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Expressit Concept Document Design Studio 1 (DECO7180) Arturo Ibañez - 43318757 Ashleigh Tyrrell - 43644791 Bianca Pretorius - 43378359 Galo A. Vargas - 43333200 Jorge Dominguez - 43654754 1

Expressit Concept Document

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Page 1: Expressit Concept Document

Expressit Concept Document Design Studio 1 (DECO7180)

Arturo Ibañez - 43318757 Ashleigh Tyrrell - 43644791 Bianca Pretorius - 43378359 Galo A. Vargas - 43333200 Jorge Dominguez - 43654754

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Table of Contents

1.1. Concept Exploration 1.1.1. Background 1.1.2. Refined concept 1.1.3. Main refinements 1.1.4. Refined purpose 1.1.5. Feedback implementation 1.1.6. How Expressit works 1.1.7. How Expressit brings Trove content to life 

1.2. Features and functionality 1.2.1. Features i. Image collection 

ii. Text editing iii. Image editing 

1.2.2. Functionality 1.2.3. Technical development 

1.3. Audience 1.3.1. Primary target user 1.3.2 Secondary target user 

1.4. Visual support 1.4.1. Original artwork reference 1.4.2. Design color palette inspiration 1.4.2. Initial logo design ideas 1.4.3 Design mock­up sketches 1.4.4. Wireframes 

1.5. Background survey 1.5.1. Literature review 1.5.2. Existing work research summary 

2.1. Roles and Responsibilities 2.1.1 Managerial Roles 2.1.2 Team Dynamics 

2.2. Project Plan Timeline 2.3. Detailed Project Plan 

2.3.1. Deadlines and deliverables 2.3.2. Proposed work allocation 

2.4. Potential Issues and Proposed Resolution Bibliography 

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1. CONCEPT

1.1. Concept Exploration

1.1.1. Background

Expressit is a refinement of the original design and product concept for pix.ly (cf. Image 1). Pix.ly was conceptualised to be an image and text editing mobile application that enabled users to choose an image and add text to the selected image.

Image 1. pix.ly logo

While the design and functionality for Expressit will be similar to that of pix.ly (cf. 1.4.1. Original artwork reference), the original pix.ly concept required a more clearly defined purpose, a better use case definition and a simpler user experience.

1.1.2. Refined concept

Expressit is a web-based image and text editor application that enables users to express how they are feeling and share it with their digital communities. What it is: - A content creation tool. - A web-based, mobile-first designed application. What it is not: - A social platform. - A native mobile application.

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1.1.3. Main refinements

i. User journey ● Previously - the user landed and was asked to select what action they wanted

to take. ● Now - the user lands and is asked straight away what images they would like to

view based on how they are feeling. Why? Smoother user experience, easier image browsing and quicker for the user to turn their feelings into share-ready content. ii. Image categorisation

● Previously - users could browse all Trove images via the application and would search by their inputted keywords or non mood relevant categories i.e. landscape, abstract, animals etc.

● Now - user browses images categorised according to their mood and what they would like to express.

Why? Easier browsing functionality and more relevant image content served to users. iii. Features

● Previously - user adds text and edits color and size. ● Now - user has additional text editing features such as mood-relevant font

options and easier text-repositioning. Why? Create uniquely designed, recognisable output and bring user’s words to life. iv. Platform

● Previously - native mobile application. ● Now - mobile web application with a mobile-first design focus.

Why? Easier implementation for the purposes of this project.

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1.1.4. Refined purpose Expressit is an expression tool. Expressit gives users’ thoughts a uniquely designed visualisation for them to share online via their digital social streams.

1.1.5. Feedback implementation The following key feedback points were provided during the concept presentation workshop on Wednesday 3rd September 2014:

1. Be careful of too many unnecessary, features that make the user journey cumbersome and lengthy.

2. Focus on the user’s expression rather than typography. 3. Remember to clearly showcase that the content is from Trove.

Our main refinements based on the feedback points above are:

1. Quick, relevant image selection and text addition will be prioritised over additional features. Extra ‘nice-to-have’ features will not obstruct or confuse the user journey and will be implemented in such a way so as to allow the user to easily skip over them.

