Project Guide

How to run a computing project in Years 7 to 10: the four project stages, a repeatable design loop, planning tools, teamwork, testing and presenting your work.

Resources Four project stages
All the examples on this page are made up The school, the canteen, the names and the numbers are invented so that you can copy the method. Do not put real people's names, photos or data into your own project unless your teacher says it is safe and allowed.
Part 1 Overview: what a project is

What a project is, and how NESA describes it

Project work Students apply computing skill domains to project(s) …

NESA's glossary defines a project as an individual or collaborative problem-solving activity undertaken by students that is planned to achieve an articulated aim. In plain words, you plan a project so that you can reach a clear goal and show that you did.

A project can be one activity or a series of activities, done alone or with others. Your teacher decides how big each project is, because your course is 100 or 200 hours long.

NESA's teaching advice for Life Skills lists four computing skill domains that project work can support. A domain is an area of skill:

  • Technical knowledge and skills: using hardware, software, data and code well.
  • Social awareness skills: thinking about the people your project affects, including people who are different from you.
  • Project-management skills: planning, managing time and resources, teamwork and records.
  • Thinking skills: computational thinking (breaking a problem into steps), design thinking (starting with what people need) and systems thinking (seeing how the parts connect).

The example is made up. Ava and Jin, a team of two, build a canteen order app so that students can order before they reach the front of the queue.

Skill domainWhat Ava and Jin did (made up)
Technical knowledge and skillsBuilt a menu screen and a button that adds an item to the order
Social awareness skillsAsked Year 8 students to try the app, then made the text bigger when several said it was hard to read
Project-management skillsKept a task list and a timetable that both team members could see
Thinking skillsBroke the app into screens, then worked out what each order must store
Years 9–10: go further NESA's glossary defines project management as planning, organising, controlling resources, monitoring timelines and activities, and completing a project to achieve a goal that meets identified criteria. A project is finished when it meets criteria, so set your criteria at the start, not at the end.
Show what you know Name the four computing skill domains, then give one example from your own project for each. A strong answer uses the domain name and a real detail, such as a decision you made. A common slip is listing the four names with no example from the work.

The design loop: a loop, not a line

Course outcome CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions

NESA's glossary calls the whole process the design and production process. It has four stages. In this guide, a stage is one part of that process, not Stage 4 or Stage 5 at school.

StageThe question it answersEvidence you keep
Identifying and definingWhat is the problem, and who has it?Problem statement, user profiles, requirements
Researching and planningWhat do we need to know, and in what order will we work?Research notes, task list, timetable, decision table
Producing and implementingAre we building what we planned?Working versions, project record, version names
Testing and evaluatingDoes it work, and does it meet the requirements?Test plan and results, criteria table, presentation

Real projects work better as a loop than as a straight line. You go round more than once, and each time the solution gets closer to what users need. The word iterative means repeated. Each cycle builds towards a better result.

Something has to send you back round. Common triggers are a failed test, a user who finds the solution hard to use, a missing requirement, or a better idea found while you build. A prototype, which NESA's glossary describes as a trial product or model built to test an idea or process, helps the loop start early. A paper sketch of an app screen counts.

Cycle

The design loop: four stages and a return arrow

A cycle diagram. Solid arrows show the usual order of the four stages. The dashed return arrow goes from testing and evaluating back to identifying and defining, and the three triggers that send you back are written on it.

What to notice
  • The four stages form a loop, not a straight line. Each lap builds a better solution.
  • The return arrow starts another lap. It goes back to identifying and defining, because a change to the problem changes everything after it.
  • Each trigger is a reason to go back: a failed test, user feedback or a changed requirement.

Try thisName one trigger from your own project that is not listed here. Say which stage the return arrow would go back to, and why.

Show what you know Draw the four stages as a loop with at least one backward arrow, and name the trigger for it. A strong answer says which stage the arrow returns to and why. A common slip is drawing a straight line with one arrow at the end, which hides the loop.

