User Interface Design

Design Challenge:

Target Audience: UNIS Community 

In this project, you are challenged to learn the basics of coding a mobile application using AppLab from Code.org and then applying that knowledge to the development of a user interface based on client preference. Your app will help a UNIS Community member better understand information and actions that can be taken to achieve a target outlined in one of the United Nations Sustainable Development Goals. An SDG target is an actionable proposition to reach the larger desired outcome of the SDG. You will develop your understanding of user-centered design by incorporating the aesthetic and content preferences indicated by your client. Good luck! 

Skills

Why we need coders 

Grade 7 App Development Finals - 2018 Sem 2

Student Exemplars

Statement of Inquiry

The BIG Idea

Innovative mobile apps can provide functionality for systems that improve lives.

Factual Questions

Remembering facts and topics

Conceptual Questions

Analysing big ideas

Debatable Questions

Evaluating perspectives and developing theories

Key Concept

Links to other learning

Systems

Products and solutions are systems of components combined to carry out a specific function. Systems also structure processes: the design cycle is an example of a system. 

Related Concepts

Global Context

Real-world application

Partner Up!

When you begin any project, you typically have the following elements that impact your planning: 

Tasks:

SKILL BUILDING

In this unit, you will be creating a mobile application using JavaScript to help explain an SDG Target to your client. Please click on the icon to learn more about this skill. 

3. Click Continue with Google 

4. Sign in with your School account

Design Mode Skill Building

Programming Mode Skill Building

Instructions:

As we begin this unit, let's look at how we will be documenting our Design Cycle process using the Toddle Workbook and Portfolio.

A: Inquiring & Analysing

Who is in your "Sphere of Influence?"

In our current Design unit, User Interface Design, we are challenging students to develop a platform that will inform and motivate a user to take action. Today, we discussed the concept of "spheres of influence" and identified family members as an appropriate target audience that they may have influence over. Additionally, we taught students about "marketing for good" and shared successful campaigns that have bridged the gap between awareness and action. 


Our first step is to have their user identify 1 of the 17 UN Sustainable Development Goals that they would like to learn more about. If you are unfamiliar with the SDGs, we ask that you watch this video and let them know your selection.


Next week, they will follow up with a survey to help them better understand your preferences on user interface. Thank you for your participation and please let me know if you have any questions. 

A1: Problem Statement

Explain and justify the need for a solution to a problem for a specified client / target audience

Classroom Instructions:

In this project, your target audience is a UNIS community member within your "sphere of influence." Your goal is to create a mobile application to help them understand 1 of the 17 UN Sustainable Development Goals better, and ideally show them how to raise awareness and take action within their own "sphere of influence!" 


In the first step of the Design Cycle, it helps to explain and justify why we are even developing a product in the first place! To do this, we sometimes ask people who are a part of our target audience to help us understand the need for a solution to a problem.

Design Process Documentation:
In documenting your Design problem statement, it's important to identify and clarify the above statements. We have provided you with the majority of the information for this project but would like you to introduce your target audience to the concept of 

Resources

A2: Research Plan

Construct a detailed research plan, which identifies and prioritizes the primary and secondary research needed to develop a solution to the problem independently

VIDEO TUTORIAL

Classroom Instructions:

Now that we know which SDG your target audience is interested in, let's consider the research we will need to conduct to learn how to address the problem. To do this, we can break our research plan into three areas that identify and prioritize our inquiry: 


It also helps to classify our research as either Primary or Secondary. To learn more about this, check out this video! > > > > >



Design Process Documentation:
Now it's time to document your Client and Skills Research!

A3: Existing Products

Analyze a range of existing products that inspire a solution to the problem

Classroom Instructions:

Now that you have gathered research from your potential clients and considered the skills you need to learn, it's time to get some inspiration! Designers usually don't start from scratch...so let's being looking for some existing products that might be similar to what you have been brainstorming. 


Research and analyze 3 existing products and use the following technique:


SWOT Analysis


Design Process Documentation:

A4: Design Brief

Develop a detailed design brief, which summarizes the analysis of relevant research.

Classroom Instructions:

Now that you have gathered all of your research from your target audience (user), it's good to summarize and reflect on what you have learned and consider next steps in your design process. 


Design Process Documentation:

Resources

Teacher Feedback

Now that you have completed your research, let's make sure you are on the right track to create a successful product or solution.  


Instructions:

Feedback Checkpoint

B: Developing Ideas

B1: Design Specifications & D1: Product Testing

Develop detailed design specifications, which explain the success criteria for the design of a solution based on the analysis of the research

Design detailed and relevant testing methods, which generate data, to measure the success of the solution

Classroom Instructions:

Design specifications are very important to consider when you create a product. These are the MUST DO's of your design. 


