KS4J834 R097 TA1 and TA2 26 min read 10 question quiz 13 exam marks

R097 TA1: Planning Interactive Digital Media

Interactive means the user decides what happens, so you are not planning one experience but every route through it. Internally assessed.

Types of interactive product and their structures

What counts as interactive

Websites, apps, kiosks and exhibits, e-learning, interactive video, games, quizzes, virtual tours. The common property is that the user's choices change what happens next.

Navigation structures

StructureShapeSuitsRisk
LinearOne screen after anotherA tutorial, a story, a quizFrustrating if the user wants to skip ahead
HierarchicalHome, sections, sub-sectionsMost websitesContent buried too deep
Hub and spokeA centre with branches that returnApps, kiosks, menusThe hub becomes crowded
NetworkedMany screens linked many waysReference material, wikisUsers lose track of where they are

Most real products mix them: a hierarchical site with a linear checkout inside it.

The planning documents

DocumentPurpose
Client brief interpretationPurpose, audience, message, content, constraints
Mind mapExploring content and features before committing
Mood boardAgreeing look and feel
Navigation diagramEvery screen, every link. The most important document here
WireframesThe layout of each distinct screen, without styling
StoryboardAny video or animated sequence inside the product
ScriptNarration, dialogue and on screen text
Asset tableEvery asset, with source, format and licence
Work planTasks, order, dependencies, milestones, contingency
Linear, hierarchical and non-linear navigationThree shapes a navigation diagram can take. A linear structure gives one route from start to finish with no way to skip ahead, which suits a guided tour, a tutorial or a quiz. A hierarchical structure has a home screen branching into sections, with further pages below each section, and is what most websites and apps use because it gives a clear top level and depth underneath. A non-linear structure lets any screen reach any other, which suits a reference product or a menu hub where the user decides the order. The navigation diagram is the single most important planning document for an interactive product, because it is what proves every screen is reachable and every route returns.How the screens of an interactive product connectStartStep 1Step 2Endone route, no way to skip aheadHomeSection ASection BSection CPage 1Page 2a clear top level, then depth below itScreen 1Screen 2Screen 3Screen 4every screen reaches every other
Name the structure and say why it suits the product. A quiz is linear, an app is hierarchical, a reference product is non-linear.

Checking a navigation diagram

Every screen is a box, every link an arrow. Then test it:

  1. Can every screen be reached from the entry point?
  2. Does every screen have a route back or onward?
  3. Are there dead ends, where the user is stuck?
  4. Is anything too deep? More than three or four steps and people give up.
  5. Is the structure consistent, so the user always knows where they are?

An orphan screen is one nothing links to. A dead end is one nothing links out of. Both are obvious on a diagram and invisible in a half built product.

Wireframes

A wireframe shows placement and nothing else: boxes with a cross for images, grey bars for text, named rectangles for buttons. Leaving out colour and type is deliberate, because it keeps the review focused on structure rather than taste.

Wireframe every distinct screen: the home screen, a content screen, a form, a confirmation, and the error state. The error state is the one everybody forgets and users see most.

Annotate interactions, not just layout

Write what each button does and which screen it leads to. A wireframe without that is a picture; with it, it is a specification.

