Category Principle / Heuristic Status Details Where
CRAP Contrast Applied Buttons and clickable elements use visible state changes on hover so players can immediately tell what is interactive.

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Main menu buttons, character selection buttons, settings buttons, blue card answer buttons, final score close button
CRAP Contrast Applied Buttons use visible state changes on press so players can immediately tell when an action has been selected.

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Main menu buttons, character selection buttons, blue card answer buttons, settings buttons
Nielsen Error Prevention Applied Button press state prevents accidental repeated activation (does not trigger action multiple times). Selection buttons and action buttons across menus and question screens
Nielsen Error Prevention Applied Guard implemented to ensure the Scientist’s Sensor ability cannot be used more than once per question, so the player does not accidentally waste both of its limited uses on the same question. Scientist ability on blue trivia/question cards
Accessibility Accessibility Applied Font size accessibility toggle exists in Settings menu. When enabled, the game applies a larger-font stylesheet across the UI so facts, questions, buttons, and feedback text are easier to read. Font size setting is saved and persists between sessions. Large Text Button Settings menu → Accessibility section; applied across menus, cards, buttons, and feedback screens
Accessibility Accessibility Planned Text-to-Speech accessibility setting with speaker toggle on fact/question cards and stop/restart behaviour. Planned for blue fact cards and blue trivia/question cards
Accessibility Accessibility Applied Adjustable audio in the Settings, allowing players to reduce or mute music and sound effects based on comfort and sensory preferences. Audio settings are saved and persists between sessions.Volume Sliders Settings menu → Volume section
CRAP Contrast Applied Selected MCQ answers look different from unselected ones.
Selected MCQ different
Blue trivia/question cards
CRAP Repetition Applied Consistent modal structure across game: dim backdrop + centered popup card.
Consistent Design
Grey alert pop-up, settings pop-up, blue card pop-ups, character info pop-up, final score pop-up
Nielsen Help and Documentation Applied Character selection includes “Click on a character to know more!” The player can see a character info popup that provides help through descriptions, abilities, and best-for guidance. Character selection show more info when pressed Character selection screen and character info pop-up
Nielsen Help Users Recognize, Diagnose, and Recover from Errors Applied Wrong answers explicitly say they are incorrect.
Wrong answers are indicated
Blue trivia/question feedback screen
Nielsen Help Users Recognize, Diagnose, and Recover from Errors Applied Feedback includes an explanation message, not just correct/incorrect. Additionally, wrong-answer feedback appears before the backstep consequence, so the player sees what happened first. Explanation Message Blue trivia/question explanation and wrong-answer feedback screen
Accessibility Accessibility Planned Adjust difficulty dynamically would change question difficulty based on recent performance to reduce frustration and better support different learning speeds. Planned question system for blue trivia cards and difficulty progression during gameplay
Nielsen Aesthetic and Minimalist Design Applied Main Menu, Settings, and Final Score pop-up are focused and present key actions. Final Score screen, for example, is to the point with top summary, history, and close. Final Score Screen Main menu, settings pop-up, final score pop-up
CRAP Alignment Applied Main menu: centered and grouped cleanly
Settings: vertically aligned into title, volume section, accessibility section, close action
Final Score: aligns summary at top, scrollable history in middle, close action at bottom
Character Selection: left/right split layout, with image/title on the left and readable text on the right
Character Info screens: consistent horizontal card row, with aligned titles, abilities, and select buttons
Main Menu Centered
Main menu, settings pop-up, final score pop-up, character selection screen, character info pop-up
CRAP Proximity Applied Each character’s image, name, subtitle, abilities, and select button are grouped together, so each card reads as one choice.
Characters Info Near by
Character selection screen and character info pop-up
Nielsen Visibility of System Status Applied Dice button shows the rolled value during movement, then returns to “Roll Dice.”

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In-game board screen → Roll Dice button
Nielsen Visibility of System Status Applied AQHI score is always visible through label + progress bar.

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In-game board HUD / top-left AQHI display
Nielsen Consistency and Standards Applied Consistent font across scenes.
Consistent Font
Across all screens -- Main menu, character selection, character info pop-up, settings pop-up, in-game HUD, final score pop-up
Nielsen Consistency and Standards Applied Consistent hover/click treatment across interactive buttons. Interactive buttons across menus, pop-ups, and blue trivia/question cards
Nielsen User Control and Freedom Applied Back button on character selection, difficulty popup, and close buttons on settings, character info, and final score popups. Character selection screen, difficulty pop-up, settings pop-up, character info pop-up, final score pop-up
Nielsen User Control and Freedom Applied On MCQ cards, selection can be changed before submitting.


Change Before Submit
Blue trivia/question cards