Specifications - What your product MUST DO in order to solve a problem successfully? 

Testing Methods - How you will test the design specifications to ensure they are successful. 

Success Criteria - What quantifiable measurement (number or percentage) would you consider needing to meet in order for your product to be successful? (i.e. 3 / 4 or 75%)


Note that when you test a product, you typically use one of the following methods: 


You will create a copy of this Google Form Survey to share your initial Design ideas with them. They will then give you feedback on whether or not they think your ideas meet their approval. 


Design Process Documentation:

In this unit, your Design Specifications, Testing Methods and Success Criteria are scaffolded based on the minimum requirements of the app

Resources

B2: Design Ideas

Develop a range of feasible design ideas, using an appropriate medium(s) and detailed annotation, which can be correctly interpreted by others

Classroom Instructions:

Now that you have a pretty good idea of what your client would like you to create, it's time to think about how your design will actually look in reality. In Mobile App Design, this involves creating a wireframe. This ad for a wireframe company actually explains it pretty well so let's take a listen. 


Remember you already have a ton of research to work from at this point:


So now it's time to put this information into action! As you can see from the examples below, your concept sketches don't have to be absolutely perfect, they just need to convey the basics of what your app will look like. Be sure to annotate your wireframe with the following elements! 



If you do this well, not only will your initial wireframe be correctly interpreted by your client, but you'll have most of the design finished! 


Design Process Documentation:

CALL TO ACTION

As we design our apps, it's time to consider the Call to Action screen! In the past, we have had smaller actions that are within a Grade 5's Sphere of Influence / Control. Check out the Good Life Goals and the "THINGS TO DO" section of GlobalGoals.org to grab some ideas!

B3: Design Justification

Present the chosen design and justify fully and critically its selection with detailed reference to the design specification

Classroom Instructions: 

Finalizing a concept is a major step in the design process. Equally important, is being able to justify, or give reasons, for choosing or refining that particular concept. Getting survey feedback from your client is an excellent way to ensure that your final product will be successful. 



Design Process Documentation: 

Resources

Self Evaluation

Now that you have completed your designs and specifications, let's reflect on your progress.


Instructions:

Feedback Checkpoint

C: Creating the Solution

C3: Product & C4: Modifications

Follow the plan to create the solution, which functions as intended and is presented appropriately

Fully justify changes made to the chosen design and plan when making the solution

Classroom Instructions:

Congratulations! You have finished the Design Mode of your App and received feedback from your client on what improvements you could make. Incorporate their feedback into your designs and begin to code your app!

If you are a bit rusty on your coding, remember to check out the tutorials in the Resources section and look through the AppLab JavaScript Knowledgeshare Padlet for inspiration.


Once you have finished coding your app, look over your B1 / D1 Specifications to double-check that you have included everything that is expected, especially when it comes to debugging! When you are ready, move on to documenting your Design Process below...

Publish your App

Resources

Step 3: Publish & Present your App

Design Process Documentation: 

Feedback: Peer

Now that you have completed your product or solution, help out a peer in reviewing their work. Use the Peer Assessment tool here;

Feedback Checkpoint

D: Evaluating

D2: Evaluate Success & D3: Improvements

Critically evaluate the success of the solution against the design specification based on authentic product testing

Explain how the solution could be improved

Classroom Instructions:

Congratulations on finishing your app! Now it's time to test the product against the design specifications using the testing methods and success criteria you outlined in B1 / D1. 


It's time to gather some information from your target audience to see if the mobile application meets the success criteria you set while developing your design specifications (B1 / D1)  

Design Process Documentation: 

Resources

Family Feedback

Now that you have completed your product or solution, let's present your progress with your family!


Instructions:

Feedback Checkpoint

BLUE DRAGON

UNIS Hanoi has partnered with Blue Dragon Children's Foundation for this unit to help create Apps that raise awareness and promote action to be taken on an SDG Target. After student review, iteration and improvements, the apps will be judged against the rubric below. If successful, they will be shared with the world on Blue Dragon's Resources for students, by students website. 

Wow! We are just blown away by how clever you have all been with your coding skills. It’s so important to be able to engage with an audience ‘where they’re at’ and your apps are a great way to interest an audience who wants to see things on their phone and interact with information visually and through quizzes. We’re so excited to be able to share a selection of your apps on the Blue Dragon Schools’ website. Thank you for using your learning to fight for justice and an end to poverty. 

 

Kim and Ian from Blue Dragon.