Week 6: Your group's FINAL deliverable
This report's purpose is to allow you look back at the previous weeks' work, reflect on it, and learn the matters that were important to you. This report may also be useful if you want to include some of its parts in a work portfolio.
Work together to prepare the final report using the following structure:
Section 1: Introduction (1 page)
- Present a diagram that maps your group project to the stages of the double diamond model.
Sections 2-5: Concept sketch / Navigation chart of the main interaction path / Alternative UIs / User study (each section max 2 pages):
- Present the main illustrations of your group’s design outcomes from that week
- Explain also what your main design idea/concept/philosophy was in that design
- First discuss among yourselves what design-related learning contents (e.g., techniques or concepts) you learned on that week. Then choose 2 ones that you found most important, and explain in the document those contents with 5-10 lines of text each.
- First discuss among yourselves what this week's design-related “pain points” were in your team. Then discuss how you would address those challenges now when you are more experienced. In the text, present the most important pain points: what it wasand how you would solve it now (5-10 lines).
Section 6: Programming (~1 page):
- Use visuals from your prototype and annotate them to show what interactions each team member worked on in that week’s deliverable
- No further analysis is required in this section.
Section 7: Final prototype
- Decide what were the 2-3 main findings from the user study, and describe them here, each one with 3-5 lines long paragraphs
- Plan together the final UI, based on the user study’s main findings and your other observations on how users interacted with the two alternative UIs.
- Create visuals for your final prototype. You do not need to fully design a new interactive prototype with XD (or other tool) - the visuals are enough.
- Present the interactions of the final prototype in the report by showing the new visuals side by side, and using arrows between them to communicate the interaction logic between the visuals.
- For example, if a user’s tap on an icon shows the new screen, use an arrow that starts from that icon and ends at the new boundary of the new screen. Write “tap” over the arrow.
- Or if in your final prototype an animated popup drops from the top of the screen, show the screen without a popup and the screen with the popup on its right side, and connect the screens with an arrow. Put a text over the arrow that tells what triggers the popup, and also says that the popup's appearance is animated by making it drop from the above.
- Above and below the new interaction path, present visuals from your older UIs in those places that you redesigned for the final UI. These images from your old UIs help illustrate the changes that have decided to make.
- Adapt these instructions if needed.
Section 8: References
- Provide references to literature, links to sources in the web, and other background materials. Remember to use citations (e.g., Norman, 1988) in the appropriate places in your main text sections.