DESIGN TOPIC FOR STUDENTS

 DT4019

School Utility App

  • LEVEL

    IV
  • YEARS

    School yrs 10, 11, 12
  • AGES

    15–17 years old
  • Process

    EMPATHISE ➔ DEFINE ➔ IDEATE ➔ PROTOTYPE ➔ TEST ➔ REFLECT
  • SUMMARY

    Design a school utility app. Prototype your utility app and test it.
  • TECH

    High-tech
  • CHALLENGE

    Complicated
  • TIME

    5 sessions (one week)
  • TEAM SIZE

    3 to 5

Background

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 school utility app for your school that combines educational with social networking functions for use by students and staff on a daily basis. Determine which functions and features that your school utility app must include based on an understanding of the needs of users of the app. Consider the educational and social values that you would like to foster at your school, and think about how a smartphone app can help you to attain them. Make a detailed mock-up of your utility 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.
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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.