Project proposal

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DESN5154_L0_ProjectProposal.pdf

Design Research and Integration

Week 11 | Project Proposal

DESN 5154M | 2019-20

Overview 1.

Topics

• What is it?

• Structure

• Content

Overview| 1.1

What is it?

Your first assignment for DESN5154, the project proposal is a document

describing your perspective and planning on how to develop your

specialist project`s brief, addressing the research process and design

outcomes.

Overview| 1.2

Structure

The project proposal should include:

• Title

• Background

• Project aims and perceived needs

• Objectives

• Methodology

• Feasibility

• Design Outcomes

• Gantt Chart

• References

Overview| 1.3

Content

Should be clear and descriptive. It should make evident what the project is

about and what type of research will be undertaken.

Title

Overview| 1.3

Content

To meet students’ needs and improve user experience, the research and the

redesign of interface and interaction of the University of Leeds app.

_____________________________________________________________

Post-truth Society and Misinformation: ideating a blockchain based service

to prevent fake news shareability online

______________________________________________________________

Improvement Design for Mobile Application of University

_______________________________________________________________

Research on University Mobile App Interface Design Based on User

Experience.

Title examples from previous years

Content

A paragraph or two to briefly identify and describe the problem. This

should be informed by the specialist project’s brief and give examples of

good and bad practice. It should not include a literature review.

Contextual background

Overview| 1.3

Contextual background – examples of good and bad practice (excerpt)

Overview| 1.3

From: An educational interactive digital tool: Maximising student’s interest towards UniLeeds Mobile App

Content

A description of what you intend to do, explained in no more than one or

two sentences, followed by an explanation on why this project should be

done, who will benefit from it, and how.

Project aims and perceived need

Overview| 1.3

Content

“This research project aims to ideate and design a service to incorporate blockchain technology into people’s everyday life by using its incorruptibility and decentralized features to improve the quality and trustworthiness of content shared on social media platforms.

As [discussed earlier], misinformation has been damaging society in multiple and different ways and it is therefore needed to try reducing its impact.”

Example of Project aims and perceived need

Overview| 1.3

From: Post-truth Society and Misinformation: ideating a blockchain based service to prevent fake news shareability online

Content

A description of how the aim will be achieved, organised in bullet-point

form.

Objectives

Overview| 1.3

Content

“Objective 3: To define a design solution that enhance blockchain

potential and fit smoothly into people's lives.

3.1 By sketching ideas with high priority and feasibility.

3.2 Establishing a plausible user journey and create an initial service

blueprint.

3.3 Creating low-fi mock-up which can reflect the real scenario in the best

way possible.

3.4 By spotting touch points and pain points at early stage of the design

process through user testing.”

Example of Objectives (excerpt)

Overview| 1.3

From: Post-truth Society and Misinformation: ideating a blockchain based service to prevent fake news shareability online

Content

A description of the research methods that will be used to achieve the

objectives, including an explanation on why they are appropriate. The

methodology section should cover all stages of the process:

1) Collection - Collect principles and theories from the literature and findings

from other studies, in order to understand the problem and

how it might be solved;

2) Analysis - Identify and analyse the user needs;

3) Development - Initial design development and iteration;

4) Evaluation - Test the final design solution to make sure it’s valid and reliable.

Methodology

Overview| 1.3

Content

“2.Analysis

Questionnaires

Questionnaires are easy to conduct and manage, and can collect users’

data efficiently (Hanington and Martin, 2012). In this project, the students’

needs can be collected by the questionnaires, such as questionnaire about

the degree of function preference which can provide important data for

analysis.”

Example of Methodology (excerpt)

Overview| 1.3

From: To meet students’ needs and improve user experience, the research and the redesign of interface and interaction of the University of Leeds app.

Content

“Focus groups

Focus groups are vital for user-centered design (Lonsdale, 2018a).

Although focus groups can help designers to find users’ need, it is not the

best method to test interface usability and should not be the only source

of record about users’ practice (Nielsen, 1997). In this project, well-chosen

students compose focus groups to provide deep views of students’ need

and help designers to develop functions.”

