Avatar Store

Clicking the shop icon in the student navigation menu shall open the student's "Avatar Store," as shown in the first mockup, above. This page holds the same overall layout as the "Story Library," and adds an "Avatar Array" module from which students may browse avatar icons so as to purchase them with "Knowledge Coins," and equip them, for use in their Readingful profiles. The student's avatar displays to them in their upper right "Avatar Profile Menu," and to classmates and group mates during quizzes, as well as on the leaderboard. As such, it should be at least somewhat motivating for students to wish to purchase the best and most expensive avatars, as a symbol of status, as well as the basic inclination to collect everything in a series.

Just like teachers on Readingful, students begin using the platform with the "Readingful Apple Logo" as their default avatar, as shown in the first mockup, above. This mockup also shows the view students should see when they are looking at an avatar that is equipped. Upon each visit to the "Avatar Store" the equipped avatar should always be in the first slot in the "Avatar Array," as well as the avatar in focus in the background. So, what you're looking at in the first mockup is the precise view every student should see when he or she makes his or her very first visit to the "Avatar Store" (the "Readingful Logo" avatar owned and equipped, by default, and all other avatars shown in locked status).

 

Avatar Array Ordering

The avatars in the "Avatar Array" shall be ordered first by the student's equipped avatar, second by those owned by the student, third by those that have been "unlocked," and finally those that are still "locked" from purchase. You can see this ordering illustrated well, beginning in the second mockup, above, which shows the "robot" as the currently equipped icon in the first array slot, then 5 additional "owned" avatars (displayed at full opacity), next an additional 4 avatars that are unlocked (kept at 50% opacity), and then finally the remainder of avatars "locked" (padlock icon imposed on top of each of them).

 

Avatar Array Ordering (Within Groups)

In terms of within the "owned" grouping of avatars, they should display chronologically by purchase date (newest first). Within both the "unlocked" and "locked" groupings of avatars, they shall be ordered by price (lowest to highest), and if the same price, alphabetically, by title thereafter.

 

Avatar Array Design

The design of the avatar array is a 12 x 3 grid of avatars displayed as circles, each 4.4 x 4.4 rem. Horizontally, the avatars are each spaced by 1.2 rem (both vertically and horizontally—making the total footprint for the array 660 x 156 (which matches the other modules for this area of the app, except for the "Story Selection Array" (which is a bit wider). "Owned" avatars shall display at 100% opacity, 75% on hover, 50% onclick. "Unowned" and "Locked" avatars shall display at 50% opacity, 75% on hover, 100% onclick. "Locked" avatars shall also display at 50% opacity, but carry a padlock icon on top of them, to note they are locked.

 

Currently Selected Avatar

The currently selected avatar that is in focus in terms of the background image on the page, and the details in the upper left information module, should always display a 0.3 white halo (or border) imposed over the interior of the icon, and set at 70% opacity, so as to help the student easily visually distinguish which avatar in the "Avatar Array" is currently in focus. You can see this emphasis in all of the mockups, above.

 

Hovering the Avatar Array Icons

When any avatar icon is hovered over in the "Avatar Array," its details shall display in the module's subtitle.

If equipped, the subtitle, on hover, should read: "This is your currently equipped avatar."

If owned, the subtitle, on hover, should read: "You have purchased and own this avatar."

If the avatar is unlocked, the subtitle, on hover, should read: "This avatar is available for purchase."

If the avatar is locked, the subtitle should read: "This avatar icon is currently locked."

Avatar Array Navigation

To browse all available avatars, the leftward down arrow button shall exist for the student. This should function just like other content areas of the app in this section, scrolling 3 rows of avatars at a time until the last row is reached, at which time the down arrow shall flip to become an up arrow and, when clicked, zoom the user back to the start.

 

Redacting Avatars In the Avatar Array

The "Avatar Array" module must only load avatars for stories the student has access to read. In other words, during a free trial, the student may be restricted to, say 40 or so stories. Thus, only the avatars that can be unlocked and purchased from those stories, should be visible in the "Avatar Array." Similarly, stories can also be restricted because the student's grade level doesn't fall within the grade level range set for the story in the "Story Package Upload." Thus, the avatars from those stories restricted from the student's access also should not be included in the "Avatar Array." Finally, the teacher also has the ability to turn off student access to individual stories in the "Stories" table of the teacher account. The avatars from stories restricted in that fashion, as well, should not show in the "Avatar Array."

 

Loading the Avatar Array Module

The "Avatar Array" module will eventually include thousands of avatars that students will have the opportunity to unlock and purchase. As such, how all of these icons load needs to be carefully considered, most likely with at least some "lazy loading" function, or perhaps only preloading one or two series of 36 avatars, in advance. And maybe even placing a timeout of seconds on clicking the navigation arrow too quickly after a certain number of clicks. What we want to avoid is preloading all avatars at once beyond the first 9 panels, I suspect, and then preload as the student navigates. However this is achieved at a code level, the end goal is to not have any panel of rows empty, or still loading, when the student navigates.

