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App设计代写 | KIT305/KIT607 Assignment 1

这个作业是为一个抽奖应用app设计原型和分析需求文档
KIT305/KIT607
Assignment 1
Design and Prototyping of a Mobile Application
Raffle Drawing Application
Due Date
This assignment is due on Monday 30th March 23:55 (week 6). In addition to the report that will be submitted to
MyLO, students will also need to demonstrate their assignment during the allocated tutorial timeslots in Week 6.
Background
Raffles are a commonly used way for non-profit and community organisations to raise money and foster engagement
with people. In a raffle, customers purchase tickets, and later a ticket is drawn (selected) at random to win a published
prize. To make money, prizes are either donated, or enough tickets are sold to cover the price of the prize.
Raffle tickets are traditionally sold in booklets (Figure 1), and customer names are written on the ticket. When
customers want to purchase a large number of tickets however, this can be time consuming, and errors happen (also,
it is a waste of paper!)
Figure 1. A raffle ticket booklet1.
Your task in assignment 1 is to apply user-centred design principles (specifically requirements analysis, design, and
prototyping) to create three functionally equivalent low-to-medium-fidelity prototypes of a raffle drawing application
that meet the requirements laid out in this spec. In addition, you will create a set of usability test tasks and associated
success requirements that you might use to measure the usability of the prototypes as part of a later assignment 2.
Your second and third prototypes may represent entirely different complete versions of the same application, or they
may focus on alternatives to just a specific subset of the application’s functionality (e.g. a different way of interacting
with a particular screen in the app).
The goal of this assignment is to assess your ability to design and prototype mobile applications and demonstrate
your understanding of the fundamentals of user-centred design when applied to a practical context.
This is an individual assignment.
1 Image from https://alpen.com.au/check-tickets-p4
Requirements of the Mobile Application Design
You are tasked with developing a raffle drawing application designed to help the organizers of a raffle (i.e. the people
who sell the tickets, and randomly draw a winner). Users should be able to create, edit, and delete multiple raffles.
Users should be able to sell, list, and delete tickets for a raffle. Finally, users should be able to draw a winner at
random.
It is up to you what information is entered for a raffle and each ticket, however at a minimum, tickets should have:
– a price;
– a ticket number (this may be in any format you like); and
– a customer’s details (it is up to you what details you think should be stored for a customer.
Note 1: this application is primarily intended to used by the raffle organisers, however in your prototypes you may
also consider a separate interface for customers to view their purchased tickets and prizes.
Note 2: this application does not need to handle the actual money transactions, but should still show total prices onscreen. Think of this app as a way to help organize the tickets, but the actual money transaction happens in the real
world.
Your design should also consider some (or all) of the following additional user needs and requirements:
– Organizations may have more than one raffle running at a time.
– Customers may wish to purchase multiple tickets.
– Organizations may be very busy with lots of customers, and need to sell tickets efficiently.
– An example organization might be a local sport club, who run a raffle every week, and have a lot of the same
customers each week.
– Some raffles may be drawn while the customers are still at the venue (like a “lucky door prize”), while some
raffles may go for a longer time, such as days or months.
– Sometimes the organizer will want to select the winner at random, or select the winner manually.
– Some sports clubs run what are called “margin raffles” where the winner isn’t drawn at random, but instead
the winning ticket is selected based upon the amount of points the winning team at the event won by.
– Some organizations may want to place limits on the number of tickets to sell in a raffle, or the number of
tickets a single person can purchase.
– Organizers may be generally older people, and may not be very tech-literate. Additionally, organizers may be
hesitant to adopt this app compared to the simplicity of pen and paper.
– Customers will need a way of knowing what tickets they have purchased and how much they cost, for their
own records.
– Organizers may like to customize how their tickets look visually.
Your designs should include functionality for addressing most of these requirements, however a top-level assignment
will attempt to address all of them. You should indicate in your report ways in which you have specifically addressed
these requirements in your design.
Specific Design Requirements
You should justify and discuss your decisions in your report with respect to the Design Principles and Usability Goals
described in the Week 2 lecture. I will be specifically looking at how you can make your application be efficient and
forgiving.
