OCR J834 Creative iMedia · R097: Interactive Digital Media
Stretch tasks R097 TA1: Planning Interactive Digital Media
Quiz Challenge
A quiz game against four computer players, then short and long written answers.
- Quiz Blitz12 questions against the clock
- Quick Fire4 short answers
- Big Think2 long answers
About 20 minutes
This or That
Pixel the cat asks 8 questions. Each has two answers: pick the right one.
- Two answers to every question
- A fish treat for every right answer
- Streaks win Pixel shades, then a party hat
About 4 minutes
Memory Match
Flip the cards two at a time to match each term card to its meaning card.
- 12 cards: each term has a meaning
- One peek at every card
- Combo points for pairs found in a row
6 pairs, about 4 minutes
Sort It
Sort each statement into the right box, like the tick-box tables in the exam.
- 12 cards to sort into 4 boxes
- Drag a card, tap a box or press its number
- Combo points for cards sorted in a row
12 cards, about 4 minutes
The games need JavaScript. Every question is below, with the answers at the end.
Read the lesson: R097 TA1: Planning Interactive Digital Media
R097 TA1: Planning Interactive Digital Media: the questions
Quiz Challenge, round 1: Quiz Blitz
What makes a product interactive?
- It contains video
- It is on a screen
- It is in colour
- The user's choices change what happens next
Which navigation structure suits most websites?
- Hierarchical
- Linear
- Networked
- Hub and spoke
Which structure risks users losing track of where they are?
- Hub and spoke
- Networked
- Linear
- Hierarchical
What is a screen that nothing links to called?
A dead end is a screen that nothing links out of.
- True
- False
Which planning document matters most for an interactive product?
- Mood board
- Mind map
- Script
- Navigation diagram
Which screen is often forgotten when wireframing, though users see it a lot?
- The logo
- The menu
- The error screen
- The home screen
What is the minimum contrast ratio for body text?
- 2:1
- 10:1
- 4.5:1
- 1.5:1
Which TWO are interface design principles?
Tick 2.
- Consistency
- Decoration
- Hidden controls
- Random layout
- Feedback
What is affordance?
- The cost of a product
- The speed of a page
- A type of font
- A visual cue that something can be tapped
When should the test plan be written?
- After the build
- Never
- Only if bugs appear
- Before building, as part of planning
Roughly how large should tap targets be on a phone?
- About 44 pixels
- About 4 pixels
- About 10 pixels
- About 400 pixels
Quiz Challenge, round 2: Quick Fire
Explain the difference between an orphan screen and a dead end. [2 marks]
Explain why a wireframe should annotate what each button does. [2 marks]
Give two accessibility features an interactive product should include, and who each helps. [2 marks]
Explain why the test plan is written before the product is built. [2 marks]
Quiz Challenge, round 3: Big Think
A museum wants a touchscreen kiosk about its dinosaur gallery. Recommend a navigation structure and describe the planning documents you would produce. [6 marks]
Explain the interface design principles and accessibility features you would plan for a school's homework app. [6 marks]
This or That: tick the right answer
A step-by-step tutorial: linear or networked?
- Linear
- Networked
An app menu whose branches return to it: which structure?
- Hub and spoke
- Linear
Which button label is clearer?
- Submit
- Send message
Content five or six steps deep: well organised or risky?
- Well organised
- Risky: people give up
Showing an error with colour alone, or with colour and text?
- Colour alone
- Colour and text
Wireframes with colours and fonts, or without?
- With
- Without
Should deleting a project ask for confirmation first?
- No: it slows users down
- Yes: forgiveness
Must every control work without a mouse?
- No: everyone has a mouse
- Yes: keyboard access
Memory Match: match each term to its meaning
| Term | Meaning |
|---|---|
| A Navigation diagram | 1 A visible response to an action |
| B Orphan screen | 2 A screen nothing links out of |
| C Dead end | 3 A screen nothing links to |
| D Affordance | 4 Every screen and the links between them |
| E Feedback | 5 Tests and expected results, written first |
| F Test plan | 6 A cue that something can be tapped |
Sort It: tick one box in each row
Which navigation structure suits each product best?
| Statement | Linear | Hierarchical | Hub and spoke | Networked |
|---|---|---|---|---|
| A museum kiosk menu | ||||
| A quiz, one question at a time | ||||
| Reference pages cross-linked many ways | ||||
| An exhibit screen that returns to the start | ||||
| A school website with sections | ||||
| An interactive story | ||||
| A wiki | ||||
| A council website with sub-sections | ||||
| A phone app's main menu | ||||
| A step-by-step tutorial | ||||
| An online encyclopedia | ||||
| A shop with departments and products |
Answers
Round 1: Quiz Blitz
- The user's choices change what happens next Websites, apps, kiosks, games and quizzes all respond to the user.
