Digital Design Term 2
Digital Design Term 2
A1 Identify a need
Criterion: Explains and justifies the need for a solution to a problem for a client/target audience
Problem
Megan is facing a common issue among students: difficulties with homework organisation and maintaining
focus during study sessions. Distractions, particularly from various digital
platforms, significantly contribute to concentration challenges. According
to research, multitasking with technology can lead to a profound 40% reduction
in productivity (Bay Atlantic University).
Solution
I plan to design an app using MIT app inventor that is easy for these students to use. The app will have 1) a
specified playlist of calming music that helps people concentrate better. The app will also have 2) a to-do list
where users can write down their homework and deadlines. This helps break down big projects into smaller
steps, which makes them feel more manageable. This is based on research that says doing a little bit at a time
can help reduce stress and make people more likely to get things done. Lastly, the app will give users 3)
motivational quotes to encourage them to keep going. When people are reading something positive, it can
help to solve problems better, especially when stressed.
Criterion A: Inquiring and Analysing Guide
A2 Research Plan
Criterion: Construct a detailed research plan, which identifies and priorities the primary and secondary
research needed to develop a solution to the problem independently.
Teenage Study Understanding the Online surveys (e.g., Primary and Secondary: 2
Habits and challenges teenagers are Google form); Direct Direct data from target
Challenges facing when doing interviews with school demographic; Analysis of
homework help me to counsellors, existing discussions and
gain a better psychologists; research on teenage learning
understanding on what Educational discussion challenges.
features I should boards
incorporate in the app, (e.g.StudentRoom,
enhancing the app's Reddit).
effectiveness in
improving their academic
performance.
User Interface A user interface that Analysis of popular Primary: Trend analysis; 4
Preferences of appeals to teenagers can apps among teenagers; Direct feedback from usability
Teenagers significantly boost the Usability testing with tests.
app's usability and teenage users.
appeal. Tailoring the
design to their
preferences can lead to
higher engagement,
retention rates, and
ultimately a more
successful product.
HOW TO USE
In developing an interactive app with MIT App Inventor, I engaged in a structured yet flexible
process that allowed for a methodical approach to app creation. Below is a step-by-step recount of
my experience and some insights that might be helpful for others:
1. I found that the visual arrangement of 1. As my project grew, managing and
blocks made it straightforward to piece navigating through numerous blocks might
together the logic of my app. become more challenging..
2. The design of the blocks inherently 2. Due to the simplicity of the block system,
prevented me from making syntax mistakes, my app might run slower compared to apps
as they only connect in correct ways. written in more traditional programming
3. My learning curve was smoother since I languages.
didn't have to memorise complex code; 3. While I was able to build functionality
instead, I focused on how the blocks easily, I recognized that using blocks might
interacted. not give me a deep understanding of the
4. I could prioritise the development of my underlying code.
app's concept over the intricacies of coding
syntax.
Users comment
Megan (15 years old): "The app's core functionality aligns with our objectives, but it could benefit
from a more professional interface. Also, if we could add a feature to track user engagement, that
would be extremely beneficial for our team to analyse the app's impact."
My brother Alex (9 years old): "It's fun, but sometimes I don't know where to click. Also, I wish
there were more sounds and stuff when I get something right."
Based on their comments, I would take the following steps to improve the app:
Refine the user interface based on Megan's suggestion for a 1) more professional look, possibly by
incorporating a cleaner design with a consistent colour scheme and typography.
2) Implement a user engagement tracking feature to provide Megan's team with the data they need,
such as integrating analytics to monitor user interactions.
3) Simplify the navigation to accommodate my little brother's feedback, ensuring that buttons and
interactive elements are clearly marked and easy to understand.
4) Incorporate interactive feedback elements like sounds and animations to make the app more
engaging for younger users, as my brother mentioned
Criterion A: Inquiring and Analysing Guide
A3 Product Study
App-inventor Product Study - (2) Lights Off
HOW
TO
USE
The
Turn
Off
Lights
app,
which
I have
successfully created,
functions as an engaging game with a socially responsible theme centred around conserving
electricity. Here is a summary of how the app operates:
Upon starting the app, named "Turn Off Lights Version 1," the screen is set to portrait orientation for
a consistent vertical display. The main interactive elements consist of a canvas, which I have filled
with a background image depicting a kitchen, and an image representing a light bulb.
