Assignment Two Brief

Learning Journal – Laboratory Diary (30%)

During laboratories, students will be participating in exercises that will help to broaden theirunderstanding of skills and technology, while also developing their final project. These tasks will helpto identify and elaborate on different aspects of mobile phone application design and development.
At the end of the semester, all laboratory diary entries are compiled into a word document andsubmitted to Turnitin.

The Laboratory Diary will be 1500 – 1650 words and contain images in the form of screenshots,sketches or digitally created images. If you source images, including for concept art, these must bereferenced correctly.

Within their journal, students will need to reflect on the processes, problems and possibleimprovements that can impact mobile technologies and ubiquitous media within their chosen field.

The structure of the Learning Journal – Laboratory Diary will be:

  1. Introduction
  2. Exercise Brief One (Design Brief)
  3. Exercise Brief Two (UX Prototyping Methods) – Sections A+B presented one after the other.
  4. Exercise Brief Three (Unity Prototyping) – Sections A+B presented one after the other.
  5. Exercise Brief Four (User Testing)
  6. References

Each of the Exercise Brief’s should be structured in the following way:

  1. Introduction and goal of the laboratory work with reference to your chosen project.
  2. Required tools and software environment.
  3. Procedure and steps required to perform the project.
  4. Documentation of the results and outcomes of the work.
  5. Reflection of process, problems, and possible improvements.
    What to keep in mind:
    (As more points come up, they will be relayed in the announcements and lectures)
  • Don’t add extra chapters or name them something else. Stick to the above structure.
  • You need to supply references to any images you source or information you have found. This
    must also include in-text referencing.
  • Keep to the word count. Going over the word count is not impressive. You should be learning
    the skills to express as much information as you can while sticking to the word count.
  • Be concise and don’t repeat the questions.
  • On the exercise briefs, remove everything in the prefilled sections, except the blue titles.
  • All images need a caption.
    Marking Criteria
    ● Critically debate the impact of mobile technologies and ubiquitous media within the chosen
    project.
    ● Evaluation of usability, demand and effectiveness of applications currently available.
    ● Research into current trends within locative, mobile and ubiquitous media, prediction of
    developments in applications and suggestions of future applications
    ● Application of skills to create applications and ubiquitous media utilising proprietary
    programs or toolkits.
    ● Assess and reflect upon peer and staff feedback and apply to improve future practice
    Submission
    Please submit your assignments as a Word Document. DO NOT submit as a PowerPoint.
    Assessments must be submitted via the relevant Turnitin submission points in Blackboard.
    Each assessment has one submission point and you may only submit to this point once.
    A Similarity report will be generated at the time of submission and this file will be marked.
    If you believe you have submitted the incorrect file, please contact the Unit Coordinator for further
    instructions.
  • Keep in mind:
    Your assignment must be in a word document. Do not use any other formats.
    Word count is 1500 – 1650 (undergrads), please take advantage of screenshots.
    Stick to the structure outlined in the Unit Outline. Do not deviate. Keep the fonts legible, such as Ariel or Calibri. No fancy fonts, please.
    Combine the chapters. Exercises A, B, and C should be combined into a single chapter.
    Submit the document via Turnitin on Blackboard.
    Each chapter should be discussing why these tools and methods can be used for app creation.
    Each chapter is short, so choose your words wisely.
    You only need to show one example for each point shown below.
  • Exercise Brief 1 (Design Brief)
    ●What research methods did you use for your design?
    ●Did this involve surveys, databases, etc…?
    ●What did you find out from this research?
    ●What direction did you choose to take for your app based on this research?
  • Exercise Brief 2 (UX Prototyping Methods)
    Show image examples of the following and add a caption that explains them:
    ●TouchPoints:
    ○Customer Journey Map
    ■Initial research before planning out the design of your app.
    ■See how the process currently takes place.
    ■How are people using currently available apps to perform tasks?
    ○Task Flow Diagrams
    ■The first step to designing the interactions for your app.
    ●Digital paper prototype
    ○Creating wireframes.
    ○Twine as a prototype creator.
    ○Bonus points if you upload your twine project to OneDrive and supply the link within your document.
  • Exercise Brief 3 (Unity Prototyping)
    Show image examples of the following and add a caption that explains them:
    ●Asset Management.
    ○Example of your assets.
    ○How are your assets stored in Unity?
    ○How are they positioned in the scene, in the hierarchy and in your assets folder?
    ●Programming.
    ○An example of programming with a brief explanation of how class, variables and functions are used within Unity. For example, how do you use the script to make a button move you to the next scene.
    ■Show a screenshot of the script. (Not included in word count)
    ■Show a screenshot of the application in Unity.
    Discuss why these exercises within Unity are useful. Why should an interactive designer have a taste of everything?
  • Exercise Brief 4 (User Testing)
    ●What questions did you give your users after the test?
    ●What scenarios did you give them?
    ●What happened during and after the test?
    ●What did you find out? What changes did you need to make?
    Use a screenshot to visually show an example.