Before you start with a project it is important to ask "Who needs what and why?". This is where a proposal is helpful to give you direction for your design and development.
A proposal is a technical document that outlines what you are planning on making.
It should include all the details about the outcome and it should fall out of the discussion in your inquiry and includes the details about the digital outcome.
The proposal should be a short document that is no longer than 2 pages and clearly outlines what digital outcome you are going to create.
Context - the circumstances that form the setting for the idea.
The context is the background information. It's the situation that forms the setting for your idea. You should be able to copy and paste the context from your inquiry and depending on where your inquiry lead, you may need to adjust. Remember this can be a story, a sentence, a paragraph, a statement.
Write 2-4 sentences:
What is the situation/topic you investigated?
Who/what is it connected to?
"I love gaming."
"Since I was little I have always loved drawing and would really like to take my drawings further."
This is the justification for why anything should be made at all. It anchors your proposal in evidence and makes it clear that the outcome is responding to a real need or opportunity.
Use bullet points or a short paragraph. Include:
What is happening?
Why is it a problem/opportunity?
Who is affected?
Include 1–2 pieces of evidence (source names in brackets)
"the market is flooded with games so how do I make my game successful."
"I don't have the skill level yet and will need to factor learning the skills in."
"Mental health is a huge area."
Purpose is the reason your outcome should exist. It explains what change, benefit, or impact the outcome is intended to create because of the need you identified.
Purpose links the proposal back to the inquiry and helps ensure requirements are not random features — they should serve the purpose.
Write 2–4 sentences:
What will the outcome help users do/understand/experience?
Why is this needed (based on your inquiry)?
What difference will it make if it exists?
Tip: Purpose is not “because I want to” - it’s the reason it should exist.
Based on my research there is a gap in the market with fun games that teach this topic.
High school students need my game to teach them the importance of not getting distracted on their phones and prevent injuries.
People with movement deficiencies like the elderly or those with physical disabilities need my trash robot to take their rubbish to the curbside when they can not.
Digital outcomes are judged by how well they work for real people. Defining end users helps you make accurate decisions (features, tone, accessibility, complexity) and supports later testing.
Who is your target audience? Be specific (not “everyone”)
Include majority users + any extreme users that matter
Optional: describe where/when they will use it (device, time, environment)
The game would be aimed at year 7 and 8 students who come to the school for extra tuition.
This is where you clearly state the proposed response to the inquiry. Describe it at a high level so the rest of the proposal can define what success looks like.
Answer in bullet points:
What type of outcome is it? (game, animation, website, app, interactive media, etc.)
What will it do at a high level?
How does it answer the Big Question?
“A 60–90 second 2D animation aimed at teenagers that shows two contrasting team sport experiences (pressure vs support) and highlights practical ways teams can include and encourage people.”
“A co-op game prototype concept with a short playable loop (tutorial + one level) that focuses on accessible onboarding and fair co-op mechanics.”
Scope protects you from overcommitting and scope creep. It helps you make something achievable and high quality.
Include:
What you will definitely include (MVP)
What is out of scope (for now)
Your constraints (time/tools/skills)
https://www.atlassian.com/agile/product-management/minimum-viable-product
In scope (MVP): 60–90 seconds, 2–3 scenes, 2 main characters, captions, original audio, simple backgrounds, one clear message.
Out of scope: complex 3D environments, long cast, advanced VFX, multiple language versions.
Constraints: time (X weeks), software access, rendering/export limits, skill level.
This is where you define what success looks like and how you will prove it.
Requirements describe what your outcome must achieve to meet user needs.
Aim for at least 5. Write them as “Must…” statements.
Examples:
Must be easy for [user group] to navigate/understand
Must clearly communicate [message/info]
Must be accessible (captions, readable text, contrast)
Must include attribution for external assets
Must support [core interaction/function]
Specifications are measurable checks that show whether requirements have been met.
For each requirement, include 1–3 specifications that are testable.
Step 1: Write 5+ requirements (Must…)
Step 2: Under each requirement, add 1–3 measurable specs (checked/tested)
Step 3: Include what implication/s this requirement relates to most
Tip: A requirement is the goal. A specification is the proof.
Requirement: Must be accessible for a teenage audience
Spec: Captions provided for all spoken dialogue
Spec: Key on-screen text is readable on a phone screen (tested on at least 2 devices)
Spec: Contrast checked using a contrast checker for body text
Requirement: Must teach players the controls without frustration
Spec: Tutorial takes under 2 minutes for first-time players (tested with at least 3 users)
Spec: At least 80% of testers can complete the tutorial without asking for help
Spec: Player receives clear feedback after each action (visual + audio or visual-only option)
This is the feasibility checkpoint. Show what you have access to and what you still need.
What do you have access to in order make your outcome:
software/tools
hardware/equipment
skills you already have + skills you need to learn
time available
people/expertise you can access (teachers, mentors, experts)
Software: Blender/After Effects
Hardware: school PCs + drawing tablet
Skills to learn: lip sync and audio mixing
Time: 6 weeks
Support: teacher feedback + 2 peer testers + coach interview.
You may need to justify why your product is a good idea. Some possible ideas you can use to justify why it is could be:
What feedback did you get
Expert Opinion
Market Analysis
Academic Research
Similar Products
How it relates to the requirements
"I am going to make a science fiction top down shooter game because ..."
The people that I asked for feedback thought the idea of playing a giant space squid was a cool and original idea.
Extra Credits said that top down shooters are one of the easiest genres to make.
Games like Nuclear Throne and Helldivers are very popular games with millions of copies sold