Designing for User Experience

This focus area is about designing screens that people can use with ease. You will learn about user interfaces and user experience, then plan, build, test and evaluate a product with real users.

Enterprise information systems Stage 4 and Stage 5 · Years 7–10 Outcomes: CT5 (10 outcomes)
37Dot points
4Parts
4Years
10Outcomes
Syllabus Part 1 Identifying and defining

Purpose of UIs and the User Experience

🎯 (CT5-DES-01)

📌 Describe the purpose of user interfaces (UIs) and interactive media and how these affect the user experience (UX)

A user interface (UI) is the part of a product that you see, touch or hear when you use it. Buttons, menus, text boxes, icons and sounds are all parts of a UI.

Interactive media is content that responds to what you do. A quiz that tells you straight away whether you are right is interactive media. So is a game, or a web page with buttons to click. A plain video you can only watch, with no choices about what happens next, is not.

A UI lets you use a product without knowing how it works inside. A microwave’s buttons are a simple example.

User experience (UX) is how a person feels while using a product. Was it easy? Did it do what they needed? Did they enjoy it? The UI shapes all three answers, in three main ways:

  • Speed. A clear layout lets you finish a task quickly. A confusing one makes you search for the right button.
  • Confidence. Clear feedback, such as “Order sent”, tells you that the system heard you.
  • Enjoyment. Pleasant colours and smooth movement can make a product fun. Too much clutter can make it tiring.
Scenario Jaden wants a snack from a canteen app. The Order button is hidden under a grey menu. He taps the wrong item three times and gives up. The app works, but its UI makes the experience poor.
Show what you know For Describe, say what the thing is, then give one detail and one example. A common slip is to describe how a UI looks when the question asks what it is for.

Wireframe

A canteen order screen, part by part

A wireframe is a plain sketch of a screen’s layout. Numbered markers link four parts of this made-up order screen to a note about what each one is for.

What to notice
  • Each part has one job on the screen.
  • The Order button sits at the bottom, after the student has made their choices.

Try thisSketch a screen for an app you use, with three numbered parts. Write one line about the purpose of each part.

User interface (UI)The means by which a person interacts with a computer or software.
Interactive mediaContent that responds to what the user does.
User experience (UX)How a person feels while using a product: easy, useful or enjoyable.
Years 9–10: go further A UI can look very good and still be hard to use. Explain the difference between how a UI looks (aesthetics) and how well it works (usability). Give one made-up example of each, and say which matters more to a student in a hurry.

How Data Moves Through a UI

🎯 (CT5-DAT-01, CT5-DES-01)

📌 Explore inputs, storage, transmission, processes and outputs in UIs or interactive media

Every UI is part of a larger system. Data moves through five stages. Knowing them helps you see where data can be lost, or seen by the wrong people.

  • Input is data that goes in, such as a tap on a menu item.
  • Transmission is sending data from one place to another, such as over Wi-Fi or mobile data.
  • Storage is keeping data so it can be used later. It can be kept on your phone or on a server, which is a computer that stores data and shares it with other devices.
  • Process is what the system does with the data, such as adding up a total or checking stock.
  • Output is what the system gives back, such as a message on screen, a sound or a printed ticket.
Worked example Follow one canteen order.
  1. Input: Mia taps a chicken wrap, then taps Order.
  2. Transmission: the order travels over Wi-Fi to the canteen’s server.
  3. Storage: the server saves the order with its time and an order number.
  4. Process: the system checks that a wrap is in stock and works out the price.
  5. Output: Mia’s screen says “Order received”, and a ticket with the order number prints in the canteen.

Block diagram

Five stages of one canteen order

A block diagram: each box is one stage that data passes through, and each arrow shows the direction of flow. The example is Mia’s chicken wrap order.

What to notice
  • Data moves in one direction, from input to output.
  • Every stage is a place where data can be lost or seen by the wrong people.

Try thisChoose one stage and name one thing that could go wrong there, such as a dropped Wi-Fi signal.

Try this Draw the five stages for an app you use, with boxes and arrows. Write one example for each stage. Which stage would you least want someone else to see?
Years 9–10: go further Data can be scrambled before it is sent, using a method called encryption. Only someone with the right key can unscramble it. Explain at which stage encryption would protect a student’s order best, and why. Then explain why a scrambled message can still be lost.

Functional Requirements and Test Cases

🎯 (CT5-DPM-01, CT5-DES-01)

📌 Specify the functional requirements of a UI or interactive media product, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs

A functional requirement says what a product must do. Each one should be clear enough to test. Then you can check whether the product does it.

To specify functional requirements, follow four steps:

  1. State the purpose. Write one sentence that says why the product exists.
  2. Describe a use case. A use case is a short story of one user doing one task, step by step.
  3. List the requirements. Number each one, and start it with “The system must”.
  4. Write test cases. A test case has an input (what is typed or tapped) and an expected output (what should happen).
Worked example This is for a made-up canteen app.

Purpose: to let students order lunch before the queue, so they spend less of their break waiting.

Use case: order a chicken wrap. The student logs in, taps Chicken wrap, taps Order and sees “Order received”.

  • FR1: The system must let a student log in with a username and password.
  • FR2: The system must let a student add a menu item to an order.
  • FR3: The system must show “Order received” after a student taps Order.
  • FR4: The system must not send an order that has no items.
TestInputExpected output
T1Log in with the correct username and password.The menu screen opens.
T2Log in with a wrong password.“Password not recognised” appears. The menu does not open.
T3Add one chicken wrap, then tap Order.“Order received” appears, and the order lists one chicken wrap.
T4Tap Order with an empty basket.“Your basket is empty” appears. No order is sent.

Storyboard

Four screens for ordering a chicken wrap

A storyboard: one small screen sketch for each step of the use case. Each one is numbered, with one line under it that says what happens.

What to notice
  • The arrows show the order of the steps.
  • The last screen matches test T3 in the table above: the student sees Order received.

Try thisAdd a fifth screen for a student who taps Order with an empty basket. What should it show? Check your answer against test T4.

Show what you know For Specify, a strong answer gives a purpose, a short use case, at least three numbered “must” requirements, and two or more test cases. A common slip is a test with no expected output.
Years 9–10: go further Not every requirement is equally urgent. The MoSCoW method sorts them into Must have, Should have, Could have and Won’t have this time. Sort FR1 to FR4 into those groups. Which one would you drop first if the project ran out of time, and why?

Non-Functional Requirements

🎯 (CT5-DES-01, CT5-DPM-01)

📌 Specify the non-functional requirements of a UI or interactive media solution

  • Branding and marketing of the solution.
  • Minimising cognitive load and physical movement to use the interface.

A non-functional requirement says how well a product should work, or what it should be like. These cover qualities such as cost, appearance and ease of use. They matter as much as functional requirements, but they are harder to test. So write each one so that you can check it.

The syllabus gives two examples. Here is how each could look for the canteen app.

Branding and marketing

Branding is the look and feel that makes a product easy to recognise. It includes the logo, colours, fonts and tone of voice. Marketing is how a product is promoted to the people who might use it. The canteen app might use the school’s logo and colours, so students know it is the official app.

A possible requirement: the home screen must show the canteen logo and use the approved colours. A possible test: open the home screen and compare it with the approved colour and logo list.

Watch out Branding must never make text hard to read. Pale text on a pale background may look stylish, but some people will struggle to read it.

Minimising cognitive load and physical movement

Cognitive load is how much thinking a task takes. Physical movement is how many taps, swipes or steps you need. A good UI keeps both low. It shows one main action per screen, uses familiar icons and hides options you do not need yet.

A possible requirement: a student must be able to order a snack from the home screen in four taps or fewer. A possible test: time a new user, and count the taps they use.

Try this Choose an app you use often. Write one requirement about its branding and one about its taps or thinking load. Check that each could be tested.
Show what you know For Specify, a strong answer writes at least two non-functional requirements, each with a test that gives a number or a clear yes or no. A common slip is “the app should be easy to use”, which cannot be tested as written.

