Customer Service Site – Spirit Airlines
- Choose origin and destination
- Choose dates of travel
- Select number of adults/children travelling
- Enter promo code
- Click “search flights”
- Choose departing flight time with price
- Choose returning flight with price
- Double check itinerary
- Choose to add hotel or car
- Choose to add on checked or carry-on bags
- Click “continue without extras”
- User can login, create an account or check-out as a guest
- Enter personal contact information
- Enter payment information
- Confirm all information and click “purchase” to book flight
- Login to personal email account
- Receive confirmation email with travel code
- Do the user’s choices make sense, and if so, how/why? Are they apparent, logical, etc.,?
The user’s choices are logical and apparent because its the brings the user through the steps needed for the airline to book them a flight on a certain day for the number of travelers based on their choices made throughout the process. The site offers a user-friendly and step-by-step process for a customer to book a flight. The user does not have to create an account to purchase the flight ticket, they are able to check-out as a guest and proceed without any difficulties. The user makes choices based on specific reasoning and purchase their flight based on the choices they make throughout the process.
- Do the consequences of the user’s choices make sense, and why/why not?
Yes, the user is given responses and brought to different parts based on the choices they make. If a user selects a certain origin and destination and dates – they are brought to all of the available flights for that origin/destination on the specific day. If a user chooses to purchase a hotel, car or luggage, they are brought to a page where they are able to purchase those extras – if not they continue to purchase the flight. If a user wants to login or create an account, they are brought to a login page that asks for a username and password – if not they continue to purchase the flight as a guest.
- In the case of the customer service sites, do the user’s interactions have a meaningful impact on the story?
Yes, the site is user-friendly and the user is given many different choices to make throughout the site. The user is does not have to struggle to book their flight and the directions and steps are easy to follow along with. The user can interact with the site by making choices and then is brought to different sections of the site based on their choices. The user can customizable their choices to fit the needs and wants of the user booking the flight so they are able to have a flight to a particular destination on a specific day at a certain time.
- Types of Interactivity
- Stimulus and response – the site stimulates the user to make their choices by asking where they want to go, where they are coming from, on what dates and the number of people travelling, etc. and needs the user to respond in order to give them flight options to choose from.
- Exchange of information – the site needs travel information, personal contact information and payment information from the user in order for them to send the user a confirmation code for the flight the user wants to purchase
- Acquisition – the site needs money in order for the flight to be purchased
- User must click “agree” to allow Adobe Flash to be utilized for the game
- User must use arrow to click “new game” after reading instructions
- User is instructed to use the left and right arrow keys to move stylus around the cubes in order to stay alive
- User is also instructed to press “p” on the keyboard to pause or “q” to change the quality of their screen
- Once game begins user must follow along the path and dodge cubes by pressing the arrows left to right
- If user hits cube they are directed to the main screen where they have the option to press “new game” or press “play more games” below
For each site, determine:
- Do the user’s choices make sense, and if so, how/why? Are they apparent, logical, etc.,?
The user’s choices are extremely apparent because there are limited options as to what the user is able to do. When entering the game there is only one option, to press “new game” so the choice to play the game is the only one that they have (they cannot enter another level, choose another difficulty level, etc.) Overall, the game interface is extremely straightforward and the user is always aware of the choice that they have while playing.
2. Do the consequences of the user’s choices make sense, and why/why not?
Yes, the consequences make sense because they follow the game rules and regulations. The instructions in the beginning of the game clearly state that you use the left and right arrow keys to move the stylus, and when the user presses them they correctly move to the right places. If the stylus hits a cube, then the game ends, a direct consequence that is also clearly outlined in the beginning of the game.
3. In the case of your entertainment sites, do the user’s interactions have a meaningful impact on the story?
The user’s interactions don’t have much meaning, because there is not really a defined story to this game. It is simply a game to test your reaction time while pressing the arrow keys and no characters or storyline are involved in the game interface.
Identify as best you can the types of interactivity under the following categories:
The stimulus in this game would be the cubes that appear in different formations for the user to dodge (using the area keys). The response is the user pressing the left or right arrow key in order to dodge the cubes.
The navigation in this game is extremely restricted because the only controls are the left and right arrow keys. The game can be paused by using the “p” key and quality of the game can be changed using the “q” key. However, only the 4 keys are acceptable forms of navigation.
The only object that the user can control is the stylus (arrow) that is in a linear fashion, in order to dodge the cubes.
There is no form of communication or dialogue in this game.
There is no exchange of information in this game.
The only thing that the user is able to acquire through this game is points that go up as more cubes are dodges. As the user successfully dodges more cubes, the more points the user is able to acquire. However, at the end of the game the only option is to start a new one, so the points go away following the end of the game.
Website of Choice- Facebook
-Log on to your Facebook account
-Brought to dashboard page
-Post content by clicking “add status” on dashboard page
-Scroll down on dashboard to view friend’s statuses, updates
-Click on friend’s icon to view full personal profile consisting of statuses, repost of pictures, videos, articles
-Click on your own icon to view your personal profile
-On dashboard page, down the left side hit settings to edit personal information like relationship status, place of residence, age, birthday, employment
-Update profile picture by clicking on your profile picture when viewing your personal profile, the option will appear on your old picture.
Do the consequences of the user’s choices make sense, and why/why not?
Yes, the consequences of the user’s choices make sense because they are ultimately inflicted purposely. Someone who wants to repost content from a friend will thus “repost,” or “share,” the image or video that they believe is interesting to allow for their friends to also possibly find interest in the content as well. People update profile pictures, public information like relationship status, employment, place of residence to inform their friends of where they are at in terms of the time in their life, showing intent and need to update others something important to the user, furthermore the consequences from sharing this information can be viewed as people becoming informed of the users life information and the user becoming informed of other’s life information in order to satisfy their interest in other’s lives, events both on a local and global scale, and news. The users choices are both apparent and logical due to the user having a specific reasoning behind their actions when selecting either to view their own profile, whether it is to update their status, relationship, location, post content, edit content, view other’s profiles, statuses, content, etc. Each of these choices are guided for users too. Users are prompted and ensured about their tasks and whether or not they want to sign out, view content, repost content, post a status, delete a status, add a friend, message a friend, and accept messages from others.
In the case of your entertainment sites, do the user’s interactions have a meaningful impact on the story?
The users interactions have a meaningful impact on the story because depending on what a user decides to do when signing into their Facebook page, whether it is to update their personal profile, add friends, send messages, view content, post statuses, catch up with others, each interaction produces a different outcome on a deeper personal level. Lets say a user adds a friend, with adding that friend, a new connection is formed and potentially strong bond that may not have existed before could arise due to similar interests within each users content sharing, statuses, pictures, the list varies. Adjusting one’s personal profile adds meaning to what they are trying to portray to their friends and other viewers of their profile, whether it is a professional image, fun image, etc. Each version of users profile preference shows how great of an impact the decision to portray oneself in a particular light has on how one is viewed.
The types of stimulus used when navigating this website are communication and acquisition. The user is acquiring information, both personal and informative, about news, events, other friends, updates, etc. The website, Facebook is also acquiring its members by getting them to sign up in order to stay in touch and be brought up to date with information. Communication is relevant due to comments on videos, posts, pictures, and various other shared and posted materials by users.