I will also be looking for a discussion on the consistency of your app, and your use (or deliberate lack of use) of
conventions of the Android or iOS operating systems. For example, which parts your app (if any) will look the same on
Android vs. iOS? Which parts (if any) will look different? What are the advantages and disadvantages of this
approach?
Note you do not need to provide a prototype of how your app will look on Android compared to how it will look on
iOS (and you can not count the two operating systems as different prototypes for the “multiple prototypes”
requirement above).
“Multiple Prototypes”
In previous years there has been confusion over what is meant by “three functionally equivalent low-to-mediumfidelity prototypes”. Firstly, if you are unsure what a prototype is—watch the Week 2 lecture. Just like the week 2
reading, you should provide multiple alternative designs that accomplish the same functionality, just with a
differently designed interface. You may choose to make three completely different versions of your application, or
create alternative versions of a single (large) part of your application. The below tables show some different ways you
can do your assignment if it had for example 3 screens (note I haven’t shown all possible examples). One of your
prototypes may be an original sketch of your design, followed by Balsamiq prototypes. All will be marked equally.
Correct
Prototype 1 Screen A version 1
Screen B version 1
Screen C version 1
Prototype 2 Screen A version 2
Screen B version 2
Screen C version 2
Prototype 3 Screen A version 3
Screen B version 3
Screen C version 3
Correct
Prototype 1 Screen A version 1
Screen B version 1
Screen C version 1
Prototype 2 Screen B version 2
Prototype 3 Screen C version 2
Wrong
Prototype 1 Screen A version 1
Prototype 2 Screen B version 1
Prototype 3 Screen C version 1
Wrong
Prototype 1 Screens A,B,C
Prototype 2 Screens A,B,C
+ extra function
Prototype 3 Screens A,B,C
+ another extra
function
A Note on Assignment 2
Assignment 2 will have the same theme as assignment 1 (i.e. raffle drawing application). In assignment 2, you and
your partner will evaluate your multiple prototypes from this assignment and choose a prototype (or mix of
prototypes) to develop in Android or iOS. For this assignment, you are encouraged to be creative and prototype ideas
without regard for what will be practically achievable for you to code in Assignment 2 (within reason). The
assignment 2 specification will constrain you based upon what is reasonable for you to develop with your new skills
in Android/iOS. There are no marks for how similar your final code resembles your Assignment 1 submission.
Correct
Prototype 1 Screen A version 1
Screen B version 1
Screen C version 1
Prototype 2 Screen B version 2
Prototype 3 Screen B version 3
Correct
Prototype 1 Screen A version 1 sketch
Screen B version 1 sketch
Screen C version 1 sketch
Prototype 2 Screen A version 1 balsamiq
Screen B version 1 balsamiq
Screen C version 1 balsamiq
Prototype 3 Screen A version 2 balsamiq
Screen B version 2 balsamiq
Screen C version 2 balsamiq
Report and Prototypes (80%)
The primary assessable component of this assignment 1 will be a report that contains:
– An introduction and background of the topic of gambling in mobile apps, and report on the rules and
regulations (in Australia or elsewhere) around gambling in Android and iOS apps (including a discussion of
how these rule may or may not effect your app design). You should include a discussion on the impact of
apps allowing gambling game mechanics.
o As with the rest of this report, this section should include academic sources to back up any claims.
– A description of the application and its primary functionalities, and covering justification of design
decisions.
o You should justify your design decisions with reference to design principles that you find online, or
from the principles listed in the week 2 lecture (you still need to cite these articles correctly).
o You may cite existing applications which influenced your design (whether the example is good or
bad).
– A series of low-to-medium-fidelity prototype sketches or mock-ups communicating how a user would
progress through the envisaged application.
o These can be in any of the following formats:
 Scans or photos of a (well-drawn and legible) sketch
 Screenshots of a Balsamiq Wireframe
• Please also include your Balsamiq PDF or Balsamiq project file in your submission in addition
to your report, but still include screenshots in your report.
• Your Balsamiq prototype does not need to contain navigation. Design choices and
justification are being assessed, rather than your ability to create button links or functionality
in Balsamiq.
 Screenshots of any other digital mockup (e.g. Powerpoint, PowerMockup, Paint, Photoshop, etc.)
• Software other than that listed here must be approved by the lecturer before you begin work on
this assignment. The software must be freely available, and provide an output which is easily
assessable.
