KV7002 Human-Computer Interaction for Social Change

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KV7002 Human-Computer Interaction for Social Change Assignment - Northumbria University Newcastle, UK

Relevant Programme-level Learning Outcomes -

This assignment contributes to the following Programme-level learning outcomes:

1. Demonstrate a comprehensive knowledge and critical understanding of essential facts, concepts, principles, theories, methods, techniques and tools in the application and management of a range of current and emerging aspects of computer science.

2. Apply a comprehensive understanding of the professional, ethical, legal and social issues involved in the development and operation of a range of aspects of computer science.

3. Systematically identify and analyse complex problems of a familiar and unfamiliar nature working both individually or as a member of a team and offer appropriate strategic solutions using a range of effective methods and tools.

4. Use appropriate techniques, tools and knowledge to support effective project management.

5. Demonstrate creativity in problem solving and decision making in complex and unpredictable situations.

Module Learning Outcomes Assessed - On completion of the assignment, students should have achieved the following learning outcomes:

1: Understanding human-centred design principles, approaches, and techniques.

2: Understanding design skills for social change.

3: Group development of an interactive artefact or environment to support social change.

Task Overview - This is a group assignment. You'll be assigned to a group by the module team in class/on blackboard (ELP). Your group must respond to the brief below by designing and prototyping an appropriate interactive technology. The deliverables for this assignment are (1) a 10-minute presentation of your design process and a live demo of your interactive prototype, (2) a pictorial documenting your design process and interactive prototype, following the guidelines below, and (3) your interactive prototype. Your prototype can be low-fidelity but it must be interactive (e.g. interface mock-ups, wireframes, and user journeys). You should demonstrate an Understanding of human-centred design principles, approaches, and techniques and an Understanding of design skills for social change through your documentation of the design process and your rationale and critical reflection on the prototype you produce.

You should use your pictorial as the basis for your presentation.

Design brief: You have been approached by the local authority in Gateshead to design and develop a digital resource for addressing food poverty. What this might do or look like is left intentionally vague so that it can emerge from your research and design process. It could be something that people in food poverty might use to find services that are available to support them in Gateshead, and something that community organisations providing services for people in food poverty (e.g., food parcels) can use to communicate with people in poverty, and coordinate with other organisations, for example. Whatever form it takes, your design decisions should be justified with respect to your research and design work.

Assessment parts -

1. Presentation

Each group will have 10 minutes to present their pictorial (i.e., design process and interactive prototype) and to demo their interactive prototype. This will take place during the timetabled lectures in Week 12. All parts of the pictorial should be presented. At least one member of the group must present your work. Multiple or all of your group members can participate in the presentation and demo if you choose. Details of the presentation will be provided in class/on Blackboard (ELP).

2. Pictorial (max. 12 pages, excluding references):

"Pictorials are papers in which the visual components (e.g. diagrams, sketches, illustrations, renderings, photographs, annotated photographs, collages) are the primary means of conveying information with at least, if not more, importance as the accompanying text."

You should use the template and follow the formatting guidelines on the DIS2020 website. Some examples of published pictorials will be made available in class/on Blackboard (ELP) for reference.

Your pictorial must document your design process (including formative prototypes and group activities), present your interactive prototype, and explain your group's rationale for both of these, making reference to any data, literature, or design concepts that these relate e.g., design fictions that your group may have produced. It should demonstrate the following:

1. Understanding and application of design concepts, qualities, and skills.

2. Use of appropriate methods and prototyping materials to design and develop interactive prototype(s).

3. An appropriate design and development process and rationale for design decisions,

4. Evidence of the relationship of the designed artefact to research (using citations to academic literature)

5. Critical reflection on the value of the designed artefact for addressing a social change challenge.

Your pictorial must be submitted via Blackboard. The submitted file should be in the form of a PDF (.pdf).

3. Interactive prototype:

You are not required to submit your interactive prototype, but you must present a demonstration of it in your presentation. Your prototype can be low-fidelity but it must be interactive (e.g. interface mock-ups, wireframes, and user journeys), and your demo should clearly illustrate how a user might interact with it.

Attachment:- Human-Computer Interaction for Social Change Assignment File.rar

Reference no: EM132500568

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