Communicating a design to others

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Communicating a design to others

Name:
Date:
Class:

Quick Questions

Shade in the A or B circle for each question.

1. You are showing your screen sketch to a classmate. Which is the better way to start?
A Hide the sketch and say it is just a bit good
B Show the sketch and explain how each part helps the user
2. Your sketch has a big green Start button. Which explanation of the design choice is best?
A I just liked the colour green
B The button is big and green so young users can find it quickly
3. After you finish presenting, what should you do?
A Ask others for feedback on your design
B Say the design is finished and nobody needs to comment
4. A classmate says, 'The text on your sketch is too small to read.' What is the best response?
A Listen, say thank you, and think about making the text bigger
B Tell them they are wrong and ignore the comment
5. Which is a good question to ask when you want feedback?
A Is it easy to see where to tap to start the game?
B Do you agree my design is perfect?

Match the Pairs

Draw a line connecting each item on the left to its match on the right.

Left columnRight column
1I made the button big because it is easy to tap. AExplaining a design choice: saying how an element helps the user
2What would you change on my sketch? BThanks! I will write your idea down.
3Explain how each part of the sketch helps the user CAsking for feedback from others
4Listen to feedback so you can improve your design DIt does not explain how the parts help the user, and it does not ask for feedback. Say why each part helps, then ask what others think.
5Here is my sketch. The end. EThis menu helps you find games quickly.
6No, you are wrong. My design is perfect. FThis does not listen to feedback. Better to say 'Thanks, I will think about that' and note the idea.

Definitions

present a design

Fill in the Blanks

Complete each line of code by filling in the missing parts.

1.
____(sketch) explain(button, "Easy to tap") ask("Any ideas?")
2.
show(sketch) _______(button, "Easy to tap") ask("Any ideas?")
3.
show(sketch) explain(button, "Easy to tap") ___("Any ideas?")
4.
ask("What could I improve?") feedback ← ______() improve(design, feedback)
5.
ask("What could I improve?") feedback ← listen() improve(design, ________)

Spot the Error

Shade in the letter of the line that contains an error.

Question 1
A SHOW sketch to the class
B EXPLAIN why you like pink
C ASK "What could be better?"
Question 2
A SHOW sketch to the group
B EXPLAIN how the menu helps
C ASK "It is perfect, right?"
D LISTEN to the answer
Question 3
A ASK "What do you think?"
B ARGUE with the answer
C WRITE the idea down
D THANK the person
Question 4
A SHOW sketch to the class
B EXPLAIN why labels are big
C ASK for feedback
D IGNORE the feedback
E CHANGE design if it helps
Question 5
A SET people ← 3
B REPEAT people TIMES
C ASK for one idea
D DELETE the idea
E END REPEAT

Answer Key

Communicating a design to others
Section A: Quick Questions
Q1
B — Show the sketch and explain how each part helps the user
Q2
B — The button is big and green so young users can find it quickly
Q3
A — Ask others for feedback on your design
Q4
A — Listen, say thank you, and think about making the text bigger
Q5
A — Is it easy to see where to tap to start the game?
Section B: Match the Pairs
Q1
I made the button big because it is easy to tap. → Explaining a design choice: saying how an element helps the user
Q2
What would you change on my sketch? → Asking for feedback from others
Q3
Explain how each part of the sketch helps the user → This menu helps you find games quickly.
Q4
Listen to feedback so you can improve your design → Thanks! I will write your idea down.
Q5
Here is my sketch. The end. → It does not explain how the parts help the user, and it does not ask for feedback. Say why each part helps, then ask what others think.
Q6
No, you are wrong. My design is perfect. → This does not listen to feedback. Better to say 'Thanks, I will think about that' and note the idea.
Section C: Definitions
Q1
present a design — To show your sketch, explain how each part helps the user, and ask others for feedback. Listen to what they say so you can improve your design.
Section D: Fill in the Blanks
Q1
show(sketch) explain(button, "Easy to tap") ask("Any ideas?")
Q2
show(sketch) explain(button, "Easy to tap") ask("Any ideas?")
Q3
show(sketch) explain(button, "Easy to tap") ask("Any ideas?")
Q4
ask("What could I improve?") feedback ← listen() improve(design, feedback)
Q5
ask("What could I improve?") feedback ← listen() improve(design, feedback)
Section E: Spot the Error
Q1
B — When you present a design you explain how each part helps the user. Saying you like pink is about taste, not the user. It should be EXPLAIN why the button is big.
Q2
C — This question pushes people to agree, so it does not ask for honest feedback. It should be an open question like ASK "Is the menu easy to use?".
Q3
B — Listening to feedback means hearing the idea, not arguing with it. Line 2 should be LISTEN to the answer.
Q4
D — After asking for feedback you must listen so you can improve your design. Line 4 should be LISTEN to the feedback.
Q5
D — Each idea from a listener should be written down so you can use it to improve the design. Deleting it wastes the feedback. It should be WRITE down the idea.