A wireframe made in Balsamiq with the collected pieces on each side of the board to simulate the layout of the physical game. Later interaction design choices worked better with the board aligned to one side.
To remain consistent with all other Grandpad apps, our game needed to have the bottom navigation bar. Our design also needed to keep consistent with the system fonts.
Interaction Design Choices
To keep interaction simple, we kept as many options off the screen as possible. I decided to use dialogue boxes to set game options such as single or multi player and restarting the game.
Since swiping was not a gesture native to many of the users I observed, I tried to mirror their real world interaction. Players move a piece by tapping it and then tapping the square they want to move it to.
UI Design Choices
Although our design had to remain consistent with the rest of the Grandpad tablet's fonts and navigation bar, I was able to design the checkers board in photoshop to look like a real wooden board to mirror the physical interaction so many of our users valued.
I also made the checkers chips bigger than average in proportion to the squares they sit on because our users had varying levels of dexterity and visual ability.