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    <title>Jessie Krehlik</title>
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    <id>tag:blogs.setonhill.edu,2010-09-02:/JessicaKrehlik//477</id>
    <updated>2010-11-16T20:39:40Z</updated>
    
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<entry>
    <title>HTML Update--Custom Menu Creator</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/html-updatecustom-menu-creator.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36825</id>

    <published>2010-11-16T20:32:08Z</published>
    <updated>2010-11-16T20:39:40Z</updated>

    <summary><![CDATA[I found an awesome free tool online today. It's called css3menu&nbsp;and it comes with custom skins for creating a more unique navigation bar. What's awesome is they also feature some "Apple" types so I was able to create a custom...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[I found an awesome free tool online today. It's called <a href="http://css3menu.com/index.html#help">css3menu</a>&nbsp;and it comes with custom skins for creating a more unique navigation bar. What's awesome is they also feature some "Apple" types so I was able to create a custom horizontal navigation bar that looks more like something we'd see on the ipad. The icons are bigger and bolder and they're easy to navigate.&nbsp;<div><br /></div><div>The only major setback I've come across involving this development is how to add the code I had from the search engine into this navigation bar. I'm trying to debug but it's not going so well...</div>]]>
        
    </content>
</entry>

<entry>
    <title>Html project update--Landscape!!!</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/html-project-updatelandscape.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36824</id>

    <published>2010-11-16T20:01:13Z</published>
    <updated>2010-11-16T20:03:43Z</updated>

    <summary>I just had a major epiphany and I figured I&apos;d write it down before it escapes me.To create the landscape format, all I really need to do is switch the interface so it has a vertical navigation bar. Basically all...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[I just had a major epiphany and I figured I'd write it down before it escapes me.<div><br /></div><div>To create the landscape format, all I really need to do is switch the interface so it has a vertical navigation bar. Basically all of my stories will be linked and it'll update the pages as you click on them.</div><div><br /></div><div>And here I thought it would be so much more complicated...wow. I'm really starting to get the hang of this!</div><div><br /></div><div><br /></div><div>*Update* Also, I've managed to incorporate a search engine to the top navigation bar. I'm in the works of creating a new top navigation bar, so we'll see how that goes :-)</div>]]>
        
    </content>
</entry>

<entry>
    <title>iPad App Final Term Project Plans</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/ipad-app-final-term-project-pl.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36819</id>

    <published>2010-11-16T17:49:31Z</published>
    <updated>2010-11-16T18:16:21Z</updated>

    <summary>As I&apos;ve mentioned in previous blogs, I&apos;d like to compile a fully-functional Setonian Online App for use of our paper. Although I worked on this for my first two units, I&apos;m planning to expand on the final project, because there&apos;s...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    <category term="el405" label="EL 405" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="setonianonline" label="Setonian Online" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="youtube" label="YouTube" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[As I've mentioned in previous blogs, I'd like to compile a fully-functional Setonian Online App for use of our paper. Although I worked on this for my first two units, I'm planning to expand on the final project, because there's still plenty of work to be done.<div><br /></div><div>So far, I've created a main page template that works for each of the major sections of the paper. There is also a "share this" at the bottom of every page--I might switch this so it's only posted on actual story pages rather than the main news pages.<br /><div><br /></div><div>My goals for this project:</div><div><br /></div><div><ul><li>flesh out the rest of the basic links on the pages.</li><li>add a "view more" at the bottom of the page.</li><li>add a youtube video view--one for the main story as well?</li><li>add audio player--in case we want to put online exclusive full-length interviews.</li><li>landscape orientation changes to split screen mode--different interface</li><li>linking this style sheet to the existing setonian online? (final objective)</li></ul><div><br /></div></div><div>By this thursday, I'm pretty confident I'll be able to create at least the youtube-views. If I have extra time, maybe i'll also try to tackle the audio player as well.</div><div><br /></div><div>By next tuesday, I'm hoping to have at least half of the coding completed for the landscape orientation.</div><div><br /></div><div>What I'll need help with:</div><div><ul><li>view more link</li><li>landscape orientation</li><li>linking stylesheet to setonian online</li></ul></div><div><br /></div><div>It's pretty unlikely that I'll have a polished product ready for the setonian online by the end of the semester, but it is my aspiration that I'll be able to at least show a working model...i hope.</div><div><br /></div><div><a href="http://jerz.setonhill.edu/EL405/2010/11/term_project_workshop_7/">EL 405</a></div><div><br /></div></div>]]>
        
    </content>
</entry>

<entry>
    <title>Revised Midterm Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/revised-midterm-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36756</id>

    <published>2010-11-11T16:41:49Z</published>
    <updated>2010-11-11T16:46:11Z</updated>

    <summary><![CDATA[For EL 405: New Media Projects, we spent the last month revising our scratch, inform 7 and html projects. Below are links to each individual portfolio for these projects. &nbsp; Scratch Portfolio Setonian App Portfolio Inform 7 Portfolio For my...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p>For EL 405: New Media Projects, we spent the last month revising our scratch, inform 7 and html projects. Below are links to each individual portfolio for these projects.</p>
<p>&nbsp;</p>
<ul>
<li><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/scratch-revision-portfolio.html">Scratch Portfolio</a></li>
<li><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/inform-7-portfolio-1.html">Setonian App Portfolio</a></li>
<li><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/inform-7-portfolio-1.html">Inform 7 Portfolio</a></li></ul>
<p>For my final project, I plan to expand on the Setonian App. Hopefully, I'll be able to generate a better masthead, a better horizontal navigation bar and possibly add youtube-viewing pages.</p>
<p>&nbsp;</p>
<p><a href="http://jerz.setonhill.edu/EL405/2010/11/revised_midterm_portfolio/">EL 405</a></p>
<p>&nbsp;</p>]]>
        
    </content>
</entry>

<entry>
    <title>Setonian App Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/setonian-app-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36755</id>

    <published>2010-11-11T16:22:48Z</published>
    <updated>2010-11-11T16:46:41Z</updated>