A worked wireframe with interaction annotationsA wireframe of a mobile order page at 390 pixels wide, version 2, with eight numbered annotations. One: the logo in a header that persists on every screen. Two: a back control and a basket showing a count of two, with the count always visible. Three: a single hero image placeholder at 16 by 9, lazy loaded. Four: the heading 'order for collection', the only h1 on the page. Five: a date and a time control, both as selects rather than free text fields. Six: a quantity stepper with minus, the value 1 and plus, drawn at 44 pixel targets within thumb reach. Seven: a full width primary Continue button. Eight: a bottom navigation bar with shop, orders and account, placed within thumb reach. Everything is drawn in grey with no colour, no typeface and no real image, which is deliberate, because a wireframe is a conversation about structure rather than about appearance. The wireframe is not finished until the error state, the empty state and the confirmation screen have been wireframed as well, and every control carries an annotation saying what it does and which screen it leads to.Wireframe: Northgate Bakery · order page · mobile, 390px · v02logo1header, persists on every screenback | basket (2)2basket count always visible[ hero image ]3one image, 16:9, lazy loadedOrder for collection4h1, one per page[ date ] [ time ]5two selects, not a free text fieldquantity − 1 +644px targets, thumb reach[ Continue ]7primary action, full widthnav: shop · orders · account8bottom nav, within thumb reachNo colour, no typeface, no real image. That is deliberate: a wireframe is a conversation about structure.And it is not finished until the error state, the empty state and the confirmation screen have been wireframed too.Every control annotated with what it does and which screen it leads to.
Grey boxes on purpose. Add colour and the review turns into an argument about the shade of the button.
How deep is your navigationA navigation diagram drawn as columns of screens, one column for each number of clicks away from the home screen. The home screen is the entry point and everything is measured from it. One click away are the main sections, Shop, About and Contact, which is where most visitors stop. Two clicks away is the content itself, a product list, a basket and a team page, still comfortably reachable. Further right the screens fade: a product page three clicks away and a size guide four clicks away, which is buried content that almost nobody reaches however good it is, because every extra click loses visitors, shown by the bar along the bottom fading from many visitors to almost nobody. Two faults are also shown. The order done screen is a dead end: it has no home button and no way onward, so the user is stuck. The old offers screen is an orphan: nothing links to it, so it can never be reached at all. Both are immediately visible on a navigation diagram drawn before building, and both are very hard to spot in a product that is half built.HomeShopAboutContactProductsBasketTeamProductOrder doneSizesOld offers0 clicks1 click2 clicks3 clicks4 clicksmost visitors stop heredead end: no way outorphan: nothing links to itmost visitorsevery extra click loses peoplealmost nobody123455
  1. The home screen is the entry point. Everything is measured from here.
  2. One click down: the main sections. This is where most visitors stop.
  3. Two clicks down: the content itself. Still comfortable.
  4. Four clicks down: almost nobody gets here, however good it is.
  5. And watch for a screen with no way out, or no way in at all.
Three or four clicks from the entry point is the practical limit. Deeper than that and the content may as well not exist.

Interface design and accessibility

Principles that get credited

  • Consistency — the same element looks and behaves the same everywhere
  • Feedback — every action produces a visible response, so nobody taps twice
  • Clarity — buttons say what they do; "Submit" is worse than "Send message"
  • Affordance — things that can be tapped look tappable
  • Forgiveness — mistakes can be undone and destructive actions confirm first
  • Efficiency — the common task takes the fewest steps
  • Recognition over recall — show the options rather than making people remember them

Accessibility, which is both assessed and a legal duty

RequirementWhat it means in practice
ContrastAt least 4.5:1 for body text, 3:1 for large text
Text sizeResizable, and never below about 16 pixels for body text on screen
Alternative textEvery meaningful image described; decorative images marked as such
Captions and transcriptsFor all video and audio
Keyboard accessEvery control reachable and operable without a mouse
Focus visibleIt is always clear which control is selected
Not colour aloneMeaning carried by text or shape as well as colour
Tap targetsAround 44 pixels minimum, within thumb reach on mobile

Planning the testing before building

Write the test plan as part of the planning, not afterwards. For each test: what is being tested, the data or action used, the expected result, and space for the actual result. Tests written after the build only ever test what already works.