Part 2 Identifying and defining

Choosing a project idea

Combining focus areas Focus areas can be combined to enable substantial, engaging projects …

A good project starts with a problem you can explain in one sentence. Pick a problem that real people could use or try, and that you can test.

NESA's teaching advice says focus areas can be combined. The table shows four of the pairings it suggests. Each example is made up.

Focus areas combinedProject suggested in the adviceMade-up example
Modelling networks and social connections, with Creating games and simulationsA networked gameA quiz game for two players, where each score is sent to a shared screen
Modelling networks and social connections, with Building mechatronic and automated systemsA wireless network to control sensors and/or actuatorsA wireless sensor that sends the water level in a garden tank to a screen
Designing for user experience, with Developing apps and web softwareAn app and the design of its user interfaceA canteen order app with large buttons and a clear home screen
Designing for user experience, with Creating games and simulationsAn educational game using interactive and multimedia productsA maths game with clear sounds, pictures and feedback when an answer is right

The advice also suggests analysing data with sensors, analysing data with an app, and a robot that is controlled remotely.

Ask four questions before you commit. Can I explain the problem in one sentence? Who will use it? Can I test it? Can I finish it in the time I have? Any project with hardware needs a teacher or adult to supervise it, and should use low-voltage or battery-powered parts, or a simulation.

Years 9–10: go further A project's scope is the list of what it will and will not do. Write one sentence that says what your project will not do. "A complete game" is hard to finish. "One level, two players and one scoring rule" is easier to test. Explain how your scope choice lowers the risk to the project.
Show what you know Name one pairing of focus areas and describe a project that uses both. A strong answer names both focus areas, a specific user and a problem that can be tested. A common slip is choosing an idea so large that it could not be finished in the time available.

Defining the problem and the users

Define a real-world problem or need … including breaking it down into manageable parts and describing the users of the solution

A problem statement is one or two sentences that say who has the problem, what it is and why it matters. "Students need a better canteen" is too vague. "Year 8 students at a made-up school queue for too long at recess, so they lose part of their break" can be tested.

A big problem is easier to solve in parts. Decomposition means breaking a complex problem into smaller parts that are easier to understand, design and build. For the canteen, the parts could be: choose items, confirm the order, record it, and show when it is ready.

List your stakeholders, which are anyone affected by the project or able to affect it. Users are one group; others include helpers, teachers and families.

A user profile describes one main group of users, such as Year 8 students who buy food at recess.

Profile itemMade-up example
What they already knowPhone apps often, but not this canteen app
Device and settingA phone, in a queue, with about five minutes of break left
What they needPlace an order in under a minute and see the price first
Access needsSome students may need larger text

Concept diagram

A stakeholder map: the solution and the people around it

The solution sits in the centre. Each labelled box is one group of stakeholders, joined to the solution by a line. The groups are users, helpers, decision-makers and people affected who are not users.

What to notice
  • Users are one group. The other boxes hold people who can shape the project or be affected by it.
  • A stakeholder can be someone who never touches the solution, such as a person whose day changes because of it.
  • Each box is a place to write names, roles and what each group needs.

Try thisAdd one real or made-up person to a box in your own map. Write what they need from the solution, and whether they are a user.

Problem statementOne or two sentences that say who has a problem, what it is and why it matters.
DecomposeTo break a complex problem or solution into parts that are easier to understand, design and implement (NESA).
StakeholderAnyone who is affected by a project or can affect it.
Years 9–10: go further Add a row to your profile for a need you have not thought about, such as vision or hearing, and say how the design would meet it. If your project could affect Aboriginal and Torres Strait Islander communities, seek their guidance first.
Show what you know Write a problem statement for a made-up problem and name two stakeholders who are not users. A strong answer says who, what and why, and names non-users. A common slip is writing a solution ("we need an app") instead of a problem.

Requirements: what the solution must do

Specify the functional requirements … including stating the purpose of a solution, describing use cases and developing test cases of input and expected outputs

A requirement is something the solution must do, or something it must be like. Requirements are your checklist. You will check the finished solution against them, so write them early.