2. Typographic fonts are no longer a focus and instead mood-relevant fonts that emphasise the user’s expression will be used. Auto-presets based on selected mood categories will be used for users who wish to move to completion quickly (not prioritised in BETA release version).

3. The landing page will be clearly ‘powered by Trove’ and all images that are created will be imprinted with a watermark Trove logo so that it is identifiable on social streams. Lastly, Expressit will push a message to the user after they have finished completing their creation that tells them that their image was provided by Trove. They can also choose to click through to the Trove website to find out more.

Based on the feedback, guiding principles have been identified to better focus our purpose and design:

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Image 2. Expressit guiding principles

These identified principles have been implemented in refining the remainder of this document.

1.1.6. How Expressit works  

1. The user has something to express. 2. Expressit provides them with background images according to their

stated mood. 3. They add their words to the image that best expresses how they feel. 4. Expressit provides simple, quick tools for them to choose how they

want their creation to look. 5. Et voilà - they share their finished expression with their online

communities.

1.1.7. How Expressit brings Trove content to life  

● All images featured on the application will be queried and curated from the Trove database.

● The application will be explicitly powered by Trove and the Trove logo will feature on the landing screen below the Expressit logo.

● Finished creations will be watermarked with the Trove logo. ● Should the user choose to share their finished creation to the Expressit gallery,

they will be sent an email informing them of the origins of their image and a link to explore more Trove content.

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1.2. Features and functionality

1.2.1. Features i. Image collection

● The user choose from 100s of high-quality images from Expressit’s collection sourced from Trove’s database. (*See 1.2.2. Technical Functionality below for detail on how this works.)

● The user can browse relevant images simply and quickly using our mood categorised image galleries.

Why? The user might not know exactly which image they want, but they can always figure out how they feel. ii. Text editing

● The user has options to easily resize, rotate and adjust the opacity of their text. ● The user can select mood-relevant fonts and choose their preferred text color. ● The user can also opt to use uniquely designed auto-preset font styles (based

on their mood selection) if they are in a rush to get sharing. ●

Why? The user’s words matter so they should be able to make them stand out. iii. Image editing

● The user can add simple filter options to give their creation a professional touch.

Why? Design isn’t just for designers - anyone should be able to create something unique.

1.2.2. Functionality   Expressit will provide the following functionality:

● Browse image collections. ● Browse user uploaded creations. ● Select and edit images. ● Add text to an image and edit text. ● Delete unfinished creations. ● Save unfinished creations with a login option.

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● Share finished creations via social channels. ● Share finished creations to Expressit.

**Please see section 2.3.1.ii. for a breakdown of which features and functionality will be prioritised for the beta version release of our application.

1.2.3. Technical development Expressit is a web-based application and thus standard web technologies (HTML, CSS and javascript) will be used to develop it. Expressit will have the functionality to show new users what they can do using the application, a basic mysql database and PHP backend will be developed to store and retrieve previous user creations. Although tools such as PhoneGap allow the reuse of code to develop mobile applications, these applications are not built with native code and have many disadvantages, such as slow performance and memory leak. Thus the decision to develop Expressit as a web-based application was made in order to develop only once for both mobile and desktop browsers, as well as to make implementation easier and to minimise time-to-completion. i. Image curation Expressit uses Trove’s API as the primary source for its image collection. As the application aims to provide high quality, aesthetic images, a general search that returns all content will not be ideal. A refined query of keywords will be sent to the API in order to retrieve the most relevant results and present them to the user as a hand-picked, pre-defined selection for them to use. Mood categories will be created by combining various search terms within Trove that best represent the mood. The below image examples show search results for various keyword searches in Trove and the difference in using the mood keyword e.g. “happy”, versus using mood-related keywords e.g. “sunflower” and “smile”.

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i. search term = “happy” ii. search term = “smile” ii. search term = “sunflower”

Image 3. Trove image results for different, mood-related search terms

ii. Text editing To allow the user to overlay text on images within the application, Expressit will use javascript extensively for the front-end user interface. A selection of beautiful and expressive open-source typographic fonts will be picked from various sources such as Google Fonts and Font Squirrel. iii. Image editing During the research process, some open source javascript libraries were contemplated to be used in the development process. VintageJS developed by Robert Fleischmann is a javascript library that allows the application of retro-vintage type effects to images, and it has an extended documentation on how to use it.