• Be warned about using prototyping software which focuses heavily on interaction and
navigation – remember I am assessing your design decisions for layout and structure of your
app, not your ability to produce an interactive prototype.
• You may not write any code for this assignment.
o Your prototypes should communicate to the reader at least:
 Navigation between screens (remember, you can communicate this with links OR just by using
arrows and comment boxes etc.).
 Variations of screens when the app is in different states (e.g. what does it look like on first use?,
or what does a screen look like after a user has entered data?)
– A set of well-chosen usability test tasks. These test tasks will need to be accompanied with a set of clear
success requirements that you may wish to represent in a task/requirements table. Your test tasks should not
lead the user, and it may help to relate the task to an overall scenario as outlined in the week 2 lecture.
o You do not need to present the results of any testing—only what the tasks and requirements are.
o We will do results and testing etc. in Assignment 2.
Your report must be no longer than 40 pages (including images and appendix, but not including references), however
I expect a wide range of page counts from students, as it is highly dependent on the number of images it contains and
how you choose to communicate your idea. For example, some people may have many screens in their app and
choose to include all of them in their report. Your Balsamiq Wireframes PDF is separate to the report, and does not have a
page limit.
You should use the following structure for your report as a guide (you may like to use a different structure if you feel
that communicates your ideas better):
– Introduction and Background (max 2 pages)
– Description of the Application
– Prototype Walkthroughs (e.g. Prototype 1, Prototype 2, Prototype 3)
– Design Justifications
– Usability Test Tasks (e.g. Success Requirements, Test Tasks, and Tasks/Requirements Table)
– References.
Demonstration (20%)
In addition, you are required to demonstrate your prototypes to the tutor during the 3-minute timeslot allocated to
you at the week 6 tutorial. In this demonstration, you are to:
– Describe the application’s functionality
– Explain the prototypes
– Explain your usability test tasks and their associated success requirements and why you believe these test
tasks do not lead the user.
You will be assessed on your ability to concisely communicate your design to your tutor within the allocated time.
You should practice your presentation to ensure you are able to describe everything within three minutes.
Assignment Submission
The following file(s) must be submitted via MyLO before 23:55 on Mon 30th March (Week 6):
– A report, in PDF format, with a filename that starts with your UTAS account name.
– If you made a Balsamiq mockup, either the exported Balsamiq PDF or Balsamiq Project file with a filename
that starts with your UTAS account name.
o If you used any other approved software, you should include any associated project files.
In addition, you should show the tutor your report at the time of your demonstration (electronic is okay) and
demonstrate the functionality of your application to your tutor within the allocated 3-minute timeslot.
Plagiarism & Cheating
Practical assignments are used by the Discipline of ICT for students to both reinforce and demonstrate their
understanding of material which has been presented in class. They have a role both for assessment and for learning. It
is a requirement that work you hand in for assessment is your own.
Working with others
One effective way to grasp principles and concepts is to discuss the issues with your peers and/or friends. You are
encouraged to do this. We also encourage you to discuss aspects of practical assignments with others, and to draw
inspiration from other sources. However, once you have clarified the principles of the question, you must express
your idea entirely by yourself.
Cheating
• Cheating occurs if you claim work as your own when it is substantially the work of someone else.
• Cheating is an offence under the Ordinance of Student Discipline within the University. Furthermore, the ICT
profession has ethical standards in which cheating has no place.
• Cheating involves two or more parties.
• If you allow written work, computer listings, or electronic versions of your work to be viewed, borrowed or
copied by another student you are an equal partner in the act of cheating.
• You should be careful to ensure that your work is not left in a situation where it may be used/stolen by
others.
• Where there is a reasonable cause to believe that a case of cheating has occurred, this will be brought to the
attention of the unit lecturer. If the lecturer considers that there is evidence of cheating, then no marks will be
given to any of the students involved and the case will be referred to the Head of Discipline for consideration of
further action.
References
• Failing to cite the source of any information or images used in your report may be considered a form of academic
misconduct. You are welcome to make use of images and partial ideas found from outside sources for your
designs, but you must reference them.