    <summary>Although my working app prior to the revision stage was pretty sound, I knew I could make some major changes to improve the display. At the end of the unit, I created a few icons to link to &quot;share this&quot;...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p>Although my working app prior to the revision stage was pretty sound, I knew I could make some major changes to improve the display. At the end of the unit, I created a few icons to link to "share this" pages. With the help of Dr. Jerz, I learned that there is javascript existing that already has the share this code. So, as one of my major revisions, I replaced my unworking icons with these ones.</p>
<p>In my <a href="http://www.youtube.com/user/jdkrehlik3#p/u/2/vwp3bjiiz9I">usability test</a>, you can see that the user doesn't have too much trouble navigating through my pages. Her biggest issues was the fact that a lot of my pages do not exist yet--they're simply there for decoration. One of the things I did fix, however was the window in the ipad. During her test, when I rotated to landscape view, the page took up more space than the display offered. Dr. Jerz gave us some new code to fix this issue.</p>
<p>One of my biggest changes this time around, however was my adding of photos to the design. I replaced the fake "frog" story with a legit story that was written for the setonian last issue. I made the picture, headline and description linkable. The only issue I had with this is the fact that chevrons appear on all three sections, when realy only need them for one. The same "main" story is found on the news, a&amp;e and <a href="http://people.setonhill.edu/Jessie/SetonianOnline/index.html">home </a>pages.</p>
<p>In my mock-up, I envisioned thumbnail pictures next to the stories that included photos. Although I didn't include this the first time around, I added it in my revision. In the <a href="people.setonhill.edu/Jessie/setonianonline/ipadcase.html">5 greatest ipad cases article</a>, you'll see that I formated several photos to fit in the text, to allow for stories with mutliple photos.</p>
<p>Check out my <a href="http://www.youtube.com/watch?v=IsZ1i4EhTlQ">revision video </a>to understand all of the change I implemented.</p>
<p>I plan to use this project as my final project as well. </p>
<p>&nbsp;</p>
<p><a href="http://jerz.setonhill.edu/EL405/2010/11/revised_midterm_portfolio/">EL 405</a></p>]]>
        
    </content>
</entry>

<entry>
    <title>Inform 7 Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/inform-7-portfolio-1.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36750</id>

    <published>2010-11-11T16:06:12Z</published>
    <updated>2010-11-11T17:56:37Z</updated>

    <summary><![CDATA[For my second project in&nbsp;EL 405, I designed a murder mystery game. During my initial usability test, I found plenty of issues to resolve. Initally, I only had two endings, both losses.&nbsp; So, as part of my revision, I created...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p>For my second project in&nbsp;EL 405, I designed a murder mystery game. During my <a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/inform-7-portfolio.html">initial usability test,</a> I found plenty of issues to resolve. Initally, I only had two endings, both losses.&nbsp; So, as part of my revision, I created a win scenario.</p>
<p>My user made a comment about contaminating evidence as well, so I created gloves to prevent evidence contamination.</p>
<p>During my <a href="http://www.youtube.com/watch?v=PbCg0U5MOgc">screencast usability test</a>, I learned a lot about my game. I'd already implemented some changes, but needed to trouble shoot them. I coded the game to prompt a loss if the player picked up any objects without wearing the gloves. However,I never told the player in my text that she needed to wear gloves. Thus, she expressed frustration when the game ended before she could do anything. </p>
<p>To fix this issue, I set the game up to warn the player once before ending the game. I also prevented the player from leaving the room without wearing the gloves. That way, even if the other clues aren't big enough hints, eventually he'll have to check his inventory and will hopefully put on the gloves.</p>
<p>Another issue I ran into during my second usability test was the lack of direction for the player. I gave her full reign to travel throughout the map without concequence (aside from losing after a select number of turns). To create a more linear game, I set up a few puzzles on the bottom level to explain some of the functionality of the game. The player didn't understand that she needed to give clues to her partner, so I added some descriptions suggesting that the player try showing evidence to the player. </p>
<p>In my revision, I talk about these issues, as well as a few others. Namely, I discuss the way in which I coded the "partner-mood" to prompt the win. In order to win, the player must give a certain amount of clues in succession to the partner to improve the partner's mood. Giving a non-clue moves the partner-mood in a negative diretion.</p>
<p>Aside from these revisions, I fixed some typos and also some room descriptions that mentioned directions to additional&nbsp;rooms that I never had the chance to actually code.</p>
<p>My screencast revisions are separated into two videos for viewing:</p>
<p><a href="http://www.youtube.com/watch?v=Y0RxZ3HQdrc">Revision Part 1</a></p>
<p><a href="http://www.youtube.com/watch?v=00bSTp89hgY">Revision Part 2</a></p>
<p><a href="http://parchment.googlecode.com/svn/trunk/parchment.html?story=http%3A//blogs.setonhill.edu/JessicaKrehlik/Murder%2520at%2520Ocean%2520Blvd.zblorb">Check out my game! I'd love to hear your feedback.</a></p>
<p>&nbsp;</p>
<p><a href="http://jerz.setonhill.edu/EL405/2010/11/revised_midterm_portfolio/">El 405</a></p>]]>
        
    </content>
</entry>

<entry>
    <title>Scratch Revision Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/scratch-revision-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36743</id>

    <published>2010-11-11T13:02:29Z</published>
    <updated>2010-11-11T16:48:42Z</updated>

    <summary><![CDATA[In EL 405, we worked diligently over the past few weeks to usability test and revise our scratch programs. My project, a maze entitled Mouse!, underwent significant improvements.&nbsp; In my usability test screen cast, you'll note that I implemented some...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[In EL 405, we worked diligently over the past few weeks to usability test and revise our scratch programs. My project, a maze entitled Mouse!, underwent significant improvements.&nbsp; 
<div><br /></div>
<div>In my <a href="http://www.youtube.com/watch?v=4v9ZxCOeI28">usability test screen cast</a>, you'll note that I implemented some new ways to encourage gamers to play through the full game. However, my first efforts were not as successful as I'd hoped. I filled the levels with random foods that the user could grab as he progressed through the mazes. However, because there were so many, and because they appeared so frequently, he didn't seem to eager to go out of his way to snatch some extra points.&nbsp;</div>
<div><br /></div>
<div>For my revision, I made some significant revisions to my original plan. I still wanted to include the fruit and other foods, because it encouraged players to travel to otherwise useless areas of the maze. This meant risking the chance that they might run into a bat, which ends the game with a loss. I also revised the number of fruit for each level. As you'll notice in my <a href="http://www.youtube.com/watch?v=-c1ckJCFHks">revision screencast</a>, the player has the opportunity to pick up 3 bunches of bananas throughout the first level, 3 bananas and 3 cherries in the second, and 3 bananas, 3 cherries and 3 cookies. Each fruit appears after a set amount of time, and the second of each group only appears after the first has been captured.</div>
<div><br /></div>
<div>A last fruit stands alone as a "special" reward in my game. During my usability tests, all of my users pointed out that they didn't like how difficult it was to see the bats on the dark background. Although I wanted this to remain the same, because it adds to the difficulty, I wanted to give them a reward for navigating through almost blindly. Thus, I created this green apple sprite, which changes the background color from black to white for about 30 seconds. In my eyes, it makes both parties happier.&nbsp;</div>
<div><br /></div>
<div>To increase the challenge of the game as players progress through the levels, I created some special bats, which I refer to as Rogue Bats. These bats are not on a set path like their brothers. Instead, their path relies on the player's movement. For example, if the player presses the down arrow, the bat's direction would rotate by 15 degrees, and he would continue on his path.</div>
<div><br /></div>
<div>This bat does not appear until the second level, and by the third level, there are two wandering around, one larger and faster than the other. The only other major change I implemented in my revision was finally making the user's sprite navigate smoothly throughout the maze. In my usability tests from our first unit, my players kept getting stuck on walls. With some renovated code, I was able to fix this issue.</div>
<div><br /></div>
<div>So, without further delay, please sample my revised game, <a href="http://scratch.mit.edu/projects/kre1949/1408185">Mouse!!</a></div>
<div><a href="http://scratch.mit.edu/projects/kre1949/1408185"><br /></a></div>
<div><a href="http://scratch.mit.edu/projects/kre1949/1408185"><br /></a></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/11/revised-midterm-portfolio.html">Click here for more of my Unit Projects!</a></div>]]>
        