1.3. Audience

1.3.1. Primary target user i. Demographic profile Our target audience is users aged 15-34 as this is currently the most socially active audience online in Australia. Our target uses social media often and is constantly connected to others. Our target’s primary browser experience is mobile.

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ii. Typical psychographic profile Our typical primary target user would likely have the following psychographic characteristics:

● Often shares content online. ● Uses social content to express who they are and connect to others. ● Prefers to share visual content. ● Enjoys being the first to tell friends about the latest apps. ● Has an ‘instant gratification’ mindset and prefers fast, fluid user experiences. ● Has low app loyalty and will easily switch to the ‘next best thing’ if functionality

is better and/or app is more popular than current. iii. Primary target user personas and use cases  

Image 4. User persona - Nicole

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● When would Nicole use Expressit? - She wants to add a beautiful, inspirational quote to her Facebook page that will get lots of likes.

● How will Nicole most likely use Expressit?

- She will select the ‘inspiration’ mood. - She will browse the inspiration category images and select one which best suits her mood. - She will select a filter as she wants her image to gain lots of likes and be aesthetically pleasing. - She will add her inspirational quote and spend time playing around with the text editing features, making sure that she feels her online communities will like the result. - She will share the image to Facebook page and upload it to Expressit because she is happy to let as many people see her creation as possible.

Image 5. User persona - Harvey

● When would Harvey use Expressit? - He just thought of a good pun and wants to send it to his close friends.

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● How will Harvey most likely use Expressit?

- He will jump straight to the feeling ‘random’ category and choose a quirky picture. - He will type in his joke and possibly change the font and ignore the rest of the image editing functionality as he is always quick with a response. - He will share the picture directly to friends.

1.3.2 Secondary target user Given the simplicity of our application, the high penetration of social content sharing in Australia and the fact that Expressit is a web-based (mobile-first) application, Expressit can be used by anyone who would like to create social content to share digitally. Thus, our secondary audience extends to anyone who:

● has the intention to express themselves and/or connect to others via a digital medium,

● has access to the internet, and; ● is somewhat proficient in using web-based applications.

i. Secondary target user persona and use case

Image 6. User persona - Dee

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● When would Dee use Expressit? - Her daughter’s birthday is tomorrow and she wants to share a cute picture on Facebook.

● How will Dee most likely use Expressit?

- She will choose a category like happy and scroll through the pictures until she finds one she likes. - She will type her message and spend some time going through all the editing options until she is happy that the end result is the best for her public message. - She will share the picture on her daughter’s Facebook wall or save it to her phone to send the next day.

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1.4. Visual support

1.4.1. Original artwork reference

Image 9. pix.ly original design

1.4.2. Design color palette inspiration The following design palette options are under consideration for the new design artwork for Expressit. Given the expressive nature of the site, vibrant palettes have been chosen to convey the application’s brand personality as well as to appeal to our

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youthful target. Competitor applications and sites were also considered in selecting the palettes and as such distinctive palettes have been selected in contrast to the design of what already exists.

All palettes sourced from: www.dtelepathy.com 

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1.4.2. Initial logo design ideas Below are some initial and unfinalised logo designs for Expressit based on our original concept of conveying the use of the app as an expression tool. The logos will be finalised by the end of week 7.

Image 8. Logo options

1.4.3 Design mock-up sketches The following hand sketches show early design mock-ups for Expressit.

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Image 9. Mock up hand sketches of Expressit

