Candidates will answer prompts about:
designing a digital technologies outcome that meets a need or opportunity
potential users and requirements
the design ideas they used
the use of feedback to improve their design
how the decisions made in the design process contributed to the design’s fitness for purpose
how the design outcome, or the process of designing the outcome, included either manaakitanga or kaitiakitanga.
Candidates will be required to provide a minimum of five images (JPG or PNG):
one image showing their final design (if the final design has multiple pages, such as a website / brochure / app, then more than one image is recommended; a collage may be created)
at least one image showing their design ideas
at least one image showing examples of refining their design
at least one image showing how feedback was used to improve their design
at least one image of their design that they choose to use to support their description of manaakitanga or kaitiakitanga.
Assessment date:
Assessment will be held in week 9/10 term 3. You will be given 4 lessons to complete the task.
You are not allow to work on this outside the 4 allocated lessons.
Design a digital technologies outcome involves:
describing a need or opportunity, potential user(s), and requirements
generating design ideas for the proposed digital technologies outcome
describing how the selected design addresses the need or opportunity and meets the identified requirements.
Refine a design for a digital technologies outcome involves:
using feedback to make improvements to the design throughout the design process
explaining how design decisions made during the design process improve the quality of the proposed digital technologies outcome.
Evaluate a design for a digital technologies outcome involves:
justifying how decisions made during the design process contribute to the selected design’s fitness for purpose.
As part of the evidence provided, students must include discussion of manaakitanga or kaitiakitanga in relation to the design outcome or the design process.
The design communicates how the completed outcome would look and/or function. The design may be communicated using a range of methods, for example: sketches, mock-ups, models, annotations, descriptions, diagrams, schemas.
Design ideas can relate to aspects of the design, either independently, or in relation to other design ideas. Examples could include visual elements such as colour schemes or layout, functional elements such as interactivity, or technical elements such as data attributes, code structure, or component configuration.
Design decisions are deliberate choices made in relation to an aspect of the design. Decisions can be based on a range of inputs, for example: feedback, research, consideration of manaakitanga or kaitiakitanga, or consideration of design principles or usability principles.
In Digital Technologies, a design demonstrating fitness for purpose is one that addresses the requirements and specifications and considers the potential users and context.
Teo Yu Siang and Interaction Design Foundation. CC BY-NC-SA 3.0
In design thinking, one way of doing things called the "d.school" model from Stanford University. It has five steps:
Empathize: This is like putting yourself in someone else's shoes. You watch, listen, and talk to people to understand who you're designing for and what problem you're trying to solve.
Define: Once you understand the problem and the people involved, you write down a clear statement that describes the challenge. This statement guides your actions.
Ideate: In this step, you and your team come up with as many ideas as possible. You don't judge them right away; you let your creativity flow to find new and creative solutions.
Prototype: Now, you start building a version of your solution. It's okay if it's not perfect at first. You can make changes and try different things. This step doesn't need a lot of time or resources.
Test: After you've made a prototype, you show it to the people who will use it. This helps you understand their needs better and make your solution even better. You keep going through these steps and making improvements until you have a good solution.
Remember, you can go back and forth between these steps, and they don't always have to happen in order. It's all about being flexible and finding the best solution by trying things out and learning along the way.
Alexandruionascu, CC BY-SA 4.0, via Wikimedia Commons
Low Fidelity: This is a simple and basic way of showing what something will look like or how it will work. It's used in different areas like designing products, making user experiences, creating software, and making early versions of things. In product or user experience design, low fidelity means making rough sketches, simple layouts, or basic models of how something will look or work.
Sketches ideas:
http://web.simmons.edu/~grovesd/comm328/projects/sketch-examples/
https://speckyboy.com/web-mobile-wireframe-sketch-examples/
High Fidelity/Mockup: This is a very detailed and polished way of showing what something will look like or how it will work. It's used in various fields like design, user experience, audio tech, virtual reality, and more. High fidelity is all about getting the details right, making it look very realistic, and showing exactly how the final thing will look, feel, and work.
