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Heckinchonkeires Developments

What in the Heckin' Dungeon? Design Diary #2

This is part of a series about how I am designing What In the Heckin’ Dungeon?: a web app for tracking information tabletop role-playing game players need while exploring the world.

So I was going to make a fully functional and featured web app, and I wanted to do it right. The closest I’ve gotten to that so far is Keeper’s Repository.

I figured out the basics of that Keeper’s Repository, but I think my approach to designing it was very haphazard. I had only recently learned NodeJS, and in retrospect, I think EJS was a poor choice of templating language. I learned a lot, but not enough to finish it.

I had learned a lot more about web development since Keeper’s Repository, and I started learning some interaction design that hadn’t been covered in my university education. Now that I had a serious project in mind, I decided to really use what I learned in Human-Computer Interaction.

I didn’t formally define the requirements for What In the Heckin’ Dungeon?. I had a very good idea of the core requirement: provide a visual way to communicate information that often is left to the imagination in D&D. I also had a very good idea of what users I was designing for: gamers/nerds with various levels of experience and investment in D&D.

All the prototyping software I had used in school was designed for desktops. Given my current physical limitations, I needed a mobile-focused wire-framing app. Scope creep always in mind, I resolved to just pick one that would do the job. alternativeto.net came through with an iOS app called Mockup.

"A screenshot of the iPad version of the app Mockup. Fully described in the following figcaption"
A touch screen interface for prototyping apps. A single rectangular screen of the prototype fills most of the space, with toolbars along thr top and left sides.