To organise these components and potentially more, such as labels or buttons, I have placed them
inside a vertical arrangement container. This design choice ensures that all elements are visible on the
screen without the need for scrolling.
The central animation component of this app is the image sprite, which I have customised to have a
specific height and width, making it resemble a light bulb. Despite its initial placement, its position is
intended to be dynamic.
1. The app encourages users to consider energy 1. App Inventor may not be as efficient as
conservation, which is a socially relevant native app development platforms, which
and important topic. can limit the complexity and smoothness of
2. The gameplay involves a simple yet animations.
engaging interaction that can keep users 2. While the game is engaging, its simplicity
entertained while conveying a message. may not hold the interest of users for an
3. Since App Inventor is a block-based extended period, reducing its long-term
programming tool, it is accessible to appeal.
beginners, educators, and students, making 3. The app's message about energy
it an excellent learning platform. conservation may not be clear without
4. As a mobile app, it can be played anywhere additional context or information,
and anytime, making it a convenient tool for potentially reducing its educational impact.
killing time with a purpose.
Users comment
Megan (15 years old): "I think the idea behind the app is really cool. I like how it's about saving
energy, but I wish there were more levels or challenges. It gets a bit repetitive after a while."
My brother Alex (9 years old): "It's fun to tap the light bulb and make it go off! I like the sound it
makes, and I try to hit it before it moves again!"
Based on their comments, I would take the following steps to improve the app:
To cater to the desire for advancement and achievement, especially noted by Megan, I plan to
implement a progression system where the speed of the light bulb's movement accelerates and
additional bulbs may appear, providing a multifaceted challenge. For younger players, like my
enthusiastic 9-year-old brother, I'll ensure that the initial levels remain accessible while adding
exciting new sound effects and visual rewards for each successful 'turn off,' maintaining their interest
and providing a sense of accomplishment. By integrating these features, I aim to balance the app's
appeal between simplicity for immediate fun and complexity for sustained engagement.
Criterion A: Inquiring and Analysing Guide
A3 Product Study
App-inventor Product Study - (3) Data Map
HOW TO USE
In crafting the "Data Map" app, I am utilising App Inventor's map component to create a
visualisation of various data across the United States. When I access the template, it includes two
preloaded files essential for the app's function. The first file is a CSV, containing a wealth of data
about each state, including population and firearm death rates, all neatly sorted alphabetically. This
information comes from reputable sources like the CDC and Census Bureau.
The second file is a GeoJSON, which is a bit more complex due to its geographic data content. It
holds the coordinates that delineate each state's boundaries, forming polygons on the map. To make
the app's interface more user-friendly, I've adjusted the map component to fill the width of the parent
container and set its height to cover half the screen. Initially centred on MIT, I repositioned the map's
focus to the central United States by setting the latitude and longitude to that of Oklahoma City. I
also set the zoom level to 3, which allows for an ample view of the entire map.
To visualise the state outlines, I incorporated a feature collection function, which takes a couple of
seconds to draw the polygons representing each state. It's important to handle these coordinates with
care to avoid any misplacement, which could be challenging to correct.
To process and display the data, I created a variable called 'data' to store the information read from
the CSV file. Upon initialising, the app reads this file from the device's memory, and I've ensured the
path is correctly formatted to allow for successful data retrieval.
In the app's blocks, I've implemented a mechanism to convert the CSV data into a list of lists,
representing each state and its respective data points. I remove the first row, which contains column
headers, to ensure that only relevant state data is processed.
A loop function iterates through the list, and I've set up two local variables: 'state feature' from the
feature collection and 'state data' from the data list. With these variables, I can extract and display
information, such as the state name and population, on the map. I've used the 'any component' blocks
for a generic approach that applies settings to whichever state feature is currently selected in the loop.
User feedback
1. The interactive map interface promotes 1. Any errors in the GeoJSON or CSV files
active learning, as users can click on could lead to misinformation. Ensuring data
individual states to access information, accuracy is crucial but can be
which can be more impactful than static resource-intensive.
data. 2. While the app aims to be user-friendly, users
2. The app democratises access to important unfamiliar with interpreting data
data from the CDC and Census Bureau, visualisations may find it challenging
which might otherwise be difficult for the without additional guidance or tutorials.
general public to interpret. 3. Currently, the app focuses on the U.S.,
3. The app's design allows for future which limits its usefulness for users
integration of additional data sets and APIs, interested in global data or comparisons
such as real-time weather, making it a between countries.
versatile platform. 4. If the app were to incorporate data that
4. A clear focus on user interface design could be traced back to individuals, it would
ensures that the app is accessible to need to address privacy concerns and
individuals with varying levels of comply with regulations like GDPR or
tech-savviness. HIPAA.
