DECO 7230 Digital Prototyping journal- week 5
Exercise 1: If I ask these questions: What components are relevant to making a phone call? What are the interactions of those components with the caller when making a phone call? What goal is implied by these specific questions & are there other goals?

As for the components are relevant to making a phone call.
1. Telephone handset
Telephone handset allows the users to receive what you heard and transmit what you speak.
2. Handset cord
It used to called like curly cord, it can break the wires inside, when the handset cord not working, it will stop the phone from making a call.
3. Mounting cord
This cord sometimes has a modular connector at each end, one plugging into a jack opening on the telephone and the other plugging into a jack opening in the wall.
4. The dial pad
Also called the keypad. User can use dial pad to make a new phone call. Different numbers represents different phone call.
The phone call is equipped with the dial pad having 12 buttons that represent the numbers 0 to 9 and the symbol of * and #. Pressing one of the buttons causes an electronic circuit to generate two tones.
Interaction part
First, User pick up the Telephone handset. The user wait for the speaker send out the right sound and press the dial pad for specific number. Then waiting for the answer.
How would the test be?
Horizontal, Vertical, and Diagonal Prototype Testing
Horizontal Prototype Testing:
This model covers little detail and outlines the features of the prototype. Test overall interaction metaphor, no actual interactive.
- The overview of the phone call prototype.
- User can only see the outlook of the prototype, can not interact with the prototype.
- Telephone handset
- Handset cord
- The dial pad feature
- Interface is LCD touchscreen
Vertical Analysis — Functionality and high detail stage
This model explains few features with high accuracy and detail (“depth”). It is the opposite axis opposed to Horizontal — where many features are listed with little “depth”.
Create a phone call
- Pick up the Telephone handset
- Wait for the speaker send out the right sound
- Press dial pad with given number
- Hold on to the phone call
Diagonal Analysis — Scenario outlining
This model focuses on an event of an end user where both functionality and features are use in explaining this role-play like prototype design. It is focus on user experience.

Exercise 2: Design Location-based reminder/to-do application for your smartphone(but not build) a horizontal, a vertical & a diagonal prototype for this application. Describe what features each prototype would test and how that would be represented in the prototype.
Vertical Analysis — Functionality and high detail stage
Diagonal Analysis — Scenario outlining
Can “drop” a reminder on a map (at your location or another)
Can check reminder as complete, or re-drop for next time at the location
Can set “quick drops” for regularly visited locations (ie. work, home, gym)
Shake phone to cancel location-based reminder
Horizontal Analysis — Feature definition stage
This smart phone prototype covers little detail and outlines the features of the prototype. Test overall interaction metaphor, no actual interactive.
- Set, Delete, Edit location reminder feature on a map
- Reminder “drop” feature
- Reminder checking feature
- Re-drop feature for next time at the location
- “Quick drops” feature for regularly visited locations
- Interface is smart phone Location-based reminder
Vertical Analysis — Functionality and high detail stage
This smart phone prototype will explains few features with high accuracy and detail (“depth”). It is the opposite axis opposed to Horizontal — where many features are listed with little “depth”. Vertical prototype is more specific than horizontal prototype.
Create Reminder “drop”
- Open the Location-based reminder app on the smart phone
- Enter the location ( you can enter a store name and it will offer suggestions)
- Create an item for the reminder (ie.note, image)
- Can set “drop” a reminder on the map (at your location or another)
Check reminder
- Open the Reminder checking list on the menu
- Check reminder items on the reminder list as complete.
- Set Re-drop for next time at the location, check reminder items of Re-drop
Create “Quick drops” in the reminder
- Click the regularly visited locations on the smart phone prototype interface map
- Set regularly visited locations (ie. work, home, gym) reminder for the selected place
- Can check regularly visited locations whenever you want
Cancel location-based reminder
- Open the reminder checking list
- Use Shake device to cancel location-based reminder
Diagonal Analysis — Scenario outlining
This smart phone Location-based reminder application prototype focuses on an event of an end user where both functionality and features are use in explaining this role-play like prototype design.
First, pick up the smartphone. Press the Location-based reminder application to initiate on the smart phone. Select the location ( you can enter a store name and it will offer suggestions).Touch create new location reminder, create an item for the reminder. (for example, notes). Click “drop” this reminder on the map (at your location or another). Then, touch the Reminder checking list button on the menu, there are reminder items on the reminder list as complete. Touch Re-drop for next time at the location, check reminder items of Re-drop. Touch the regularly visited locations on the smart phone, make a regularly visited locations (ie. work, home, gym) reminder for the selected place, touch regularly visited locations button to see regularly visited location reminders. Touch the reminder checking list, shake device to cancel location-based reminder.
Prototype process ( Improvement)
This prototype use unity as a prototype tool. This is a highly appropriate prototype. Because it has complete basic interface and function. And I had used one week to study in Unity tutorial courses about how to make tic-tac-toe game prototype, learn about component based programming (in C#), modify and change it into my own interactive prototype.
Interface: (Really Basic Interface)
A background providing a backdrop for the entire game.
An element that will be the game board. This is a very simple game board, without any polished.
A few basic elements.
A restart button.
· Very basic instructions notice. (The instruction menu will be built in next prototype)
Functionality:
· An element, or set of elements, that breaks the game board up into nine areas in an even grid. Nine tiles that can be assigned either an “1” or and “2”, “1” is the sign for player1 and “2” is the sign for player2, but once assigned these values will persist and not be changeable by the players — either the current player or the opponent.
· UI Buttons can call public functions in associated scripts.
· Logic to change sides when a player takes their turn.
· Logic to check for a “Win” condition, allowing for draws where no one wins.
· A panel that displays who is the winner when the game is over.
· A way to choose the starting player’s side, “Player1” or “ Player2”.
· An indicator of whose turn it is.
For polish, add more elements for function, but the basic function had been completed.


Reference:
Kickstarter. (2017). MaKey MaKey: An Invention Kit for Everyone. [online] Available at: https://www.kickstarter.com/projects/joylabz/makey-makey-an-invention-kit-for-everyone [Accessed 20 Sep. 2017].