    </content>
</entry>

<entry>
    <title>Lessons Learned</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/10/lessons-learned.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36414</id>

    <published>2010-10-14T15:08:24Z</published>
    <updated>2010-10-14T16:45:23Z</updated>

    <summary>Welcome to my midterm porfolio for EL 405--New Media Projects. This portfolio serves as a way for me to not only showcase all of the work I&apos;ve done this semester but to allow my peers to view and &quot;play&quot; with...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[Welcome to my midterm porfolio for EL 405--New Media Projects. This portfolio serves as a way for me to not only showcase all of the work I've done this semester but to allow my peers to view and "play" with my projects. At this point in our semester, we have completed the introductory section of all three projects: Scratch, Inform 7 and Html Web App coding.&nbsp;
<div><br /></div>
<div><u>Scratch</u></div>
<div><u><br /></u></div>
<div>This program was developed by a team of students and professors at MIT. Ideally, it is used to educate youngsters to create simple games and other programs in a fun and interactive format. You use puzzle pieces. Our class learned this program as an alternate way of coding. It allowed us to be pretty creative. For my scratch project, I created a multi-level mouse maze for users to navigate through. In my final project, the game consisted of a tutorial level, plus three playable levels. I created more challenges for gamers by including "evil" sprites which ended the game when the user's sprite came in contact with them.</div>
<div><br /></div>
<div>Here's the part where my blog's title comes into play. All semester, Dr. Jerz has been telling us to back up our work. And I have been--to an extent. I had some older versions of my project on the school computer but kept the final version on a flash drive...which I somehow managed to lose right before midterms. So, the version I've uploaded to the scratch website is functional and well programmed; however, the majority of the evil sprites I included in my revision are not there. I didn't have time to recode such a large portion of my game, but I plan to do so later this evening if not by the end of Friday.</div>
<div><br /></div>
<div><a href="http://scratch.mit.edu/projects/kre1949/1352583">Take a look at my project</a></div>
<div><br /></div>
<div>Here are my previous blogs for this section.</div>
<div><br /></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/el-405-scratch-project-progres.html">EL 405 Scratch Progress Report</a></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/mouse-scratch-portfolio.html">Mouse! Scratch Portolio</a> has screenshots from my finished version of the project...</div>
<div><br /></div>
<div><br /></div>
<div><u>Inform 7</u></div>
<div><u><br /></u></div>
<div>This was not my first experience with Inform 7. For those unfamiliar, it's a program that allows its users to create text-adventure or interactive fiction games. For my project, I decided to create a murder mystery with multiple endings. My usability testing for this project was the most successful out of the other projects, because I have a tendency to overlook mistakes in my own writing (don't we all). Some of the more complicated coding I mastered in this project was creating something "under the bed" and also creating something "inside a drawer." For full details, please read my blog entries:</div>
<div><br /></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/inform-7-game-plan.html">Inform 7 Game Plan</a></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/inform-7-portfolio.html">Inform 7 Portfolio</a></div>
<div><br /></div><div><a href="http://parchment.googlecode.com/svn/trunk/parchment.html?story=http%3A//blogs.setonhill.edu/JessicaKrehlik/Murder%2520at%2520Ocean%2520Blvd.zblorb">Play the game!</a></div>
<div>&nbsp;</div>
<div><a href="http://parchment.googlecode.com/svn/trunk/parchment.html?story=Murder%20at%20Ocean%20Blvd.zblorb"><br /></a>&nbsp;</div>
<div><u>HTML</u></div>
<div><br /></div>
<div>As our most recent project, we learned basic html coding with a twist--Dr. Jerz asked us to create some web apps. He suggested that if we didn't have a project in mind, we could create an online portfolio. But, my plan was much more ambitous. I decided to create a mock-version of a Setonian Online app, which we will later use for the actual website. Before I dove into the project, however, I took my time looking at other news apps so I could find a happy medium. Although I still have a ton of work to do to finish this project (it's going to be my final project as well). Please note that the site I've uploaded does not have all of its links active. Home, News, A&amp;E and the Lucy Snyder story are the only pages active at the moment.</div>
<div><br /></div>
<div><a href="http://people.setonhill.edu/Jessie/setonianonline/index.html">Check out the page!</a></div>
<div><br /></div>
<div>Blogs:</div>
<div><br /></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/html-css-project-proposal.html">html &amp; css project proposal</a></div>
<div><a href="http://blogs.setonhill.edu/JessicaKrehlik/2010/10/html-unit-portfolio.html">HTML Unit Portfolio</a></div>
<div><br /></div>
<div><br /></div>
<div><a href="http://jerz.setonhill.edu/EL405/2010/10/midterm_portfolio_presentation/">EL 405</a></div>]]>
        
    </content>
</entry>

<entry>
    <title>HTML Unit Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/10/html-unit-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36403</id>

    <published>2010-10-14T03:59:32Z</published>
    <updated>2010-10-14T04:21:08Z</updated>

