3.4 FrontEnd

COMPLEX TECHNIQUES!

AS91903 (DT 3.4)

Use complex techniques to develop a DIGITAL OUTCOME (website or game elements).


Resource Folder

Use complex techniques to develop a digital outcome

Complex Techniques

ASSESSMENT STANDARD EXPLAINED

Document (through providing screenshots/a screencast) the iterative improvement of your website site. Document what has been tested, the ongoing iterative improvements/edits you have made to the design and website. Include annotations of why you made edits/improvements.

Using appropriate tools and techniques for the purpose and end users

  • applying industry standards or guidelines with regard to your chosen platform for example, including good file management practices

For example (partial evidence) - Game Design:

  • A game with user created levels, animations, sprites and gameplay that is fun to play meets this requirement.

  • You have integrated original (designed and developed by you) assets into your game.

  • Your game automates through scripts

  • There is evidence of sophisticated digital effects

For example (partial evidence) - Websites:

  • You have created a website using html/css/php with an external stylesheet. The material is structured and formatted using a range of tags and styles (i.e. it has clear headings, body text and lists/bullets if required).

  • You have used an external non-core library to further enhance the user’s experience with regard to functionality of the user experience.

  • responsive design for use on multiple devices

  • Be easy to navigate , Be easy to read / use,

  • Be accessible for a range of users (for example, alt tags, support for visually impaired users, can be used for screen readers etc.)

  • Include appropriate media files (eg: images, sound, animation) creating sophisticated digital effects

  • Use javascript / php as appropriate

Applying appropriate data integrity and testing procedures

For example (partial evidence) - Game Design:

  • Each of the game assets are labelled correctly.

  • Each image is sized correctly. This is demonstrated in testing.

  • The characters walk cycles function without jerky steps.

  • The walls and objects function as intended.

  • The walls and objects tile correctly. This is demonstrated in testing.

  • The sound files play.

  • Each sound file starts and ends immediately.

  • Each sound file has a similar volume level.

  • The game works

For example (partial evidence) - Websites:

  • The site has been tested/previewed either in two unrelated browsers or with at least two different screen sizes. The site looks acceptable on screen on a range of screens.

  • The text has been proof read and there are no obvious spelling/grammatical issues (minor spelling/grammar issues are OK for Achieved).

  • You have used concepts such as contrast, repetition, alignment, proximity and white space to lay out their site for all viewports.

Applying user experience principles relevant to the purpose of the outcome

For example (partial evidence) - Game Design:

  • The game has been tested during the sprints.

  • The sprints show that the game has responded to user testing.

  • Evidence for these can be from the students own sprint tracking, or end of sprint discussions recorded in teacher sprint notes.

For example (partial evidence) - Websites:


Addressing relevant implications

For example (partial evidence) - Game Design:

  • All assets have been created from scratch by you.

  • No copyright issues exist for the assets.

  • The assets are appropriate for a school setting.

  • The assets do not insult or harm any group of people.

For example (partial evidence) - Websites:

  • You have acknowledged and credited the source of their images (or made it clear that the images are original).

  • You have ensured that all their images have ‘alt’ tags/descriptions so that the material can be read out by screen-readers (and is thus accessible to visually impaired users).

  • The site is easy to use/navigate.

Use complex techniques to develop an informed database.

Applying relevant conventions to improve the quality of the outcome

For example (partial evidence) - Game Design:

  • Sprint documents show testing procedures being used.

  • Sprint documents show the results of testing improving the outcome.

  • Sprint documents show incremental improvement to the game over time.

  • Evidence for these can be from the students own sprint tracking, or end of sprint discussions recorded in teacher sprint notes.

For example (partial evidence) - Websites:

  • he student has used fonts to ensure that the site looks consistent on all devices.

  • The student has used css to go beyond the basics – for example they have used partial transparency, rounded corners, shadows or css grid to create an aesthetically pleasing outcome.

Applying user experience principles to improve the quality of the digital media outcome.

You have asked a volunteer to test the website/game and you have made improvements/changes based on this testing.

For example (partial evidence) - Game Design:

  • Sprint documents show user feedback and testing improving the outcome.

  • Evidence for this can be from the students own sprint tracking, or end of sprint discussions recorded in teacher sprint notes.

For example (partial evidence) - Websites: Tests were made to ensure that:

  • it is easy to use

  • the display of the output is easy to read and understand

  • the website is fully responsive

Use complex techniques to develop a refined database (EXCELLENCE)

Iterative improvement throughout the design, development and testing process to produce a high-quality outcome

For example (partial evidence) - Game Design:

  • The final game design is high-quality.

  • Sprint documents show iterative improvement.

  • Evidence for these can be from the students own sprint tracking, or end of sprint discussions recorded in teacher sprint notes.

For example (partial evidence) - Websites:

You have carried out testing at key points during the creation of the website to ensure that it was fit for purpose and easy to use. They made changes based on testing and feedback at each cycle in an iterative loop. For instance, they checked that…

  • navigation was intuitive

  • the material was easy to read/understand

  • the website loaded quickly

  • usability heuristics were adhered to

  • the application of css was effective for the purpose and end-users

  • they have saved or screen shot their iterative development process.

Using efficient tools and techniques in the outcome’s production

For example (partial evidence) - Game Design:

  • Sprint documents track an efficient process through the outcomes production.

  • Evidence for this can be from the students own sprint tracking, or end of sprint discussions recorded in teacher sprint notes.

For example (partial evidence) - Websites:

  • You have a sensible file structure with a separate images sub-folder (and possibly sub-folders for css/js as well).

  • Html/css have been appropriately commented and/or class names are descriptive (e.g. <div class=”main”>).

  • Images have been resized and optimised.

RESOURCES

as91903.pdf

Assessment Standard's Information

Complex Processes-EGT-91907.pdf

NZQA Evidence Gathering Checklist

WEBSITE PROJECT

GAME PROJECT

⭕ 3.4 Web_Assessment Schedule.docx

Website Assessment Schedule

⭕ 3.4 Marking Schedule 91903.docx

Game Assessment Schedule