Ui Mockups

These are the simple UI mockups updated from Emily’s Original UI proposal. The changes are based on discussion from the 2024-09-05 UI Review meeting.

The main differences are in the ramp control mechanism (as described in Dan’s UI Review meeting notes). There are resulting changes to the Game Options menu, and some changes to the overall flow between menus and scenes.

The application will have two different modes of play:

  1. “Play Boccia!”, where the player will control the actual ramp device via BCI.
  2. “Virtual Play”, where the player will control a digital version of the ramp via BCI. This will allow the player to practice playing Boccia without requiring the physical ramp.

All game and UI components will be in world space.

The Start Menu, Game Options Menu, and BCI Options Menu will have a consistent UI layout across the scenes. Those Menus and the ramp will exist in world space in two different planes. The Menus will be in the foreground and the ramp in the background. In the Menu View, the camera will be positioned to view the ramp from the side (Fig. 1). The menu panel will be located in the same spot, and change to the Start, Game Options, or BCI Options menu accordingly.

Fig. 1: Menu View - the ramp is in the background and the Menu panel is in the foreground and will display the Start, Game Options, and BCI Options menus accordingly.

Start Menu

This menu will be the same as what Emily defined in the original UI mockups, with buttons for ‘Start’, ‘Game Options’, ‘BCI Options’, and ‘Quit’.

Fig. 2: Start Menu

Game Options Menu

The main change in the Game Options menu from Emily’s original mockups are the selectors for the fine control of Elevation and Rotation as described in 2024-09-05 UI Review meeting.

Fig. 3: Game Options Menu

BCI Options

The BCI Options menu (Fig. 4) will be the same menu as in Emily’s original mockup.

Fig. 4: BCI Options Menu

Play Menu

This menu will not have the Menu View scene layout. Instead, when ‘Start’ is selected from the Start Menu, the camera will fly around to the “play” position: behind the ramp, with an inclination downwards. (The camera movement is a smooth transition rather than the “cut” between scenes from the old Unity application.) The Play Menu (Fig. 5) will appear as three buttons in this view, along with a persistent hamburger menu in the top right.

Fig. 5: Play Menu

Hamburger Menu

This menu will remain in the top right corner of the Play Menu and the Ramp View screens. The hamburger menu is for quick navigation and will contain the following options:

Ramp View

The Ramp View (Fig. 6) is the scene that includes the SPOs, for BCI training or for BCI control of the ramp. The SPOs are in blue. This view, like the Play Menu, has the camera in the “play” position (behind the ramp with an inclination downwards).

Fig. 6: Ramp View

Navigation to the Ramp View occurs from the Play Menu, as follows:

Training

After navigating to the Play Menu (Fig. 5) from the Start Menu, only the Training button should be enabled. Selecting the Training button will display the Ramp View.

Play Boccia!

When the Play Boccia! button is selected, the Ramp Setup menu (Fig. 7) will extend from the button.

Ramp Setup Menu

This menu will be the same as Emily previously defined. In this menu the operator will connect to the physical ramp through Serial communication and calibrate the motors.

Fig. 7: Ramp Setup Menu
Play Boccia! scene

After the ramp setup process is complete, the Done button in the Ramp Setup menu will navigate to the Ramp View (Fig. 6). Now the player will control the physical ramp through BCI (see Ramp Control).

Virtual Play

The Virtual Play button will go the Ramp View (Fig. 6). Instead of controlling the physical ramp, the player will be able to control the virtual ramp using BCI (see Ramp Control).

Ramp Control

Operating the ramp with BCI (either in the Play Boccia! mode or the Virtual Play mode) is done via the fan mechanism displayed in the Ramp View.