    <summary>For our third unit in EL 405: New Media Projects, we were assigned with the task of creating a webpage in a web-app format. While many of my peers chose to create personal portfolio pages, I decided to take a...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[For our third unit in EL 405: New Media Projects, we were assigned with the task of creating a webpage in a web-app format. While many of my peers chose to create personal portfolio pages, I decided to take a little more initiative. Because of SHU's recent expansion, specifically involving technology, now is the time to create an app for our online version of our paper, the <a href="http://blogs.setonhill.edu/Setonian/">Setonian Online</a>.&nbsp;<div><br /></div><div>In order to format our app, I took a look at several successful news apps and drew from each of their strengths. Initially, my plan was to create a different view for landscape vs. portrait orientation. However, at the time, I acknowledged that this was a rather ambitious goal, so for now I'm sticking strictly to a basic portrait orientation that will simply stretch to fit landscape orientation.</div><div><br /></div><div>Even though I did not meet all of my goals and expectations for this project, I'm very proud of the work I managed to get done. With Dr. Jerz's template .css and .html coding for the ipad app-style, I was able to create a functional list for articles online. In fact, my actual product turned out very similar to the one I created as a mock version in photoshop. Little changes were made in order to simplify coding, but for the most part, the pages I finished in time for this deadline are very successful.</div><div><br /></div><div>I'm most proud of my ability to use another user's <a href="http://www.cssnewbie.com/super-simple-horizontal-navigation-bar/">code</a>&nbsp;to create a horizontal navigation bar with virtually no help from Dr. Jerz. I also was able to create a feature or main story division at the top of each news page to draw in readers to the leading story. This too proved to be difficult in some ways, but I managed to create a format that is easy to read and comprehend.</div><div><br /></div><div>Lastly, although the links are not active at the moment, I've set up some icons at the bottom of the page to share stories with friends via email, twitter and facebook. At this point, I simply used icons I found online, which are not sized exactly the same. In the future, I hope to make images that are more appropriately sized, and possibly include additional.</div><div><br /></div><div>When we revisit this project in the coming weeks, I hope to create the landscape format that I mentioned in my proposal. I still acknowledge that it's rather ambitous, but I also feel that I'm up to the challenge--coding is frustrating, but fun for me.</div><div><br /></div><div>So, without further delay, here's my page so far...Please note that not all of the pages are live at the moment--It's basically a skin for the bigger picture in the long run. &nbsp;<a href="http://people.setonhill.edu/Jessie/setonianonline/index.html">Setonian Online App</a></div><div><br /></div><div><br /></div><div><a href="http://jerz.setonhill.edu/EL405/2010/10/unit_3_htmlcss/#comments">EL 405</a></div>]]>
        
    </content>
</entry>

<entry>
    <title>html &amp; css Project Proposal</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/html-css-project-proposal.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36225</id>

    <published>2010-09-30T17:28:43Z</published>
    <updated>2010-09-30T18:15:35Z</updated>

    <summary>Although it might be rather ambitious, I&apos;d like to create a web app for the Setonian Online. At a later time, I&apos;d like to also work on revamping the S.O. regular site as well, but for now, let&apos;s just focus...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[Although it might be rather ambitious, I'd like to create a web app for the Setonian Online. At a later time, I'd like to also work on revamping the S.O. regular site as well, but for now, let's just focus on the iPhone/iPad application. To gather inspiration, I downloaded and analyzed several existing News Apps.<img alt="BBCPort.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/WebApp/BBCPort.jpg" width="216" height="288" class="mt-image-right" style="float: right; margin-top: 0px; margin-right: 0px; margin-bottom: 20px; margin-left: 20px; " /><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><a href="http://www.bbc.co.uk/news/">BBC News</a>&nbsp;has a two-view interface that's similar to my vision for The Setonian. When in the portrait orientation, the page will show the nav_bar above the selected story.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><img alt="BBCLandscape.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/WebApps/BBCLandscape.jpg" width="287" height="216" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><div><br /></div><div><br /></div><div><br /></div><div>When in landscape orientation, the app is split evenly: half of the display shows</div><div>&nbsp;the article selected while the other side allows the user to browse through other stories.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>The Problem: The "icons" used for BBC's all feature photos--something the Setonian doesn't always include.</div><div><br /></div><div><br /></div><div><img alt="HuffPostPort.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/WebApps/HuffPostPort.jpg" width="216" height="288" class="mt-image-right" style="float: right; margin-top: 0px; margin-right: 0px; margin-bottom: 20px; margin-left: 20px; " /></div><div><br /></div><div><br /></div><div><br /></div><div>I'm probably going to model the App's top nav_bar after the one used in the<a href="http://www.huffingtonpost.com/">Huffington Post</a>. It is a simple nav_bar with a colored background and white text.&nbsp;</div><div><br /></div><div>I really didn't like the rest of the Huff Post's app. It reads too much like its webpage. However, I did like that the majority of the page displayed a large photo to link to the lead story. However, for purposes of our app, I think it would be best to stick to the basics for now.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><img alt="USA.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/USA.jpg" width="216" height="288" class="mt-image-left" style="float: left; margin: 0 20px 20px 0;" /><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>Out of all of the Apps I viewed, the USA today's was the least user-friendly.&nbsp;There is no sliding Nav_bar or easy way to otherwise navigate through the site. Furthermore, nothing really changes when you shift from portrait to landscape.</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><img alt="USAL.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/USAL.jpg" width="288" height="216" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /></div><div><br /></div><img alt="CNT.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/WebApps/CNT.jpg" width="203" height="288" class="mt-image-right" style="float: right; margin: 0 0 20px 20px;" /><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><a href="http://news.cnet.com/">Cnet</a> has a simple design. It displays a simple nav_bar across the top and then includes a list with chevron links to stories. Some headlines include photos, but all do not, which is ideal for our pages. &nbsp;At the bottom are additional links: News, Twitter, Search, Favorites, Etc...</div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div><br /></div><div>For my project, I'd like to create a hybrid using different ideas from each of these web apps.&nbsp;</div><div><br /></div><div>Portrait orientation:</div><div><br /></div><div>A cross between Huff Post and Cnet, I'd like the page to have a nav_bar similar to the one in the Huff Post. If design permits, I'd also like to include an oversized image to go with the main story on the page. From there, the remaining stories will be sorted in a list similar to Cnet's app: the stories with photos will have a thumbnail image next to them, but photos will not be necessary. When a story is selected, a new page will open for the user to read the story.</div><div><br /></div><div>Landscape orientation:</div><div><br /></div><div>This display will be very similar to BBC's landscape orientation, with a slight twist. As with BBC, when the story is selected, it will be displayed on the right side of the story, and the user will still be able to browse through other stories. However, instead of using the thumbnail/caption links, I'll use the same list style as in the portrait style. The Nav_bar will remain at the top as well.</div><div><br /></div><div>The next step:</div><div><br /></div><div>I'm going to create some hand-drawn templates before I move on to creating a mock-design in photoshop. From there, I'll implement the code. I hope I'm not biting off more than I can chew!</div>]]>
        
    </content>
</entry>

<entry>
    <title>Inform 7 Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/inform-7-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36204</id>

    <published>2010-09-28T19:12:32Z</published>
    <updated>2010-09-28T23:58:30Z</updated>