Social Impacts and Responsibilities

🎯 (CT5-SAF-01)

📌 Consider the social impacts and ethical and legal responsibilities of UIs or interactive media products

Every UI affects more people than the one tapping it. To consider these effects, sort them into three groups: social impacts, ethical responsibilities and legal responsibilities.

Social impacts

Social impacts are the effects on people and communities. A canteen app may speed up lunch for busy students. But some students may not have a phone, and they could be left out. A social impact can be good, bad or both.

Ethical responsibilities

An ethical responsibility is about doing what is fair and honest, even when no law requires it. A designer should not hide the cancel button to keep people paying. Designers should keep personal information private, and be honest about what the app does with it.

Legal responsibilities

A legal responsibility is something the law requires. In Australia, the Privacy Act 1988 (Cth) and the Australian Privacy Principles set rules for how many organisations handle personal information. The Office of the Australian Information Commissioner (OAIC) explains these rules. The Copyright Act 1968 protects original work, such as images, music and text. You usually need permission, or a licence that allows reuse, before you use that work in a UI.

Scenario A made-up canteen app shows each student’s order history to every canteen worker. It may speed up service. But students may feel watched or embarrassed about what they buy, and the set-up could raise privacy questions. Judgement: show staff only the orders they need to fill, and keep each student’s history private.
Watch out If an app asks for personal details that worry you, or makes you feel unsafe, tell a trusted adult.
Show what you know For Consider, name at least one social impact, one ethical responsibility and one legal responsibility. Say who each one affects. A common slip is to list ideas without saying who they touch.
Years 9–10: go further A stakeholder is anyone affected by a product. For the canteen app, list three stakeholders, such as students, parents and canteen workers. Write one benefit and one concern for each, then decide whose concern matters most. Not every organisation is covered by the Privacy Act, so check the OAIC’s guidance first.

Reading Terms of Use and EULAs

🎯 (CT5-SAF-01, CT5-DAT-01)

📌 Analyse ‘terms of use’ policies and End User License Agreements (EULA) and predict ways in which these can affect attitudes and data protection of individuals and societies

Before you tap “I agree”, a document has already set the rules. A terms of use document sets out what you may and may not do on a website or app. An End User Licence Agreement (EULA) is the agreement for using a piece of software. People usually accept these by ticking a box, and many never read them.

To analyse a terms document, break it into parts, then check each part against questions like these:

QuestionWhat to look for
What data is collected?Names, locations, photos, answers or purchases.
Who can see or receive it?Only the company, or partner companies too?
How long is it kept?Until you delete it, or for an unclear period?
Can the terms change?Can the company change them without asking you again?
How do you remove your data?Is there a clear way to ask for it to be deleted?

Analysing also means predicting. Ask how the terms might change the way people feel about the product, and how they might affect people’s data and the wider community.

Scenario A made-up quiz app says: “We may share your answers and username with our partners for advertising.” A student reads this and feels uneasy. Prediction: the student may trust the app less, share less, or stop using it. Other students may never notice the sentence at all.
Watch out Ask a trusted adult before you accept terms for any new app or game. Some services also have minimum ages.
Try this Pick a free app you already have. Find its data section. Answer the five questions in the table, then write two sentences predicting how the terms could affect you and your friends.
Show what you know For Analyse, a strong answer goes past summarising. It names the parts it checked, then gives at least one prediction with a reason. A common slip is to retell what the terms say without working out what it means for people.

Communicating with Diverse Audiences

🎯 (CT5-COM-01, CT5-DES-01, CT5-SAF-01)

📌 Investigate and evaluate the influence of communication methods on an audience, including the perspectives of diverse groups that may include Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability

  • Subtitles for people who are d/Deaf or hard of hearing.
  • Protocols and permissions for displaying images of Aboriginal people who are deceased.

A message can land well with one group and badly with another. The way information is presented is the communication method, such as text, speech, images, video or sound. The people who receive it are the audience. A diverse audience differs in age, language, culture, gender and ability.

To investigate and evaluate a method, ask who it reaches, who it leaves out, and what would make it fair. Then give a judgement.

Subtitles for people who are d/Deaf or hard of hearing

A canteen video may have sound but no words on screen. A person who is d/Deaf, or hard of hearing, may miss the message. Subtitles are words on screen that show what is said. They also help people who speak another language, or who are in a noisy room.

Images of Aboriginal and Torres Strait Islander people who have died

Aboriginal and Torres Strait Islander communities have their own rules about sharing images and stories, including some rules about images of people who have died. Do not guess these rules. Ask the community or family first, and get permission before you show an image. The answer may be no, and that answer must be respected. Many images and stories are part of a community’s Indigenous Cultural and Intellectual Property (ICIP), so the community may have a say.

Scenario A made-up youth club app wants to show an old photo of a community member who has died. The right step is to pause, find out through the right people, and leave the photo off until permission is given.

Other groups to consider

  • Culturally and linguistically diverse people. Offer key messages in more than one language, with simple words and clear pictures.
  • People of different ages. Older users may need larger text. Younger users may want short steps.
  • People of different gender. Avoid stereotypes, such as showing only men in technical roles.
  • People with disability. Add alternative text to images, so a screen reader (software that reads words aloud) can describe them.
Show what you know For Investigate and evaluate, compare at least two views, use clear criteria, and end with a judgement. A common slip is to treat “diverse groups” as one group.

Compressing Data: Lossy and Lossless

🎯 (CT5-DAT-01, CT5-DAT-02)

📌 Explain simple compression of data and types of compression, including lossy and lossless compression

Compression makes a file smaller, so it takes less storage and can be sent faster. It works by finding repeats or by removing detail. There are two main types.

  • Lossless compression makes a file smaller, but the original can be rebuilt exactly. Examples include ZIP folders and PNG images. It suits text and code.
  • Lossy compression makes a file smaller by throwing away detail that people may not notice. The copy can never be exactly the same as the original. Examples include JPEG photos and MP3 music.
Worked example Lossless compression with run-length encoding, which replaces each run of the same letter with a count and the letter.
  1. Start with the text AAAABBBCCDAA.
  2. Four A’s: write 4A. Three B’s: write 3B. Two C’s: write 2C.
  3. One D: write 1D. Two A’s at the end: write 2A.
  4. The code is 4A3B2C1D2A. Reversing each step gives AAAABBBCCDAA back exactly.

For short text the saving is small. It works best on long runs of repeats.

A lossy example is a photo of a netball team saved as a JPEG. The computer merges shades of colour that look almost the same. You may not notice, but you cannot get the exact original back.

Try this On paper, write a word with repeated letters. Compress it with run-length encoding, then decode it. Change one number and decode it again. What happens?
CompressionMaking a file smaller so that it takes less storage or moves faster.
Lossless compressionCompression where the original file can be rebuilt exactly.
Lossy compressionCompression that discards some detail, so the original cannot be rebuilt exactly.
Show what you know For Explain, name both types, give one example of each, and say why you would choose one over the other. A common slip is to say that lossy compression is always bad. It is a choice, and it can be a sensible one.
Years 9–10: go further Each time a lossy file is saved again, more detail can be lost. Explain why. Then choose a type of compression for a student’s assignment, a school photo for a website, and a quiz app’s stored answers, and give a reason for each.
Syllabus Part 2 Researching and planning

Planning an Iterative Project

🎯 (CT5-DPM-01, CT5-COL-01)

📌 Plan and manage a project using an iterative approach

An iterative approach builds a project in short cycles. Each cycle is called an iteration. In each iteration you set a small goal, build a working part, test it, then review what you learned before planning the next cycle.

A linear plan finishes each stage before the next one starts, so changes are hard to make later. An iterative plan finds problems early, while they are still cheap to fix.

Each iteration has four steps:

  1. Plan the goal for this iteration.
  2. Build a small working version.
  3. Test it with real users or with your test cases.
  4. Review what worked, what did not, and what to change next.

Cycle

The iteration cycle

A cycle: the arrows run clockwise from Plan to Build, Test and Review, and Review loops back to Plan for the next iteration.

