CODE.ORG UNIT 4 - The Design Process
Lesson 1 - Analysis of Design
The class explores a variety of different teapot designs to consider how design choices or made and why. Using the teapots as an example, the class will explore the relationship between users, their needs, and the design of objects they use.
Determine the User - Activity Guide (copy as MS Word, Google Doc)
Lesson 2 - Understanding the User
Using user profiles, the class explores how different users might react to a variety of products. Role playing as a different person, each member of the class will get to experience designs through someone else's eyes
Reacting as your User - Activity Guide (copy as MS Word, Google Doc) - products_and_redesign.pdf
Profile 1 - User Profile (copy as MS Word, Google Doc)
Profile 2 - User Profile (copy as MS Word, Google Doc)
Profile 3 - User Profile (copy as MS Word, Google Doc)
Profile 4 - User Profile (copy as MS Word, Google Doc)
Lesson 3 - User Centered Design
In small groups, the class uses the design process to come up with ideas for smart clothing. From brainstorming, to identifying users, to finally proposing a design, this is the first of several opportunities in this unit to practicing designing a solution for the needs of others.
User Centered Design - Activity Guide (copy as MS Word, Google Doc)
Lesson 4 - User Interfaces
See how a paper prototype can be used to test and get feedback on software before writing any code. To help out a developer with their idea, the class tests and provides an app prototype made of paper.
User Interface Screens - Activity Guide (copy as MS Word, Google Doc)
User Testing (Computer) - Activity Guide (copy as MS Word, Google Doc)
User Testing (User) - Activity Guide (copy as MS Word, Google Doc)
Lesson 5 - Feedback and Testing
In this lesson students use feedback from "users" of the paper-prototyped app from the previous lesson in order to develop improvements to the user interface of that paper prototype. The lesson begins with a reflection on the fact that designers need to translate human needs with technology into changes to the user interface or experience. Students are then given a collection of feedback and requests from users of the app from the previous lesson. In groups students categorize the feedback and identify ways the needs expressed in the feedback could be met by changes to the interface of the app. Then in groups students will implement some of these changes to meet one of the needs they identified.
Prototype Feedback - Activity Guide (copy as MS Word, Google Doc)
Improve a Screen - Activity Guide (copy as MS Word, Google Doc)
User Interface Screens - Activity Guide (copy as MS Word, Google Doc)
Lesson 6 - Identifying User Needs
Up to this point the users that the class has considered have all been remote, and the only information from users has come through text or role playing. Now the class will rely on each other as potential users, and pairs will get to interview each other to identify needs that could be addressed by developing an app.
User Interview - Activity Guide (copy as MS Word, Google Doc)
Paper Prototype - Project Guide (copy as MS Word, Google Doc)
Lesson 7 - Paper Prototype
Using the interview information from the previous lesson, the class comes up with app ideas to address the needs of their users. To express those ideas, and test out their effectiveness, each student creates and tests paper prototypes of their own.
Paper Prototype - Rubric (copy as MS Word, Google Doc)
Paper Prototype - Project Guide (copy as MS Word, Google Doc)
Lesson 1 - Analysis of Design
The class explores a variety of different teapot designs to consider how design choices or made and why. Using the teapots as an example, the class will explore the relationship between users, their needs, and the design of objects they use.
Determine the User - Activity Guide (copy as MS Word, Google Doc)
Lesson 2 - Understanding the User
Using user profiles, the class explores how different users might react to a variety of products. Role playing as a different person, each member of the class will get to experience designs through someone else's eyes
Reacting as your User - Activity Guide (copy as MS Word, Google Doc) - products_and_redesign.pdf
Profile 1 - User Profile (copy as MS Word, Google Doc)
Profile 2 - User Profile (copy as MS Word, Google Doc)
Profile 3 - User Profile (copy as MS Word, Google Doc)
Profile 4 - User Profile (copy as MS Word, Google Doc)
Lesson 3 - User Centered Design
In small groups, the class uses the design process to come up with ideas for smart clothing. From brainstorming, to identifying users, to finally proposing a design, this is the first of several opportunities in this unit to practicing designing a solution for the needs of others.
User Centered Design - Activity Guide (copy as MS Word, Google Doc)
Lesson 4 - User Interfaces
See how a paper prototype can be used to test and get feedback on software before writing any code. To help out a developer with their idea, the class tests and provides an app prototype made of paper.
User Interface Screens - Activity Guide (copy as MS Word, Google Doc)
User Testing (Computer) - Activity Guide (copy as MS Word, Google Doc)
User Testing (User) - Activity Guide (copy as MS Word, Google Doc)
Lesson 5 - Feedback and Testing
In this lesson students use feedback from "users" of the paper-prototyped app from the previous lesson in order to develop improvements to the user interface of that paper prototype. The lesson begins with a reflection on the fact that designers need to translate human needs with technology into changes to the user interface or experience. Students are then given a collection of feedback and requests from users of the app from the previous lesson. In groups students categorize the feedback and identify ways the needs expressed in the feedback could be met by changes to the interface of the app. Then in groups students will implement some of these changes to meet one of the needs they identified.
Prototype Feedback - Activity Guide (copy as MS Word, Google Doc)
Improve a Screen - Activity Guide (copy as MS Word, Google Doc)
User Interface Screens - Activity Guide (copy as MS Word, Google Doc)
Lesson 6 - Identifying User Needs
Up to this point the users that the class has considered have all been remote, and the only information from users has come through text or role playing. Now the class will rely on each other as potential users, and pairs will get to interview each other to identify needs that could be addressed by developing an app.
User Interview - Activity Guide (copy as MS Word, Google Doc)
Paper Prototype - Project Guide (copy as MS Word, Google Doc)
Lesson 7 - Paper Prototype
Using the interview information from the previous lesson, the class comes up with app ideas to address the needs of their users. To express those ideas, and test out their effectiveness, each student creates and tests paper prototypes of their own.
Paper Prototype - Rubric (copy as MS Word, Google Doc)
Paper Prototype - Project Guide (copy as MS Word, Google Doc)