 

Avatar Entry

When a student clicks on an avatar's icon in the "Avatar Array," the individual entry for said avatar shall fade in to load (background + infoblock), as shown in the mockups, above. The background image should load just like a story's image loads. In other words, it is not a combination of two images, but one image, which is provided in the "Story Upload Package" for the story in which the avatar can be unlocked via mastery.

 

Submit Button Color

While the color for the default, hover, and onclick states of this button will exist in the "Color Map" of "Story Package Uplaod," there also needs to be override capability per avatar. So, these colors will be provided in the avatars.txt file of the "Story Package Upload," rather than in the color map.

 

Locked Avatars

In the second mockup, above, you can see what an avatar's entry should look like if it is still locked, and restricted from purchase. The submit button shows the padlock icon, and is non-actionable. The synopsis of the infoblock reads "To unlock this avatar, master the story "Story Title." Here, the story's title is hyperlinked to the story itself. This way, if a student is browsing the "Avatar Store," and wants to unlock a specific avatar, he or she has a direct path toward finding the story to do just that.

 

Unlocked Avatars

In the third mockup, above, you can see what the entry for the same avatar, now unlocked, should look like. Note how in the "Avatar Array" the icon has switched positions from among the grouping of locked avatars in the second mockup, above, to now being within the grouping of unlocked avatars. The infoblock now shows the submit button reading "Buy It" as well as the synopsis quoting the price the student will have to pay in "Knowledge Coins" to purchase it. "This avatar is for sale a price of X." Here, we do want to include the icon for the "Knowledge Coins" ahead of the value. We may try using a special version of the font that replaces the dollar sign with the little lightning bolt icon. That may be the easiest way to achieve it.

 

Making the Purchase

In the fourth mockup, above, I'm showing what should occur when the student clicks the "Buy It" button. The infoline synopsis should change to read "Processing your purchase of this avatar icon." Also, the standard "processing animation" we use should display in place of the button, and this state should hold for a few beats, to give the student the chance to see that the purchase is being made.

 

After Purchasing

As shown in the fifth mockup, above, you can see the state for this avatar directly after it has been purchased. It's now the most recently purchased avatar for the student. As such, it should be bumped to the second slot in the "Avatar Array." Also, the submit button in the infoblock now reads "Equip" and the synopsis "You own this avatar and may equip it as your user icon." Also, the sum of "Knowledge Coins" is simultaneously deduced from the student's balance in the upper right of the page, visually, with cycling numbers, just like when you take a payout on "Learningful."

 

Equipping the Avatar

As shown in the sixth mockup, above, when the student clicks the "Equip" button it shall once again briefly show the processing animation, along with "Equipping this avatar as your user icon." in the infoblock synopsis. After the processing state is held for a few beats, the result should be to show a non-actionable submit button containing a checkmark logo, along with the synopsis "This avatar is equipped as your primary user icon." The student should also see the avatar load into place in the upper right of the page, to replace the previously equipped avatar.

 

Styling Checklist:

 

Images

1. Student Data Navigation Down Arrow: student_data_navigation_down_arrow.svg, 50 x 34 (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

2. Student Data Navigation Up Arrow: student_data_navigation_up_arrow.svg, 50 x 34 (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

3. Student Data Navigation Arrow: #FFFFFF40 (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

4. Student Data Navigation Arrow Hover: #FFFFFF80 (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

5. Student Data Navigation Arrow OnClick: #FFFFFFBF (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

6. Student Data Navigation Arrow Disabled: #FFFFFF1A (DUPLICATE - ORIGINALLY SHOWN IN "LEADERBOARD" SPECS)

-Note: Colors 3 to 6 are used for both images 1 and 2 above.

7. Avatar Store Access Restricted Icon: padlock.svg, 44 x 44, #FFFFFF80

8. Avatar Store Access Restricted Icon Hover: #FFFFFFBF

9. Avatar Store Access Restricted Icon OnClick: #FFFFFF

10. Avatar Store Checkmark: checkmark.svg, 74 x 50, #FFFFFF

11. Sale Processing Animation Dot: sale_processing.svg, 12 x 12, #FFFFFF

 

Text:

MOCKUP 1:

1. Avatar Store Infoblock Title Text: 3.6 rem, #FFFFFF

2. Avatar Store Infoblock Synopsis Text: 1.8 rem, #FFFFFFB3

 

MOCKUP 2:

1. Avatar Store Infoblock Hyperlink: 1.8 rem, #FFFFFFB3

2. Avatar Store Infoblock Hyperlink Hover: 1.8 rem, #FFFFFF

3. Avatar Store Infoblock Hyperlink OnClick: 1.8 rem, #FFFFFF80

 

MOCKUP 3:

1. Avatar Store Submit Button Text: 2.4 rem, #FFFFFF

2. Avatar Store Submit Button Text Hover: 2.4 rem, #FFFFFFBF

3. Avatar Store Submit Button Text OnClick: 2.4 rem, #FFFFFF80

 

Objects:

1. Avatar Store Array Icon Selected Border: #FFFFFFB3

2. Avatar Store Submit Button Background: #47B1FF

3. Avatar Store Submit Button Background Hover: #47B1FFBF

4. Avatar Store Submit Button Background OnClick: #47B1FF80

5. Avatar Store Array Empty Slot: #FFFFFF26 - NOT SHOWN