    <summary>For my inform 7 initial project, I decided to create a semi-mystery game, where the player must navigate through a crime scene (the victim&apos;s house) in order to collect clues and solve the murder. Although I did not play any...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[For my inform 7 initial project, I decided to create a semi-mystery game, where the player must navigate through a crime scene (the victim's house) in order to collect clues and solve the murder. Although I did not play any actual mystery-text adventure games, I drew my inspiration from two specific games:&nbsp;<div><br /></div><div>Slouching Towards Bedlam is a game where you're moving towards a creepy insane asylum. I played it as a freshman and just really enjoyed the dynamics. This game was very difficult, however, because you really had to be thorough to find all of the items and descriptions.</div><div><br /></div><div>9:05 &nbsp;We've covered this game several times, but it's still one of my favorites, mostly because you can solve the game within the first few turns if you know to look under the bed. Even though it makes you do mundane, everyday items, like taking a shower and driving your car, it still teaches the basics of the game. This game inspired me to use the "look under the bed" feature in my game as well.</div><div><b><br /></b></div><div>My major influencer for creating this game is my love for mysteries in general. For as long as I can remember, I've been watching Law and Order with my mom. I still enjoy reading a good Agatha Christie novel. And, I'm not too ashamed to say that I still play the Nancy Drew interactive mystery computer games--although, I now buy them at least a year after their release at a much discounted price.</div><div><br /></div><div>I also wanted to be able to create multiple endings in my game, and I figured a mystery might be the perfect way to implement something like that. Of course, initially, I planned to let the player determine who the murderer was depending on the clues he collected; however, I ran out of time, and decided to focus on two endings for now. (See below!)</div><div><br /></div><div><b>[Opening sets the mood?]</b></div><div><b><br /></b></div><div>When I look back to my freshman year, I'm really proud of how far I've come when it comes to coding in Inform 7. This was the first time I really utilized the manual inside of Inform 7. With the help of some tutorials and sample coding, I was able to both code an item to appear "under the bed" as well as code a player to find an item in <i>the last dresser drawer</i>. Of the two, I'm especially proud of the dresser drawer coding, because it was much more complex than the "under the bed" coding. Also, I was able to troubleshoot without asking for help from Dr. Jerz to fix my coding when I found errors. Here's a sample of some of the coding:</div><div><br /></div><div><div>&nbsp;<b>A drawer is a kind of container. A drawer is always openable and closed. The description of a drawer is "The dresser drawer is crimson just like the the rest of the furnature in the room. It looks like there's a bloody handprint on one of the drawers. Maybe you should look inside..."</b></div><div><b>&nbsp;&nbsp;</b></div><div><b>&nbsp;&nbsp;The top drawer is a drawer. The middle drawer is a drawer. The bottom drawer is a drawer. The top drawer, the middle drawer, and the bottom drawer are part of the dresser. A drawer can be explored or unexplored. A drawer is usually unexplored. Instead of searching a closed drawer, try opening the noun.</b></div></div><div><b><br /></b></div><div><b>...</b></div><div><b><br /></b></div><div><b><div>After opening an unexplored drawer when exactly one drawer is explored:</div><div><span class="Apple-tab-span" style="white-space:pre">	</span>now the noun is explored;</div><div><span class="Apple-tab-span" style="white-space:pre">	</span>say "You use some force to open the second drawer. Again, you find nothing but the victim's clothing."</div><div><br /></div><div><div>Before opening an unexplored drawer when exactly two drawers are explored:</div><div><span class="Apple-tab-span" style="white-space:pre">	</span>move the bloody knife to the noun;</div><div><span class="Apple-tab-span" style="white-space:pre">	</span>now the noun is explored.</div></div><div><br /></div><div><span class="Apple-style-span" style="font-weight: normal;">There's more code that makes this example even more complex, but I don't want it to weigh down the length of this blog entry. Basically the only way the player can obtain the "bloody knife," which is a key object to the game, is to search the entire dresser. Only one of my usability testers took the time to do so.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">A few things make the game more complicated as you get further into gameplay. First, the coroner "arrives" after 15 turns, removing the body, along with some key evidence, from the scene of the crime. The game is still solvable without this evidence, but it adds to the story...The whole point of this game is to search as much of the house as you can in order to collect as many clues and uncover the mystery as quickly as possible, because the game also terminates after a specific number of turns (see endings).&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">I didn't have time to create a point system in my game, so the only rewards I created to encourage gamers to continue playing the game is the clues. As he examines more clues, he uncovers more and more of the mystery, as welll a background information concerning the victim's love and personal life.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">Initially, I planned to create a game with several endings--I wanted to allow the user to determine the killer depending on which clues they collected; however, because I was short on time, I limited my gameplay to just two endings.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">The losing ending: The game terminates after a specific number of turns (If i disclosed this information, it would ruin the game!) After a specific number of turns, I end the game saying that the murderer got away with it, and killed you along the way.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">The winning ending: Once you collect a certain number of clues, you have to give the partner two specific clues to win the game. Again, I'm not telling what clues, because that'll ruin the game :-)</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">Credits: I used a couple coding samples in the Inform 7 manual and also received help from Dr. Jerz:</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">Princess and the Pea (for looking under the bed)</span></div><div><span class="Apple-style-span" style="font-weight: normal;">I also used coding for the dresser drawers, but I'm having trouble locating the coding example in the manual.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">Usability testing:</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">1) I used my mom again for my usability testing, because she's about as blunt as they come. She never worries about hurting my feelings and took no time at all in picking out all of my proofreading errors...thanks Mom :-) She's also a big fan of Law and Order and mysteries, so I had to smile when she tried to "bag the knife." Logically, this made sense, she argued: Why would she want to take the knife? This would put her fingerprints all over it, thus rendering the knife useless as evidence. This prompted me to plan a third ending for the game when we return to it--the player is wearing rubber gloves. If he removes the gloves and touches a clue, he loses the game, because he is tampering with evidence.</span></div><div><span class="Apple-style-span" style="font-weight: normal;">She skipped over the purse, phone and partner in the first room as well. This made me think about how I can motivate my users to explore more in depth. When she read that Tim had fingerprints on the knife, she tried to "find Tim," and didn't understand why that was not recognized. Alas, she's never played a text-adventure game, so this really didn't surprise me. And, she never made it into the kitchen.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">2) I used two of my golfer-gals for usability testing. Golfer 1 was confused as to where to navigate from the get-go. In some cases, my descriptions mentioned doors that no longer existed (because I ran out of time to code these rooms), and in other cases, the rooms didn't mention where any of the doors were. It prompted me to take a deeper look at my map to make sure all of my rooms are covered.</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">Golfer 1 was able to successfully navigate to the red room, with my help. From there, I discovered an issue in my code concerning looking under the bed. She had no need to "look under the bed," because the object that's supposed to be under the bed is already displayed in the default description. I had to make the item "scenery" in order to hide it from the initial view. When she tried to examine the dresser, it said there was no such thing, so she never had a chance at finishing the game.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">3) Golfer 2 was the most successful. She made it upstairs on her own. She even figured out that she could "open drawers" even though the dresser wasn't present.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;">She was also the only one to examine the purse, which was useful, because for whatever reason, it wasn't openable.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">A similar instance happened in the kitchen. You're supposed to open the refridgerator to find a clue, but the game wasn't even registering that a fridge was in the room.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;">All in all, I feel like I was very successful with my coding thus far. I'm excited to take a break and come back to the project in a couple of weeks, because Inform can be extremely frustrating.&nbsp;</span></div><div><span class="Apple-style-span" style="font-weight: normal;"><br /></span></div><div><span class="Apple-style-span" style="font-weight: normal;"><a href="http://jerz.setonhill.edu/EL405/2010/09/unit_2_inform_7/">Check out how my peers did too!</a></span></div></b></div><div><br /></div><div><br /></div><div><br /></div><div><b><br /></b></div><div><b><br /></b></div>]]>
        