Users comment
Megan (15 years old): "I like how 'Data Map' makes stats easy to get, but I wish it showed more
about what's popular for teens in each state."
My brother Alex (9 years old): "It's fun to see the states' names, but I need help to move the map. I
want it to have colours like a weather map."
Based on their comments, I would take the following steps to improve the app:
Taking Megan's feedback into account, it would be beneficial to incorporate additional data layers
relevant to a younger demographic. This could include information on popular teen activities,
education statistics, or social media trends by state.
Criterion A: Inquiring and Analysing Guide
A4 Design Brief
The primary aim of this app is to help students like Megan to overcome common problems: getting sidetracked
by their phones and having trouble keeping track of their schoolwork. The app is designed to turn a student's
smartphone from a source of distraction into a study aid. It will have features that are easy to use, which will
help students to concentrate better and keep their school tasks in order.
Firstly, the app will feature a music playlist with soothing tunes. These are intended to block out distracting
noises and help create a peaceful environment for studying. Music has been shown to help some people focus
better, and the app will make it easy to access tunes that are good for studying. There will be an easy-to-use
task list. This list will let students note down their homework and other assignments, set deadlines, and check
off tasks as they complete them. Keeping everything in one place makes it simpler to stay on top of work and
can help students feel less stressed. The app will also share short, encouraging messages. Sometimes, a quick
reminder of why hard work is worth it can give students the boost they need to keep going. These messages
will pop up as little nudges to help students stay motivated.
It's important that the app be simple to navigate. A cluttered or confusing app can be off-putting. So, the
design will be straightforward, with a clear layout that makes it easy for students to find what they need
without any fuss.
Finally, the app will be adaptable which is meant to be a reliable tool that students can personalise to fit their
study habits, helping them to build good routines and remember what they need to do. It's like having a
personal study assistant right in their pocket.
Criterion B: Developing ideas
B1 Design Specification
Criterion: Develop detailed design specifications, which explain the success criteria for the design of a
solution based on the analysis of the research.
Aesthetics The app should follow the According to A1, Primary: I will do I would record the
element of the minimalist multitasking with the use an experiment time Megan spent
design, which is to be of technology can cause with my client on each app and her
concise and over 40% of decrease in Megan using a efficiency on the
straightforward, while also productivity. By variety of focusing work. If she can
consisting of visual symbols designing an app with apps in the achieve a significant
and uniform colour tones. simplicity, the likelihood existing market. improvement in her
Yellow and green should be of cognitive overload is This can allow me task completion rate,
adopted since they represent reduced, thereby to evaluate what 20% or above, this
positivity and calm supporting users in colour scheme and means the app’s
respectively, which can help maintaining layout can benefit layout is worth a
students like Megan to focus concentration and my client to focus good reference.
on their work and increase effectively managing on work better.
productivity. their tasks.
Customer The designed app should Understanding my Primary: Conduct A checklist would
appeal to target audience customer’s needs is an interview with be very beneficial
like Megan, students that extremely crucial since it Megan to gather for ensuring that all
have trouble to stay focused directly influences the in-depth feedback of Megan's
and manage her tasks usability and adoption on her preferences preferences and
effectively. The app's user of the app. As seen in and daily routines. requirements are
interface, features, and A3, Megan has a lot of Including but not addressed during the
overall user experience opinions on the product limited to: her app development
should resonate with her case studies as she hopes current progress process. At least
daily routine and help her the app will fit with her on time 80% of those
overcome common routine better. Opinions management, her significant
distractions. like “too repetitive” and frustrations when preferences should
“engage more with the using existing be addressed in order
audience” are really apps, etc. to meet this criteria.
valuable suggestions.
Cost The app should be free for In A2’s research plan, I Secondary: I will The app is
Megan since it is still in researched tennager’s conduct a market considered
probationary period. Even preferences and found analysis on the successful if its cost
when it moves out of this that affordability is a existing products aligns with similar
initial testing phase, it key factor in their studying how products in the
shouldn’t be overpriced decision to adopt new similar apps are market. Not higher
considering my target technology. priced. than $20.
audience are students.
