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Consider your audience carefully before you ever begin programming.
Your software should be designed with this group of people in mind.

AGE:
Is it for small children? Is it for adults? Is it for other middle schoolers?
Your audience should influence the depth of your topic, the way screens are
designed, the size of buttons and text, as well as the way graphics are used.
Remember! Kindergartners don't use Encarta and high school students don't use
The Magic School Bus software. Your audience matters; don't forget them!

PRIOR EXPERIENCE
:

Does the user or users have existing knowledge about the subject
or will they need a full introduction?

COMPUTER SKILL
:

Does the user need extra help built in to help him or her get around inside of the
software? Is the user fairly computer literate and will want advanced interaction:
video, virtual reality, sound, etc.?

A NEED
:

Identify a real need that your software will meet. This information may come
from first-hand experience, interviewing a teacher, a person knowledgeable
about the subject in which you are interested, researching the topic from reading,
or by conducting a survey, etc.

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Choosing a Topic / Identifying the Need
Once you have determined a topic on which software is needed, clearly define your
topic. Remember the scope of your topic -  not too broad, not too narrow. You will
have roughly two and a half weeks in which to design and program your software.
Obviously, you are not going to be able to create detailed software on Word War II
in that time. Therefore, you must narrow your topic down to something manageable.
At the same time, don't choose something too narrow like "nimbus cloud formations"
that won't provide much information from your research.

Academic Options
You have three academic options for this project:

  1. Cross-Class Credit: You negotiate the topic and scope of your project with
    another teacher (for example, with your science or social studies teacher).
    Your interdisciplinary project will show your mastery of that subject as well as
    the skills you are required to learn in computer class. Therefore, you earn
    a grade for completing the project in my class - as well as receiving
    extra credit in the other class. You must have the topic approved by the
    other teacher and Mr. Teston.
  2. Academic/Personal Interest: You choose a topic that either you have studied
    before or that you would like to study. This project can serve as the means for you
    to learn more about that topic. For example, if you've always wanted to know more
    about "sharks" but have yet to really study them in school, here's your chance!
  3. Elementary Learner Collaboration: You choose an elementary or primary
    school teacher with whom to work. In collaboration with that teacher, choose a
    topic that would be educationally beneficial to the students in that class.
    For example, you might design software for a 5th grade class that teaches the
    names and capital cities of the fifty states. Or you might design software for a
    second grade class that teaches them about the culture of another country.

Stating Objectives
You must state at least three learning goals or "objectives" for your software.
In other words, what are three distinct things you hope for you audience to
learn by using your software. Example "objectives" for software designed
on "Georgia's State Parks" would be:
(1) My software will teach the user the names and locations of the
major state parks in Georgia.
(2) My software will teach the user about the activities and attractions
available at each park.
(3) My software will teach the user about how to plan a trip and make
reservations for a trip to one of the parks.

A Content Outline
You are to create on OUTLINE that shows what topic you plan for each
screen of your software and how you plan to organize your software
(see the topic on organization).

An Example Content Outline for software designed on
"Georgia's State Parks" would be:

  1. Title Screen (Have "Georgia On My Mind Theme Playing")
  2. Menu Screen (Home) (Menu is a map of Georgia with clickable park sites)
  3. Introductory Screen (Gives an overview and statistics on Georgia's State Parks)
  4. Okeefenokee State Park: location, description, pictures, attractions, contact info
  5. General Coffee State Park: location, description, pictures, attractions, contact info
  6. Providence Canyons Park: location, description, pictures, attractions, contact info
  7. Hamburg State Park: location, description, pictures, attractions, contact info
  8. Unicoi State Park: location, description, pictures, attractions, contact info
  9. Stone Mountain Park: location, description, pictures, attractions, contact info
  10. Ocmulgee State Park: location, description, pictures, attractions, contact info
  11. Processes: Requesting information and making reservations
  12. Conclusion (video sample)
  13. Bibliography/Credits

 

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Linear Format: You Control the Order

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This organization format is like a structured Tutorial.
It provides step-by-step navigation that is controlled by you, the designer.
Use this format when you want to lead users step-by-step through a body of information.  
A tutorial assumes that you (the designer) know what the user's purposes are and that
you know the best order to present the information. Since this format takes control
away from the user and gives it to the designer/programmer, a strict linear approach
should usually be supplemented by reference-type organizations.


Reference Format
:
The User Controls the Order

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This format puts the user in control of the navigation.
A reference gives maximum control of the navigation to the users, not the designer.
The designer tries to make it so that the user always knows where he or she is, always
has choices of what information to access next, and generally feels in control of the
resources (rather than the resource being in control of them.) Generally, reference
sources are preferable to linear tutorial formats.



Hybrid Format: Allows Step-by-Step and Linear

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This format is a combination of the Linear model and the Reference models.
There is no limit to the number of ways that information can be organized in this style.
The user can navigate the software either in a step-by-step order or from a home page.
Designers who use the Hybrid model should include a set of buttons such as:  

<BACK | HOME | NEXT>           This is perhaps the best format.


Game Format
:
Complex, but Fun and Interactive
Games can be the most fun and interactive way to present information, but are
usually more difficult to design. A game is linear in that it takes control of navigation
away from the user and it can be frustrating or impossible to use at all if all you
want is to access a particular piece of information. Some simple games formats are:

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Use graphics purposefully to convey information, not just for the sake of using
graphics! Different graphics are good at showing different kinds of information.
Be sure that the graphics you choose ADD to the clarity of your purpose and that
they are not distracting.

 

 

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