  • Functional requirements say what the solution does. Example: "The order screen shows today's menu."
  • Non-functional requirements say how well it works. Example: "A student can place an order in under one minute."

A use case describes one thing a user wants to do, and the steps they take. A test case sets out an input and the output you expect. Write it before you build, so you know what success looks like.

Functional requirementTest case: inputExpected output
The order total adds up the item pricesTwo items priced 3.50 and 2.00Total shows 5.50
An order with no items cannot be sentSend pressed with an empty basketMessage: "Add at least one item"
The stock count goes down after each orderOne muffin ordered when 10 are in stockStock shows 9
Years 9–10: go further NESA asks you to state the purpose of a solution when you specify its functional requirements. Write one sentence of purpose at the top of your list, then link each functional requirement back to it. A requirement that does not link to the purpose is harder to justify when you evaluate the project.
Show what you know Write two functional requirements and one non-functional requirement for a made-up project, then a test case for one of them. A strong answer says what each functional requirement does, and each test case has an input and an expected output. A common slip is a "requirement" that is really a wish, such as "the app should be cool".

Part 3 Researching and planning

Research before you plan

Evaluate existing solutions to the problem or related problems

Research means finding out what you need to know before you design anything. Four common methods are:

  • Interview: a short talk with one person. Ask open questions, such as "How do you order at recess now?", not "Do you like the canteen?"
  • Survey: a short set of written questions for many people. Do not ask for personal details you do not need.
  • Observation: watch someone use a current process, and note where they hesitate, get stuck or give up.
  • Existing solutions: look at a product that already does part of the job. Write down what it does well and badly.

Record every source: who you asked or what you read, when, and what you learned. If you record someone's answers, ask their permission first, and do not use their name unless they agree.

Watch out Copying text or pictures from another website is not research. It is copying. Write what you learned in your own words, and name the source.
Show what you know Name two research methods and say what each would tell you about a made-up problem. A strong answer matches each method to a useful result: an interview can show why people act as they do, and observation shows what they actually do. A common slip is calling a quick web search "research" without writing down what you learned from it.

Planning: task lists, timetables and boards

Plan and manage a project using an iterative approach

Start with a task list of every job, written in words a stranger would understand. "Interview the canteen manager" is clear. "Phase 1" is not. Then add a time estimate to each task, in lessons, and check the total against the time you have.

A Gantt chart shows each task as a bar along a timeline. A milestone is a point in time, such as "prototype approved", shown as a single marker. The table is a Gantt-style timetable for a made-up six-week project. A filled square means the task is being worked on that week. The milestone sits at the end of week 2.

TaskWeek 1Week 2Week 3Week 4Week 5Week 6
Interview canteen staff■■
Sketch prototype screens■■
Build order screen■■
Test with five volunteers■■
Fix faults and write evaluation■■

Timeline

A Gantt chart: five tasks over six weeks

A Gantt chart for the made-up project in the table above. Each bar is one task. The diamond is a milestone at the end of week 2, and each arrow joins a task to the task that follows it.

What to notice
  • Read across a row to see when a task starts and ends. Read down a week column to see everything happening in that week.
  • The milestone sits at the end of week 2, the same point where the interview task ends.
  • Each task starts in the week the one before it ends, so each arrow drops from one bar into the next.

Try thisAdd a sixth task, such as writing the poster, that starts after the evaluation. Draw its bar. Does the plan still fit into six weeks?

A Kanban board shows the work in progress at a glance. Each task is a card that moves across three columns: To do, Doing and Done.

Agile methods plan work in short cycles called sprints, such as a block of two lessons. At the end of each sprint, the team reviews the work and decides what to change next. NESA's apps and web software dot points ask students to experiment with agile tools, and a Kanban board and sprints are both agile tools.

