Interactive Media and the User Experience

How does a message become an experience? Work through every dot point of interactive media and the user experience: UX and UI design, file formats and compression, design thinking, data journalism, and the privacy, copyright and Indigenous cultural rights issues that come with publishing media.

Year 11 — Preliminary 40 hours Outcomes: EC-11-01 to 11
19Dot points
3Parts
40Course hours
11Outcomes
Syllabus Part 1 Ubiquity of interactive media

Communicating with Interactive Media

🎯 (EC-11-01, EC-11-11)

📌 Investigate how interactive media and the user experience (UX) is used to communicate information to an audience

Interactive media is a two-way conversation

NESA defines interactive media as the use of digital technologies to present combinations of text, graphics, video, animation and/or sound in an integrated way, where the user can interact with the result. Games, media-rich websites and e-books are all examples. A poster or a radio broadcast sends a message one way. Interactive media sends a message and then listens: every tap, search, pause, share and abandoned form tells the sender something about whether the message worked.

To investigate how it communicates, break any example into five parts: the sender and its purpose, the message and the media used to encode it, the channel and device, the audience, and the feedback that returns to the sender. Anything that gets in the way of the message between sender and audience (slow loading, tiny text, no captions, confusing navigation) is a barrier. Removing barriers is the job of user experience design.

Process diagram

Interactive media as a conversation with an audience

A message travels to the audience, and their behaviour travels back as feedback that improves the next version.

What to notice
  • The loop is what makes the media interactive: the audience is not only a receiver.
  • Barriers sit on the channel, between the message and the audience. They are usability and accessibility problems, not content problems.
  • Feedback can be explicit (comments, ratings) or implicit (where people click, how long they stay).

Try thisPick a website you used today. Name its sender, its purpose, one barrier you noticed and one piece of feedback you gave it without meaning to.

Matching the medium to the audience and purpose

No single medium suits every message. Effective communication starts by asking who the audience is (age, language, prior knowledge, devices, abilities, connection speed) and what they should know or do afterwards.

PurposeInteractive media choiceWhy it communicates wellRisk to manage
Explain a process (booking a driving test)Step-by-step page with a short captioned videoText for scanning, video for demonstration, captions for sound-off viewingVideo autoplay and large files on slow connections
Warn people quickly (a bushfire alert)Push notification, SMS and a plain-text pageReaches people immediately with little bandwidthAlert fatigue; must work without images or scripts
Train new staffSimulation or scenario quiz with instant feedbackLearners practise decisions safely and see consequencesProduction cost; needs testing with real learners
Sell a productProduct page with photos, reviews, filters and a fast checkoutReduces uncertainty and effortManipulative design (see digital marketing)
Tell a story with dataInteractive chart or map with explanatory textThe audience explores the pattern themselvesMisleading scales; inaccessible charts

What user experience (UX) adds

NESA's glossary defines user experience (UX) as "the usability, ease of use, and enjoyment provided in the interaction between the customer and the product". Good UX means people can reach their goal, with little effort and few errors, and feel positive about it. International standard ISO 9241-210 describes this way of working as human-centred design: involve real users early, understand the context of use, and iterate from evidence. UX is broader than how a screen looks. It includes speed, clarity of wording, error messages, accessibility and support.

Usability heuristics as investigation criteria

To investigate an interface systematically, use published criteria rather than personal taste. The best known are the ten usability heuristics developed by usability researcher Jakob Nielsen in the 1990s and published by the Nielsen Norman Group. A heuristic evaluation has one or more reviewers work through an interface and record which heuristics it breaks, where, and how serious the problem is.

Heuristic (Nielsen)In plain wordsInteractive media example
Visibility of system statusKeep users informed about what is happeningA progress bar while a video uploads
Match between the system and the real worldUse the user's language and familiar ideasA shopping "cart" icon, not "order aggregation"
User control and freedomGive an obvious way to undo or exitAn "Undo" after deleting a photo
Consistency and standardsSame words and actions mean the same thingButtons in the same place on every page
Error preventionDesign so mistakes are less likelyGreying out "Submit" until required fields are complete
Recognition rather than recallShow options instead of making users rememberRecent searches shown under the search box
Flexibility and efficiency of useShortcuts for experts, simple paths for novicesKeyboard shortcuts and a tap-to-reorder button
Aesthetic and minimalist designShow only what is relevantA checkout page without distracting ads
Help users recognise, diagnose and recover from errorsPlain-language error messages that suggest a fix"That email needs an @ symbol" beside the field
Help and documentationSearchable, task-focused help when neededA short "How do I return an item?" guide
Interactive media
The use of digital technologies to present text, graphics, video, animation and/or sound in an integrated way that the user can interact with (NESA glossary).
User experience (UX)
The usability, ease of use and enjoyment provided in the interaction between the customer and the product (NESA glossary).
Audience
The people a message is designed for, defined by needs, abilities, language and devices.
Heuristic evaluation
A review of an interface against recognised usability principles to find problems.
Scenario A regional council's event page loads slowly on phones, hides the date in an image with no alternative text, and gives no confirmation after "Register". Against the heuristics: visibility of system status (no confirmation), error prevention and recovery (no message when the form fails), and, for accessibility, a missing text alternative. Fixes are cheap: real text for the date, a clear confirmation message and compressed images.
HSC exam focus "Investigate" asks you to look closely at evidence and reach a supported conclusion. Name the audience and purpose, then judge the interface against named criteria such as visibility of system status, consistency or accessibility. A full-mark answer links each judgement to something specific you can see in the example, and says how it changes what the audience understands or does.