Environment Since the app is for students This is not directly Secondary: The app is successful
like Megan, it could include related to Criteria A but Reading the if the app includes
features or content that as the environment is a reports online can eco-frinow endly
promotes sustainability, very significant issue to help me gain a information and
such as tips for leading a educate students like better messages
more eco-friendly lifestyle Megan. It is important to understanding of encouraging
or information on sustainable raise awareness of the the impacts of the customers on
practices. The use of public while also helping environment and environmental
colour—green—also students to focus. is beneficial to me friendly actions.
suggests a positive attitude when it comes to
towards the environment. designing the app.
Safety The app shouldn't involve Not directly linked to Primary: Establish 100% of the app’s
violence or brutality Criteria A, but as an app a rigorous content content must pass
contents since my target designer, it is really review process to the suitability and
audience is students and important to make sure ensure all appropriateness
these negative messages the contents are suitable information, checks, with no
should be forbidden. for my target audience. media. reports of harmful
content from users.
Functions The app should be fulfilling This is linked to A1, Primary: Conduct The criteria is
three basic requirements: where it states that a function testing considered
1) Calming music Megan is having trouble which involves successful if the
2) Accessible To-Do list managing her work. And observing Megan target audience is
3) Encouraging quotes by designing an app that interact with the satisfied with the
provides her support with app to identify functions.
academics. usability issues.
Criterion B: Developing ideas
B2 Develop ideas
Criterion: Develop a range of feasible design ideas, using an appropriate medium(s) and detailed
annotation, which can be correctly interpreted by others.
Idea 1:
Pros Cons
Criterion: Develop a range of feasible design ideas, using an appropriate medium(s) and detailed
annotation, which can be correctly interpreted by others.
Idea 2:
Pros Cons
- Giving a sense of alert and raise awareness - The integers on the calendar are too small
of the time and not editable
- Provides calendar to keep track with time - The encouraging quotes are not able to catch
and work people attention
- The music button is not eye-catching
Criterion B: Developing ideas
B2 Develop ideas
Criterion: Develop a range of feasible design ideas, using an appropriate medium(s) and detailed
annotation, which can be correctly interpreted by others.
Idea 3:
Criterion B: Developing ideas
B3 Final Design Justification
Criterion: Present the chosen design and justify fully and critically its section with detailed reference to the
design specification
Justification of my choice:
This would be my final design as this interface matches with all of my requirements stated in criteria A4 and
B1. It includes various functions: 1) Image with beeping sound that gives a sense of urgency 2) A checkbox of
the mood and motivation of the day 3) A switch with notification of turning on the focus mode 4) Four buttons
leading users to different pages 5) A short countdown and reminder of being “TIME TO STUDY” 6) A
detailed exam timetable that allows change of subjects and dates 7) A ToDo list 8) A page with web viewer
that directly links to a website including 10 motivational quotes 9) An energetic music from taylor swift -
“Anti-hero” 10) A calming music player. I believe this app can significantly assist my target audience,
Megan, who is struggling to meet her deadlines, by providing structured support and tools to enhance her time
management and study motivation. The use of colour: yellow giving a sense of alert and awarefulness;
juxtaposing with the green colour, which normally gives a more calming and comforting mood, can help
balance the psychological impact of the app's interface, creating an environment that is both energising and
soothing.
After talking to my art teacher outside of school, who is an expert in art who studied design in Paris when
she was young, she pointed out that the combination of beeping sounds, countdowns, and multiple visual
elements might lead to sensory overload, particularly if Megan is sensitive to auditory or visual stimuli. This
could potentially become a distraction itself.
Additionally, I also analysed the pros and cons of this app interface:
Pros Cons
Aesthetics: Minimalist Yes The user interface is clear and simple. The buttons
design, concise, colour are labelled in a correct way to guide users. The app
symbols: Yellow and Green also utilised yellow and green colours to provide
positivity and a sense of calm.
Evidence:
Cost: Free and accessible for Yes The app is totally free without any charges. All of
all the functions are provided by MIT APP Inventor.
Environment: Eco-friendly Yes This specification is met in the green and olive
lifestyle background which gives a calming sense of tone.
Evidence:
Safety: No violence or Yes The final design 100% of the app’s content pass the
negative messages conveyed suitability and appropriateness check
Functions: Yes The final design met all of the basic functions and
1) Calming music even added more according to the justification of the
2) Accessible To-Do list final design on the previous page.