    </content>
</entry>

<entry>
    <title>Inform 7 Game Plan</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/inform-7-game-plan.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.36008</id>

    <published>2010-09-14T16:50:49Z</published>
    <updated>2010-09-14T16:56:22Z</updated>

    <summary><![CDATA[For my IF game, I'd like to try to create a murder mystery of sorts. This is the first time I've ever attempted to write a mystery, so it's gonna be an interesting experience. &nbsp; 1. Games that Inspired me--Slouching...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 10pt; COLOR: #333333; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'">For my IF game, I'd like to try to create a murder mystery of sorts. This is the first time I've ever attempted to write a mystery, so it's gonna be an interesting experience.</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 10pt; COLOR: #333333; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'"></span>&nbsp;</p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 10pt; COLOR: #333333; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'">1. Games that Inspired me<br />--Slouching Towards Bedlam. I played this game two years ago as a freshman in EL 236. I enjoyed the mystery aspect of the story<br />--9:05. I've always loved the double endings in this game...and also the fact that user typically doesn't realize he's the murderer during his first play through the game<br />--photopia. It's been a while since I visited this game, but I always loved the fact that it seemed like the user would move from setting to setting almost at random. Although I'm not planning to implement this in my game, I do value the complexity of the game.<br /><br />2. Setting (see drawing)<br />Genre: mystery<br /><br />3. PC is homicide detective, female. Has partner. Dressed professionally. <br />Inventory: notepad, cell phone, gun (loaded, safety on), pen, wallet (license, credit cards, a few assorted dollar bills--$34)<br /><br />4. Concrete objective: find all the clues. Navigate through the house to collect evidence. Process at crime lab. Tell partner who committed the crime correctly with all evidence to complete the game<br /><br />5. The body hasn't been taken to the coroner's office yet. The victim's blood is everywhere, on the walls, the ceiling, the couch, the floor...you never thought a human could have so much blood in his body. The living room is a disaster, even without the blood. The books from the bookcases cover the floor, and are covered with blood as well. It appears the victim put up a struggle. She didn't go down without a fight. Your partner stands in the corner, disgusted by e scene in front of him. You only have 48 hours to solve this murder before it becomes a cold case. You shudder at the thought of another murderer roaming free in YOUR city.<br /><br />X living room: the living room looks pleasant enough, or at least it would without the blood everywhere. Yellow caution tape lines the doorways; only specific individuals, like yourself and your partner are permitted in the room. The vicitm's body is laying in the middle of the floor. There are books laying around the room, and you can hear a quiet hum coming from the tv. The evening news is on, but they haven't heard about is crime yet. If they did, they wouldn't be smiling.<br />A door leads to the west, south and southwest.<br /><br />X victim: female, around 24 years of age, pretty girl. Blond hair, wearing a striped sweater and jeans. No shoes. The laceration to her skull appears to be the cause of death, but you wont know that for sure until the coroner takes a look. She has scratches on her arms and face, as well as a mark on her neck where it looks like a necklace was ripped from her. She is wearing a watch, and her cellphone is lying next to her as well as her purse. She was probably attacked as soon as she walked in the door today.<br />X cell phone: the last phone call received was at 1:32 pm. That was hours ago. How long was she lying here? The last text received was from one Benjamin Conrad. There are assorted photos in her phone and hundreds of contacts.<br />X purse: the purse contains a date planner, an iPod, the victim's wallet and a Luna bar (power bar)<br />X wallet: inside the wallet is the victim's license, her pnc debit card, $1000 cash ( who walks around with that much money in their wallet, and why didn't the murderer take the money?) a folded up piece of paper, her blood donor card, and a picture of the victim and a man (her boyfriend?)<br />X license: according to her license, the victim's name is Felicity Williams. She turns 25 today, October 2, 2010.<br />x photo: the back of the photo says, Summer, 2008 in the picture, the two stand in an embrace, genuine smiles on both their faces. <br />X paper: the paper simply reads, "see Rudy about $$$"<br /><br />6. The player will figure out what to do because I will include a brienf "tutorial..."<br />You only have 48 hours to solve this case, so you better start investigating and EXAMINING evidence. This is a big house after all.<br />7. The game will get harder, because the game will count the steps of the user. When they reach 25 interactions, the clock loses an hour. They must complete the game in a certain amount of time.&nbsp; The player must not only collect information but must also process evidence at the lab.<br /><br />8. The game will have 2 endings. To win, you must collect x-amount (tbd) of evidence to convict your suspect. Once you have enough clues, you jut need to interact with your partner, and say something along the lines of "Suspect (John doe) is the murderer" the partner will not agree with the user untill they collect enough evidence.<br />The second ending: if the user does not solve the murder mystery in "48" hours, they will lose, and the murderer will strike again. This time, you are the victim.<br /><br />9. If I run short, I'll limit the amont of rooms accessible for the time being and will make the number of required evidence smaller<br /><br />10. If I have extra time, I'll include some other areas away from the home and crime office to investigate, such as the victim's job and boyfriend's apartment.&nbsp;</span></p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 10pt; COLOR: #333333; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'"></span>&nbsp;</p>
<p class="MsoNormal" style="MARGIN: 0in 0in 10pt"><span style="FONT-SIZE: 10pt; COLOR: #333333; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'"><a href="http://jerz.setonhill.edu/EL405/2010/09/if_game_plan/">EL 405</a></span><span style="FONT-SIZE: 10pt; LINE-HEIGHT: 115%; FONT-FAMILY: 'Tahoma','sans-serif'"><o:p></o:p></span></p>]]>
        
    </content>
</entry>

<entry>
    <title>Mouse! Scratch Portfolio</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/mouse-scratch-portfolio.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.35951</id>

    <published>2010-09-10T02:56:21Z</published>
    <updated>2010-09-10T04:16:46Z</updated>

