Mackensie Stimpson – Storyboard

Screen Shot 2018-03-22 at 11.05.34 AM


Inter-activity: Abby Burgess

Customer-service site: JetBlue

Verb Set:

  • Insert “to” and “from” cities
  • Click departing and return dates
  • Select # of adults, kids, infants
  • Enter promo code
  • Sign in to TrueBlue
  • Search flights
  • Choose flights
  • Add baggage (checked/carry-on)
  • Enter personal information
  • Enter payment information
  • Purchase flights
  1. The user’s choices do make sense as the website it setup to only allow the user to continue to the next step if the prior step is completed. Also, the user is not required to login/create an account that eliminates steps. The website allows easy to read steps such as drop down menus of cities, calendars to select date, and lists of prices.
  2. Yes, the consequences of the users choices are dependent on each step taken to complete the goal (book the flight). After the user completes the flight into, they are brought to the list of options to search from available flights. The user is asked if they want to complete “extras” such as rent cars, book hotels, and add luggage. If they wish to do so, they are to add information and brought to a list of options. If they do not wish to do so, they may simply click continue.
  3. Yes, the user’s interactions have a meaningful impact on the story. The site is customized to the user’s needs as they choose dates, cities, and passenger numbers. The user can interact with the site and is brought to different sections based on their choices. The site is very straight forward considering the “search flights” box is on the home page of the site.
  4. The obvious types of interactivity are acquisition, communication, and exchange of information. Communication: the possibility of asking for “help” and “contact us”. Acquisition: exchange of money and personal information. Exchange of information: credit card info, personal information, etc.


Online/Casual Game: Temple Run (

Verb Set:

  • Begin game
  • Slide (down)
  • Jump (up)
  • Move (left/right)
  • Collect (coins)
  • Run
  1. The users choices are very straightforward as there are branches and gaps in the trail to jump, fire to slide under, and coins to gather on either the right or left. The actions are both apparent and logical based on the path the user is following.
  2. The consequences are either being chased or dying. If the user “trips” or makes a minor mistake, extra pressure is added to the user by having mummies chase the user. If a larger mistake is made the user simply dies.
  3. The game has very little narrative. The story is simply to continue to run as long as possible (to be honest I’m not sure there’s an end). The user’s interactions are with the character that determines whether he continues running or dies.
  4. Stimulus and response, navigation (simple) and control over objects, are the 3 main types of interactivity. The user must respond to the changes in the trail, control the characters movements, and navigate the trail as well.

Another site:

Verb Set

  • Select “cities”
  • Select “featured, latest, or popular stories”
  • Log in/Sign up
  • Search site
  • Scroll
  • Click stories
  1. The Barstool website is extremely simple. The majority of stories are posted on the home page.
  2. The consequences of the user’s choices make sense. This website allows the user to read articles/gain information as they navigate the site.
  3. The consumer does not have to drive a narrative on this site as they can simply read one article and leave the site. The user’s interactions do not have a particularly meaningful impact on the story.
  4. Navigation and communication are the primary types of interactivity. The user navigates the site from article to article and is able to leave comments or like articles (communication).


Interactivity: Alana, Marcus, Alexandria

Interactivity Exercise 

  1. Suncoast Credit Union 

Verb Set 

  • Log in 
  • Join 
  • Branch and ATM Locator 
  • Contact Us 

Do the user’s choices make sense, and if so, how/why? Are they apparent, logical, etc? 

-In this case the user’s choices make logical sense and are simple to use. Navigation is set up with links to pages for information in order to see if you’d like to become a member. For instance, if you hit the personal tab it will link you to different options with information which offers more links to additional information if you have more questions.  

Do the consequences of the user’s choices make sense, and why/why not? 

-For a bank site, yes, the consequences do make sense. By clicking a navigation link, you are lead to information that it offers that you are looking for. Therefore, the consequences make completely sense in reference to the user’s choices on this particular site.   

In the case of your entertainment sites, do the user’s interactions have a meaningful impact on the story? 

-Does not apply. 

  • Stimulus and response 

The stimulus are the links to click (personal, business, contact us, ect.). The response is the information associate with each link to give more specific information 

  • Navigation 

Many links and drop-down menus act as the navigation across the site to get you to the pages you want/need to see.  

  • Control over objects 

Does not apply 

  • Communication 

No real communication save for a contact us link at the bottom. 

  • Exchange of information 

Use of questions, comments, and suggestions under the contact us link could be considered exchange of information in a way 

  • Acquistion 

The goal of this site is acquisition of information which is easily obtained by clicking and reading through the links.  

  1. Angry Birds 

Verb Set 

  • Sling 
  • Fly 
  • Hit (Stage Infrastructure) 
  • Move (Direction)
  • Do the user’s choices make sense, and if so, how/why? Are they apparent, logical, etc.,?
    Yes the users choices make sense. It’s simple: Sling birds, destroy infrastructure, if the infrastructure is not destroyed in its entirety, then the level must be repeated. So it’s, simulating and encouraging to complete it correct the first go-round. 
  • Do the consequences of the user’s choices make sense, and why/why not?
    The consequences of the user’s choices do make sense. If you do not reach the intend score to achieve then you must redo the level. If you do not destroy and or collect the prizes within the level you have to start from the beginning. It makes sense because if the objective is not met, then there shouldn’t be the option to move forward, making it more challenging as well as engaging for the users more. 
  • In the case of your entertainment sites, do the user’s interactions have a meaningful impact on the story.
    The users impact is detrimental for the progression of the game. If the user is sub-par or not to standards, then intern you become stuck (complacent)if the user is engaged and eager to proceed, then you can unlock new levels, new characters, and bigger prizes. 
  • Stimulus and response- by the actions in which you perform in the game it makes stimulus and response. Based on how you do or what you score it resonates with you mentally, to either do better or continue doing great. 
  • Navigation- the navigation is fairly simple. Arm the bird in the slingshot. Pullback the sling (in the direction you prefer the bird to fly), Hold down the mouse and sling. Release and shoot. Destroy the stage infrastructure through each successful sling (3). Increase score and move to next level. 
  • Control over objects- You can control the slings, toggle through different “Angry Birds”,  