3) Encouraging quotes
Criterion B: Developing ideas
B3 User feedback
Criterion: Present the chosen design and justify fully and critically its section with detailed reference to the
design specification
Respondents give valuable advice like: adding more playful music and adding a “help” section that can give
advice to people that are frustrated to organise their work. Overall, the responses are pretty positive and people
do prefer the last design more which is really helpful, showing that my app can meet the expectations of the
target audience.
Criterion B: Developing ideas
B3 Feedback from expert
Criterion: Present the chosen design and justify fully and critically its section with detailed reference to the
design specification
Ms. So really liked my app and gave some great advice to make it better. She suggested using softer colours to
make the app easier on the eyes and allowing Megan to customise alerts to keep the app from being stressful.
She liked the mood tracking and motivational quotes and recommended adding a personal journal feature for
deeper engagement. Ms. So also advised making the music playlist customizable and stressed the need for a
simple and clear interface with easy navigation. Her feedback was encouraging and helpful, pushing me to
refine the app to better suit Megan's needs.
Evidence:
Criterion B: Developing ideas
B4 Final Design Accurate Drawing
Criterion: Develop an accurate design drawing, showing the UI design and the flowchart. Create a component
list showing the elements (palette) needed for furthering the coding development (blocks) from the final design
idea.
Criterion: Develop an accurate design drawing, showing the UI design and the flowchart. Create a component
list showing the elements (palette) needed for furthering the coding development (blocks) from the final design
idea.
Changes:
Due to time constraints, I wasn’t able to change all of the suggestions provided by my target audience/ experts.
However, I changed several things, including a Taylor Swift photo in the main page, this can encourage Megan
to work since that is her idol. By reminding her of being someone that she wants to be is extremely crucial,
this can motivate her more on school work and improve her well being. Furthermore, I added a notification for
Focus mode. I also tried this app interface on my phone using Ai companion, which turned out pretty well. I
adjusted some minor problems, since the proportion for the computer is significantly different from the phone.
Overall, the app worked out smoothly and successfully.
Criterion: Constructs a logical plan, which considers time and resources, sufficient for peers to be able to
follow to create the solution
1 Review and Finalise the User Interface Design. A finalised UI design that 1 day April 9th
Assess the existing UI design and adjust it based is ready for development.
on feedback.
2 Document all technical requirements for backend A clear set of 2 days April 11th
and frontend development. specifications that guides
the coding process.
3 Install and configure all necessary development A ready and efficient 1 day April 12th
tools and software (Youtube videos, mit app development environment.
inventor app on phone, mit app inventor coding on
laptop)
4 Code the server, database, and API functionalities A robust backend to 3 days April 15th
for screen one and two (including Beeping image, support app functionality.
Focus mode notification, Four buttons switching
screens, etc.)
5 Code the server, database, and API functionalities A robust backend to 3 days April 20th
for screen three to six (including: Creating a to do support app functionality.
list, Playing and pausing the music, Switching
music)
6 Add and integrate advanced features like Seamless functionality of 2 days April 22th
customizable alerts and the music player. all features.
7 Test individual components to ensure they function Identification and fixing of 2 days April 24th
correctly. component-specific bugs.
8 Test the integration of all components. A fully functional app with 1 day April 25th
all components working
together.
10 Make final adjustments and enhance the user A polished, user-friendly 1 day April 27th
interface for better usability. app.
11 Finish up Criteria C written work Finished criteria c process 3 days April 30th
report
Criterion C: Creating the Solution
C4: Modification to final design
Criterion: Justify the difference between the solution created and the final design. Show the final design again,
annotate the differences with the screenshot of the solution and explain the difference according to the
evidence.
There is a difference between the MIT App Inventor emulator on the laptop and the actual app on the phone.
For example, during the process of creating the app, I came up with the idea of adding another screen for
students to record their marks and scores for each subject in the MYP. This change impacted my plan,
specifically in relation to criterion B. However, there weren’t any coding requirements for this addition, which
made the implementation quite straightforward.
