DT4035 Trading App
TECH
Medium-tech
CHALLENGE
Complex
TIME
5 sessions (one week)
TEAM SIZE
3 to 5
Background
Local exchange trading systems (LETS) are currency or token systems that allow people of a specific region or neighbourhood to trade, and exchange goods and services without using cash money. In these systems, people will exchange goods or do work for tokens or special currency that is only used by its members. LETS are also known as community exchange systems, mutual credit trading systems, trade exchanges, or time banks. The goal is for people to prosper and trade freely without being encumbered by money. (Note that this design topic is not about trading on the stock market.)
Computer application software or apps are computer programs designed to run within operating systems in computers, and perform useful tasks for the computer users. Apps are also known as: software, applications, or programs. Apps run on personal computers, tablets, smartphones, smartwatches, and can be found in all kinds of machines like domestic appliances, automobiles, and so forth. There are numerous types of apps, some common types are web browsers, messenger apps, voice and videotelephony apps, social media apps, office applications, and games. Apps are used for science, learning, communicating, socialising, entertainment, playing games, and doing work in every industry imaginable.
The design brief
Design a smartphone trading app for your community or town to be used for trading or exchanging goods and services in the informal economy using its own currency. Your trading app should allow people of the region to exchange goods and services of little financial value, such as secondhand market stall goods, a lemonade stand, lawn mowing services, and so forth, or even for goods that people want to give away. People who use the app may, for example, get credits for goods and services that they sell, and spend their credits to purchase goods and services from other people. Determine which functions and features that your trading app must include based on an understanding of the needs of your community. Consider the economic, environmental, and social values that you want to foster within your app’s community, and think about how a smartphone app can help you to attain them. Make a detailed mock-up of your trading app and a presentation to show your design solution to your fellow students and teachers. Work on this project in a team with a group of your classmates.
The design thinking process
Follow the six stages of the design thinking process to ensure that you are thorough and do everything necessary to succeed in your design project. First, you endeavour to understand the design topic and EMPATHISE with the needs of the users. With that understanding, you can DEFINE what is essential to the product or system that you are designing. Then you IDEATE, that is, you creatively come up with ideas and develop them. The next step is to PROTOTYPE your chosen design solution in a physical form and improve it through trial-and-error. Then you TEST your design idea to elicit the opinions of users. And finally, at the end of the process, you REFLECT upon your project to benefit from the experience. Use the appropriate methods from the Design Thinking for Schools website as you proceed along the design thinking process.
Note for teachers
It is not feasible for school students to develop and code a software application in school as they won’t have the knowledge and skills, nor is there enough time to acquire them. Therefore, the students may make a mock-up of their application, also known as a wireframe model. A mock-up is made during software development or website design to look like a working application or website, but it doesn’t actually work. A mock-up shows how the application will work once it is built. The students may make a mock-up to simulate their application’s windows and functions with office presentation software such as Microsoft PowerPoint or Apple Keynote using their button features and so forth, or they may use professional apps for designing and simulating software and websites.
Read the guide for teachers on Safety for the PROTOTYPE Stage for Level IV to safely supervise this design project.
More design topics for Level IV…
Read the next design topic for Level IV students (15 to 17 years old).
About design topics…
Or, return to the section to browse the design topics.