What to notice
  • The loop repeats. Each full pass round the cycle is one iteration.
  • Testing comes before review, so the review uses real evidence.

Try thisUse the cycle to plan a fourth iteration for the canteen app. Write one goal, one test and one thing to review.

Worked example A plan for the made-up canteen app, in three iterations.
IterationGoalWhat we buildHow we testWhat we review
1Show the menuA login screen and a list of three itemsTests T1 and T2, then a student trialAre the item names clear?
2Place an orderAdd and Order buttons, and the confirmationTests T3 and T4Does the confirmation appear every time?
3Speed up orderingPictures and bigger buttonsTime a new userFour taps or fewer?

To manage the project, keep a task list, a timeline and a record of what you learned. A Gantt chart is a bar chart that shows each task and when it happens.

Iterative approachBuilding a project in short cycles, with testing and review in each cycle.
IterationOne cycle of planning, building, testing and reviewing.
Gantt chartA bar chart that shows project tasks and when each one happens.
Show what you know For Plan and manage, a strong plan has at least three iterations. Each one has a goal, a test and a review point, and says what will change if a test fails. A common slip is trying to build everything in the first iteration.
Years 9–10: go further Scope creep is when a project keeps growing, with new features added after the plan is set. Explain how this could happen to the canteen app. Then describe how a fixed list of must-have features for each iteration can control it.

How User Interfaces Have Evolved

🎯 (CT5-EVL-01, CT5-DES-01)

📌 Explore how UIs or interactive media have evolved in response to people's needs and opportunities

  • History of user interfaces, such as punch cards, text, graphical user interfaces (GUI), to gestures and speech.
  • Development of input and output technology.
  • Intelligent interfaces and virtual assistants.
  • Augmented reality (AR) and virtual reality (VR).
  • Augmentative and alternative communication (ACC) technology.
  • Accessibility features.
  • Cyber safety and security, such as biometric authentication.

User interfaces have changed a lot. Each change came from a need, or from a new technology. Looking at this history helps you see why today’s interfaces work the way they do.

From punch cards to screens

Early computers were often programmed with punch cards. These were stiff paper cards with holes in set places, and the machine read the holes. Later, people typed text commands at a prompt. Then graphical user interfaces (GUI) used windows, icons, menus and a pointer that you moved with a mouse.

Gestures, speech and virtual assistants

Touch screens let you swipe and pinch with your fingers. Speech interfaces let you talk to a device. A virtual assistant is a program that responds to spoken or typed requests. Some are intelligent interfaces, which try to work out what you mean.

Tools that help people communicate

Augmentative and alternative communication (AAC) helps people who find it hard to speak. The syllabus writes this as ACC. Examples include picture boards, symbol books and speech apps that say aloud the words a person chooses.

Accessibility and security

Many devices have accessibility features, such as a screen reader, large text, captions and voice control. Biometric authentication uses a part of your body, such as a fingerprint or face scan, to check who you are. Input and output have changed too, from keyboards to touch screens.

Try this Ask a grandparent or older relative about the first computer or phone they used. Write down two differences between it and the device you use now.

Timeline

Five ways people have given input to a computer

A timeline in rough order of arrival, with a small sketch of each input method. The stops show the order of the changes, not exact dates.

What to notice
  • Each sketch shows a different way of giving input: holes, typed words, pointing, touching and speaking.
  • Each change came from a need or a new technology.

Try thisWhich stop is closest to a way you use every day? Explain in one sentence why it suits you.

Show what you know For Explore, a strong answer names a change, the need or opportunity behind it, and one example. A common slip is to list changes in date order without saying why they happened.
Years 9–10: go further Pick one change from this history. Explain the need it met, then one new problem it created. For example, touch screens let people point without a mouse, but small buttons can be hard to tap accurately. Explain your choice.

Techniques for Evaluating a UI

🎯 (CT5-DES-01, CT5-DPM-01)

📌 Investigate techniques to evaluate a UI

To investigate a UI, you need ways to find out how well it works for real people. An evaluation technique is a method for gathering that evidence. No single technique tells you everything, so most projects use more than one.

TechniqueWhat it showsIts limitExample
Usability testingWhere people get stuck, and how long a task takesTakes time, and needs a quiet spaceWatch three students order a snack with no help
Think-aloudWhat a person is thinking as they use the UISpeaking aloud can change how someone behavesAsk a tester to say what they think each button does
QuestionnaireViews from many people, using rating scalesAnswers can be shallowA 1 to 5 rating for “The menu was easy to find”
InterviewThe reasons behind an opinionResults depend on the questions you askAsk “What made you stop?”
Heuristic evaluationBreaks in common design rulesDepends on the checker’s skillCheck each screen against a list of principles

A heuristic is a rule of thumb. A heuristic evaluation checks a UI against a list of these rules, such as “show the user what is happening”.

Usability testingWatching real people complete set tasks with a UI, and noting problems.
Think-aloudA method where the tester says their thoughts out loud while using the UI.
HeuristicA rule of thumb used to check whether a design is likely to work well.
Watch out Ask every tester before you start. Tell them what you will record, and do not share their names or photos without permission.
Show what you know For Investigate, name at least two techniques, say what each shows and what limits it, and say which one suits your task. A common slip is to name techniques without explaining what they show.
Years 9–10: go further Explain why testing a canteen app with only your closest friends may give a misleading result. Think about what they already know about the app, and whether they might be too polite to say what they really think. Then suggest a group of testers who would give a fairer result.

Design Principles and Issues

🎯 (CT5-DES-01, CT5-THI-01)

📌 Explore design principles and issues relevant to UIs or interactive media

A design principle is a guideline that helps a UI work well for people. Usability experts have written lists of principles. One well-known list was written by Jakob Nielsen. You do not need to memorise a list. You do need to explain a principle, and spot when it is broken.

These principles come up again and again:

  • Keep it simple. Show only what a person needs for this step.
  • Be consistent. A button that means “Save” should look and work the same on every screen.
  • Show what is happening. A loading icon or a “Saved” message tells people the system has responded.
  • Let people undo. An Undo option lets people fix a mistake without fear.
  • Prevent errors. Grey out the Order button until an item is chosen.
  • Do not rely on colour alone. Add a word or an icon, so people who are colour blind can tell the difference.

Issues to watch for

  • Clutter. Too many buttons on one screen slow people down.
  • Dark patterns. These are tricks that push people into choices they did not mean to make. Examples include a hard-to-find “unsubscribe” link, or a box that is already ticked to sign you up for extras.
  • Poor contrast. Pale text on a pale background is hard for many people to read.
  • Inconsistent navigation. If the menu moves around, people lose their way.

Comparison

Too many buttons, or a clear few?

Two sketches of the same canteen order screen. The cluttered version has nine small buttons; the simple version has three large, labelled ones.

What to notice
  • Both screens do the same job.
  • On the cluttered screen a student must read nine labels before choosing.
  • On the simple screen the next step is easy to see.

Try thisTake the cluttered screen and remove buttons until three are left. Which three would you keep, and why?

Try this Pick one screen you use. Check it against the six principles. Which one does it break most often? Suggest one fix.
Show what you know For Explore, name at least two principles, give an example of each, and describe one issue with a fix. A common slip is to write “make it look nice” as a principle.

Reviewing and Reusing Existing UIs

🎯 (CT5-DES-01, CT5-DPM-01)

📌 Evaluate existing UIs and assess their suitability and whether they could be modified or used in other products

Before you design from scratch, look at what already exists. To evaluate an existing UI, decide how well it suits your purpose. Then decide whether you could modify it, or use an idea from it in another product.

Use criteria, and score each one from 1 (poor) to 3 (good). Write one reason for each score:

  • Purpose: does it do the job you need?
  • Usability: can a new user finish a task without help?
  • Accessibility: can people with different needs use it?
  • Reuse: can you legally use or adapt it?
Worked example A made-up library borrowing website.
CriterionScoreReason
Purpose3Students can search for and reserve books.
Usability1The search box is hidden under a menu.
Accessibility2Videos have no captions.
Reuse1The images show no licence, so they cannot be reused.