KIT305/KIT607 Assignment 1, Semester 1, 2020: Design and Prototyping of a Mobile Application
Criterion High Distinction (HD) Distinction (DN) Credit (CR) Pass (PP) Fail (NN)
Report (80%)
Background (20% — ILO 1):
Student is to create a report that contains:
– An introduction and background on the
topic of gambling in mobile apps, and
report on the rules and regulations (in
Australia or elsewhere) around gambling
in Android and iOS apps. You should
include a discussion on the impact of
apps allowing gambling game mechanics.
(max 2 pages).
Report compares and contrasts
existing or past gambling apps.
Report contains an accurate and
insightful discussion of the impact of
mobile and ubiquitous computing on
gambling, with a well thought-out
consideration of future directions in
this space.
Background section is very well
written and contains academic
sources.
Report contains a comprehensive
overview of existing or past
gambling apps.
Report contains an accurate and
insightful discussion of the impact
of mobile and ubiquitous computing
on gambling, with some
consideration of future directions in
this space.
Background section is well written
and contains academic sources.
Report contains an overview of
existing or past gambling apps.
Report contains an accurate
discussion of the impact of mobile
and ubiquitous computing on
gambling.
Background section is well written
and contains academic sources.
Report contains a basic
overview of existing or past
gambling apps.
Report contains a superficial
discussion of the impact of
mobile and ubiquitous
computing on gambling.
Background section contains
academic sources.
Fails to provide a background
section or contains no
academic references.
Prototypes, Justification, and Test
Tasks (60% — ILO 3): Student is to create
a report that contains:
– A description of the application and its
primary functionalities.
– A series of low-to-medium-fidelity
prototypes, communicating how a
user would progress through the
envisaged application which meets
the listed requirements.
– A set of usability test tasks and
accompanying success requirements.
Report is very well structured and has
a logical flow between sections. The
level of detail provided is excellent
(i.e. clear and concise but with good
coverage of the functionality and
design decision justifications; and an
understanding of prototyping that
demonstrates a very clear
progression of ideas).
Usability test tasks do not lead the
user; and are accompanied by clear
success requirements; and an
introductory scenario.
English conventions of spelling,
grammar, and punctuation are
excellent.
Prototypes include design decisions
or functionality which facilitate all of
the additional user requirements from
the specification. Decisions are
sensible and very well justified, and
suitable for the purpose of the app.
Report is well structured and has a
logical flow between sections. The
level of detail provided is very good
(i.e. clear and concise but with good
coverage of the functionality; and
an understanding of prototyping
that demonstrates a clear
progression of ideas).
Usability test tasks do not lead the
user; and are accompanied by clear
success requirements and an
introductory scenario.
English conventions of spelling,
grammar, and punctuation are
excellent.
Prototypes include design decisions
or functionality which facilitate most
of the additional user requirements
from the specification. Decisions
are sensible and well justified, and
suitable for the purpose of the app.
Report is well structured and has a
logical flow between sections. The
level of detail provided is good. The
report reads well, and the images
and their descriptions are labelled
and easy to follow.
Usability test tasks and success
requirements are defined.
English spelling, grammar, and
punctuation are good.
Prototypes include design decisions
or functionality which facilitate some
of the additional user requirements
from the specification. Decisions
are justified, and suitable for the
purpose of the app.
Report contains an overview
of the functionality, some
sketches of the prototypes,
and some usability test
tasks.
Prototypes address at least
one of the additional user
requirements from the
specification.
Fails to provide a report.
Demonstration (20%)
Demonstration (20% — ILO 5):
Within the allocated 3-minute timeslot,
student is to:
– Describe the application’s functionality.
– Explain the low-to-medium-fidelity
prototypes, and
– Explain the usability test tasks and
success requirements.
Provides a demonstration that is
clear and rehearsed; flows nicely;
and has content presented in a
sensible order. The presentation is
coherent, interesting, and
informative; eye contact is made;
and the presentation is complete
within 3 minutes. The presentation
is not rushed.
The presentation addresses how
the additional user requirements
from the specification were
considered.
Provides a demonstration that is
clear and rehearsed; flows nicely
and has content presented in a
sensible order. The presentation is
coherent; and complete within 3
minutes. The presentation is not
rushed.
The presentation addresses how
the additional user requirements
from the specification were
considered.
Provides a demonstration that is
clear and rehearsed and complete
within 3 minutes.
The demonstration includes
some images/sketches of the
prototypes and some
usability test tasks.
Fails to present.


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