Design Overview
This assessment should take no longer then 5 weeks time.
For this assessment you will be required to propose a digital output you would like to create, investigate similar outcomes and then create your own design.
These designs could be Models, mock ups or blue prints.
In year 12 you will have to research conventions used around your outcome.
In year 13 you will have to research user experience methodologies.
For this assessment you will be required to propose a digital output you would like to create, investigate similar outcomes and then create your own design.
These designs could be Models, mock ups or blue prints.
In year 12 you will have to research conventions used around your outcome.
In year 13 you will have to research user experience methodologies.
Describe vs Explain
Year 12 will ask you to Describe parts of your design
Year 13 will ask you to Explain parts of your design
Year 13 will ask you to Explain parts of your design
Purpose of the outcome
Both the Yr12 and Yr 13 assessments require you talk about the purpose of the outcome.
Yr12 asks you to Describe and Yr13 asks you to Explain
Here are some examples of what the purpose of the outcome would look like:
Yr12 asks you to Describe and Yr13 asks you to Explain
Here are some examples of what the purpose of the outcome would look like:
Yr 12 Video Game Flappy Bird:
The purpose of this outcome is to create a simple, addictive game where players guide a bird through a series of obstacles by controlling its vertical movement, aiming to achieve the highest score possible by surviving as long as they can. A simple description of the game. |
Yr 13 Video Game Flappy bird.
In Flappy Bird, players control a small bird that automatically moves forward, and they tap the screen (or press a button) to make the bird flap its wings, causing it to rise briefly before gravity pulls it back down. The game is designed to be deceptively challenging: players must navigate the bird through narrow gaps between pipes without touching them, or else they lose. The game's simplicity in mechanics and visuals is counterbalanced by its high difficulty level, creating an addictive "just one more try" appeal. This outcome emphasizes fast reflexes, timing, and precision, making it engaging and competitive as players attempt to improve their scores with each play. Explaining the purpose behind the outcome |
Requirements of the end user
Both the Yr12 and Yr 13 assessments require you talk about the purpose of the outcome.
Yr12 asks you to Describe and Yr13 asks you to Explain
Here are some examples of what the purpose of the outcome would look like:
Yr12 asks you to Describe and Yr13 asks you to Explain
Here are some examples of what the purpose of the outcome would look like:
Describe the Requirements of the End User:
The end user for Flappy Bird requires a game that is simple to understand, quick to play, and engaging, offering entertainment during short breaks or downtime. They seek an intuitive control scheme and a straightforward challenge that encourages replayability without the need for complex instructions or long-term commitment. |
Explain the Requirements of the End User:
End users of Flappy Bird are often casual gamers looking for an accessible and fun experience. The game must have minimalistic controls, such as a single tap or press, allowing players of all skill levels to pick it up easily. Its fast-paced and short gameplay rounds cater to individuals with limited time, making it ideal for quick sessions. Additionally, the difficulty curve and scoring system must motivate users to replay and improve their performance, fulfilling their desire for progression and competitiveness. Visuals and sound effects should be appealing yet simple, avoiding distractions while maintaining a lighthearted, engaging atmosphere. |
Relevant Implications
For both year 13 and 12 you will be required to explain relevant implications
For this I would refer you to the Relevant Implications page.
For this I would refer you to the Relevant Implications page.
Design Mockups
Designs could be blueprints, concept art, mockups or early prototypes.
For both assessments you will need to include at least 3 designs and then make a decision about them.
These designs should be quite different from each other, it is not enough lets say to simply change the colour of a design.
Year 12 will need to include conventions in their designs.
Year 13 will need to include UEM's in their designs.
Here are some examples of mockups:
For both assessments you will need to include at least 3 designs and then make a decision about them.
These designs should be quite different from each other, it is not enough lets say to simply change the colour of a design.
Year 12 will need to include conventions in their designs.
Year 13 will need to include UEM's in their designs.
Here are some examples of mockups:
Talk to your teacher about what kind of design you are going to do.
Selecting a Final Design
For this section you will need to combine your design ideas into one big design idea.
Those going for excellence will need to justify their selection with evidence in relation to Conventions or UEM's
Those going for excellence will need to justify their selection with evidence in relation to Conventions or UEM's