Decision: keep the search idea, but move the search box to the top of the page and add captions. Do not copy the images.

Copying an image, some text or code without permission can break copyright. Check the licence first, and credit the creator. Reuse ideas, not exact copies, unless the licence allows it.

Show what you know For Evaluate, use clear criteria, give a score or evidence for each, and end with a decision and a reason. A common slip is judging a UI only by whether you like it.
Years 9–10: go further A licence tells you whether you may reuse a design. It does not tell you whether the design will suit your users. Explain why a design you are allowed to reuse could still fail when its new users differ from the original users.

Immersive Experiences: AR, MR and VR

🎯 (CT5-DES-01, CT5-EVL-01)

📌 Explore how augmented reality (AR), mixed reality (MR) and virtual reality (VR) create immersive experiences

An immersive experience makes you feel you are inside the action, not just looking at a screen. Three technologies do this in different ways.

  • Augmented reality (AR) adds computer-made information to the real world, usually through a phone camera or glasses. For example, directions can be drawn over the view of a street.
  • Mixed reality (MR) goes a step further. Virtual objects appear in a real room and can respond to real surfaces, so they seem to sit on a real table.
  • Virtual reality (VR) replaces the real view with a simulated world. A headset blocks out the room, and you look around and move through the virtual world.

These experiences work by combining features. A view fits around your eyes. Sound seems to come from a direction. Movement tracking changes the view when you turn your head.

Concept diagram

AR, MR and VR: what each person can see

Three panels with one person in each. Grey is the real world; blue shapes and dashed lines are added by a computer. In VR the whole scene is computer-made.

What to notice
  • AR adds to the real world, MR places objects in it that respond to real surfaces, and VR replaces the real view.
  • A headset blocks out the room in VR, so the person cannot see the real room.

Try thisSort these three examples into AR, MR or VR. First, a map drawn over a real street. Second, a virtual cup that stays on a real table. Third, a game played in a headset that blocks out the room.

Try this Compare AR, MR and VR for a school tour. Write one advantage and one limit for each.
Watch out Some people feel dizzy or unwell when they use VR. Take breaks, stop if you feel unwell, and follow your teacher’s rules. Never wear a headset while walking or riding.
Show what you know For Explore, define each of the three, give one example of each, and explain one feature that makes it immersive. A common slip is to call every headset “VR”.

Defining the Problem and Its Users

🎯 (CT5-DPM-01, CT5-THI-01)

📌 Define a real-world problem or need that can be solved by UIs or interactive media, including breaking it down into manageable parts and describing the users of the solution

A problem is something that is wrong or missing, and that people want fixed. A solution is one way to fix it. Define the problem first. “We need an app” is a solution. “Students queue for too long at lunch” is a problem.

Next, decompose the problem. This means breaking it into smaller parts that are easier to understand and solve. Here is a made-up canteen problem, broken into three parts:

  • Ordering: students cannot choose their food before they reach the counter.
  • Paying: paying at the counter is slow.
  • Collecting: students cannot tell when their order is ready.

Concept diagram

Breaking the canteen problem into three parts

A decomposition tree. The problem sits at the top, and each branch is one smaller part, labelled with the user it affects.

What to notice
  • Each part is small enough to plan and test on its own.
  • One part can affect more than one kind of user.

Try thisThink of a fourth part the canteen problem could have. Which user would it affect?

Then describe the users, the people who will use the solution. A persona is a made-up profile of a typical user. It helps a team design for a real person.

Scenario Persona: Priya is in Year 8. She has a short lunch break, often forgets her wallet, and wants to know when her food is ready. Her needs: order before break, pay without queuing, and get a clear alert when the order is ready.
Watch out Use made-up names and profiles. Never use a real student’s details when you write a persona.
Try this Pick a problem from your own life, such as the bus stop, a sports roster or a group chat. Write it in one sentence. Break it into three parts. Describe two users and what each one needs.
Show what you know For Define, a strong answer writes a clear problem in one or two sentences. It breaks the problem into at least three parts, and describes at least two users and their needs. A common slip is writing a solution where the problem should be.

Choosing Between Alternative Designs

🎯 (CT5-DPM-01, CT5-DES-01)

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

A design is one way of solving the problem. Good designers do not stop at the first idea. They generate alternatives, then compare them with the requirements from Part 1.

To choose a design, follow four steps:

  1. Sketch at least three different designs for the same screen.
  2. List the requirements that matter most, from your functional and non-functional lists.
  3. Score each design against each requirement, from 1 (poor) to 3 (good).
  4. Pick the design with the best total, then check that it passes every must-have requirement. If a design fails a must-have, fix the design and score it again.
Worked example Three designs for the canteen order screen.
  • Design A: a long text list with tick boxes.
  • Design B: a grid of pictures, with the name and price under each.
  • Design C: voice ordering, where the student says the item.
RequirementDesign ADesign BDesign C
FR2: add a menu item to an order332
Order in four taps or fewer233
Easy to understand with little reading132
Cost to build321
Total (out of 12)9118

Design B has the best total. Its pictures must be your own or properly licensed, so note that as a risk.

Wireframe

Three designs for the canteen order screen

Three wireframes of the same canteen order screen. A wireframe shows the layout and boxes, not the final colours or pictures.

What to notice
  • The three sketches show the same screen, so only the design changes.
  • Each design has one main feature, written under it.

Try thisSketch a fourth design for the canteen order screen. Score it against the same requirements as the worked example, then say whether it beats Design B.

Show what you know For Generate and evaluate, a strong answer shows at least three designs, scores them against named requirements, picks one with a reason, and names a trade-off. A common slip is to choose the first idea, then score it only to justify the choice.
Syllabus Part 3 Producing and implementing

Designing and Authoring a Product

🎯 (CT5-DES-01, CT5-OPL-01)

📌 Design and author an interactive media product

Interactive media is a product that responds when the user does something. The user might click a button, choose an answer or type a word. A quiz, a choose-your-own-adventure story and an interactive map of a school are all examples.

To design a product means to plan it before you build it. To author it means to build it with a tool. Plan first. A product built without a plan often has screens that nobody needs.

Follow these steps:

  1. Set the purpose and audience. Write one sentence, such as “This guide helps Year 7 students find the library’s opening hours.”
  2. Plan the screens. List each screen and what it shows.
  3. Draw the links. Sketch each screen as a box. Draw an arrow for each button, to show which screen it opens.
  4. Author it. Build the screens in a free tool, such as a slideshow program with links between slides, or a free block coding tool.
  5. Test and change. Ask a user to try it. Write down what confused them, make one change, then test again.
Worked example A student plans a small guide to the school library with three screens.
  • Home: three buttons, “Opening hours”, “Borrowing rules” and “Exit”.
  • Opening hours: a table of days and times, with a “Home” button.
  • Borrowing rules: three short points, with a “Home” button.

Each button on Home that opens a screen has one arrow. “Exit” does not open a screen, so it has no arrow. The student tests the guide with a friend. The friend looked for “Opening hours” near the bottom, so the student moves that button to the top.

Storyboard

Three linked screens for a library guide

A storyboard plan. Each dot on a button, with an arrow, is a button that opens another screen, and the highlighted button is the screen you are on.

What to notice
  • Home has one arrow for each button that opens a screen.
  • Each screen has a Home button with an arrow back, so the reader can always return.

Try thisTrace the route a student takes to find the opening hours. Then check that every button has a sensible place to go.

Try this Sketch three linked screens for a product about your favourite sport or club. Draw an arrow for every button, then check that every arrow goes somewhere sensible.
Show what you know For Design and author, a strong response gives a purpose and an audience. It also has a labelled plan of the screens, with arrows between them, the tool used, and one change made after testing. A common slip is to start building before deciding the purpose, which leads to screens that nobody needs.