Social, Ethical and Legal Issues

🎯 (EC-11-07)

📌 Investigate social, ethical and legal issues when developing and implementing interactive media systems

Three lenses on the same decision

Every interactive media project raises questions that are legal (what the law requires), ethical (what is right, even if it is legal) and social (how the system affects people and communities). The lenses often disagree. A tracking script may be legal and still be ethically doubtful if users cannot understand it. Investigating means examining each issue from the point of view of the people affected, not only the developer.

IssueSocial questionEthical questionLegal anchor (Australia)
Privacy and data collectionWho is watched, profiled or excluded?Is collection necessary, and did people really agree?Privacy Act 1988 (Cth) and the Australian Privacy Principles (APPs); NSW public sector agencies, including public schools, are covered by NSW privacy law instead
Data securityWhat harm follows a breach?Are we keeping only what we need?Notifiable Data Breaches (NDB) scheme; OAIC oversight
Copyright and licensingWho gets credit and payment for creative work?Is "free to copy" really free?Copyright Act 1968 (Cth); licence terms
Indigenous Cultural and Intellectual Property (ICIP)Whose stories, art and knowledge are these?Have the right people been consulted and agreed?Not well protected by copyright law; protocols and consent are the safeguard
Accessibility and inclusionWho is shut out by the design?Is access a feature or a right?Disability Discrimination Act 1992 (Cth); WCAG as the technical benchmark
Honesty and manipulationAre people steered against their interests?Would users endorse the nudge if they understood it?Australian Consumer Law (misleading or deceptive conduct); Spam Act 2003
Safety and wellbeingWhat does heavy use do to young people?Are we designing to keep people engaged or to help them?Online Safety Act 2021; eSafety Commissioner; the social media minimum age law for under-16s

Issues arise at different stages

When developing a system the questions are about inputs: Do we have the right to use these images, fonts, music and data? Have the people in our photos and videos agreed, and are they old enough to agree? Are we testing with people who use assistive technology? When implementing (releasing and running) the system the questions are about ongoing effects: What data do we keep, for how long and who can see it? How will we respond to a breach, a complaint or a takedown request? Who moderates user comments?

Scenario A NSW public high school builds a showcase site for Year 11 multimedia projects. Before launch the team checks: consent (written permission for every student's name and photo, with a way to withdraw); copyright (every song, image and font is original, licensed or Creative Commons with attribution); ICIP (any use of Aboriginal or Torres Strait Islander art, language or stories has been discussed with the local community and the school's Aboriginal education staff, with permission recorded); accessibility (captions, alt text and keyboard navigation); and security (comments moderated; no personal details in file names). None of this is optional decoration. Each item prevents a specific harm.
Before you publish, askEvidence to keep
Do I have permission to use every asset?Licence or permission for each item, in an asset register
Have people in the media agreed?Signed consent (a guardian's for under 18s)
Is any cultural material involved?Consultation notes and permission from the right custodians
What personal data does the system collect?A short privacy statement and a data list
Can everyone use it?An accessibility check (keyboard, contrast, captions, alt text)
What happens if something goes wrong?A reporting contact and a response plan
HSC exam focus Use the precise term for each issue (privacy, copyright, ICIP, accessibility) and give a consequence for a named group, not just a definition. Distinguish "the law says" from "it would be more ethical to". When asked about development and implementation, show at least one issue from each stage.

Evolution of Interactive Media

🎯 (EC-11-06, EC-11-07)

📌 Research the evolution of interactive media

  • prevalence of blogs, online video and digital radio
  • privacy issues and the use of intellectual property, including Indigenous Cultural and Intellectual Property (ICIP)

A short history of interactive media

Interactive media has changed because three things changed together: bandwidth (from dial-up to broadband and mobile data), devices (from desktop computers to smartphones, tablets and headsets) and tools (from hand-coded pages to platforms that let anyone publish). Each shift lowered the cost of creating and sharing media and raised the number of people who can take part.

