25.02.2002

Rabljena Vozila

Posted by db @ 12:00
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Rabljena VozilaThis project was a pretty nice attempt at usable interface design. It’s a search engine for used cars, which was quite advanced at the time, and now, looking at it, it’s still pretty cool. The goal was to design a usable three-step, one-page flash interface for the search engine. At that time, most of the similar search engines featured HTML-form based interfaces, which reloaded the page at every step.

Since this was one of my first exercises in interface design, it’s nice to see that I already saw a faint glimmer of the “using data to modify data” principle. For example, the range slider, used to select year, engine power, mileage and price ranges, also serves as a bar graph, showing the number of vehicles available for each step.

It also has nifty DHTML tricks, all courtesy of Fry. The one I like most is the comparison windows that arrange themselves horizontally and scroll together to keep the vehicle characteristics inline.

If you ask me, this is the site where the attention to detail and the dedication of each member of Parsek’s team is most apparent. (Some improvements as well as some bugs have been introduced into the interface since I left)

URL:

http://www.rabljenavozila.com

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05.02.2002

Abanet vam prihrani čas / Abanet saves you time

Posted by db @ 12:00
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Abanet vam prihrani čas / Abanet Saves You TimeThis game is one of the few things I’ve done with Ajdin. The deadline was completely unreal, so all the plot elements weren’t really worked out and we just went with whatever came up, which would account for the game being a bit bizzare to some people.

The game is promoting Abanka’s online banking service Abanet, so the goal is to free up the long queues at the bank, teleporting the people into the internet. When you clear a queue, the grateful girl at the counter blows you a kiss, which gets you bonus points. If a queue is filled up completely, it gets frozen and the customers frozen/cocooned (?!?) making it impossible to gain more points from it.

At the time, Ajdin was in his pixel-art phase and he did the whole design pixel by pixel in Photoshop. But there was so little time, that I did all the corrections, the missing elements, soundtrack and sound effects myself. We literally had to finish it in under a week. The bank is actually a pixelized replica of an actual bank in Ljubljana.

Launch game

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