Gantt chartA chart that shows each task as a bar along a timeline.
MilestoneA point in time that marks an important event, shown as one marker.
Kanban boardA board with columns, such as To do, Doing and Done.
SprintA short, fixed block of work that ends with a review.
Show what you know Make a timetable for a made-up project with five tasks and one milestone. A strong answer has specific tasks, a time estimate for each, a total that fits the time available, and a milestone shown as a single marker. A common slip is a plan with no dates, or a Gantt chart where every task starts in week 1.

Design choices: alternatives and a decision table

Alternative designs Generate alternative designs and evaluate them against the requirements to select a preferred design

Do not settle on the first design you think of. Sketch at least three alternative designs for the same problem. Quick paper sketches are fine.

To compare them fairly, use your requirements as criteria. Give each criterion a weight from 1 (least important) to 3 (most important). Score each design from 1 (poor) to 5 (excellent). Multiply score by weight, then add up each design's results. This is a weighted decision table.

The example compares three made-up ways to take a canteen order. All the scores are made up. Each cell shows the score, with the weighted result in brackets.

CriterionWeightA: paper slipB: web formC: phone app
Easy to use34 (12)4 (12)5 (15)
Works on any device25 (10)4 (8)2 (4)
Easy to change or sort the orders21 (2)4 (8)3 (6)
Time to build15 (5)3 (3)1 (1)
Total293126

Design B has the highest total, so it is the preferred design on these criteria. Check your choice by changing one weight. If the winner changes, say so, and explain why your choice still stands.

Years 9–10: go further A weighted total is a judgement, not a fact. Explain what evidence supports each score, such as a test with five students. Then write a trade-off. For example, the app scores highest for ease of use, but it has to be installed on every phone. Say which trade-off you accept and why.
Show what you know Compare three designs against four weighted criteria and choose one. A strong answer uses criteria from the requirements, shows the weights, scores and totals, and explains the choice in a sentence or two. A common slip is choosing a design that does not have the highest total without giving a reason.

Part 4 Producing and implementing

Working together: roles, files and feedback

Course outcome CT5-COL-01 manages, documents and explains individual and collaborative work practices

A team works well when everyone knows their job, how they will talk to each other and where the files are. Agree on these things at the start, and write them in a short group work contract that everyone agrees to.

Each person in a team has a role, which is the part of the work they look after. In a team of two, one person can take more than one role. The table is a made-up example for Ava and Jin.

RoleWhat the person looks afterMade-up example
Project leadTask list, timetable and meeting notesAva
DesignerSketches and screen layoutsJin
BuilderThe code or hardwareJin
TesterTest plans and resultsAva
RecorderThe project record and version namesJin

Shared files live in one folder with the same layout for everyone. Numbers at the start keep the folders in order:

canteen-app/
  01-problem/     problem statement, user profiles
  02-research/    interview notes, survey results
  03-plan/        task list, timetable, Kanban board
  04-design/      sketches, decision table
  05-build/       the solution files
  06-testing/     test plan and results
  07-record/      project record

Version names tell you what a saved file is. A name such as order-screen_v03_jin means version 3 of the order screen, last saved by Jin. Never use names such as "final_FINAL_2".

Feedback should be respectful. Comment on the work, not the person. Say what works, name one thing to improve and suggest how: "The buttons are clear. The price is hard to read on a small phone. Could it be bigger?"

Show what you know Describe how your team shares files and names versions, and give one example of respectful feedback. A strong answer shows a clear folder pattern, a version name pattern and feedback that names the work and suggests a change. A common slip is leaving roles and the group work contract to be sorted out later.

Keeping a project record

Create a record of project development demonstrating iterative design and evaluation

A project record is a diary of your work. NESA's dot points also call it a project notebook. Each entry says what you did, what happened, what you decided and why. It shows how the project grew, and it helps you remember why you made each choice.

