The MYP Design Cycle
The MYP Design Cycle
There are four stages to the MYP Design Cycle:
Inquiring and analysing
Developing ideas
Creating the solution
Evaluating
The design cycle can be used to solve a range of problems and is the process used when solving design problems in your Design classes. Each stage can be broken down into smaller steps. These steps help assist you to follow the process and create a successful solution.
Although you will find it helpful to understand the separate stages of the design process, developing any project is a creative venture. Stages of the cycle may be repeated before you reach your final product. You should celebrate unexpected discoveries; they may even send you back to re-defining the original task. While it is most common to start at Inquiring and analysing: Explain and justify the need, the design cycle does allow you to start at a different point within the cycle and move in any direction.
During the defining stage the project is understood, described and broken down into smaller tasks. Many project teams do not spend enough time understanding a problem or the needs it is meant to fulfil. The most common fault is a project team that thinks they understand what users want, but has not really understood the concept properly. See the cartoon (Figure 5.3) on the next page!
Most projects can be broken down into smaller ones.
For example, a game may be broken down into characters, collisions, movements and scoring.
The project manager makes a list of all tasks to be completed. You will be given a start and end time for your projects. Use these to plan a timeline.
You should think about limitations: time, technical ability, equipment, cost and social legal and ethical issues.
When you build a project team you will need to assign roles to the team members.
Project manager
Responsible for coordinating the project and the team, reporting to the users and providing regular updates to the teacher.
Time Manager
Responsible for helping the team remain on task and on schedule
Quality Manager
Responsible for identifying problems, getting resources, user interface, making sure the standard of the work is high and that all accessibility and ethical issues are met.
Communication manager
Responsible for keeping track of the project, making sure members are communicating effectively and documenting the project.
However, these main roles are not the only ones team members do. Other roles depend on the type of project and may include: designers, programmers, builders and testers.
Designing
Designing is the creative phase of the cycle. During this stage, ideas are generated and sketched (such as storyboards), mock-ups or prototypes are developed, algorithms are prepared and use interfaces are planned. A great tool for this can be a mind-mapping tool such as Freemind or MindNode (Mac).
You should produce a prototype. A prototype is an early non-functioning version of the final project. It gives the author and the audience an idea of what the final project might look like. It is valuable as it identifies problems early on. If the project involves a user interface, its design takes place during this stage.
A great idea is to use Post-it notes to track progress.
Place these next to names and/or tasks. Then use Post-it notes in traffic light colours (red, orange, green) against these to show if that task is:
Red: failing or seriously behind time
Orange: Running into problems
Green: on track
Implementing
During the implementation stage you actually build your solution. If your project is a software program, this is when you code it.
Keep the needs of your users in mind at all times, as well as your original task statement.
If you are working in a group, it is important to keep everyone on track with their contributions. There are deadlines to be met.
Evaluating
During the evaluation stage, test your solution and then have others test it.
The users for whom the project was designed are your clients. The solution must meet users’ needs, not yours!
Look again at the original task and check that you have fulfilled its requirements.
The solution you have produced should be ethical and accessible to a wide range of users.
What contribution does it make to our world? Ask if your project is innovative.
Will it be useful and usable in the future? What are suggestions for improvements?
Each time a project ends, you (or your team) should ask these questions:
What new things did I learn?
What was the most difficult part?
What was the most enjoyable part?
What would I change next time?
What additional tools do I wish existed?
What knowledge do I wish I had before starting?
What could I have done better?