OCR J834 Creative iMedia · R097: Interactive Digital Media

Stretch tasks R097 TA1: Planning Interactive Digital Media

Task 1

Quiz Challenge

A quiz game against four computer players, then short and long written answers.

  1. Quiz Blitz12 questions against the clock
  2. Quick Fire4 short answers
  3. Big Think2 long answers

About 20 minutes

Task 2

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

Task 3

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

Task 4

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

  1. 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
  2. Which navigation structure suits most websites?

    • Hierarchical
    • Linear
    • Networked
    • Hub and spoke
  3. Which structure risks users losing track of where they are?

    • Hub and spoke
    • Networked
    • Linear
    • Hierarchical
  4. What is a screen that nothing links to called?

  5. A dead end is a screen that nothing links out of.

    • True
    • False
  6. Which planning document matters most for an interactive product?

    • Mood board
    • Mind map
    • Script
    • Navigation diagram
  7. Which screen is often forgotten when wireframing, though users see it a lot?

    • The logo
    • The menu
    • The error screen
    • The home screen
  8. What is the minimum contrast ratio for body text?

    • 2:1
    • 10:1
    • 4.5:1
    • 1.5:1
  9. Which TWO are interface design principles?

    Tick 2.

    • Consistency
    • Decoration
    • Hidden controls
    • Random layout
    • Feedback
  10. 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
  11. When should the test plan be written?

    • After the build
    • Never
    • Only if bugs appear
    • Before building, as part of planning
  12. 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

  1. Explain the difference between an orphan screen and a dead end. [2 marks]

  2. Explain why a wireframe should annotate what each button does. [2 marks]

  3. Give two accessibility features an interactive product should include, and who each helps. [2 marks]

  4. Explain why the test plan is written before the product is built. [2 marks]

Quiz Challenge, round 3: Big Think

  1. A museum wants a touchscreen kiosk about its dinosaur gallery. Recommend a navigation structure and describe the planning documents you would produce. [6 marks]

  2. 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

  1. A step-by-step tutorial: linear or networked?

    • Linear
    • Networked
  2. An app menu whose branches return to it: which structure?

    • Hub and spoke
    • Linear
  3. Which button label is clearer?

    • Submit
    • Send message
  4. Content five or six steps deep: well organised or risky?

    • Well organised
    • Risky: people give up
  5. Showing an error with colour alone, or with colour and text?

    • Colour alone
    • Colour and text
  6. Wireframes with colours and fonts, or without?

    • With
    • Without
  7. Should deleting a project ask for confirmation first?

    • No: it slows users down
    • Yes: forgiveness
  8. Must every control work without a mouse?

    • No: everyone has a mouse
    • Yes: keyboard access

Memory Match: match each term to its meaning

TermMeaning
A Navigation diagram1 A visible response to an action
B Orphan screen2 A screen nothing links out of
C Dead end3 A screen nothing links to
D Affordance4 Every screen and the links between them
E Feedback5 Tests and expected results, written first
F Test plan6 A cue that something can be tapped

Sort It: tick one box in each row

Which navigation structure suits each product best?

StatementLinearHierarchicalHub and spokeNetworked
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

  1. The user's choices change what happens next Websites, apps, kiosks, games and quizzes all respond to the user.
  2. Hierarchical Home, sections and sub-sections.
  3. Networked Many screens linked many ways suits reference material, but disorients.
  4. orphan It can never be reached.
  5. True The user is stuck there.
  6. Navigation diagram It shows every screen and every link.
  7. The error screen Wireframe the confirmation and error states too.
  8. 4.5:1 Large text needs at least 3:1.
  9. Feedback; Consistency Also clarity, affordance, forgiveness and efficiency.
  10. A visual cue that something can be tapped Things that can be tapped should look tappable.
  11. Before building, as part of planning Tests written afterwards only test what already works.
  12. 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 answer

    An 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 answer

    Annotations 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 answer

    Alternative 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 answer

    A 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 answer

    I 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 answer

    Consistency 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

  1. Linear A tutorial moves one screen after another.
  2. Hub and spoke A centre with branches that return is hub and spoke.
  3. Send message A button should say what it does.
  4. Risky: people give up More than three or four steps and people give up.
  5. Colour and text Meaning must never be carried by colour alone.
  6. Without Leaving out styling keeps the review on structure.
  7. Yes: forgiveness Destructive actions should be confirmed, and mistakes undoable.
  8. 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

  1. Hub and spoke A museum kiosk menu Branches return to a central screen.
  2. Linear A quiz, one question at a time Each question follows the last.
  3. Networked Reference pages cross-linked many ways That is a networked structure.
  4. Hub and spoke An exhibit screen that returns to the start Returning to the centre is hub and spoke.
  5. Hierarchical A school website with sections Home, sections and sub-sections.
  6. Linear An interactive story A story moves forward screen by screen.
  7. Networked A wiki Pages link to each other many ways.
  8. Hierarchical A council website with sub-sections Most websites are hierarchical.
  9. Hub and spoke A phone app's main menu Apps often use hub and spoke.
  10. Linear A step-by-step tutorial One screen after another.
  11. Networked An online encyclopedia Reference material is networked.
  12. Hierarchical A shop with departments and products Departments contain products: a hierarchy.