    <summary>For my scratch project, as the class already knows, I chose to create a maze game. Why? Because mazes are cool! And, they present an interesting challenge depending on how you decide to create them. After going through some major...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<div style="text-align: center;"><br /></div><div>For my scratch project, as the class already knows, I chose to create a maze game. Why? Because mazes are cool! And, they present an interesting challenge depending on how you decide to create them. After going through some major issues with programming some of my sprites, I've turned out a pretty respectable game, but as always, there's tons of room for improvement. Before I get too far into my game, let me reflect and remark on the games that gave me the most help and/or inspiration.</div><div><br /></div><div><b>Reviews</b></div><div><a href="http://scratch.mit.edu/projects/CMacMackin/19450">Mazes</a>, created over 3 years ago, gave me the idea to create sprites that will force a "game over" screen. However, I'm very proud to say that I didn't copy the code from this game, because a lot of it was too complicated for me to understand. Nevertheless, I was very impressed with the creator's ability to make his sprites turn at the appropriate corners and switch costumes as well.</div><div><br /></div><div>MazeGame was another pretty impressive game. Instead of using the arrow keys to simply maneuver through the world, the user must use them to also avoid touching the walls, because the sprite automatically moves on his own. Although I thought about this approach for my game, I decided to go with a more traditional feel, simply because I wanted to make my maze levels more complex and with tighter corners.</div><div><br /></div><div><b>Opening Screen Instructions</b></div><div>To make my game a little more complex, I created a two-way menu on the opening screen. Advanced or familiar players could simply click start game to bypass my tutorial; however, if the user chose "Directions," they would be launched into a basic level with instructions cued in the upper left-hand corner. After my last usability testing session, I discovered that the directions were still not as clear as my gamers would like, but this was not one of my major priorities for revision by the deadline, so this part of my project has been put on hold until I can revisit the game at a later time.</div><div><img alt="pic1.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/menu/pic1.jpg" width="288" height="214" class="mt-image-none" style="" />&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<img alt="pic2.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/directions/pic2.jpg" width="304" height="216" class="mt-image-none" style="" /></div><div><br /></div><div>Still, the directions page of the game introduces the basic controls, explains the objectives and warns about obstacles. Another complaint from my usability tester #3 (a.k.a. Mom): the tutorial was way too long--I shouldn't have made the user go around in circles so much.</div><div><br /></div><div><b>Level 1</b></div><div><b><br /></b></div><div>My game is divided up into three levels of gameplay, plus the tutorial level. For level one, I included a small number of "evil" sprites to create obstacles for my users.By using a dark background, I was able to make the bats almost invisible.</div><div>The point of each level is to navigate Mr. Mouse from his corner of the room to the other corner so he can be with his lovely Lady-Mouse.</div><div><img alt="pic3.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/mrmouse/pic3.jpg" width="160" height="111" class="mt-image-none" style="" />&nbsp;&nbsp;&nbsp;&nbsp;<img alt="pic4.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/ladyMouse/pic4.jpg" width="139" height="106" class="mt-image-none" style="" />&nbsp;&nbsp; &nbsp;<img alt="pic5.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/bats/pic5.jpg" width="360" height="161" class="mt-image-none" style="" /></div><div><br /></div><div>Here's a look at the full screen.</div><div><br /></div><div style="text-align: center;"><img alt="pic6.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/level1/pic6.jpg" width="504" height="377" class="mt-image-none" style="" /></div><div><br /></div><div><b>Level 2</b></div><div>The main way for me to keep my users interested was to create a more complex maze. Aside from presenting this new challenge, I made some of the corners tighter (which can cause the user's sprite to get stuck) and created some more bat sprites to hover around. I made it more difficult for the user to avoid the sprites as well by forcing them to pass each sprite to meet up with the LadyMouse. Users should feel rewarded as they complete the level, because they must be very patient to complete this level.</div><div><br /></div><div style="text-align: center;"><img alt="pic7.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/Level2/pic7.jpg" width="504" height="368" class="mt-image-none" style="" /></div><div><br /></div><div><b>Level 3</b></div><div>My third level of maze-craziness is definitely the most complex. Along with several sprites to cause mayhem for the user, I created a lot more dead ends in this level, which will hopefully keep the user occupied and determined enough to win. If the user is able to defeat this level in the maze, he or she has won the game!&nbsp;</div><div style="text-align: center;"><br /></div><div style="text-align: center;"><img alt="pic8.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/level3/pic8.jpg" width="504" height="363" class="mt-image-none" style="" /></div><div><br /></div><div><br /></div><div><b>Win screen</b></div><div>Out of all the aspects of my game, the "win screen" is definitely the weakest link. At this point, all it says is "you've reunited the mice! Congratulations, you win!!" I don't have any other excuse other than I was more concerned with perfecting the coding for my game than I was to perfect my win screen. After all, what's the point in a win screen if nobody's interested enough to get that far?</div><div><br /></div><div style="text-align: center;"><img alt="pic11.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/win/pic11.jpg" width="360" height="176" class="mt-image-none" style="" /></div><div><br /></div><div><br /></div><div style="text-align: left;"><b>Lose Screen</b></div><div style="text-align: left;">The lose screen explains to the user why they weren't successful and suggests that they try again.</div><div style="text-align: left;">At first, I was going to create two ways for the user to lose:</div><div style="text-align: left;"><br /></div><div style="text-align: left;">a-The user's sprite accidentally touches the walls in the game. I changed my mind quickly, when I realized I couldn't beat my own game because I created very narrow corridors.&nbsp;</div><div style="text-align: left;"><br /></div><div style="text-align: left;">b-If the player comes in contact with any of the bats roaming around the mazes, they automatically lose the game and are prompted to please try again.</div><div style="text-align: left;"><br /></div><div style="text-align: center;"><img alt="pic9.jpg" src="http://blogs.setonhill.edu/JessicaKrehlik/pic9.jpg" width="360" height="217" class="mt-image-none" style="" /></div><div style="text-align: center;"><br /></div><div style="text-align: center;"><br /></div><div style="text-align: left;"><b>Credits</b></div><div style="text-align: left;">Thank you to all of the minds at MIT who helped make Scratch. It's always been a dream of mine to create my own video game.</div><div style="text-align: left;">Dr. Jerz--Thanks for helping me understand why my sprites seem to have minds of their own!</div><div style="text-align: left;">Scratch Forum: I used the forums to figure out how to make my bats hover overtop of smaller sprites with great accuracy.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b>Usability Testing Report</b></div><div style="text-align: left;"><b><br /></b></div><div style="text-align: left;"><b>Tester 1: Female, Age 18</b>&nbsp;<b>Minimal exp with video games</b></div><div style="text-align: left;">I conducted my first usability testing very early on in my project, when I only had about 1 level completed and was still working on including the sprites. This test was probably the most useful, because it showed me that I'd accidentally created two exits for the user to navigate through to reach the LadyMouse. From this test, I also realized that some of my corridors were too narrow for my sprite to navigate through. This prompted a redesign and reprogram of Mr.Mouse.</div><div style="text-align: left;">Tester 1 also asked me what she should use for controls, because this was before I created the directions page.</div><div style="text-align: left;"><br /></div><div style="text-align: left;"><b>Tester 2: Female, Age 19 Minimal exp with video games</b></div><div style="text-align: left;">Right off the bat, this Tester asked me how to navigate through the mazes. "So, do I just use the arrow keys?" This second comment made me realize that I shouldn't assume that everyone will Know they need to use the arrow keys to play the game. I guess not everyone's as serious a gamer as I am. She too had issues navigating through the maze. This prompted a temporary smaller sprite to use for the remainder of my testing. At the end of my revision, I switched back to the traditional Mouse figure.</div><div style="text-align: left;"><b><br /></b></div><div style="text-align: left;"><b>Tester 3, Female, Age 50 Old-school gamer</b></div><div>This tester, my mom, played video games for years before she had me and continued to play video games with me as I progressed through school and life. Since she's not a huge fan of 3D games, (she loved Mario for the NES and Tetris), I figured Mom would be a great tester for the game. Even though she's my mom, she's very critical about my schoolwork, and told me straight up what she did and didn't like about the game.</div><div>Even with the inclusion of the directions page, I found her asking me what the controls were. I think the directions are simply too hard to read on the screen (bad foreground/background relationship). She made comments that the game was "too long" and that the sprite didn't move quickly enough. However, she did admit that maze Level 3 presented a challenge, because it looked much more intense than the first two levels. If I'd had more time, I probably would've revised my actual maze backgrounds to better suit her expectations, but for now I'll just have to make due.</div><div><br /></div><div><b>Closing Notes</b></div><div>This has been a very educational experience for me. Although I doubt I'll ever be creating Scratch games for my future employment, I do acknowledge that this was a great experience with learning new to use and troubleshoot my way through new software. It's taught me a lot about patience as well, because my sprites did a lot of crazy things that were not easily resolved (in fact, some of them still have minds of their own). At this point, I'm anxious to create another Inform 7 video game--it's been 2 years since my King Arthur adventure game. I just hope I'm as successful with that as I was with Scratch.</div><div><br /></div><div><a href="http://jerz.setonhill.edu/EL405/2010/09/unit_1_scratch/">EL 405</a></div>]]>
        
