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Thoughts

Advantages:

  • current design has alerts fired when certain events occur. There can be multiple alerts per interaction which can cause a number of issues:
    • alerts can pile up especially if user interacts rapidly
    • may not be relevant by the time alerts are delivered
    • sonification and screen reader responsiveness may not be in sync
  • Using a pick-up and release interaction would simplify text alerts:
    • there would only be 2 alerts per interaction
    • better control over relevance as the alerts occur at predictable times

Disadvantages:

  • Adds another step to the interaction.

Changes to PDOM

Scene Summary

One CoilTwo Coils

"Faraday's Law‬ is an interactive sim. It changes as you play with it.

At the centre of the play area is a coil connected to a light bulb circuit. There is a also moveable bar magnet.

Grab the magnet to play.

Additional controls that change what is connected to the circuit, flip the bar magnet, and reset the sim. If needed, check out keyboard shortcuts under Sim Resources."

"Faraday's Law‬ is an interactive sim. It changes as you play with it.

At the centre of the play area are two coils connected to a light bulb circuit. There is a also moveable bar magnet.

Grab the magnet to play.

Additional controls that change what is connected to the circuit, flip the bar magnet, and reset the sim. If needed, check out keyboard shortcuts under Sim Resources."

Bar Magnet Description

Remove "Use the W A S D keys to move the magnet in four directions. Use 1 2 3 keys to slide magnet left and right."

Example interaction with Pick-up and Drop

First time interacting

  • Pressed tab.
    • Focus moved to magnet
    • Button label: "Grab magnet."
  • Press enter.
    • Text alert: "Grabbed. (Proximity to coils). (Play area location). W A S D and 1 2 3 keys move magnet. Press Space to release."
  • 1 2 3, or cursor keys pressed
    • Sonification sounds are heard
    • No text alerts are fired.
    • Changes to PDOM descriptions occur as interaction proceeds.
  • Press space.
    • Text alert: "Released. (Change to proximity to coils). (Change in play area location)."
    • Keyboard focus is on magnet button.

After second time interacting

  • Pressed tab.
    • Focus moved to magnet
    • Button label: "Grab magnet."
  • Press enter.
    • Text alert: "Grabbed. (Proximity to coils). (Play area location)." (shortened alert)
  • 1 2 3, or cursor keys pressed
    • Sonification sounds are heard
  • Press space.
    • Text alert: "Released. (Change to proximity to coils). (Change in play area location)."
    • Keyboard focus is on magnet button.

Proximity to coils values:

  • Above
  • Just above
  • Below
  • Just below
  • Left
  • Just left
  • Right
  • Just right
  • Inside

Play area location values:

  • Top-left
  • Top-centre
  • Top-right
  • Middle-left
  • Middle-right
  • Bottom-left
  • Bottom-centre
  • Bottom-right
  • Note: There is no play area "Middle center" as the coils occupy this space.

Example Text Alerts

On first grab:

"Grabbed. Magnet above 4 loop coil; just above 2 loop coil. At top-centre of play area. W A S D and 1 2 3 keys move magnet. Press Space to release."

On release:

  • "Released. Magnet left of 4 loop and 2 loop coil. At middle-left of play area."
  • "Released. No change."

On subsequent grab:

  • "Grabbed. Magnet left of 4 loop and 2 loop coil. At middle-left of play area."
  • "Grabbed. Magnet above 4 loop coil, and inside 2 loop coil."


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