Building a UI That Is Usable and Accessible

🎯 (CT5-DES-01, CT5-OPL-01, CT5-DPM-01)

📌 Design and implement a UI, UX or interactive media product allowing for functionality, accessibility, usability and aesthetics

A user interface (UI) is the part of a product that people see and touch, such as buttons, text boxes and menus. The user experience (UX) is how a person feels while using it, including how easy and enjoyable it is.

A good UI allows for four things:

  • Functionality. The product does what it should. Pressing Send should send the form.
  • Accessibility. People with a wide range of needs can use it, including people with disability and people who use a screen reader.
  • Usability. The product is easy to learn and use, so a person can finish a task without getting stuck.
  • Aesthetics. The product looks pleasing and suits its purpose.
WireframeA simple sketch of a screen that shows the layout, boxes and labels, but not the final colours or pictures.
AccessibilityHow well a product can be used by people with a wide range of needs.
UsabilityHow easy a product is to learn and use.
Worked example Design a sign-up form for a school games club. It collects only a name and a year level.
  1. Functionality: when Send is pressed, the details are saved to the club list.
  2. Wireframe: sketch a box labelled “Name”, a drop-down list labelled “Year level” and a “Send” button.
  3. Accessibility: put a label above each box. Use black text on white for strong contrast. On a web page, check that the Tab key moves between boxes.
  4. Usability: place Send below the boxes, where people look for it. If the name is missing, the message says “Please type your name”, not “Error 4”.
  5. Aesthetics: use one font and two colours, with space between the boxes.
  6. Test: give the form to two people. Watch them, and note any step where they pause.

Wireframe

Sign-up form for a games club

A wireframe of the sign-up form. Each label sits above its box, and the Send button sits below the boxes.

What to notice
  • The labels Name and Year level tell the student what to type or choose.
  • Year level is a drop-down list, so the student picks a year instead of typing one.

Try thisAsk a friend to find the Send button on this sketch. Time how long they take. Then try a different spot for Send, and say what changes.

Try this Draw a wireframe of a canteen order screen. Label every box. Then write one accessibility check and one usability check you would make.

Without JavaScript this tool cannot change the colours, but the two checks are simple. Text needs enough contrast with its background to be easy to read: a ratio of at least 4.5:1 is a common guideline for normal text. Black text on white gives 21:1, the strongest contrast. Light grey text on cream gives about 1.8:1, which is hard to read. A button people tap should also be at least 44 by 44 pixels, which is a common guideline for touch targets.

Years 9–10: go further The W3C publishes the Web Content Accessibility Guidelines (WCAG). Choose two that apply to your form and explain how you would check each. Why might a real user find problems that a checklist misses?
Show what you know For Design and implement, a strong response gives one clear example for each quality, linked to the product. A common slip is to treat accessibility as something to add later.

Information Architecture in Practice

🎯 (CT5-DES-01, CT5-THI-01)

📌 Apply information architecture elements in the development of a product

  • Fishbone diagrams: fault-finding in projects.
  • Stories: plan user journeys through a website.
  • Storyboards: test the fluency of an animation.
  • Prototypes: input interfaces.

Information architecture is how a product organises, labels and links its content, so people can find what they need. Menus, headings, page order and the route a user takes are all parts of it.

Fishbone diagrams

A fishbone diagram is a cause-and-effect diagram shaped like a fish skeleton. The head is the problem, such as “the form does not send”. Each bone is a group of possible causes. Use one for fault-finding in a project, and cross off the causes you can rule out.

Concept diagram

Fishbone diagram: the form does not send

A fishbone (cause-and-effect) diagram. The head is the problem, each bone groups possible causes, and a cause that is ruled out is crossed off.

What to notice
  • The four bones group the causes: form input, code, connection and device.
  • No internet is crossed off and marked ruled out, so the search can move on to the other causes.

Try thisAdd a fifth bone with two possible causes. Cross off any cause you can rule out, and write one line saying how you checked it.

Stories and user journeys

A user story describes one person doing one thing, and why: “As a parent, I want to see next week’s training time, so I can plan the drive.” A user journey is the screen-by-screen path to finish that story, such as Home, Training, Next week, Add to calendar. If the journey is long, look for a shorter route.

Storyboards

A storyboard is a row of numbered boxes, each with a sketch and notes about the action and timing. To test the fluency of an animation (how smoothly it flows), read the frames in order. Each frame should lead naturally to the next.

Worked example A five-frame storyboard shows a bottle being recycled. Frame 2 shows the bottle above a bin, and Frame 3 shows it already inside. Read aloud, the flow jumps, so the drop is missing. The student adds a drop frame between them and tests the flow again.

Storyboard

Six frames of a bottle being recycled

A storyboard strip. Read the numbered frames from left to right. Frame 3 is the drop frame that was added after the flow was tested.

What to notice
  • Without frame 3, the bottle seems to jump from above the bin to inside it.
  • Each frame should lead naturally to the next. That is what fluency means.

Try thisDraw a six-frame storyboard of something you do at school, such as packing a bag. Read the frames aloud and mark any frame where the action jumps.

Prototypes

A prototype is a trial model that you test before the final product is built. For an input interface, try a paper prototype. Draw each screen on a card, and move the matching card when the user “presses” a button. Watch whether they press the right thing, then change the design.

Years 9–10: go further A storyboard tests how a sequence flows. A prototype tests how a user gives information. Which would you use to check whether users can find the Send button? Explain in two sentences.
Show what you know For Apply, name the element, show where it is used in your product, and say what it does for the user. A common slip is to name a tool, such as a fishbone diagram, without saying what problem it helped you solve.

Privacy and Cybersecurity in Data Collection

🎯 (CT5-SAF-01, CT5-DAT-01)

📌 Consider privacy and cybersecurity in collecting and interpreting data

Privacy means that people can decide how their own information is used. Cybersecurity is the protection of computer hardware, software, data and networks. When you collect data, think about both.

In Australia, the Privacy Act 1988 (Cth) sets rules for handling personal information. The Australian Privacy Principles are part of that Act. The Office of the Australian Information Commissioner (OAIC) explains them. Your school may have its own rules too, so check with your teacher.

Before you collect data, ask four questions:

  • Need: do we need this detail to answer the question?
  • Consent: have people agreed, after being told why it is collected?
  • Storage: who can see the data, and where is it kept?
  • Time: how long will we keep it, and how will we delete it?

When you interpret data, be careful. A bias is when some people are left out or counted more than others, so the results are unfair or wrong. Ask who is missing from your data. Do not describe a whole group from a small sample.

Scenario A class wants to find out favourite lunch foods. They ask only for the food choice. They tell each student why they are asking, and say they can skip the question. The file is password protected and shared only with the teacher. The results come from 24 students, so the class writes “in our class”, not “all students in the school”.
Watch out Never post a classmate’s answers online or share them outside the class. If anyone asks you for personal details online, tell a trusted adult.
Show what you know For Consider, a strong answer gives at least two privacy points, one cybersecurity point and a judgement on whether the collection is fair. A common slip is to list risks without saying what to do about them.
Years 9–10: go further Look up the Australian Privacy Principles on the OAIC website and choose one. Explain how your survey plan does, or does not, follow it. Ask your teacher which rules apply to a school project before you decide.

Specifying Data Ownership and Protection

🎯 (CT5-SAF-01, CT5-DPM-01)

📌 Specify what data is collected, who owns it, and how it will be protected

To specify data means to state exactly what you will collect and how you will look after it. “Keep it safe” cannot be checked. A clear specification can.

A data owner is the person or group who decides how the data is used and protected. Ask “who decides?” before you collect anything. The answer might be the school, the club or the teacher. Write your answer down, and check it with your teacher.

If the data is about Aboriginal or Torres Strait Islander communities, the community may have a say in how it is collected, owned and used. This idea is called Indigenous Data Sovereignty. It is the right of Aboriginal and Torres Strait Islander Peoples to decide how data about their communities is collected, owned and used. Ask the community for guidance before you start.