Write an entry at the end of each work session. Five minutes is enough. Be honest. A record that shows a fault and how you fixed it is good evidence of an iterative process. Copy this template for each entry:

ItemWhat to writeYour entry
Date and sessionThe day, and what the session was for
What I didTasks finished, in your own words
What happenedResults, faults and anything surprising
What I decided and whyYour choice and the reason for it
Next stepWhat you will do next time
Sources and helpWebsites, books, people or tools that helped you
Worked example (made up) Lesson 4, working on the order screen. I built the order button and linked it to the item list, then tested three items. The total was wrong when a student chose two of the same item. I changed the total to multiply the price by the number chosen, because our requirement says the total must add up the item prices. Next step: test with a Year 8 volunteer, once their parent or carer has agreed in writing. Sources and help: our lesson notes, and Jin checked the code with me.
Project recordA dated diary of what you did, what happened and what you decided during a project.
EvidenceSomething you can show that supports a claim about your project, such as a test result, a screenshot or a diary entry.
Show what you know Write one entry for a made-up work session using the template. A strong entry says what was done, what went wrong or surprised you, and why a decision was made. A common slip is writing only what went well. A record with no faults in it does not show evaluation.

Responsibilities, ethics and cybersecurity checklist

Course outcome CT5-SAF-01 selects and applies safe, secure and responsible practices in the ethical use of data and computing technology

Every project affects people. Before you collect data or build anything, ask who could be affected and what could go wrong. Responsibilities are social (how people are treated), ethical (fair and honest) and legal (the laws that apply). Check the list at the start and before you finish.

CheckWhat it means for your project
PrivacyCollect only the data you need. Avoid names, addresses and photos unless you need them. Use made-up data in test projects.
ConsentAsk before you collect answers or images. Say what you will do with them, and let people say no.
Copyright and licencesCheck the licence before you use someone else's image, sound, font or code. Free to find is not always free to reuse.
ICIPIf you use Aboriginal or Torres Strait Islander stories, language, art or knowledge, Indigenous Cultural and Intellectual Property (ICIP) applies. Get guidance before you use it. Do not invent protocols.
AccessibilityUse large text, clear colours, text labels on buttons and alt text on pictures.
Safe and secure dataStore files only in the school-approved place. Use a strong password and do not share logins.
Safe hardwareA teacher or adult supervises. Use low-voltage or battery-powered parts, or a simulation.
Cyber safetyWatch for phishing: a fake message that tries to get a password or personal details. Tell a trusted adult if something feels wrong.

The Privacy Act 1988 (Cth) and the Australian Privacy Principles are the main national rules for personal information. NSW public schools also follow NSW privacy law. Ask your teacher which rules apply to your school project.

Personal informationAnything that could identify a person, such as a name, address, photo or student number.
ConsentClear permission, given after a person knows what will happen to their information.
Years 9–10: go further Link each checklist item to a law, guideline or principle, and say how it changed your design. Identify one ethical problem you could not solve, and explain how you would raise it with your teacher.
Show what you know Pick three checklist items and show how each applies to a made-up project. A strong answer names the item, gives a specific action and explains the reason. A common slip is writing "be safe online" with no action attached.

Part 5 Testing and evaluating

Test plans: normal, boundary and erroneous data

Validate programs using test cases and debug a range of errors

A test plan is a list of tests written before you run them. For each one it gives the input, the expected output, the actual output and whether it passed. Use three kinds of data:

  • Normal data is typical data that should work, such as a name with eight letters.
  • Boundary data is data at the edge of what is allowed, such as the smallest and largest numbers accepted.
  • Erroneous data is data that should be rejected, such as the word "two" typed into a box for a number.
Test no.TypeInputExpected outputActual outputPassed?
1NormalOrder one sandwich at 4.50Total shows 4.50
2BoundaryQuantity 1 (smallest allowed)Order accepted
3BoundaryQuantity 0Message: "Choose at least 1"
4ErroneousQuantity typed as "two"Message: "Please type a number"

Run each test exactly as written, and record the actual output even when it matches. If a test fails, fix the solution and run it again. Never change the expected output to make a test pass.

You can also desk check before you run anything. NESA's glossary describes this as a human checking the logic of a program on paper or with a diagram, by trying sample inputs.