Nevertheless, the screen that appears on the phone is much smaller than it appears on the laptop emulator. This
discrepancy can be very confusing, as users may struggle to view the screen properly. This is something that I
should adjust in the future if there is a chance. To address this, I need to refine the responsive design elements
of the app, ensuring that the interface scales effectively across different devices. Additionally, I will have to
conduct more thorough testing on various devices to guarantee that the user experience is consistent and
accessible. If possible, implementing a dynamic layout that adjusts based on the device's screen size could also
help mitigate this issue.
Overall, there weren’t a lot of big changes, but the adjustments made were crucial for enhancing user
experience and functionality. The addition of a new screen for tracking marks and scores in MYP, for instance,
was a significant enhancement that directly addressed the needs of the user base—students. This feature, while
not initially planned, highlighted the flexible and adaptive nature of the development process.
In future updates, I plan to continue this approach of incremental improvements and responsive adaptation to
user feedback. This strategy will help in maintaining the relevance and effectiveness of the app as technology
evolves and user needs change.
Criterion D: Evaluation
D1: Product testing
Criterion: Describes detailed and relevant testing methods, which generate accurate data, to measure the
success of the solution
Megan: It's quite easy to move around the app, but finding where to
put my scores took a bit of time. Maybe you could make some signs
or a guide when I first start using it.
Megan: It's quite easy to move around the app, but finding where to
put my scores took a bit of time. Maybe you could make some signs
or a guide when I first start using it.
3) Have you had any problems while using the app?
4) Is there anything you thought would be in the app but isn't?
5) What do you think about the app's look and feel?
Megan: The design is nice and clean. But the text is a bit small on my phone. Making the text bigger
depending on the device would be good.
Megan: Absolutely, it's very handy for keeping track of scores. I plan to use it a lot.
7) What would you improve or add to the app in the future?
Megan: Besides the chart for looking at scores, maybe you could add reminders for when tests or big
assignments are due.
Criterion D: Evaluation
D1: user rating
Criterion: Describes detailed and relevant testing methods, which generate accurate data, to measure the
success of the solution
Ease of Navigation 8/10 Finding features like where to enter scores initially took a bit
more time than I expected. It would be helpful to have
clearer signs or an introductory guide when first using the
app. This could make the app more user-friendly, especially
for new users who are not familiar with the layout.
Functionality 9/10 The app includes all the features we discussed, such as
tracking scores and managing subjects, and these functions
work well without any glitches. It effectively meets the basic
requirements we set out for this project.
Performance (Speed) 6/10 I've noticed that the app tends to be slow, particularly when
entering scores. This delay can be a bit frustrating, especially
when I'm trying to quickly update multiple entries at once. It
would be beneficial to optimise the app's performance to
ensure smoother, faster interactions
Additional Features 7/10 The app currently lacks features for visually tracking
progress over time, such as graphs or charts. Including such
features would not only enhance the functionality but also
provide a more engaging user experience by allowing
students and educators to visualise their progress in a
meaningful way.
Visual Design 8/10 The design is clean and professional, which I appreciate.
However, the text size is too small when viewed on my
phone, making it difficult to read without zooming in.
Adjusting the app to respond to different screen sizes by
increasing text size or enhancing layout adaptability would
greatly improve usability.
Daily Usability 9/10 This app is incredibly useful for daily tracking of student
performance. Its core functions are reliable and meet my
daily needs. I can see myself using this app regularly due to
its practicality and the essential features it offers for
managing educational tasks.
Criterion: Explains he success of the solution against the design specification based on authentic product
testing
Based on comprehensive feedback gathered from user observations and trials, it is evident that my mobile app
is successful because it meets all the design specifications we set out at the start. The app was developed with
the goal of making it easier for educators to track and manage student performance, and according to feedback
from users like Megan, it achieves this goal effectively. Megan, one of the primary users of the app, expressed
her satisfaction with its functionality and daily usability. She appreciated how the app's features fit seamlessly
into her routine, simplifying the process of managing student data. The user-friendly design of the app ensures
that even those without extensive technological expertise can navigate it easily, which broadens its appeal.
While Megan was generally pleased with the app, she did mention that it could be faster, especially when
entering data. However, she recognized the reliability of the app and its precise handling of educational data,
which are critical for educators who depend on accurate information to make informed decisions. Megan also
commented on the clean and professional appearance of the app, which enhances user experience by making
information easy to read and interactions enjoyable. She suggested that future updates could include visual
graphs of student progress and reminders for educational deadlines, which would make the app even more
useful.