Use a table to specify each data item. Here is a made-up example for the lunch survey:

Data itemWhy it is neededOwner and who can see itHow it is protected and when it is deleted
Favourite lunch food, chosen from a listTo plan a canteen menu for the class project.The school. The teacher and project group can see it.Kept in a password-protected file. Not posted online. Deleted when the menu is decided.
Full name, birthday, home addressNot collected. The question does not need them.Not applicableNot applicable
Years 9–10: go further Turn each protection into a test. For example, “only the teacher’s account can open the file” can be checked by trying to open it from another account. Write one test for each protection in your table.

Representing and Storing Data

🎯 (CT5-DAT-02, CT5-DAT-01)

📌 Represent, store and display data to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring data systematically

Representing data means choosing how it is written in a computer. Storing means keeping it in a file or database. Displaying means showing it to a reader. Good choices make data easy to add up, sort and read.

Each value has a data type. A data type tells the computer what kind of value it is. Pick the type that matches how you will use the data.

Data typeExampleGood forLimitation
Text“0800”Names, codes, postcodesCannot be added up.
Whole number17Counts, ages, scoresCannot hold a decimal part.
Decimal number4.50Prices and measurementsRounding can cause small errors.
Date05/09/2026Sorting by timeCan be read two ways: 5 September or 9 May.
Yes or noTRUETicked boxesOnly two values.

A key limitation is the leading zero. Northern Territory postcodes start with 0, and Darwin’s is 0800. If you store 0800 as a number, it becomes 800, and the postcode is now wrong. Store postcodes and phone numbers as text.

# Text keeps the leading zero, because it is stored exactly as typed
postcode_text = "0800"
# A number loses the leading zero, because 0800 is the same number as 800
postcode_number = int("0800")
print(postcode_text)       # 0800
print(postcode_number)     # 800
# A whole number can be added up, so a total can be worked out
tickets_sold = 17
print(tickets_sold + 3)    # 20

Structure the data as a table. Each row is one record, such as one student. Each column is one field, such as year level. Keep one data type in each column. Display formatting, such as showing money with two decimal places, changes how a value looks. It does not change the stored value.


Modelling Entities and Attributes

🎯 (CT5-DAT-02, CT5-THI-01)

📌 Model entities, events and their attributes using structured data

An entity is a thing you store data about, such as a player, a team or a venue. An attribute is a detail about an entity, such as a team’s training day. An event is something that happens at a time, such as a training session.

To model these, make one table for each entity or event. Each row is one record. Each column is one attribute. Give every record a unique ID, a code that no other record has. Names can repeat, so do not use a name as an ID.

Worked example A netball club models three tables. Every ID is made up.

Teams (entity)

TeamIDTeam nameTraining day
T1Under 14 BlueTuesday
T2Under 16 RedThursday

Players (entity)

PlayerIDPositionTeamID
P01Goal shooterT1
P02CentreT2

Training events (event)

EventIDVenueTeamID
E01Court 2T1

The TeamID links the tables. To find the training venue for player P01, look up P01’s TeamID, which is T1. Then find the event with T1. That is E01, at Court 2.

Concept diagram

Three tables joined by TeamID

Three tables from the netball club, with a line joining each TeamID column to its team. The green path follows the route from player P01 to the training venue.

What to notice
  • Each table holds one entity or event, and each row is one record.
  • The TeamID column links the tables: P01 is in T1, and T1 has the event E01 at Court 2.

Try thisFollow the route for player P02. Which table has no matching record, and what does that tell you about the data?

EntityA thing you store data about, such as a player or a team.
AttributeA detail about an entity, such as a team’s training day.
EventSomething that happens at a time, such as a training session.
RecordOne row in a table, holding the details of one entity or event.
Unique IDA code that belongs to only one record.
Years 9–10: go further Suppose the Under 14 Blue team is renamed. If the team name is stored in every event row, you must change every row. If the events store only the TeamID, you change the name once, in the Teams table. Explain this in your own words.

Using Specialist Terminology

🎯 (CT5-COM-01)

📌 Select and use specialist terminology in context

Specialist terminology is the set of words that people in a field use to be precise. Designers talk about wireframes and usability. Data analysts talk about validation and data types. These words save time, but only when the reader understands them.

To use a term well, do three things:

  1. Select a term that is precise and that your reader will understand.
  2. Define it once, in a short phrase, the first time you use it.
  3. Use it the same way each time, so the reader is not confused.
Plain wordsSpecialist termUse it when
“A rough drawing of a screen”wireframeYou describe the layout before colour and pictures are added.
“How easy it is to use”usabilityYou describe a test with real users.
“Checking the data follows the rules”validationYou describe the rules for a form or spreadsheet.

Choose words for your reader. A parent may need “a test with real users” more than “usability testing”. A developer will expect the precise term.

Show what you know For Use, a strong response uses the term correctly in a sentence about your own product, such as “The usability test showed that two steps confused users.” A common slip is to use a term for the wrong thing. For example, calling a single number a dataset is wrong, because a dataset is a collection of data combined for a specific purpose.

Keeping a Project Development Record

🎯 (CT5-COL-01, CT5-DPM-01)

📌 Create a record of project development demonstrating iterative design and evaluation

A project record is a log of what you made, what you tested and what you changed. It shows your thinking over time. It also shows iteration: repeating a cycle of design, test and change, where each cycle builds towards the goal.

Add a new entry at the end of each cycle. Use this layout:

CycleWhat I madeWhat I tested, and with whomWhat I foundWhat I changed next
1Paper wireframe of a sign-up formTwo classmates tried to sign up (made-up example)One could not find the Send buttonMoved Send below the boxes
2Working form with the changeThe same two classmatesBoth found Send without helpAdded a label to the year-level list, then tested again

Write each entry as you go, not from memory. Keep the failures too, because a test that went wrong is useful evidence. Link each change to a requirement, such as “the form must save the details”.

Watch out A record written from memory at the end often leaves out the wrong turns. Those wrong turns are the evidence of iteration.

Accessing and Collecting Data Safely

🎯 (CT5-DAT-02, CT5-SAF-01)

📌 Access datasets and collect data from users or the environment considering privacy and personally identifying information (PII)

There are two main ways to get data. You can access an existing dataset, which is a collection of data combined for a specific purpose. Or you can collect new data, from people (such as a survey) or from the environment (such as a sensor that records room temperature).

Personally identifying information (PII) is information that can identify a person, such as a full name, home address, phone number or birthday. Keep PII out of your data unless you really need it.

Accessing a dataset

Before you use a dataset, check these points. Where did it come from? Do you have permission to use it? Copyright law may protect a dataset under the Copyright Act 1968 (Cth), so check its licence. Does it contain PII that you should remove?

Collecting from people

  1. Explain the purpose in plain words before you ask anything.
  2. Ask only for what you need. Ask for an age group, not a birthday.
  3. Let people say no. Make sure nobody feels pressured to answer.
  4. Remove identifying details. This is called anonymising, which means changing or removing details so that a person cannot be identified.

Collecting from the environment

A temperature sensor on a windowsill can record the room temperature every hour. This data has no PII. An adult should supervise any hardware you set up, and you should check that the sensor is not recording people.

Worked example A class surveys sport habits to plan sports day.
  1. Plan: three questions. Favourite sport, days a week you play, and age group.
  2. Remove PII: no names, birthdays or addresses.
  3. Explain: “We are asking about sport to plan sports day. You can skip any question.”
  4. Check: read every column. Could any answer identify one person? If so, remove it.
Watch out Never give personal details to someone you meet online, and never collect data about someone without their permission. If anyone asks you for personal details online, tell a trusted adult.
Years 9–10: go further Even without a name, a few details can identify someone. In a small group, a birth year, a postcode and a school together may point to one person. Explain why combining safe details can still be a risk. Then say which detail you would remove first, and why.

Validating Data and Its Impact

🎯 (CT5-DAT-02, CT5-THI-01)

📌 Validate data is correct and investigate the impact of invalid data

Validation checks that data follows a rule before it is used. Rules can check that a box is not empty, that a value is a number, and that a number is in a sensible range. Data that breaks a rule is invalid.