- Hierarchical Home, sections and sub-sections.
- Networked Many screens linked many ways suits reference material, but disorients.
- orphan It can never be reached.
- True The user is stuck there.
- Navigation diagram It shows every screen and every link.
- The error screen Wireframe the confirmation and error states too.
- 4.5:1 Large text needs at least 3:1.
- Feedback; Consistency Also clarity, affordance, forgiveness and efficiency.
- A visual cue that something can be tapped Things that can be tapped should look tappable.
- Before building, as part of planning Tests written afterwards only test what already works.
- About 44 pixels Big enough for a thumb, within thumb reach.
Round 2: Quick Fire
- An orphan screen has nothing linking to it, so it cannot be reached
- A dead end has nothing linking out, so the user is stuck
Model answerAn orphan screen is one that nothing links to, so it can never be reached. A dead end is one that nothing links out of, so the user is stuck there.
- It records which screen each button leads to
- That turns it into a specification someone can build from
Model answerAnnotations record what each button does and which screen it leads to. That turns the wireframe from a picture into a specification that someone can build from without guessing.
- A feature, such as alt text, captions or keyboard access
- Who it helps, such as screen reader users or deaf users
Model answerAlternative text on every meaningful image helps blind users with a screen reader. Captions on every video help deaf users and anyone watching with the sound off.
- Tests written afterwards only test what already works
- Expected results come from the brief, set in advance
Model answerA test plan written after the build only ever tests what already works. Written first, each test's expected result comes from the brief, so the product is checked against what it should do.
Round 3: Big Think
- A hub and spoke structure
- So visitors are always one tap from the start and never lost
- A navigation diagram checked for dead ends and orphans
- Wireframes for every distinct screen, including errors
- A mind map and a mood board
- A storyboard and script for any narrated video
- An asset table with licences
- A test plan covering accessibility
Model answerI would use a hub and spoke structure: a central screen with a button for each dinosaur, each branch returning to the hub, so a visitor who walks up mid-session is always one tap from the start and never gets lost. A navigation diagram would show every screen and link, checked for dead ends and orphan screens, and wireframes would plan every distinct screen, including the idle and error screens. A mind map and mood board would explore the content and agree the look. A storyboard and script would plan any narrated video, and an asset table would record every image and sound with its licence. Finally, a test plan would check large tap targets, strong contrast and captions.
- Consistency: elements look and behave the same everywhere
- Feedback: every tap gives a visible response
- Clarity: labels say what they do
- Forgiveness: mistakes can be undone
- Efficiency: the common task takes the fewest steps
- Strong contrast and resizable text
- Alt text, captions and keyboard access
- Tap targets of about 44 pixels, in thumb reach
Model answerConsistency means the menu and buttons look and behave the same on every screen, so pupils always know where they are. Every tap gives feedback, such as a pressed state or a confirmation that homework was submitted, so nobody taps twice. Buttons have clear labels, such as Submit homework rather than OK, and forgiveness means mistakes can be undone, with deleting work confirmed first. Efficiency puts the common task, checking what is due, one tap away. For accessibility, text needs a contrast of at least 4.5:1 and must be resizable, images need alt text for screen readers, videos need captions, every control must work by keyboard, and tap targets should be about 44 pixels, within thumb reach.
This or That
- Linear A tutorial moves one screen after another.
- Hub and spoke A centre with branches that return is hub and spoke.
- Send message A button should say what it does.
- Risky: people give up More than three or four steps and people give up.
- Colour and text Meaning must never be carried by colour alone.
- Without Leaving out styling keeps the review on structure.
- Yes: forgiveness Destructive actions should be confirmed, and mistakes undoable.
- Yes: keyboard access Keyboard access is an accessibility requirement.
Memory Match
- A 4 Navigation diagram: Every screen and the links between them
- B 3 Orphan screen: A screen nothing links to
- C 2 Dead end: A screen nothing links out of
- D 6 Affordance: A cue that something can be tapped
- E 1 Feedback: A visible response to an action
- F 5 Test plan: Tests and expected results, written first
Sort It
- Hub and spoke A museum kiosk menu Branches return to a central screen.
- Linear A quiz, one question at a time Each question follows the last.
- Networked Reference pages cross-linked many ways That is a networked structure.
- Hub and spoke An exhibit screen that returns to the start Returning to the centre is hub and spoke.
- Hierarchical A school website with sections Home, sections and sub-sections.
- Linear An interactive story A story moves forward screen by screen.
- Networked A wiki Pages link to each other many ways.
- Hierarchical A council website with sub-sections Most websites are hierarchical.
- Hub and spoke A phone app's main menu Apps often use hub and spoke.
- Linear A step-by-step tutorial One screen after another.
- Networked An online encyclopedia Reference material is networked.
- Hierarchical A shop with departments and products Departments contain products: a hierarchy.