Coursework 1: Marking Guide
The following are the key points of marking for coursework 1. The foucs of this coursework is very much on the final prototype and how usable it is.
- Tasks and design fictions clear and complete.
- One new task has been added (two tasks for groups of three).
- The new task is clearly written and describes a user task as opposed to the usage of a feature or a particular UI component.
- The new task makes sense and is an activity a smart refrigerator owner might realistically want to do.
- Technical assumptions are filled out where needed for all three (or four) tasks.
- Design fictions are completed for all three (or four) tasks.
- Design fictions are clearly presented and easy to read by someone with no computer science or design background.
- Design fictions describe the full interaction with the app from goal formation to task completion.
- Prototype interface should be complete and interactive
- All screens necessary to complete the tasks must be present.
- Prototype is interactive allowing the user to navigate the screens by interacting with them.
- For each interaction with the interface (button press, keyboard, etc.) the marker should be able to easily determine what the interaction would have looked like on a real app. Some interactive elements are impossible to fully create in a prototype, but it should always be clear what type of interaction was intended.
- Interface is intuitive and easy to use for the given task.
- At each stage of completing the task it is clear to the user how to progress to the next needed action.
- When the user completes an action the user can determine the new system state (if any).
- It is clear to the user when the task, or sub-task, has been accomplished.
- Interface should follow basic HCI principles and break no major rules
- The interface should have a clear layout which is easy to navigate.
- Affordances should be used where appropriate.
- Terminology and graphics should be clear, consistent and make sense to the intended audience. No use of technical jargon or concepts many people would find unfamiliar.
- No major breakage of key HCI principles.
- How "pretty" the design is. The asthetics will only be assessed in terms of usability impact, not how visually pleasing they are.
- How efficient or well written the code is (Processing). If it runs reasonably well on a standard Dice computer that is good enough.
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