Try this Write four tests for a form that asks for a name and an age: one normal, two boundary and one erroneous. Ask a classmate to run them without seeing your expected outputs.
Years 9–10: go further To validate a program means to check it with test cases, as the dot point above asks. A range check is a rule that tests whether a number sits between the lowest and highest allowed values. Write three boundary tests for one. Then explain the difference between verification (was it built correctly?) and checking that the product meets the need (was the right thing built for the user?).
Show what you know Write a test plan with at least one normal, one boundary and one erroneous test. A strong answer gives each test an input and an expected output, and the boundary test uses the exact edge value. A common slip is testing only the inputs you expect to work.

Evaluating against the requirements

Evaluate their own project and that of their peers using predetermined functional and non-functional requirements

To evaluate means to judge how well something worked, using clear criteria and evidence. Your criteria are the requirements you wrote at the start. Turn each one into a row of a criteria table.

RequirementTypeEvidenceMet?Next step
The app sends an order with the chosen itemsFunctionalTests 1 and 2 passedYesKeep as it is
An empty basket cannot be sentFunctionalTest 3 failed, then passed after a fixYesKeep the check
Text is easy to read on a phoneNon-functionalTwo of five peers said the text was smallPartlyMake the text bigger and test again
An order takes under one minute to placeNon-functionalA peer timed it at one minute and 40 secondsNoRemove one step from the screen

Every number and result in this table is made up.

Self evaluation means judging your own work with the same table: did I meet each requirement, what is my evidence, and what would I change? Peer evaluation means a classmate checks your work against the same requirements. Ask them to test the work, not only look at it.

  • Met: keep it, and write down the evidence.
  • Partly or not met: fix the solution and test again, or change the requirement and explain why in your record.
  • Never hide a result that did not go well. An honest evaluation is worth more than a perfect one that is not true.
Show what you know Build a criteria table for a made-up project with at least three requirements, and say what you would do for one that is not met. A strong answer uses requirements from the start of the project, cites evidence for each row and gives a clear next step. A common slip is judging the project by how much work went into it, rather than by the requirements.

Presenting and communicating your project

Course outcome CT5-COM-01 communicates ideas, processes and solutions using appropriate media

Presenting means explaining your project to other people. A good presentation shows the problem, the solution, how you know it works and what you learned. You can present as a live demonstration, a poster, a short slide talk or a written report.

Before you plan, answer three questions. Audience: who is listening? Purpose: what should they know or do afterwards? Time: how long do you have?

Part of a five-minute demonstrationTimeWhat to show
The problem30 secondsThe problem statement and one user profile
The design1 minuteThe decision table result and one sketch
Live demonstration2 minutesThe solution working, with a volunteer user if consent allows
Testing and results1 minuteTwo test results and a summary of the criteria table
What I learned and changed30 secondsOne change you made and why

Practise with a timer. Keep a screenshot or short video as a backup, in case the live demonstration does not work on the day. A poster works the same way, in panels: title and problem, design, solution, testing results, and reflection with next steps.

Block diagram

A poster layout: five panels in reading order

A poster layout with five numbered panels. Read them in number order: left to right across the top row, then left to right across the bottom row. On a narrow screen the panels stack from top to bottom.

What to notice
  • Panel 1 says what the problem is, so a viewer knows why the project matters before seeing the solution.
  • Panel 4 shows evidence, such as a small table of test results, rather than only saying that the solution works.
  • Panel 5 is for honest reflection: what went well, what you changed and what you would do next.

Try thisSketch a poster with these five panels for your own project. Check that someone who reads only panel 1 understands the problem.

AudienceThe people you are presenting to. Plan the content, language and length for them.
DemonstrationShowing the solution working, live or as a recording, while you explain what it does.
Show what you know Plan a five-minute presentation for a made-up project. Name the audience and the purpose. A strong plan fits the time, covers the problem, design, testing and reflection, and suits the audience. A common slip is spending most of the time on building and none on testing or what was learned.