybernetics, University of Reading, 2001.

[3] IEEE, "IEEE Standards Style Manual", IEEE Periodicals, Transactions /


Journals / Letters. [Online]. Available: http://www.ieee.org.

[4] C. C. Chen, “Transmission through a Conducting Screen perforated periodically


with Apertures,” IEEE Transactions on Microwave Theory and Techniques, vol. MTT-
18, No. 9, Sep. 1970.

[5] F. Halsall, “Data Communications, Computer Networks and Open Systems,” 4 th


ed., United Kingdom: Addison Wesley, 1996.

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