You are going to follow an agile process to develop your outcome. We will have two "sprints" where your product will get made, tested and then you will get feedback.
Your first feedback session will be end of week 3 or early week 4 during term 4.
Focuses on delivering the absolute minimum set of features to test a concept and gather user feedback.
After 4 weeks work your product shouldn't be finished but your users should be able to test it and try it out. It should be functional even if not all the features are implemented yet. This could be a paper prototype, a first level of a game, or a first edit of a video.
Takes the MVP concept further by adding features that create a "wow effect," focusing on user delight and creating a lasting impression from the start.
After 8 weeks work your outcome should be finished. It should work, look good and hopefully "wow" everyone that interacts with it creating a memorable and delightful user experience.
Goal: Make it work and test that it does what it’s meant to.
Think of this as your first working version — it might look simple, but it shows that your idea functions.
Your MVP should: Work properly, meet the main goal, and be ready for user testing.
Core Functionality: Only include the parts that are essential for it to work.
🕹️ Example: A game where the player can move and reach the goal.
🎥 Example: A video with basic editing and sound that tells the story.
🧩 Example: A 3D model that fits together or moves as planned.
💡 Example: An electronic device that lights up or responds to input.
Testing + Feedback: Try it out early! Ask classmates or teachers what works and what doesn’t.
→ Use their feedback to fix problems and improve the experience.
Validation: Check — does it meet the main purpose?
→ If it’s a game, is it playable? If it’s a model, does it function as intended?
Efficiency: Don’t overcomplicate. Focus on the core idea first.
Iterate: Build, test, tweak — keep improving in small steps.
Goal: Make it feel polished, professional, and fun to use.
Once your MVP works, your MAP makes it shine. This is where you focus on aesthetic appeal, usability, and wow factor — the little things that make people say, “That’s cool!”
Your MAP should: Work well, look awesome, and feel great for users.
Functional Core: Everything from the MVP still works perfectly.
Visual Polish: Add colour, style, lighting, or animation to make it look great.
🎮 Example: Add background music, camera shake, particle effects, or sound effects to your game.
🎬 Example: Add titles, smooth transitions, or colour grading to your video.
🖥️ Example: Design clean, matching buttons and layouts on your website.
🧱 Example: Smooth, paint, or decorate your 3D-printed model.
User Experience (UX): Make it simple and enjoyable to use.
→ Buttons are easy to find, menus make sense, or parts fit together perfectly.
Moment of Delight: Add something fun or surprising that makes people smile.
→ A funny sound, a cool animation, glowing LEDs, or a creative transition.
Consistency: Match fonts, colours, and styles so everything feels part of the same design.
Managing your project is really important to make sure what you set out to achieve is do able and that you don't leave it to the last minute
In order to plan our project we are going to use Trello an online project planning tool.
Go to trello.com and click "Get Trello for Free" then Sign up with your Google Account
Create a new Workspace, It does not matter what it is called and then Create a new Board from the bar at the top of the page. Give it a name and hit Create
Create 5 columns:
Extra Cool Stuff
Sprint 1 - Minimum Viable Product
Sprint 2 - Minumum Awesome Product
Doing
Done
You can also add your teammates if you have them to the same board and assign tasks to them.
You can then add cards for each of your tasks. Make sure that each of the tasks are small enough that you could possibly complete them in a lesson.
Now get developing! Your aim is to complete your tasks for sprint 1 so that you can test and receive feedback for your MVP
Remember to check in and update your Trello along the way!
It can be helpful to colour code tasks for specific members or related tasks.
As you work on and complete tasks you should move the task to the appropriate section.
At this point you need to get some feedback, especially if you have options but not quite sure which path to follow.
Giving and receiving feedback is tough. Feedback should be helpful, could improve the work, move things forward and bring about confidence.
Feedback needs to be constructive… and honest
Use THE FEEDBACK MATRIX - see slides
But what does it mean to be constructive?
Adjective
1. serving a useful purpose; tending to build up
Remember:
Feedback should be helpful
Help with choosing options / give direction
Might identify a gap or something that hasn't been considered
Make sure it feedback given is constructive and relevant
You are trying to get rid of the unintended consequences.
If feedback is unconstructive it can be ill-aimed, irrelevant, antagonistic.
Make sure your Trello is up to date to reflect where you are at the end of Sprint 1
A couple of things to think about:
Did you complete all the tasks you set out to do in sprint 1?
If not do they still need to be done?
Where do they sit in Sprint 2s list?
Or have you decided (based on what you've learnt while developing or a change in direction or testing or feedback) that this is no longer a priority (move to extras) or no longer needed.
At the end of each sprint/checkpoint you should archive your tasks.
When your project works — that’s great.
When it feels great, looks great, and leaves an impression — that’s polish.
Polish is what turns a pass into wow.
Think of it like the final 10% of work that adds 90% of the impact.
No matter what you’re making, your visuals should feel intentional and consistent.
Use a colour palette — pick 2–4 main colours and stick with them.
Match font styles and sizes — keep it readable and consistent.
Balance spacing and alignment — things look cleaner when lined up properly.
Add simple transitions or lighting effects (e.g. fade-ins, reflections, glow, shine).
For physical outcomes (3D printed, laser cut):
Smooth the edges, sand or finish surfaces.
Add small engraved or painted details.
Make sure all parts fit tightly — no wobbles!
Even if it’s not a game, feedback matters. People like knowing something’s happened.
Use sound effects for interactions, movement, success, or error.
Add background music or ambient sound that fits the mood.
For physical projects:
Think about LEDs, screens, or haptic feedback that respond to input.
For videos or animations:
Match sound to action (footsteps, clicks, typing).
Balance audio levels so dialogue/music/sound effects don’t clash.
Everything you make should feel good to use — smooth, clear, and responsive.
Simplify controls or navigation — fewer clicks or steps = better.
Give visual or audio feedback for every user action.
Test it yourself:
Is there any moment that feels slow, clunky, or confusing?
Can someone else figure out how to use it without your help?
For 3D models:
Make sure proportions, balance, and texture feel right when held or viewed.
For websites or interfaces:
Check button sizes, spacing, and hover effects.
Whether it’s a story, animation, or presentation, clarity and detail make it professional.
Tighten the storytelling — no random or repeated scenes.
Add titles, credits, and logos where appropriate.
Check spelling, grammar, and readability.
Make sure everything connects to your purpose and end users — if it doesn’t add value, cut it.
Polish comes from small improvements.
The more times you test and adjust, the better it gets.
Show your work to 3–5 people and ask:
“What’s one thing that feels awesome?”
“What’s one thing that feels off?”
Fix little things:
Loading times
Timing in animations
Transitions between scenes or components
Always test from the user’s view, not the creator’s.
The final touch of juice comes from personality — those fun, creative details that make it memorable.
Add a signature element — like a logo, color, animation, or effect that says “you made this.”
Include Easter eggs or small surprises.
Use movement, rhythm, and energy to make your outcome feel alive.
Think: If this were a product on display, what would make someone stop and smile?
When the project works — don’t stop!
Use your final time to focus on:
Visual tidy-up
Align text, balance colour, smooth edges
Feedback tweaks
Adjust based on peer/user comments
Add “juice”
Small animations, sound effects, lighting, labels
Showcase prep
Title screen, cover image, or presentation ready