1.4.4. Wireframes

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1.5. Background survey

1.5.1. Literature review i. The current digital and social media landscape in Australia Current global internet penetration is sitting at around 35%, with 26% of the global population active on social media sites (Wearesocial.org, 2014). Futher more, Wearesocial.org (2014) reports that global mobile device penetration is sitting at around 93% and with increasing internet access taken into account, this indicates that mobile is increasingly the primary online access point and browsing experience for the global population. In Australia, 99% of the population have access to the internet with 98% accessing the internet at least once a week (Sensis, 2014). There is a growing trend towards social media usage with 66% of Australians using social networks at least once a week. As is to be expected, the highest and most frequent use of social media networks is by the 14-29 age group. Facebook and Instagram remain the most popular social media sites in Australia across ages groups, with ephemeral social networks such as Snapchat seeing high growth in the teenage age bracket (Sensis, 2014). Social media networks such as these are focused on content sharing to connect which means that there is a greater need for users to be able to self-create or source and curate content to share with their networks. Social mobile applications such as Instagram and Snapchat allows users to create and deliver visual content in-app, whereas the increase in the availability of content creation apps allow users to create content out-of-app and share that content via their social streams as they see fit. In contrast, messaging applications such as Whatsapp and WeChat allow for basic content creation in-app but users prefer to create or curate content outside of the app and share it directly on their messaging stream. Visual content allows for quick, impactful message communication and retains the top spot as the most shared content type (47%) on social media in 2014 (Morrison, 2014). Alongside visual content, 26% of social media users like to share their opinions with another 26% choosing to update their communities on what they are doing or how they are feeling (Morrison, 2014). Mobile applications such as Snapchat capitalise on

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these content sharing preferences and trends by combining visual content with opinions and personal updates in one simple communication. While native applications continue their upward trend in popularity and usage, web-based applications are still popular development choices due to their low cost and easier implementation. Desktop browser use in Australia has been on the decline in recent years, especially amongst lower age groups, and as mobile internet use increases, there is an increased need for developers and designers to build websites and web-based applications with a mobile first or responsive mindset (Wang, 2014). ii. Justification for application development Taking the literature review into account, we can see that there is a clear need and use case for Expressit both in Australia and globally. The key justifications for the need for our application are:

● GIven the proliferation of social platforms and messaging applications and the popularity of content sharing, there is a need for simple, efficient, quality content creation tools.

● Visual content remains king and the use of images in Expressit will amplify the value we can provide to our users based on their requirements.

● The use of a mobile-focused design and simple user journey will heighten the utility we can provide to our users given their preferred browser experience.

1.5.2. Existing work research summary i. Concept inspiration

Application Purpose Pros Cons Key take-outs

Send mail from your smartphone. Converts mobile voice, data and pictures to digital and paper post letters.

Effective channel to deliver meaningful communication in a novel way. Background image doesn’t have to relate to image.

Takes too long to create and send message. User output quality varies.

Allow user to make their communication meaningful.

Send your friends a message using

Cleverly uses hashtags to message

Does not use categorization of images, user is

Allow for users to browse and share previously

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a funny animated GIF.

pre-created animated GIFs expressing moods instead of text, it also allows users to search a vast catalog.

presented a grid with the most popular GIFs used.

created user-generated content.

Instagram for text. Post clean images allowing beautiful typography to communicate what you want.

Beautifully designed, professional quality output. Minimalist application design.

Too much focus on the image editing takes away from the message/content.

Use text editing to further enhance the communication of users’ expressions.

Snapchat is an ephemeral social platform using short video and images to communicate with friends.

Simple, no frills design. Ability to create and share user generated content quickly.

Low quality content output.

Allow users to get their message share-ready as quickly as possible.

ii. Design and feature inspiration

Application Purpose Pros Cons Key take-out

Social platform allowing users to upload and share video and images.

Simple, clean design and effective use of visual communication prioritised over text.

Moving through the social platform layers adds unnecessary length to the image edit and upload process.

Provide simple filters to allows user to add professional design touches to images.

Video and collage maker using content from users own social streams.

Users can easily pull content from their own social streams to add to their creation. Simple, intuitive text editing experience.

User can feel overwhelmed by image editing options.

Remember less is more when it comes to editing options and user journey.

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Professional image editing application and photography publishing platform.

Extensive selection of professional image editing tools. Very high quality output.

User journey is slow and it takes a lot of steps to reach your final output. Requires a level of photo editing proficiency.

Enable anyone to create high quality output, regardless of their design skills.

Add beautiful typography, artwork and effects to your photos.

Simple, effective typographic text editing that adds a professional ‘designed’ feel and brings words to life.

User flow isn’t smooth and it can be frustrating to navigate back and forth and try to skip steps.

Provide font editing tools to enable users to emphasise their meaning.

iii. Functionality inspiration

Application Purpose Pros Cons Key take-out

Open source Java library for applying vintage effects to images.

Pre-defined effects can be applied to images. Edited images can be saved for later use/sharing.

