Mā te huruhuru ka rere te manu
Adorn the bird with feathers so it may soar
This is where you bring your refined ideas together into one clear design that is ready to build from.
Think of this part as a handover. If someone else looked at your design, they should be able to understand:
what you are making and who it is for
how it works and what the user does
what it will look and feel like
what key choices you made and why
any key build notes or decisions that will help development
Your final design does not need to be perfect, but it should be clear, detailed, and practical enough to guide your development.
The goal is to remove big unknowns before you start building.
Take your strongest ideas, refinement work, and feedback, then bring them together into one clear final design.
Your final design should show your preferred design direction and give enough detail for development to begin.
Depending on your outcome, this may look different. For example, it might include screen mockups, storyboards, models, diagrams, asset views, layouts, technical notes, or annotated design details.
A strong final design should show:
what you are making and who it is for
how it meets the purpose and end-user requirements
how it works or what the user does
what it will look and feel like
what conventions you have used
what key choices you made and why
how feedback helped improve the design
You should also be able to explain why your chosen design is appropriate for the outcome, the end users, and any relevant implications.
Put together your final design so it clearly shows the outcome you are going to develop.
Your final design should bring together the strongest parts of your ideas, refinement, feedback, and decisions into one clear design package. It should be detailed enough that someone else could understand what you are making, how it should work, and what it should look and feel like.
Depending on your outcome, your final design may include:
a main final mockup, model, screen, scene, or layout
key screens, pages, levels, panels, assets, parts, or views
annotations explaining important design choices
style details such as colours, typography, visual style, mood, materials, or sound
user flow, gameplay flow, storyboard, sequence, system flow, or assembly flow
notes showing conventions you have used
notes showing how feedback improved your design
relevant implication or end-user consideration notes
technical or production notes that would help with development
file, export, format, size, or naming details where relevant
Your final design should be finished-looking, specific, and practical. It does not need to be perfect, but it should be clear enough to guide the development stage.
Use the examples in the slides to help you decide what evidence best fits your outcome type.
Your evaluation explains why your final design is appropriate for its purpose, end users, and wider context.
This is where you look back at the design process and explain how your decisions were informed by research, feedback, modelling, conventions, end-user needs, and relevant implications.
Your evaluation should show that you can justify your chosen design, not just describe it. You should explain why your design is a suitable choice and how it has been improved through the design process.
Briefly introduce your chosen final design.
Explain:
what the digital outcome is, such as a game, animation, website, 3D model, app, video, or digital media outcome
who the end users are
what the purpose of the outcome is
what problem, need, or opportunity it responds to
You can also briefly state that your evaluation will discuss end-user needs, relevant implications, and appropriate conventions.
Explain and justify how your design addresses the relevant implications that matter most for your outcome.
Justify means explaining why your design choices are suitable, not just saying what you included.
You could discuss:
who your users are
what they need or expect from the outcome
how your design helps them use, understand, enjoy, or access the outcome
what feedback, modelling, or testing helped confirm or improve your design
which specific features suit the users and why
For example: My target users are teenagers who enjoy fast-paced platform games. I used simple keyboard controls and clear icons because this makes the game easier to learn quickly. During playtesting, users understood the movement controls without needing written instructions, which showed that the control design suited the audience.
Explain how your design addresses the relevant implications that matter most for your outcome.
Choose the implications that are most important for your design. You do not need to cover every implication.
You could consider:
Cultural — Have you represented people, cultures, places, or ideas respectfully?
Legal — Have you followed copyright, licensing, or usage rules?
Social — Could your outcome influence behaviour, communication, relationships, or wellbeing?
Ethical — Is your outcome responsible, safe, and appropriate for the audience?
Accessibility — Can people with different needs use or understand the outcome?
Intellectual property — Have you created original work or credited others correctly?
Privacy — Does your outcome collect, store, or use personal information safely?
Usability — Is the outcome easy and intuitive to use?
Functionality — Does the outcome work as intended?
Aesthetics — Does the visual style suit the purpose and audience?
Sustainability / future-proofing — Is the outcome efficient, responsible, maintainable, or designed to last?
End-user considerations — Does the outcome suit the age, needs, preferences, and context of the users?
Health and safety — Is the outcome safe to use, build, view, or interact with?
For each relevant implication, explain:
what issue or consideration mattered
what design choice you made
why that choice was appropriate
how it improved or protected the outcome, user, or wider context
For example: I used Creative Commons music in my game to avoid copyright issues. This is important because distributing a game with unlicensed music could lead to legal problems. I also credited the creator on the title screen so the source of the music was clear.
Justify how your design uses appropriate conventions for your type of outcome.
Conventions are the expected ways that similar outcomes are designed. They help make your design easier to understand, use, build, or recognise.
Examples of conventions include:
Animation: frame rate, timing, transitions, shot types, storyboarding, lip sync
Games: controls, UI, health systems, difficulty curve, level progression, feedback loops
Websites / apps: responsive layout, navigation, buttons, forms, alt text, visual hierarchy
Graphics / branding: typography, colour theory, spacing, logo variations, layout rules
3D modelling: correct scale, clean modelling, UV mapping, topology, file formats
Design for manufacture: dimensions, materials, tolerances, parts, assembly, sustainable material use
Video / film: shot types, sequencing, sound, pacing, camera framing, editing conventions
For each convention:
name the convention
explain how you used it
justify why it improves the design or helps the user
For example: I used a consistent sans-serif font across all pages because it is easy to read on screens and follows modern website conventions. This helped make the site look clean and made the information easier for users to scan.
Finish by making an overall judgement about your design.
Summarise:
why your final design is appropriate for the purpose
how it meets the needs of the end users
how feedback or testing helped confirm or improve your choices
how it uses appropriate conventions
how it addresses the most relevant implications
You can also comment on one improvement you would make if you developed the design further.