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Diploma in Computer Engineering Technology Sta. Mesa Manila: Polytechnic University of The Philippines

This document outlines assignments for a course on computer engineering technology, including activities applying the double diamond design process to create innovative products, such as a travel planning tool or smart garden plant purchasing experience, and an in-depth activity to design an innovative timepiece through user research, inspiration gathering, initial designs, and evaluation. Students are also asked to submit a reflective journal discussing what they learned about themselves, how they can apply the course topics, and their experience and rating of learning the material.

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0% found this document useful (0 votes)
133 views

Diploma in Computer Engineering Technology Sta. Mesa Manila: Polytechnic University of The Philippines

This document outlines assignments for a course on computer engineering technology, including activities applying the double diamond design process to create innovative products, such as a travel planning tool or smart garden plant purchasing experience, and an in-depth activity to design an innovative timepiece through user research, inspiration gathering, initial designs, and evaluation. Students are also asked to submit a reflective journal discussing what they learned about themselves, how they can apply the course topics, and their experience and rating of learning the material.

Uploaded by

jerome ramos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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POLYTECHNIC UNIVERSITY OF THE PHILIPPINES

Diploma in Computer Engineering technology


Sta. Mesa Manila

Name: ____________________________________ Date: _________________________


Year & Section: _____________________________ Professor: _____________________

Assessment # 3 (Individual Submission)


Activity # 1 (20 POINTS): Save as MS Word. Rename your file as Assessment3SN
A. This activity asks you to apply the double diamond of design to produce an innovative
interactive product for your own use. By focusing on a product for yourself, the activity
deliberately de-emphasizes issues concerned with involving other users, and instead it
emphasizes the overall process.
Imagine that you want to design a product that helps you organize a trip. This might be for a
business or vacation trip, to visit relatives halfway around the world, or for a bike ride on the
weekend—whatever kind of trip you like. In addition to planning the route or booking tickets,
the product may help to check visa requirements, arrange guided tours, investigate the facilities
at a location, and so on.
1. Using the first three phases of the double diamond of design, produce an initial design using
a sketch or two, showing its main functionality and its general look and feel. This activity omits
the fourth phase, as you are not expected to deliver a working solution.

2. Now reflect on how your activities fell into these phases. What did you do first? What was
your instinct to do first? Did you have any particular artifacts or experiences upon which to base
your design?

B. Assume you are involved in developing a novel online experience for buying garden plants.
Although many websites exist for buying plants online, you want to produce a distinct
experience to increase the organization’s market share. Suggest ways of applying the previous
principles in this task.

C. Who are the stakeholders for an electricity smart meter for use in the home to help
households control their energy consumption?

D. Consider the product introduced in Activity A. Reflecting on the process again, what inspired
your initial design? Are there any innovative aspects to it?

E. Consider your product from Activity A. Suggest some usability criteria that could be applied
to determine its quality. Use the usability goals introduced in Chapter 1—effectiveness,
efficiency, safety, utility, learnability, and memorability. Be as specific as possible. Check the
criteria by considering exactly what to measure and how to measure its performance.

Then try to do the same thing for some of the user experience goals introduced in Lesson 1.
(These relate to whether a system is satisfying, enjoyable, motivating, rewarding, and so on.)

In-Depth Activity # 2 (20 POINTS):


These days, timepieces (such as clocks, wristwatches, and so on) have a variety of functions.
Not only do they tell the time and date, but they can speak to you, remind you when it’s time to
do something, and record your exercise habits among other things. The interface for these
devices, however, shows the time in one of two basic ways: as a digital number such as 11:40 or
through an analog display with two or three hands—one to represent the hour, one for the
minutes, and one for the seconds.
POLYTECHNIC UNIVERSITY OF THE PHILIPPINES
Diploma in Computer Engineering technology
Sta. Mesa Manila

This in-depth activity is to design an innovative timepiece. This could be in the form of a
wristwatch, a mantelpiece clock, a sculpture for a garden or balcony, or any other kind of
timepiece you prefer. The goal is to be inventive and exploratory by following these steps:

A. Think about the interactive product that you are designing: What do you want it to do? Find
three to five potential users, and ask them what they would want. Write a list of requirements
for the clock, together with some usability criteria and user experience criteria based on the
definitions in Lesson 1.
B. Look around for similar devices and seek out other sources of inspiration that you might find
helpful. Make a note of any findings that are interesting, useful, or insightful.
C. Sketch some initial designs for the timepiece. Try to develop at least two distinct alternatives
that meet your set of requirements.
D. Evaluate the two designs by using your usability criteria and by role-playing an interaction
with your sketches. Involve potential users in the evaluation, if possible. Does it do what you
want? Is the time or other information being displayed always clear? Design is iterative, so you
may want to return to earlier elements of the process before you choose one of your
alternatives.

Reflective Journal (Individual Submission)


Create at least two to three paragraphs of reflecting journal on the things you have learned in
this topic. To create an effective reflective journal, please answer the following questions:
1. What did you learn about yourself as you worked on this topic? (Explain in your own words)
2. How you can apply this topic in real life situation? (Bullet Form)
3. How do you feel about this topic? What parts of it do you particularly like? Dislike? Why?
Rate (1-Poor, 2-Good, 3-Satisfactory) your learning of this topic? Explain why you chose that
rating? (Bullet form)

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