Use-case descriptions
Use Case 1 – Playing a Game
A user would like to play a game on their BlastPad.
- The user turns on the BlastPad, and is presented with the Home Screen.
- The user selects a game from their downloaded games, and is presented with the Play, Edit, and Upload buttons.
- The user presses the Play button. BlastPad compiles the game and launches it.
- The user plays the game!
Use Case 2 - Develop a Game using the BlastPad
A user would like to develop a game using the BlastPad with Blockly.
- The user turns on the BlastPad and is presented with the home screen.
- The user selects the "New Game" icon from the home screen's game gallery and is presented with the code editor.
- The user creates a new game in the editor.
- The user saves their game.
Use Case 3 - Develop game using laptop
A user would like to develop a game for the BlastPad with their laptop.
- The user turns on the BlastPad.
- The user connects to the BlastPad's hotspot and accesses the Block Editor from their browser.
- The user is presented with the games on their BlastPad and the option to create a new game. The user chooses to create a new game.
- The user creates their game and presses the save button.
Use Case 4 - Debugging your game
A user’s Blockly code fails during compilation and they would like to view the error message in order to debug their blocks.
- The user starts the BlastPad.
- Then chooses the saved created game from menu.
- Then the user runs the game/hits play.
- When the code compilation fails, the user will receive an error message stating which block failed to compile.
Use Case 5 - Joining a Classroom
A user would like to join a classroom from the BlastPad.
- The user turns on the BlastPad.
- Then clicks on the Settings Page and clicks on the "Classroom" option on the sidebar .
- Then selects the “Join” option on the displayed "Classroom" page.
- Then the user types in the invite code given to them by their instructor and hits enter.
- The user will be shown a successful "Joined" message.
Use Case 6 - Downloading a Game from a Classroom
A user would like to view their classmate's games and play one.
- The user turns on the BlastPad.
- Then selects the “Classroom” option on the main menu of the home screen.
- The user scrolls through the list of published games in the Classroom and selects one for download.
- The user plays the downloaded game on their BlastPad.
Use Case 7 - Uploading a game to a Classroom
A user would like to upload a game to a Classroom
- The user turns on the BlastPad.
- Then selects the menu to publish a game file.
- Then the user selects the "Upload to Classroom" button.
- The user receives a confirmation message that the game was uploaded to the Classroom.
Use Case 8 - Downloading a Game from the Community Hub
A user would like to view the games on the Community Hub and play one.
- The user turns on the BlastPad.
- Then selects the "Community Hub" option on the main menu of the home screen.
- The user scrolls through the list of published games in the Community Hub and selects one for download.
- The user plays the downloaded game on their BlastPad.
Use Case 9 - Uploading a game to the Community Hub
A user would like to upload a game to the Community Hub.
- The user turns on the BlastPad.
- Then selects the menu to publish a game file.
- Then the user selects the "Upload to Community Hub" button.
- The user receives a confirmation message that the game was uploaded to the Community Hub.
Use Case 10 - Creating a Classroom
A user/teacher would like to a create a classroom to host BlastPad projects for students
- The instructor turns on the BlastPad.
- Then connects a keyboard and mouse to the BlastPad
- Then clicks on the Settings Page and clicks on the "Classroom" option on the sidebar .
- Then selects the “Create” option on the displayed "Classroom" page.
- Then the instructor types in a classroom name, description, their own name, and an invite code.
- Then hits the “Create Classroom” button
- The instructor will be shown a successful "Created" message and be returned to the "Classroom" page automatically joined in the created Classroom.
Use Case 11 - Configuring the WiFi
A user would like to configure the WiFi for the BlastPad.
- The user turns on the BlastPad (likely for the first time).
- Then selects the “Setting” icon on the main menu of the home screen.
- Then selects the "WiFi" icon on the sidebar menu of the "Settings" page
- Then selects the network they want to connect to from the scrollable list of available networks in the displayed "WiFi" page.
- Then the user types in the Network key and hits enter.
- The user is successfully connected and returned to the "WiFi" page displaying their connection status.