The strength of this mobile app lies in its ability to address the real-world challenges faced by educators in a
straightforward and effective manner. By merging strong functionality with a focus on user needs, the app not
only fulfils basic requirements but also improves the educational process. Megan's positive feedback and
constructive suggestions highlight the app’s effectiveness and confirm its success. This ongoing interaction
with users ensures that the app continues to develop in ways that are relevant and beneficial, maintaining its
usefulness in the educational field.
Criterion D: Evaluation
D3: Suggest ways to improve the product
Criterion: Describes how the solution could be improved
Weakness Solutions
Users, including Megan, have Optimise the backend processes and consider upgrading server
reported that the app can be slow, capabilities instead of using MIT APP Inventor which is more likely
particularly when inputting scores designed for beginners, or refining the code to improve data
or handling large amounts of data. processing speeds. Regular performance testing can also help
identify bottlenecks that slow down the app.
The text size is too small on smaller Implement responsive design principles that adjust text size, buttons,
devices, which can make the app and interface elements based on the device's screen size. Also,
difficult to read and navigate for adding accessibility features such as text scaling options and
some users. high-contrast modes could help make the app more user-friendly for
all users.
Currently, the app lacks graphical Integrate charts, graphs, and other visual tools that allow users to
representations of data, which could visualise data dynamically. This will not only enhance the user
help users better understand trends experience but also make the interpretation of data easier and more
and patterns in student performance. intuitive.
Users have difficulty finding certain Rework the user interface to make it more intuitive. This could
features, indicating that the app’s include a more streamlined menu, clearer labelling of features, and
navigation could be more intuitive. the introduction of a tutorial or onboarding process that guides users
through the app when they first use it.
The app does not currently offer Develop a notification system that can send alerts about upcoming
reminders or notifications for deadlines, tests, or necessary follow-ups. This would help users stay
important dates and deadlines, organised and ensure they’re making timely decisions based on the
which could lead to missed data available in the app.
opportunities for users to act on
time-sensitive tasks.
Criterion D: Evaluation
D4: Impact to my client
Criterion: describes the impact of the solution on the client/target audience.
The mobile app developed for managing and tracking student performance has significantly impacted my
client, primarily by addressing her need for an efficient and reliable tool to oversee her educational
responsibilities. By automating the data entry and analysis processes, the app has drastically reduced the time
and effort required for manual record-keeping. This allows my client more time to focus on teaching and less
on administrative tasks, enhancing her productivity and effectiveness as an educator.
The app directly solves the problem of managing large volumes of student data by providing a centralised
platform where information can be easily accessed, updated, and reviewed. This solution not only streamlines
the process but also minimises errors associated with manual data handling. The inclusion of user-friendly
interfaces and data visualisation tools further aids in the quick interpretation of student performance, enabling
timely interventions and support tailored to individual student needs.
In terms of meeting the design brief, the app aligns well with the initial specifications that called for an
intuitive, reliable, and comprehensive educational tool. It incorporates essential features such as data tracking,
performance analysis, and user-friendly navigation, all of which were key requirements in the design brief.
However, there are areas for enhancement, particularly in improving the app’s response speed and expanding
its visualisation capabilities, which are currently being addressed based on user feedback.
While the app has largely had a positive impact, potential negative effects include the reliance on digital tools
which might reduce personal interaction between the educator and students. If overly dependent on the app,
there might be a risk of diminishing the human element in education, where personal judgement and
face-to-face interactions are crucial.
Overall, the app has substantially improved my client's ability to manage educational tasks, significantly
solving her initial problem and enhancing her teaching environment. As I continue to refine the app, I aim to
balance technological solutions with the inherent values of traditional teaching methods.
Works Cited
Bay Atlantic University. “How Does Technology Impact Student Learning?” Bay Atlantic University,
Common Sense Media. “Should I Be Concerned about My Teen’s Constant Multitasking during
www.commonsensemedia.org/articles/should-i-be-concerned-about-my-teens-constant-multit
asking-during-homework#:~:text=Many%20teens%20multitask%20with%20media.
Vogels, Emily A., et al. “Teens, Social Media and Technology 2022.” PEW Research Center, Pew
www.pewresearch.org/internet/2022/08/10/teens-social-media-and-technology-2022/.
Young Minds. “Problems at School | How to Deal with Problems at School.” YoungMinds, 2021,
www.youngminds.org.uk/young-person/coping-with-life/problems-at-school/.