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</entry>

<entry>
    <title>Usability Testing is REALLY Useful!</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/usability-testing-is-really-us.html" />
    <id>tag:blogs.setonhill.edu,2010:/JessicaKrehlik//477.35902</id>

    <published>2010-09-07T17:06:03Z</published>
    <updated>2010-09-07T17:14:50Z</updated>

    <summary><![CDATA[In a good usability test, your testers will use your document to do whatever your real users want to do. --Usability Testing: 8 Quick Tips &nbsp; I've already worked through a couple usability tests. Both have been very successful, and...]]></summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p><em>In a good usability test, <strong>your testers will use your document to do whatever your real users want to do.</strong></em></p>
<p><em>--</em><a href="http://jerz.setonhill.edu/design/usability/tips.htm">Usability Testing: 8 Quick Tips</a></p>
<p>&nbsp;</p>
<p>I've already worked through a couple usability tests. Both have been very successful, and have proven the above statement. However, because this statement is true, I've still got a lot of work to do on my project. At this point in time, both of the individuals I used for testers looked to me for directions on exactly how to play the game. </p>
<p>"Do I just use the arrow keys?" They both asked me, so it looks like that's where one of my greatest weakness lies. Because of this observation, I'm moving that up to the top of my list on my agenda. </p>
<p>I like to think of Usability testing as a parallel to asking someone to read over my rough draft of a big term paper. I usually lose points on grammar, because I've read something so many times that I cannot see my own errors. In a similar fashion, it helps to sit back and watch an outsider work her way through my program, because it shows me where my strengths and weaknesses are. For example, I mentioned in my progress blog last week that my first usability tester found an alternate route through my maze. Had I not done usability testing, future gamers would've avoided much peril in my game.</p>
<p>At this point in the stage, I'm still working out a lot of bugs, but the project's becoming quite polished. I need to do probably two additional usability tests to work out the remaining kinks. I'll try to blog again with those results as well.</p>
<p>&nbsp;</p>
<p><a href="http://jerz.setonhill.edu/EL405/2010/09/usability_testing/">EL 405</a></p>]]>
        
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</entry>

<entry>
    <title>EL 405 Scratch Project Progress Report</title>
    <link rel="alternate" type="text/html" href="http://blogs.setonhill.edu/JessicaKrehlik/2010/09/el-405-scratch-project-progres.html" />
    <id>tag:blogs.blogs.setonhill.edu,2010:/JessicaKrehlik//477.35852</id>

    <published>2010-09-02T15:17:13Z</published>
    <updated>2010-09-02T19:11:15Z</updated>

    <summary>At this point in my scratch project, I&apos;ve developed two distinct maze levels for the user to navigate through. I created three sprites thus far that generate a game over screen when the user&apos;s sprite (mickey) touches them. I&apos;m still...</summary>
    <author>
        <name>Jessie</name>
        
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://blogs.setonhill.edu/JessicaKrehlik/">
        <![CDATA[<p>At this point in my scratch project, I've developed two distinct maze levels for the user to navigate through. I created three sprites thus far that generate a game over screen when the user's sprite (mickey) touches them. I'm still in the process of creating an "intelligent" game sprite that can navigate its own way through the maze levels. I've got a few ideas on how to make this happen, but I'm focusing on creating the third level at the moment.</p>
<p>So far, I've had one successful user testing subjext. One of the freshmen on my golf team trie to navigate through the first level of the maze. As it turns out, she was unsuccessful, because there were a few narrow coridoors that were not passable. My tester also found a second way to navigate through my maze. This second route was not my intention, because it took about half the time compared to the other route. Since her testing, I've created an additional wall to block off that route.</p>
<p>At this point, I'm still having some glitches when the user runs into walls. I keep finding temporary solutions, but I'm not satisfied. I'm really worried that I'll have to make the corridors wider, which will make the maze easier in my opinion. I'm going to further explore my options before settling for a less extreme version of the current glitch.</p>
<p>Here's my list of things to do by next thursday:</p>
<ul>
<li>Create 2-3 more levels (5 total?)</li>
<li>Create the intelligent sprite(s)</li>
<li>fix the on-going glitch where the user sprite gets stuck on walls</li>
<li>Create an introduction</li>
<li>Create a button sprite on the game over screen that will start the user back at level one</li>
<li>Create the "win" background</li>
<li>Make the bat and cat sprites hover over the actual navigating antagonist sprites.</li></ul>
<p>These goals are in no particular order, and I'm aware that I probably won't complete every task on my list. I'm determined to finish as many as I can, but I'm going to focus the majority of my energy on making the bats and cats over, creating the winning screen and fixing that glitch.</p>
<p><a href="http://jerz.setonhill.edu/EL405/2010/09/introduction_to_scratch/">EL 405</a></p>
<p>&nbsp;</p>]]>
        
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