Reference no: EM133239587
ASSESSMENT DESCRIPTION
Every organisation has a reason for being. It may be to lobby for change in society. It may be to bring relief to those in need. In sports, it may be to triumph over others on a playing field. Businesses exist to provide a product, services or a combination of these. Though customers vary, circumstances vary, and scale varies (indeed, so much varies), all businesses exist to satisfy consumer needs. This assessment combines two elements:
Prototype Submission
First, you are asked to design a prototype product or servicethat addresses the social good. This should be showcased/ submitted in Session 6 to the workshop facilitator. Please note that online submissions are permitted for students studying externally. Types of prototypes you may use include:
- Storyboards.
- Paper Interfaces.
- Physical Models.
- User-driven Prototypes.
- Web Interfaces
In characterising prototyping:
"Prototyping is the making of a representation of a solution to a design problem in such a way that a user can experience it. Prototypes are not meant to function but rather to let users interact with them so as to provide feedback. Prototyping is crucial in iterative design processes, design thinking, and user-centred design.
Prototypes can be categorised as high- and low-fidelity prototypes. High-fidelity prototypes are highly realistic in appearance and interactions (e.g., a mock-up done in Illustrator). In contrast, low-fidelity prototypes are sketch-like objects with an unfinished quality (e.g., sketches of an app drawn on paper).
Typically, low-fidelity prototypes are used early in product development, while high-fidelity prototypes only start coming into play in later stages. Although high-fidelity prototypes may seem more desirable as a means of communicating designs to prospective clients, they have some critical and costly drawbacks when used too early in the process. Introducing high-fidelity prototypes too early means more time spent making them, thus postponing testing; they also discourage iterations due to the effort that goes into their construction. Perhaps worse, they can also cause a premature commitment to design decisions. Conversely, low-fidelity prototypes-for all their roughness-offer a wealth of leeway and flexibility, helping designers avoid building on assumptions."
Outlining the Business Case
Second, in introducing your new product or service, you are encouraged to ‘sell' the concept. In a methodically written format, provide clear and compelling explanations as to:
Question 1. What does your product/ service offer the user/ do?
Question 2. Why is your product or service innovative/ different?
Question 3. Who are your potential customers, and why would they want this product or service?
Question 4. Why is this product or service worthy of investment?
Question 5. How did you agree toyour proposed solution?
Question 6. What risks will youface in commercializing the product or service?
Question 7. Why are you the right people to develop the product or service?