Example of Methodology (excerpt - cont.)

Overview| 1.3

From: To meet students’ needs and improve user experience, the research and the redesign of interface and interaction of the University of Leeds app.

Content

Skills - Necessary research and design skills to complete the project. Split

those into 2 categories: ‘skills I have’ and ‘skills required’.

Participants – Describe who will be involved in the research, development

and analysis, why they are appropriate candidates, how they will be

recruited, and what they will do. Please include participants/users, experts,

professionals, stakeholders, etc.

Risks –Risk assessment (including time, process, resources, and skills

risks). Provide a SWOT analysis and explain how to mitigate those risks.

Feasibility

Overview| 1.3

Content

“Skills

Skills I have:

• Familiar using Android base technology

• Creative design skills

• Knowledge on web and native apps

• An experienced team leader

• A good set of knowledge mobile technology Use of software’s such as

AutoCAD, 3D’s MAX, Adobe Photoshop, and Illustrator, however,

familiar with After Effects, InDesign and XD”.

Example of Feasibility – Skills (excerpt)

Overview| 1.3

From: An educational interactive digital tool: Maximising student’s interest towards UniLeeds Mobile App

Content

“The target audience reflects on the Universities recruitment team to

accumulate an exact age group. However, targeting groups of students

aged 15 to 35+ who are currently studying at University of Leeds.

Stakeholders – Students, instructors, other educational institutions,

content providers, technology providers, accreditation bodies. The project

revolves on interpreting the universities mobile app. This includes

interacting with students and understanding solutions whilst testing the

final design output. Other stakeholders will be included while progressing

and gaining feedback for the app during the development stages.”

Example of Feasibility – Participants

Overview| 1.3

From: An educational interactive digital tool: Maximising student’s interest towards UniLeeds Mobile App

Content

“The biggest risk of this proposal is recruiting the right participants for

research. Because this research targets a particular industry, the

involvement of specific personnel within those industry would be required

in order for this research to be successful. In order to mitigate this risk, I

plan to contact a range of potential participants early. I will reach out to

professional connections who are experts in this field for surveys, and I will

contact local businesses and academic professionals for other research

activities such as co-creation and ideation. (…)“

Example of Feasibility – Risks (excerpt)

Overview| 1.3

From: Service design as an approach to implement blockchain technology in composites manufacturing supply chains

Overview| 1.3

From: Post-truth Society and Misinformation: ideating a blockchain based service to prevent fake news shareability online

Example of Feasibility – SWOT analysis

Content

A description of the proposed design outcome(s), including an explanation

on why those would be the best outcomes to solve the problem you have

identified?

Design Outcomes

Overview| 1.3

Content

“The outcome of the project is a mobile app prototype which can run on

Adobe XD. This mobile app is based on student-centered research and

developed by modifying user interface and user experience to improve

students’ study and life experience”

Example of Design Outcomes

Overview| 1.3

From: To meet students’ needs and improve user experience, the research and the redesign of interface and interaction of the University of Leeds app.

Content

Create a Gantt chart for the future of the project detailing each task and

the expected time it will take.

Gantt Chart

Overview| 1.3

Content

Overview| 1.3

From: Research on University Mobile App Interface Design Based on User Experience.

Example of Gantt Chart

Content

The proposal should be referenced using the Leeds Harvard System.

References

Overview| 1.3

Submission 2.

Topics

• Formatting

• Deadline

• Assessment Criteria

Submission | 2.1

Formatting

1500-2000 word report (excluding references)

• Pdf document.

• Margins: left 35mm; right 35mm; top 40mm; bottom 25mm.

• Single column.

• 1.5 interlinear space (Word/Pages doc).

• Font: Calibri 11.5 pt.

Submission | 2.2

Deadline

To be submitted to Minerva on

Wednesday 22nd January 2020, until 13.59

Submission | 2.3

Assessment Criteria

Thank you!

  • Design Research and Integration
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  • Thank you!