An inaccessible screen and the same screen fixedThe same booking screen drawn twice, failing and passing accessibility. The failing version has a small, light heading, thin pale body text, an image with no alternative text, a status indicated by colour alone, a small button and no visible keyboard focus. The passing version has a large bold heading, body text at a readable weight and size, an image with alternative text, a status given as both a colour and the word 'sold out', a larger button and a visible focus ring around it. The fixes, with the reason for each: contrast of at least four and a half to one, because pale grey on white is effectively invisible to many readers; body text of sixteen pixels or more that can be resized, with the layout still working at two hundred per cent; alternative text on every meaningful image, because a screen reader has nothing else to read; never using colour alone, because around eight per cent of men cannot separate red from green; tap targets of about forty four pixels, because a thumb is not a mouse pointer; and a visible keyboard focus indicator, because many users never touch a mouse at all.The same screen, before and afterFAILSBook your visitimageno alt text(colour only)GoPASSESBook your visitimagealt="..."Sold outBook ticketsvisible keyboard focusContrast at least 4.5:1pale grey on white is invisible to many readersBody text 16px or more, resizableand the layout still works at 200%Alt text on every meaningful imagea screen reader has nothing else to readNever colour alone8% of men cannot separate red from greenTap targets around 44pxa thumb is not a mouse pointerVisible keyboard focusmany users never touch a mouse
Accessibility is part of designing for the audience, and under the Equality Act it is also a legal duty.
A quiz app screen with six interface design principles marked on itA phone showing a quiz app, with six design principles pointing at parts of the screen. Consistency: the back button is always in the top left. Accessibility: the answer buttons are big targets with strong contrast. Clarity: the button says Next question, which says what it does. Simplicity: there is one question at a time. Feedback: after the answer is tapped the screen says Correct, plus 10 points. Forgiveness: an Undo last answer link means mistakes can be undone.QuizWhat is 7 × 8?545658Correct! +10 pointsUndo last answerNext question1Consistencyback is always top left2Accessibilitybig targets, strong contrast3Claritybuttons say what they do4Simplicityone question at a time5Feedbackevery tap gets a response6Forgivenessmistakes can be undone
  1. Consistency: the same action looks and behaves the same everywhere.
  2. Accessibility: large tap targets and strong colour contrast.
  3. Clarity: buttons say what they do, so Next question beats OK.
  4. Simplicity: fewer options, one thing at a time.
  5. Feedback: every action gets a visible response.
  6. Forgiveness: mistakes can be undone.
An interface succeeds when the user does not have to think about it.

Key terms you must be able to define

Interactive product
A product in which the user's choices determine what happens next.
Navigation diagram
A diagram of every screen in a product and the links between them.
Wireframe
A layout plan of one screen showing placement without styling.
Dead end
A screen the user cannot continue or return from.
Orphan screen
A screen that nothing links to, so it can never be reached.
Hub and spoke
A structure with a central screen and branches that return to it.
Affordance
A visual cue showing that an element can be interacted with.
Feedback
A visible response confirming to the user that an action registered.
Test plan
A document written before building, listing each test, its data and its expected result.

Flashcards

Say the definition out loud before you flip the card. Retrieving it from memory is what builds recall, reading it again is not.

DefineInteractive product
AnswerA product in which the user's choices determine what happens next.
DefineNavigation diagram
AnswerA diagram of every screen in a product and the links between them.
DefineWireframe
AnswerA layout plan of one screen showing placement without styling.
DefineDead end
AnswerA screen the user cannot continue or return from.
DefineOrphan screen
AnswerA screen that nothing links to, so it can never be reached.
DefineHub and spoke
AnswerA structure with a central screen and branches that return to it.
DefineAffordance
AnswerA visual cue showing that an element can be interacted with.
DefineFeedback
AnswerA visible response confirming to the user that an action registered.

Reach the top grade on this topic

  • Produce a navigation diagram covering every screen, with no dead ends or orphans
  • Wireframe every distinct screen, including the error and confirmation states
  • Annotate each wireframe with what every control does and where it leads
  • Plan accessibility in, rather than retrofitting it
  • Write the test plan before building, including tests you expect to fail
  • Justify structural choices against the audience and the purpose

Mistakes that cost marks here

Avoid these
  • Producing a navigation diagram with dead ends or unreachable screens.
  • Wireframing only the home screen.
  • Forgetting the error and confirmation screens, which users see most.
  • Leaving accessibility until after the build, when it means rework.
  • Writing the test plan after building, so it only tests what already works.
  • Choosing a structure by habit rather than by what the content needs.
Fun fact

Interactive means the user controls what happens, and that single property changes everything about planning. You are not designing one path, you are designing every path somebody could take, including the ones you would never choose yourself.