Validation does not prove that data is true. A value can pass every check and still be wrong. A student who types 15 when they are 14 passes a range check for ages.

RuleWhat it checksExample for an age box (made-up rules)
PresenceThe box is not empty.A blank entry is rejected.
TypeThe value is the right kind of data.“seventeen” is rejected, because only whole numbers are allowed.
RangeThe number is between two limits.Only 10 to 18 is accepted.
# Made-up rules: the age must be a whole number from 10 to 18
def is_valid_age(text):
    # Presence check: the box must not be empty
    if text.strip() == "":
        return False
    # Type check: every character must be a digit
    if not text.isdigit():
        return False
    # Range check: the number must be from 10 to 18
    age = int(text)
    return 10 <= age <= 18

# Test four typed values
for entry in ["15", "170", "seventeen", ""]:
    print(repr(entry), is_valid_age(entry))

Invalid data can change results. Suppose four ages are typed in: 14, 15, 13 and 170. The 170 should be 17. The average with the typing error is 53. With the correct value, it is about 14.8. A wrong average could lead to a wrong decision, such as buying too many team shirts.

When you investigate the impact of invalid data, look for:

  • Wrong results, such as the average above.
  • Wrong decisions, made from those results.
  • Unfair treatment, such as a person placed in the wrong team.
  • Privacy risks, such as a wrong match that shows someone else’s details.
Show what you know For Validate, name one rule, give one valid and one invalid example, and explain one impact of the invalid data. A common slip is to say that validation proves the data is correct.
Years 9–10: go further Explain the difference between valid and correct. Give one value that passes every check in the age box but is still wrong. Say whether a check could catch it, and why some errors can only be found by a person.

Summarising Data with Spreadsheet Formulas

🎯 (CT5-DAT-02, CT5-OPL-01)

📌 Summarise data using a spreadsheet, including complex formulas, aggregate functions and lookup functions

A formula is a calculation in a spreadsheet cell. It starts with an equals sign, such as =SUM(B2:B4). A function is a built-in formula, such as SUM.

An aggregate function combines many values into one, such as a total or an average. Common ones are SUM, COUNT (how many cells hold numbers), AVERAGE, MAX and MIN. A lookup function finds a value in one table and returns a matching value from another. VLOOKUP is a common example.

Here is a made-up canteen example. The Prices sheet lists each item and its price. The Sales sheet lists how many of each item were sold.

ItemQuantity soldPrice (lookup)Money made
Toastie124.5054.00
Muffin83.0024.00
Juice152.0030.00
Worked example Build the Sales sheet step by step.
  1. In the Price cell for Toastie, type =VLOOKUP(A2,Prices!$A$2:$B$4,2,FALSE). It finds “Toastie” in the first column of the Prices table and returns the value from column 2. FALSE means the match must be exact.
  2. Copy the formula down for the other two items. The $ signs keep the Prices range fixed.
  3. In the Money made cell, type =B2*C2. That gives 12 × 4.50 = 54.00. This formula combines a lookup with a multiplication.
  4. Summarise the table. =SUM(D2:D4) gives 108.00 in total. =AVERAGE(B2:B4) gives an average of 11.67 sold per item, rounded. =MAX(B2:B4) gives 15, the most sold.
Watch out The lookup column must be the first column of the range, or VLOOKUP returns the wrong value. If an item is missing from the Prices list, the formula shows #N/A. Check the spelling first.
Show what you know For Summarise, show one formula, say what it returns, and check the answer another way, such as adding the numbers by hand. A common slip is to leave out FALSE. The lookup then accepts a close match, and can return the wrong price.

Filtering, Grouping and Sorting Data

🎯 (CT5-DAT-02)

📌 Filter, group and sort data using a spreadsheet, including applying filters and sorting, using conditional formatting and grouping, and aggregating data using pivot tables

Filtering hides the rows you do not need, so you see only the rows that match a rule. Sorting puts rows in order, such as largest to smallest. Conditional formatting changes how a cell looks, such as its colour, when a rule is met. A pivot table groups rows by a category and totals them.

Add a column called Type to the canteen sheet. Toastie and Muffin are Food. Juice is Drink.

Worked example Work through these steps on the Sales sheet.
  1. Sort. Select the whole table, including the headings. Sort by Money made, largest first. Toastie (54.00) moves to the top.
  2. Filter. Apply a filter and show only Food. Two rows remain: Toastie and Muffin.
  3. Conditional formatting. Add a rule that colours any Money made cell above 40 green. Toastie is coloured.
  4. Pivot table. Insert a pivot table. Set Type as the row and the sum of Money made as the value. Food gives 78.00 and Drink gives 30.00. The total is 108.00, the same as the SUM formula.

Menu names differ between spreadsheet programs. Look in the Insert, Data or Format menus, or search the help for “pivot table” or “conditional formatting”.

Watch out Sorting one column on its own mixes up the rows. The money values would be re-ordered, but the item names would not, so each amount could end up beside the wrong item. Always select the whole table before you sort.

Dashboards, Predictions and Decisions

🎯 (CT5-DAT-02, CT5-COM-01)

📌 Present data and make predictions and decisions using a spreadsheet, including creating a data dashboard or report in a spreadsheet, decision formulas and optimisation

A dashboard is a one-page summary. It shows the key numbers and one or two charts, so a reader can see the main points quickly. A report explains the data in more words. Both help people make decisions.

A decision formula gives an answer based on a rule. The IF function is the common one: =IF(condition, result if true, result if false). Suppose column E holds the stock left for each item. The formula =IF(E2<10,"Reorder","OK") shows “Reorder” when fewer than 10 are left.

Wireframe

A canteen dashboard: totals, a chart and a stock list

A dashboard sketch with key numbers, a bar chart and a stock list whose status comes from a decision formula. All numbers are made up.

What to notice
  • The bar chart starts at zero, so the bar heights can be compared fairly.
  • Every status comes from one rule: Reorder when stock is under 10, otherwise OK.

Try thisMuffin has 12 left. What would the Status column say if the rule were fewer than 15 instead of fewer than 10?

A prediction is an estimate of what will happen next, based on past data. Juice sales were 15, 18 and 21 over three days. Their average is 18, so a simple prediction for the next day is about 18 juices. This is only an estimate. A hot day or a sports carnival could change it.

Optimisation means choosing the option with the best result. Plan A keeps the toastie at 4.50 and earns 108.00. Plan B raises the toastie to 5.00. If toastie sales stay at 12, Plan B earns 114.00. A formula such as =MAX(C2,C3) picks the higher total. But if the higher price makes sales fall, the result changes, so test the plan before you choose it.


Syllabus Part 4 Testing and evaluating

Evaluating Your Own and Peers' Projects

🎯 (CT5-DPM-01, CT5-COL-01)

📌 Evaluate their own project and that of their peers using the previously developed functional and non-functional requirements

To evaluate means to judge something against clear criteria, using evidence. Your criteria are the requirements you wrote at the start of the project. A functional requirement says what the product must do. A non-functional requirement says how well it must do it, such as how quickly or how easily.

Build a table with one row for each requirement. Test each one, rate it, and write down the evidence. Use these three ratings:

  • Met: the requirement works fully, as written.
  • Partly met: some of the requirement works, and some does not.
  • Not met: none of the requirement works, or it is missing.

A limit, such as “three taps or fewer”, is either met or not met. Use Partly met only for a requirement that has several parts.

Worked example A peer has built a quiz app. The requirements and test results below are made up.
RequirementTestResultEvidence
FR1: The app must show 10 questions.Play one full quiz and count the questions.MetCounted 10 questions.
FR2: The app must say whether each answer is right or wrong.Answer one question right and one wrong.MetBoth messages appeared.
NFR1: A new user can start a quiz in three taps or fewer.Give the app to a new user and count the taps.Not metIt took 5 taps.

Judgement: the app meets both functional requirements but not the non-functional one. A useful next step is to put the Start button on the first screen, then test again.