Limited effects available but can be extended with some effort. Can only be used for web-based applications.

Use open source javascript library to save time in implementing image edition features.

Digital music platform providing access to millions of songs.

Specifically, we looked at the playlist categorisation according to user mood.

User self-selects mood tag when uploading a playlist so the tag is based on user opinion rather than accuracy.

Deliver relevant content by categorising according to user mood.

iv. Key take-outs in summary

1. Allow user to make their communication meaningful using a unique format. 2. Allow for users to browse and share previously created user-generated content. 3. Use text editing features to enhance the users’ expression. 4. Allow users to get their message share-ready as quickly as possible. 5. Provide simple filters to add professional design touches to images.

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6. Less is more when it comes to editing options and user journey. 7. Enable anyone to create high quality output with little design proficiency. 8. Provide distinctive, relevant fonts to emphasise the message’s meaning. 9. Use open source javascript library to save time in implementing image editing

features. 10. Deliver relevant content by categorising according to user mood.

2. Project Plan

2.1. Roles and Responsibilities

2.1.1 Managerial Roles  Lead Project Manager Bianca Pretorius

● Coordinate project milestones and deadlines. ● Track schedule. ● Evaluate and approve data. ● Compile and proofread reports. ● Submit documentation on Blackboard.

Lead Product Galo A. Vargas

● Collaborate closely with both the Design Team and Engineering team. Will be the bridge between designing and coding.

● Ensure product as a whole works as defined. Lead Engineering Arturo Ibañez

● Manage the execution of the project, from design to reality. ● Approve the best technical approach for the project and the reasons behind the

decision making. ● Provide team members with sufficient information, such as learning resources,

research needs and workload distribution when assisting in technical tasks so they can have a better understanding where the development should be focused.

● Review all the code implemented for the expected functionality of the project.

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Lead Design Ashleigh Tyrrell

● Design the application according to the specs agreed upon with the Product team.

● Provide design direction as and when needed with clear reasons for decisions. ● Produce mockups, wireframes, user flow interactions definitions and high-end

visual design for a “beta version”. ● Work closely with Product and Engineering teams to ensure that the design

meets both the product and user requirements. ● Research existing design trends and ensure that the application interface is in

line with the latest design innovation and with user expectations. Lead Prototyping Jorge Dominguez

● Develop initial prototypes for user testing. ● Develop screen flows. ● Facilitate product testing. ● Suggest iterative changes to adapt to the users’ needs based on overall

feedback.

2.1.2 Team Dynamics i. Decision Making In terms of decision making we will use team consensus and voting. If there is a tie on the vote, the conflict resolution approach may be helpful in identifying the next step. ii. Meetings Every Wednesday 9am-12pm

iii. Communication ● Whatsapp to organise meetings ● Google Drive for collaborating documents and storing visual support ● Dropbox for sharing prototypes, design mockups and code

iv. Conflict Resolution If conflict arises, we will follow the guidelines presented in the groupwork guidelines presented in the resources in ‘Teamwork in Action’ and address issues as they arise.

Step 1: Admit that conflict is happening and that it needs to be resolved.

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Identify and approach the conflict from both views by stating the conflict from each perspective. Step 2: Understand the conflict. The team should undertake a resolution activity, while maintaining respectful, calm and professional behavior:

● Write down the different approaches and to list the advantages and disadvantages associated with each of these.

○ Refer to the approaches by numbering them to separate the idea from the person who originated it.

○ The whole team, including the disagreeing party should be involved in listing advantages and disadvantages.

● Each of the disagreeing parties should be given a chance to discuss any compromises or negotiable points in an effort to reach resolution.

Step 3: Look for common ground. If resolution is still not reached, have each team member examine and verbally summarise each of the approaches to confirm that they understand each of the approaches.

● The team should look for similarities in the approaches and state and list these down.

● The team should now redefine the problem to be solved and generate alternative approaches based on the similarities.

● Each of these alternatives should be assigned a new number and the whole team should take part in listing the advantages and disadvantages of each.

Step 4: Reach an agreement. The whole team should:

● Compare the advantages and disadvantages of each of the approaches ● Choose the approach in which the advantages outweigh the

disadvantages. ● Agree that the conflict is now over and move on.