PhaseWhat changedTypical interactive media
Early web (1990s)Pages published by specialists; slow connections; mostly text and small imagesStatic websites, email, early online games, CD-ROMs
Participatory web (2000s)Publishing tools for everyone; users create the contentBlogs, wikis, photo sharing, video sites, podcasts
Mobile and social (from about 2007)Smartphones, app stores, always-on connections, social feedsApps, short video, live streaming, location-aware services
Streaming and immersive (2010s onward)Fast broadband and 4G/5G; cloud services; headsets and AR on phonesOn-demand video and audio, multiplayer online games, AR and VR experiences

Prevalence of blogs, online video and digital radio

Blogs (from "weblog") began as personal online journals in the late 1990s. Easy platforms such as Blogger (launched 1999) and WordPress (2003) let people publish without writing HTML. Blogs turned readers into publishers, gave niche communities and independent journalists a voice, and led to the comment sections, feeds and subscriptions that later social media adopted. Many organisations now run blogs to communicate news and build trust.

Online video became mainstream once broadband and better compression (see digitising assets) made streaming practical. YouTube, founded in 2005, made it easy for anyone to upload and share video. Streaming services, live streaming and short-form video followed. Video is now a main way audiences learn, shop and are entertained, which is why captions, file formats and performance matter.

Digital radio moves audio from analogue broadcast to digital delivery. In Australia, DAB+ digital radio began broadcasting in the capital cities in 2009, offering more stations and extra data such as station and song details. Radio also moved online through internet streaming and podcasts: audio files delivered by subscription that people play when and where they choose. This on-demand model changed radio from a schedule to a library.

Research tip When you research, record the source and date for every fact, prefer primary or official sources (a company's own announcement, a regulator, a national broadcaster), and cross-check dates in two places. Treat statistics about audience size as "reported by" a named source, because figures vary and go out of date.

Privacy issues and the use of intellectual property

As media became participatory, two problems grew: personal information became valuable, and it became easy to copy other people's work.

Privacy issues

Early websites collected little. Modern interactive media collects data trails: accounts, cookies, device and location data, purchases and behaviour. That data enables personalisation but also profiling, targeted advertising and identity theft after a breach. In Australia the Privacy Act 1988 (Cth) and the Australian Privacy Principles (APPs) set rules for how covered organisations collect, use, store and disclose personal information. Under the Notifiable Data Breaches (NDB) scheme they must notify affected people and the Office of the Australian Information Commissioner (OAIC) about eligible breaches likely to cause serious harm. The 2022 breaches at Optus and Medibank, in which customers' personal information was accessed by criminals, made many Australians more aware of how much data organisations hold and how long they keep it. Since then, changes such as the Privacy and Other Legislation Amendment Act 2024, which created a statutory tort for serious invasions of privacy, have increased the pressure on organisations.

Intellectual property (IP)

Copyright is a form of intellectual property. Under the Copyright Act 1968 (Cth), copyright arises automatically when an original work (text, image, music, film, software) is created and recorded. There is no registration. The owner, usually the creator unless an employment contract or assignment says otherwise, controls copying, publishing and adapting the work. Copyright lasts for a long time (for most works, the life of the creator plus 70 years), so most media found online is not free to reuse. Creators also have moral rights: to be attributed, not to be falsely credited and not to have the work treated in a derogatory way.

Australia does not have a general "fair use" rule. It has specific fair dealing exceptions, such as research or study, criticism or review, parody or satire, and reporting news, each with limits. "It's for a school project" does not automatically make copying legal. Instead, choose media with a clear licence: your own work, work you have permission to use, public-domain work, or work under an open licence such as Creative Commons (see supporting creative processes). The Copyright Act 1968 is on the Federal Register of Legislation, and the Australian Copyright Council explains it in plain language at copyright.org.au.

Indigenous Cultural and Intellectual Property (ICIP)

Indigenous Cultural and Intellectual Property (ICIP) is the term used for the rights that Aboriginal and Torres Strait Islander Peoples hold in their cultural heritage: for example their knowledge, stories, languages, art, designs, music, dance, ceremonies and cultural sites. ICIP belongs to communities and is connected to Country, kinship and cultural responsibility. It is not simply a resource for other people to use.

Copyright law fits ICIP poorly. Copyright generally protects an individual creator's original work for a limited time. ICIP is often communal, passed down through generations, and continues to live in the community. As Dr Terri Janke, an Indigenous Australian solicitor who has led this work for many years, and others have explained, Australian copyright law does not on its own prevent the misuse, distortion or alteration of communally owned cultural material. That is why ethical protocols matter.