When you evaluate a peer’s project, give feedback that is kind, specific and useful. Use three parts: one thing that works, one clear suggestion and one question. Evaluate the product, not the person.

Show what you know For Evaluate, a strong response uses the requirements as criteria, gives evidence for each result and ends with a judgement that has a reason. A common slip is to write “it is good” or “it needs work” with no evidence, or to judge the person instead of the product.
Years 9–10: go further Not every requirement carries the same weight. For a quiz app, a teacher may care more about the 10-question rule than the number of taps. Explain how you would weigh a failed non-functional requirement against a met functional one. Is the product still good enough to use?

Evaluating Responsibilities and Security

🎯 (CT5-SAF-01, CT5-DPM-01)

📌 Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles

Earlier in this topic you looked at social, ethical and legal responsibilities. Now you judge whether a finished product meets them. Ask one question for each group:

  • Social: who could be left out, or harmed, by this product?
  • Ethical: is it fair, honest and respectful to every user?
  • Legal: does it handle personal information in line with the Privacy Act 1988 (Cth)? Does it use images, music or text only with permission or a licence? The Copyright Act 1968 (Cth) usually requires this, so check with your teacher if you are unsure.

Cybersecurity principles help keep data and systems safe. Three of them are:

  • Confidentiality: only the right people can see the data.
  • Integrity: the data stays accurate, and only the right people can change it.
  • Availability: the product works when people need it.
Worked example A club has built a messaging app for families. All results are made up.
AreaQuestionEvidenceJudgement
ConfidentialityCan only members read the messages?A log-in is needed, and only members added by the coordinator can join.Met. The coordinator must remove people who leave.
IntegrityCan someone edit a message after it is sent?A test user tried to edit another person’s message. The app did not allow it.Met.
AvailabilityDoes it work on a weak connection?On a weak signal, a message did not send and no warning appeared.Not met. Add a warning and a retry option.
LegalAre the club’s images and music allowed to be used?The club logo was drawn by a member.Met, if the member has given permission.

Overall judgement: the app meets three of its four areas. Availability needs a warning before the next release.

Watch out A solution can meet a legal duty and still be unfair. Check each group separately, instead of assuming that one group covers the others.

Testing a UI for Usability

🎯 (CT5-DES-01, CT5-DPM-01)

📌 Test and evaluate a UI to improve usability of an interactive media product

Usability is how easy a product is to learn and use. A usability test watches real people try to finish tasks, which are jobs such as “find the opening hours”. Usability is often described in five parts: easy to learn, efficient to use, easy to remember, few errors, and pleasant to use.

Usability testWatching real people try to finish set tasks, and recording what happens.
TaskA job that the user tries to finish, such as finding a time.
Think-aloudA method where the participant says what they are looking at and thinking as they work.

Plan the test in six steps:

  1. Set a goal. For example, “Can a new user find the opening hours without help?”
  2. Choose two or three participants. Ask permission first. Use codes such as P1 and P2 in your notes, not names.
  3. Write three tasks. Say what to achieve, not how. “Find out when the library opens on Friday” is good. “Tap Home, then Hours” is not, because it gives the answer away.
  4. Choose what to measure. Record whether the task was finished, how long it took and how many wrong taps happened.
  5. Run the test. Ask the participant to think aloud. Watch quietly. Do not help unless they are stuck, and write down when you helped.
  6. Change and retest. Fix the most common problem first, then test again with new participants.
Worked example A school library app has a Home screen. Three participants tried the task “Find out when the library opens on Friday”. All results are made up.
ParticipantFinished?TimeWrong taps
P1Yes20 seconds0
P2Yes35 seconds2
P3NoStopped at 60 seconds4

Observation: P2 and P3 both opened “About” first, where the hours were hidden. The change is to move “Hours” to the Home screen. Two new participants then finished with no wrong taps.

Watch out Do not record a participant’s face or voice, or share their names, without permission. Keep your notes anonymous.
Years 9–10: go further Three people are a clue, not proof. Two out of three finished, which is about 67%. Explain why a bigger group gives stronger evidence.
Show what you know For Test and evaluate, write the goal, the tasks, what you measured and the change you made. A common slip is to ask leading questions, such as “Isn’t this easy?”, which push people to agree.

Testing a UI for Efficiency

🎯 (CT5-DES-01, CT5-DPM-01)

📌 Test and evaluate a UI to improve overall efficiency

Efficiency means reaching a goal with little wasted effort or time. In a UI, effort can be counted in taps, clicks or key presses. Time is measured on a clock. A screen can look simple and still be slow to use.

To test efficiency:

  1. Choose one common task, such as ordering a toastie and a juice.
  2. Count the taps or clicks from the start screen to the end.
  3. Time the task three times, then find the average.
  4. Change one thing, then count and time again.
Worked example Two versions of a canteen order screen are compared. All numbers are made up.
VersionTaps to orderThree timings (seconds)Average
A (current)924, 26, 2224 seconds
B (favourites on the first screen)515, 14, 1615 seconds
  1. Taps: (9 − 5) ÷ 9 is about 44%, so Version B needs 44% fewer taps.
  2. Time: (24 − 15) ÷ 24 is 37.5%, so Version B takes 37.5% less time.
  3. Judgement: Version B is more efficient for this task. Check that it still works for other tasks, and that the favourites are clearly labelled. A fast screen that confuses people is not a good screen.
Try this Time one task on a screen you use every day, three times. Count the taps. Then suggest one change that would cut a tap, and say how you would test it.

Evaluating How a UI Conveys Information

🎯 (CT5-COM-01, CT5-DES-01)

📌 Evaluate the functionality of the UI to convey information to a variety of audiences

A UI conveys information well when people understand what it says and know what to do next. Evaluate this for each audience, not just for yourself. Ask four questions:

  • Clear? Are the words short and plain? Does each button say what it does?
  • Accessible? Can people who use a screen reader, who cannot see colour well, or who are d/Deaf or hard of hearing still get the message? Subtitles help the last group.
  • Respectful? Does the content respect the people shown and the communities they belong to?
  • Useful? Does the screen show the right information when the audience needs it?

If your UI shows images or stories of Aboriginal or Torres Strait Islander people, including people who have died, ask the community for guidance first. Do not guess what is appropriate.

Worked example A school notice screen shows “CANTEEN CLOSED: STOCKTAKE” in red text only. Three audiences check it. All results are made up.
AudienceProblem foundChange
Year 7 studentThe word “stocktake” means little to them.Say “Closed today while staff count stock”.
Viewer at a distanceThe text is too small to read from the door.Use larger text and fewer words.
Student with colour blindnessFor some people, the red is hard to see against the background.Add a clear written word and a labelled icon.
Years 9–10: go further Explain why asking people from the audience to test a screen can find problems you would miss by guessing. Then suggest one way to involve them earlier, before the screen is built.

Careers in UI Design and Media

🎯 (CT5-EVL-01)

📌 Explore careers in UI design or interactive media

Many jobs use the skills in this topic. Some people design screens. Others study how people use products, or check that products work for everyone. Here are some roles to explore:

  • UI designer: plans how screens look, and how buttons and menus are laid out.
  • UX researcher: finds out what users need, and tests whether a product meets that need.
  • Accessibility specialist: checks that products can be used by people with a wide range of needs.
  • Multimedia designer or animator: makes interactive media, animations and video.
  • Front-end developer: builds the parts of a website or app that people see and use.

Ways to explore a career:

  • Talk to a careers adviser at your school.
  • Ask someone who works with screens about their day, with their permission.
  • Read official careers information from Australian government sources.
Worked example Compare two roles in a table. Fill in one row for each question.
QuestionUI designerUX researcher
What does the work involve?Sketching screens and changing layouts after feedback.Planning user tests and watching people use a product.
Which skills from this topic help most?Wireframes and aesthetics.Usability testing and clear reporting.
Watch out Do not rely on pay rates or job numbers from an advertisement or a social media post unless you can check where they came from.
Show what you know For Explore, describe two or three roles, the skills each one needs and one source you used. A common slip is to list job titles only, or to make claims about pay or demand with no source.