Prototype: A prototype is like an early version of something, a kind of test model, created to try out the most important parts and how they work together. It's a hands-on way to see if an idea or design is good, and it helps designers, developers, and users understand how well it works. You won't be making a prototype right now; it's for later stages.
understanding the issue
Finding out about the problem(s)
Considering the people who might be affected by the problem and who might care about a solution (stakeholders)
Making sure you don’t damage or hurt or insult any person, thing or business in the making of your outcome this includes things like getting copyright free images and checking information is true, up to date and valid.
Before you launch in, stop and consider the potential impacts of the web site that you intend to make. Who or what might be positively or negatively affected by it. Impacts on people could be monetary, emotional, physical or spiritual. For example, you should make sure you are not stealing other peoples photos (copyright). Or you should make sure that you ask permission from people who you intend to show in your website (moral/ethical). The content should be inoffensive and age appropriate (moral/ethical and legal). The content should be viewable by ALL people, even those people who use screen reader to help them view pages (accessibility). The website should be “usable” by humans and should try to follow Neilsens Usability Heuristics as much as possible (HCI).
Every website has it’s own considerations, and you should make sure you have shown some kaitiakitanga before you begin.
Talking and listening to people who have an interest in the issue
Talking and listening to people who may be affected by the the outcome
Making changes based on suggestions by the above mentioned people
Using good valid and impactful content that does a good job of getting your message across
Not using content that hurts, insults or harms others
When pictures or content is not yours, make sure you credit the creators
Protecting data/information of others
Manaakitanga: Feedback#1
Actively find people who might use your website. Ask your classmates, your teacher or your stakeholders what they think about the different layout designs and use their feedback to help you decide before you go on the next phase.
Manaakitanga: Feedback#2
This is your last chance to get feedback. Now that you have something that looks like you your design, actively get some feedback and listen to the suggestions people made. Show manaakitanga by changing the design/color/font/images and showing it to them again to see if they prefer the change.
This phase might take a little time but hopefully, before too long, you have a design that everyone is happy with.
The full set of grades were awarded, and those who gained Excellence provided a sound understanding of design and / or the design process.
Some candidates did not include an image of their final design. Successful candidates provided more than just sketches, moodboards, or wireframes.
Some progress answers, such as (vi), included actual code. Candidates should be reminded that the purpose of the standard is to design an outcome, not to create one.
Some candidate screenshots included too much written content. For example, lists of specifications, full feedback from stakeholders, colour theory, web conventions, and heuristics. Some included definitions of manaakitanga and kaitiakitanga, but these were irrelevant if the candidate did not refer to them in their response.
Some candidates demonstrated a lack of understanding of what the key requirements are, and provided responses which were either too generic or focused only on content. They did not include design requirements.
Grade awarding Candidates who were awarded Achievement commonly:
described the issue / opportunity they addressed
identified key stakeholders and initial requirements
included some screenshots of design ideas
described how they applied the principles of manaakitanga and kaitiakitanga
included screenshots of supporting evidence and made reference to them.
Candidates who were awarded Achievement with Merit commonly:
provided supporting evidence
demonstrated understanding of the design process
included clear progress screenshots
demonstrated, with examples, how information from research influenced design decisions
explained how design elements and principles were applied in their design
explained how feedback improved the design, with examples from before and after feedback.
Candidates who were awarded Achievement with Excellence commonly:
demonstrated a clear understanding of the design process
included supporting evidence
explained how the final design addressed the initial issue / opportunity by discussing the potential users, key requirements, and usability principles
Candidates who were awarded Not Achieved commonly:
did not include a screenshot of their final design
did not articulate an obvious need or opportunity
did not list the key requirements, or did not display an understanding of the key requirements
lacked evidence regarding their design ideas or progress
struggled to comprehend or showcase the application of the principles of manaakitanga and kaitiakitanga in the design process
left some questions unanswered.