I orea te tuatara ka patu ki waho
A problem is solved by continuing to find solutions
Refinement is where you take your strongest design direction and make it clearer, more usable, and more realistic to build. You are not starting again or making random changes — you are improving specific parts of your design using feedback, conventions, and your end user requirements.
Refining your design helps you:
improve how the outcome works and looks
explore specific parts in more detail, such as layout, colour, style, interaction, timing, materials, or structure
use feedback to make better design decisions
check that the design still meets the purpose and end user requirements
make sure the final design is realistic to develop
A strong refinement stage shows what you changed, why you changed it, and how the design improved.
This is the stage where you take your strongest design idea, or a combination of ideas, and make it clearer, stronger, and more realistic to build before creating your final design.
You are not starting again. You are improving what you already have by testing and refining the parts that matter most, such as clarity, user fit, feasibility, function, and quality.
You will:
choose your strongest idea, or combine parts of different ideas, to take forward
refine 2–3 key parts of that idea, rather than trying to improve everything at once
(e.g. layout, navigation, mechanics, character style, colour options, scene choices, assets, materials, timing, or transitions)
use feedback, testing, and evidence to improve your direction
(e.g. sketches, mock-ups, wireframes, comparisons, or trials)
record what changed and why, so you can explain your design thinking later
As you refine, keep checking:
End users — does this meet their needs and make sense to them?
Requirements — does it still respond to the proposal?
Conventions — does it follow the expected ways this type of outcome should work or look?
Clarity — would someone new understand it quickly?
Feasibility — can you build this well with the time, tools, and skills you have?
Relevant implications — have you considered things like accessibility, inclusion, privacy/IP, usability, or safety where relevant?
By the end of Part A, you should have a clearer, more workable design direction that you are ready to develop into a refined overall design.
Refinement is where you improve the parts that will have the biggest impact on your outcome.
You are not starting again — you are taking your strongest design direction and making it clearer, more usable, and more realistic to build.
Choose 2–4 key parts to refine (depending on your project), for example:
layout / navigation / user flow
key screens / scenes / storyboard panels
character / asset style and readability
colour palette / typography / visual style
mechanics / interactions / feedback to the user
materials / construction / dimensions (for product or manufacture)
Important:
Apply conventions as you refine (e.g. visual hierarchy, usability, genre/style expectations).
Key expectation:
You should be comparing options, making decisions, and improving your design — not just making small changes.
Repeat this structure for each key part you refine.
More Feedback
You’ve already gathered early feedback during idea generation.
Now your goal is to use feedback and testing to check which refinement options are strongest, so your final design is easier to justify and build from.
Use the Feedback Matrix again, but aim for comments that help you answer:
Does this work for the end user? (needs, clarity, accessibility)
Does it actually function / make sense? (navigation, interaction, rules, flow)
Is it realistic to build well? (time, tools, skill level, complexity)
Are there any risks or implications to address? (privacy, IP, inclusion, safety where relevant)
Get feedback on your refinement options from 3 different people. You can use the same people as your idea feedback, but ask them to focus on your refined options and specific design decisions.
Use the Feedback Matrix again to help you decide:
which options work best
what still needs improving
what you will take forward into your overall refined design
Try to get feedback from a range of people, for example:
a classmate
an end user or someone similar to the end user
a teacher or someone with relevant experience
which option is strongest
what is clearer or more suitable
what still needs improving
what seems most realistic to create
whether there are any important implications to consider
what should stay the same
what needs changing
what you will take forward
what you still need to test or refine
You may need to get some of this feedback outside class as well.
You’re using feedback to make final-level decisions. Keep this short, clear, and linked to what you will refine next.
1) Who & role (one line each)
Person + role: (end user / similar outcome / tool expert / fresh eyes)
What they were best placed to check: (clarity / feasibility / user fit / implications)
2) Key feedback (only the important bits)
Use the headings (keep it brief):
Keep:
Change / unclear:
Ideas:
Questions / gaps:
3) Decisions you’re taking forward (this is the bridge)
For each key point of feedback, write:
Decision: keep / change / remove …
Why: end user needs / clarity / feasibility / implications
Next step: what you will update before your overall design
Bring your refined parts together into one clear overall design. This should look almost final, but it is still a design - not the finished outcome. Your goal is to show how the final outcome should look, work, and fit together.
Your overall design should be very close to final:
✅ clear direction chosen
✅ most key decisions made
✅ only small feedback tweaks remaining
Create one clear, annotated overall design artifact, such as: :
a refined storyboard / shot plan + timing, style frames, transitions, sound plan
a full wireframe set (key screens + user flow)
a level/map layout + UI plan
a refined asset pack preview + style rules
key screens, game loop, level flow, asset style direction
page plan + panel layout rules, character/world design direction, readability notes
consistent style rules + set of assets/variants, how they’ll be used, export intention
form + dimensions, parts/assembly plan, materials/process choice, fit/finish notes
the main idea clearly shown
the selected refinement choices brought together
key parts or features labelled
links to your requirements, conventions, or relevant implications where useful
short notes that explain your decisions
Final Feedback (optional)
If you have time, you may choose to get one final round of feedback on your overall design before creating your final design package.
This feedback should only lead to small tweaks, not major changes or a complete rethink.
Ask people to focus on:
clarity
end-user fit
feasibility
any final issues or implications
Use this feedback to make small final improvements before moving on.