← 7-8 Digital Technologies: Designing user interfaces and experiences

7-8 Digital Technologies: Designing user interfaces and experiences Hangman

Years 7–8 · Victorian Curriculum · 21 key terms.

Theme
Words

Every word, shuffled.

Players

Students learn to design, sketch, compare, communicate, test and modify user interfaces and user experiences that suit different users. See the whole journey →

Want your own words? Free Hangman Generator →

Same words, on paper

The quiet activity after the loud one. Free to print, answer keys included.

CrosswordDesigning user interfaces · Designing user interfaces and Building visual programs · User experience and software design and User interface design principles · all 7

Word searchDesigning algorithms with branching and iteration and Designing user interfaces · Ideation and evaluating design ideas to User interface design principles · Designing user interfaces to Evaluating digital solutions and their impact · all 5

Worksheetfor any module, with answer key

When your class is on devices — Snake Break and Diamond Dash run on the same modules, with a free class.

The 21 key terms

1user interface
The part of a digital system that you see and use. You give input by touching, clicking or typing, and the screen shows you output.
2user experience (UX)
How easy, efficient and pleasant a system feels to use from start to finish, not just how it looks. Good UX avoids frustration points, while UI is only the look.
3button
An interface element the user clicks or taps to make something happen. It needs a clear label, should do one action, and must be big enough to press easily.
4text box and label
A text box lets the user type in an answer. A label is words on the screen that tell the user what to type (prompt text) or show the result (output text).
5menu, slider, checkbox
Interface elements that let the user pick from set options instead of typing: a menu lists choices, a slider picks a value on a range, a checkbox turns an option on or off.
6layout
Where items are placed on a screen. Good layout groups related items together, lines them up and leaves space between them, so the screen is easy to scan.
7consistency
Consistency means similar things look and work the same way on every screen, like buttons with the same style and a menu in the same place, so users always know what to do.
8contrast
How different the text colour is from the background colour. High contrast, like black text on white, with large enough text, makes words easy to read.
9different users, different needs
One digital system can suit one user well and fail another, because users differ in age, ability and experience. Features like read-aloud and large text help.
10accessibility feature
A design choice that lets people with different abilities use a system, such as alt text for images, captions for video, keyboard-only controls or colour-blind safe colours.
11user flow
The path of screens a user follows to finish a task, like logging in or buying a ticket. Navigation controls such as back and home buttons help them move along it in as few steps as possible.
12feedback
A response from the interface that tells the user what happened, like a confirmation message, or an error message that says what went wrong and how to fix it.
13thumbnail sketches
Small, quick drawings of different design ideas. Make several, compare them, then choose the best one to build.
14screen sketch
A simple drawing of a screen. It has an outline, then a box or shape for each button, text box or label, drawn where it will go. You draw one sketch for each screen.
15storyboard
A row of numbered screen sketches with arrows showing the order a user moves through them, so you can plan how someone gets from the first screen to the last.
16annotation
A short note on a design that says what an element does or what happens when it is used, like a label on a button or an arrow showing which screen opens next.
17present a design
To show your sketch, explain how each part helps the user, and ask others for feedback. Listen to what they say so you can improve your design.
18criteria table
A table that lists each design option against the same criteria, rates each one, and helps you pick the best design and give reasons for your choice.
19observing
Watching a user do a task to see where they get stuck, without helping or interrupting. You write down what you see instead of just asking them what they think.
20evaluate a design
To check a design against criteria, like easy to read, easy to use and meets the requirements, using a checklist, user feedback and evidence to show if each one is met.
21modify a design
Change one thing in your design, like size, position or wording, because of feedback. Then check it again. Change one thing at a time and save each version.

Frequently Asked Questions

Do I need an account?

No. Hangman runs straight from this page — no account, no sign-up, nothing to install. If you add your class names, they are saved in your own browser and never sent to Cloodit.

How do I play it with my class?

Put the page on your whiteboard or projector and press Play. The class calls out letters and you click or type them. Six wrong letters and the word gets away. After every word its definition appears, so each round ends on the meaning, not just the spelling.

Can I use my own words?

Yes. The free Hangman generator at cloodit.com/hangman/ takes any list: one word or phrase per line, with a definition after a dash if you want it shown at the end of the round.

Can I put my students' names in?

Yes. Add your class list and a random student is called for each word. The list stays in this browser on this computer, so it is still there next lesson.

Are the worksheets free too?

Yes. Every module in this journey has a free printable worksheet with a full answer key, and there are crosswords and word searches built from the same key terms.

More Victorian Curriculum Hangman

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