The Blues
The Hatchlings 

  • Communication- stages prompts notify that there is more infrastructure that needs to be destroyed. Score indicated in top corner.  
  • Exchange of information-n/a 

Acquisition- The goal of this games acquisition of information is easily obtained by user friendly-interactivity to the final stage. 

Are you in control on this game?
You are in full control of the game. Basically, your ability to understand that the quest to Leonard and the Pigs is stressful, but you can dictate how fast you get there and how well you do, by direct reflection of your user-friendly game play. 

  1. Netflix 

Verb Set 

  • Log on 
  • Choose which user you are 
  • Click “TV Shows” 
  • Choose “Trending Now” category 
  • Choose Riverdale 
  • Click Season 1: Episode 1 
  • Press play 
  1. Do the user’s choices make sense, and if so, how/why? Are they apparent, logical,etc.,? 

The user’s choices make sense because they go through exactly what an individual would do when they use Netflix. It might not be the same category of TV Shows or they may not pick Riverdale like I did, or they might even choose a movie instead, but essentially it is the same process of choices. With that being said, the user’s choices are apparent because it is clear that this is the same or similar path that all Netflix subscribers use. 

  1. Do the consequences of the user’s choices make sense, and why/why not?

The consequences make sense because with each step they are narrowing down their choices to get to the final decision of what TV Show or movie they want to watch. In the end, their final choice should bring them to the exact TV Show or movie they want to watch at that time.  

  1. In the case of your entertainment sites, do the user’s interactions have a meaningful impact on the story?

The user’s interactions have an impact on the story because each choice they make affects the ending consequence. There are thousands of different choices and endings that they could wind up choosing. It all depends on the specific choices they make throughout the process. 

  • Stimulus and response: the last choice the user makes is the stimulus and response because it is the end and therefore the user is happy with their decision and the movie or TV show starts and gives an optimistic response. 
  • Navigation: the options that are chosen that move the user through the Netflix website are considered the Navigation part of the website. 
  • Control over objects: Netflix does not have this category of interactivity 
  • Communication: Netflix does not have this category of interactivity 
  • Exchange of information: N/A 
  • Acquisition: The whole purpose of Netflix is Acquisition because the users receive “video” on demand. They acquire movies or TV Shows right away with the process that Netflix takes them through. 

Interactivity – Brittany, Gabi, Kelsey

Customer Service Site

Verb Set: click

  1. Yes. The login is large and on the left where the eyes naturally direct.
  2. Yes they make sense. When you sign in, it brings you to the page to buy plane tickets, also displaying your TrueBlue points. If you already have a flight and would like to view the boarding pass or manage it, there’s an easy tab called ‘Manage Flights’. This takes less than two clicks to get to. It’s very easy to get to the pages that most customers would want to navigate to while visiting The rest of the tabs are mostly informational.
  3. N/A

Identify as best you can the types of interactivity under the following categories:

  • Stimulus and response
  • Navigation
  • Control over objects
  • Communication
  • Exchange of information
  • Acquisition


Casual Game

Verb Set: direct, send

  1. Yes. The mouse draws lines and pushes buttons. The game’s interactions are very intuitive and don’t require high levels of thinking.
  2. Yes. The lines drawn block the sugar’s natural path and direct it where the user chooses.
  3. The user’s interactions form the story in its entirety

Identify as best you can the types of interactivity under the following categories:

  • Stimulus and response: clicking and dragging makes a line that directs sugar towards desired mug, clicking the arrow button controls gravity.
  • Navigation
  • Control over objects: control the direction of the sugar to each mug
  • Communication
  • Exchange of information
  • Acquisition: move to next level based on success


Website of Our Choice


Verb Set: make and send


  1. Yes. In this game the user is the chef. Each choice the user (chef) makes is to make the consumer content with their sushi order. Each choice is in effort to prepare and present a sushi roll demanded by the consumers. Other choices consist of ordering more ingredients and referencing the recipe book to prepare new orders.
  2. Yes and no. Yes in the sense that preparing an order incorrectly the customer will not eat it. No in the sense that restarting an order means a loss of ingredients, which in turn means a loss of money because the chef will have to order more ingredients sooner. In reality, a chef would be able to put back the wrong ingredients because the order was simply being prepared.
  3. Yes, because the story is of a sushi chef keeping it’s patrons content. As long as the user (chef) completes the orders correctly and with speed then the consumers will be content.
  4. Identify as best you can the types of interactivity under the following categories:
  • Stimulus and response: delivering the sushi roll the customer demands.
  • Navigation: by following the recipe book, the user is able to complete and present the correct sushi roll demanded by the customer.
  • Control over objects
  • Communication
  • Exchange of information: customers think of the sushi roll they would like. The sushi roll the customer desires appears in a bubble above their head, which lets the user know what sushi roll to make and what ingredients to use.
  • Acquisition: the user is paid by each customer for each completed order. This money is used to purchase more ingredients. For every round the user has to acquire a certain amount of money from the customers in order to move on to the next round.