Knowledge check

0 of 10 answered
1Which document is most important when planning an interactive product?
2What is an orphan screen?
3Which structure suits a step by step tutorial?
4What should a wireframe deliberately exclude?
5What is the minimum contrast ratio for body text?
6Why must every control be reachable by keyboard?
7What does affordance mean in interface design?
8Which screen do designers most often forget to wireframe?
9Why write the test plan before building?
10A product needs three or four taps to reach its main content. What is the problem?
Score 0 / 10

Check you could explain this

Five written questions in the style of the real paper. Write a full answer, then let the marker check it against the mark scheme.

13 marks
1Explain why a navigation diagram is produced before building an interactive product.3 marks
Explain

Mark scheme0 / 3
  • LIt shows every screen and how they connect
  • LIt allows checking that every screen is reachable with a route back
  • LStructural problems are far cheaper to fix on a diagram
Model answer

A navigation diagram maps every screen as a box and shows with arrows which screen each link leads to, so the whole structure can be seen at once. That makes it possible to verify that every screen can be reached, that there is always a route back or onward so nobody becomes stuck at a dead end, and that nothing important is buried so deep that users abandon it. Fixing those problems on a diagram takes minutes; discovering after the product is built that a whole section is unreachable means rebuilding the navigation and often restructuring several screens with content already in them.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
2Describe four accessibility requirements an interactive product should meet.4 marks
Describe

Mark scheme0 / 4
  • LSufficient colour contrast
  • LAlternative text for images
  • LCaptions or transcripts for audio and video
  • LKeyboard operability, or not relying on colour alone
Model answer

Text must meet a contrast ratio of at least 4.5:1 against its background, so it stays readable for users with low vision. Every meaningful image needs alternative text, so a screen reader can describe it rather than announcing an unlabelled graphic. All video and audio needs captions or a transcript, which serves deaf users and also the many people using the product with the sound off. Every control must be operable by keyboard alone, with a visible focus indicator, because a large number of users cannot use a mouse or a touchscreen accurately.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
3A museum wants an interactive touchscreen exhibit with a menu of six topics, each leading to text, images and a short video.Justify the navigation structure you would choose and explain how you would plan the screens.6 marks
Justify

Mark scheme0 / 6
  • LA suitable structure is named
  • LJustified for a public kiosk
  • LThe navigation diagram is described
  • LDead ends and depth are addressed
  • LWireframes for each distinct screen
  • LA kiosk specific consideration
Model answer

A hub and spoke structure is the right choice. The menu is the hub, each of the six topics is a spoke, and every topic screen returns directly to the menu, which means the deepest the visitor ever goes is two taps and they can always get back in one. That suits a public kiosk specifically: visitors arrive with no instructions, stay for a minute or two, and the next person needs to find the exhibit in its starting state. A hierarchical structure with sub-sections would bury content and leave people stranded; a linear structure would force them through topics they do not care about. I would plan it with a navigation diagram showing the attract screen, the menu, the six topic screens and the video on each, with arrows in both directions, which makes it easy to confirm there are no dead ends and no screen more than two steps from the menu. Then I would wireframe each distinct screen rather than just the menu: the attract loop, the menu, a topic screen with text, image and video, and the video playing state with its own controls. Being a kiosk adds requirements that belong in the plan rather than being discovered later: an idle timeout that returns to the attract screen after a minute of no input, tap targets large enough for a visitor who is standing and not looking closely, no reliance on a keyboard, and a layout that works for both a child and an adult at a fixed screen height.

The marker looks for key phrases. If you said it another way and it is still right, give yourself the mark.
Machine mark 0 / 13