Project proposal
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!