If no agreement is reached after this process, the team will refer to a mentor or lecturer for mediation.

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v. Communication ● Whatsapp to organise meetings and communicate on urgent matters which

require a quick turnaround on response. ● Emails to communicate in detail on selected tasks as well as provide review not

supported by Google Drive. ● Google Drive for collaborating on documents, reviewing and storing visual

support and other files. ● Dropbox for sharing prototypes, design mockups, code and any larger files.

2.2. Project Plan Timeline

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2.3. Detailed Project Plan

2.3.1. Deadlines and deliverables i. Deadlines The Project Timeline in section 2.2 is based on the assessment deadlines and on completion of the phases the project has been divided into. All deadlines fall in the week highlighted in the timeline. Course deadlines are as follows:

● Paper Prototyping (Week 7) ● Progress Demonstration (Week 9)

○ Presentation ○ Prototype or partial implementation ○ Supporting materials

● User Testing (Week 10) ● Final Delivery and Report (Week 13)

○ Presentation ○ Documentation

ii. Deliverables The deliverables for the project will be a BETA version of the complete Expressit app. The BETA will work as an MVP (minimum viable product) containing the necessary functionality to complete our app’s primary action (message creation). Users will be provided with:

● At least 6 mood categories. ● At least 20 images per mood category. ● Text addition functionality. ● Basic text editing features such as changing font and colour, and resizing text. ● At least 3 image filters. ● The ability to share their creation to social streams. ● The ability to upload their creation to Expressit. ● The ability to link out to Trove to find out more about Trove.

Developments part of our overall vision for Product v.1.0 (that won’t be included in our MVP):

● More mood categories and more images per category. ● More text editing functionality such as rotation, shadow and transparency. ● More font selection options that are relevant to each mood category.

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● Frames or overlays to add more dynamic editing for those who wish to have more options.

● More image filters. ● Easier browsing with images sorted by popularity with other users. ● The ability to like other users’ creations. ● The ability to upload finished content with a username and therefore log-in. 

2.3.2. Proposed work allocation i. Preferred involvement Each team member was asked to fill out which areas they would most like to work in to ensure (a) that each member feels that they are satisfied with what they are working on, (b) to ensure that the workload is well divided and (c) to allow each team members opportunity to up-skill in different areas. Table 1. Preferred Roles and Responsibilities

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ii. Task Allocation and Deliverables See the 2.3. Project Plan for Task due dates and time frames. Throughout the project, documentation will be kept and collaborated to ensure that Phase 3 runs smoothly and no documentation is missing. The tasks identified have been assigned to a team member, but the tasks that fall within a specific category will be the responsibility of the defined managerial roles and must be approved by the managing party.

Task Responsibility Due

PHASE 1: Analysis, Design, Prototyping, Planning

Logos and inspiration - create and explain aspects. Arturo 05/09

Concept document Ash 05/09

Team charter and project plan Bianca 05/09

Background - Literature review on the scope of the design space.

Ash 05/09

User Personas - explore primary and secondary users and present personas to represent users of Expressit.

Bianca, Jorge 05/09

Design mockups - Have an overview of the screens and icons to be included in the app.

Ash 10/09

Paper Prototyping - design and print out paper prototyping screens to conduct user testing walkthroughs in the Week 7 practical.

Jorge 10/09

Wireframing - based on the user journey refined after the paper prototyping, complete wireframes for visual support.

Galo 11/09

User Experience Mapping - using the wireframes as a reference, map the user journey in a task flow diagram.

Ash 12/09

Visual Support - compile and collaborate all visual support thus far in a design portfolio.

Ash, Galo 15/09

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Categorisation & search terms - identify moods based on the personas and search terms that will return relevant pictures to match the moods.

Bianca 12/09

Engineering Specifications - based on the design portfolio, a breakdown of the necessary technical approaches will be outlines in a Specification Document. The document will consider the coding languages and platforms and the work required by each team member. Supporting documentation or resources will be included if team members need additional help in the area they work on.

Arturo, Team 18/09

PHASE 2: Development, Testing, Review and Implementation

Interface Design:

- Layout and imaging; this will include creating and collecting any logos, headings, images or fonts needed in the design and ensuring they match the design and colour palette.

Ash 25/09

- CSS; using the imaging provided, the CSS and layout will be built alongside the coding.

Galo, Team 20/10

Development: 20/10

- JSON, PHP; the search terms and retrieving images from Trove must be completed and tested before adding the functionality into the app.

Jorge, Team

- Html; coding and development will be an iterative process and will need to be tested and reviewed weekly.

Bianca, Ash, Team

- Javascript; interactive features and selecting images, as well as over-laying filters will be coded in javascript and will be tested and reviewed iteratively.

Arturo, Team

Design and Tech Reviews - completed weekly, the reviews will ensure that the Design and Development are aligned and that the product scope is adhered to.

Galo, Ash

Progress Demonstration: 24/09

- Overview of Design specs; a recap of design portfolio. Ash

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- Partial code demo; features and functionality in place. Arturo

- Review & report on collab; report on progress in aligning the development of the app with the design specs.

Galo

- Testing; report on testing thus far as well as plans for iterative testing and user testing.

Jorge

- Team; feedback on teamwork, collaboration, progress and adherence to timeline.

Bianca

Feedback and Implementation - weekly reports in team meetings to describe progress, problems and collaborate on tasks and shared responsibilities.

Ash

Testing: 20/10

- Plan; develop an overview for testing on all levels and isolating features to test.

Jorge

- User-specs; align testing and user goals and provide guidelines for user testing feedback

Bianca

- Test code; test features and functionality. Galo

- Interface specs; align testing and user mapping goals to ensure the mapping journey works as defined.

Ash

- External user testing; run interaction tests with users to see if app works as expected and how users respond.

Arturo

Additional Features: 20/10

- Social network sharing capability Team

- Rotate text Team

- Sorting images by popularity Team

- Login Team

PHASE 3: Presentation

Final Delivery Presentation Team 27/10

Final Report Team 27/10

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2.4. Potential Issues and Proposed Resolution

● One of the potential issues (and threats) to our project, could be getting out of scope easily, which could lead to development delay and design re-thinking. To avoid doing this, every team member will agree on the scope defined in our last iteration of the functional prototype so everybody will be on the same page about what will be delivered.

● Another potential issue that could affect our product implementation, could be

the over-estimation of the amount of time and so-called “non-contemplated” tasks in the development phase. To mitigate this problem, we are polishing the scope of our BETA,defining the tasks to be done at the maximum level so we can establish realistic time frames for each task (with their respective variable time ) and also assigning the resources required for completing each task.

● The data from Trove is another identified issue, since we are working with data

from a third-party which we do not control, and that could affect the overall user-experience in terms of users getting quality image content. We will resolve this by experimenting with image categorisation according to mood and also hope to add an additional feature which prioritises popular images first so that the most valuable/quality content is seen first. We will also include a way to inform users where the content comes from and provide a link to Trove.

● Different technologies and frameworks have different restrictions and

limitations which may impede our progress later on or limit our functionality we will. We will ensure that we choose the right technology and/or framework to develop our solution by paying specific attention to our required outcomes, especially for our BETA version.

● Change management could be a problem for a project with limited time for

development, since each change will extend our project pipeline. We will adopt agile programming and work on an iterative basis rather than cascade, to avoid extensions. To do that, we will be working with “user stories” instead of “specifications”.

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Bibliography Morrison, K. 2014. ‘What, How and Why people share on social media’, Social Times, 23 July 2013, viewed 2 September 2014 <http://socialtimes.com/why-people-share-social-media-infographic_b200541>. Sensis. 2014. Yellow Social Media Report 2014, Sensis, May 2014, viewed 2 September 2014 <http://about.sensis.com.au/IgnitionSuite/uploads/docs/Yellow-Social-Media-Report-2014.pdf>. Wang, Y. 2014, ‘Australian mobile statistics: Why a responsive website is now a business necessary’, Yump, 14 April, viewed 3 September 2014 <https://yump.com.au/blog/2014-australian-mobile-statistics-why-a-responsive-website-is-now-a-business-necessity/>. 3rdSense. 2014. ‘Australian Digital Statistics 2014’, 3rdSense, 9 January, viewed 3 September 2014 <http://3rdsense.com/blog/09012014-1121/australian-digital-statistics-2014>.

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