The Protocols for using First Nations Cultural and Intellectual Property in the Arts, authored by Dr Terri Janke and published through the Australia Council for the Arts (now Creative Australia), guide artists, designers and media makers. Its principles include respect for cultural heritage, self-determination, communication, consultation and consent, correct interpretation, cultural integrity, protection of secret or sacred material, attribution, benefit sharing and the recognition and protection of cultures. (Check the current edition for the exact wording.) Terri Janke and Company's True Tracks framework applies similar ideas to business and organisations.

Practical rules for your projects Do not copy Aboriginal or Torres Strait Islander art, designs, stories, language or music from the internet into your media. Ask who the custodians are, contact them (through the school's Aboriginal education staff, a local Aboriginal Education Consultative Group or an Aboriginal community organisation) and get permission for the specific use. Credit the community and the artist. Share any benefit fairly. Some communities have protocols about showing the names or images of people who have passed away, so check the guidance that comes with the material.
Blog
A regularly updated website of dated entries, usually shown with the newest first and often open to comments.
Podcast
A series of audio (or video) episodes delivered by subscription for on-demand listening.
Copyright
The legal right, arising automatically under the Copyright Act 1968 (Cth), that gives the owner of an original work control over how it is copied and shared.
Indigenous Cultural and Intellectual Property (ICIP)
The rights of Aboriginal and Torres Strait Islander Peoples in their cultural heritage, including knowledge, art, stories and languages.
HSC exam focus "Research" is not a memory test; expect to show what you found and where it came from. A strong answer on privacy or IP names the correct Australian instrument (Privacy Act 1988, Copyright Act 1968), states one specific issue and gives a real or realistic example. When ICIP appears, say clearly that the issue is consultation and consent with the relevant community, not only "giving credit".

Interactive Media in Enterprises

🎯 (EC-11-01)

📌 Describe the contribution of interactive media systems to a range of enterprises

  • how simulation, gamification and augmented reality (AR) support online training and learning
  • how streaming services, gaming and virtual reality (VR) improve access to entertainment
  • how specialist apps support delivery tracking, advertising and communication

An enterprise is an activity that produces goods or services, from a corner shop to a national broadcaster. Interactive media contributes to enterprises by reaching customers, training staff, delivering services and gathering data. The three groups below correspond to the three NESA "including" points.

Simulation, gamification and AR in online training and learning

A simulation is a digital model that lets people practise a task and see the results without real-world risk or cost. Flight, driving and machinery simulators, and clinical simulations that let nursing students practise patient assessment, are common examples. Learners can repeat difficult or dangerous tasks as often as they need, and the system can record every decision for feedback.

Gamification is, in NESA's words, the adjustment of a task using digital technologies into a computer game in an attempt to make it more appealing. Points, badges, levels, streaks and leaderboards add motivation to routine training such as safety modules or language practice. It works best when the game elements reward genuine learning; it can backfire if learners chase points and ignore content.

Augmented reality (AR) overlays computer-generated information on the real environment, through a phone camera or smart glasses. In training, AR can label the parts of a machine as a trainee looks at it or show a repair step in place, so that instructions appear where they are needed. Because AR relies on a camera, location and sensors, it also raises privacy questions about what is being captured.

Streaming, gaming and VR improving access to entertainment

Streaming services deliver video and audio over the internet on demand, so viewers watch when and where they like without buying a disc or waiting for a broadcast. Australian audiences use national broadcasters' catch-up services and commercial and international subscription services. Streaming reduces the barriers of distance, timing and cost: a viewer in a remote town can watch the same programs as a viewer in the city, provided they have a reliable connection. Video games, from phone games to console and PC titles, bring interactive stories and shared play to people of all ages, and online play lets friends in different places play together.

Virtual reality (VR) places the user inside a simulated three-dimensional environment using a headset and motion tracking. It can give access to experiences that are otherwise out of reach, such as touring a museum, sitting in a concert audience or exploring a place without travelling, and it can be a comfortable way to take part for people with limited mobility. Its limits are cost, the need for space and powerful hardware, and motion discomfort for some users.

Specialist apps: delivery tracking, advertising and communication

PurposeHow the app worksBenefit to the enterpriseConcern
Delivery trackingScans and GPS locations from couriers update a parcel's status and estimated arrival; the app pushes notificationsFewer "where is my order?" calls; happier customers; route data for planningLocation data about drivers and customers must be protected
AdvertisingRetail and loyalty apps send offers based on purchase history and location; ads can be displayed inside other appsDirect, measurable contact with customersProfiling, over-messaging, consent under the Spam Act 2003
CommunicationMessaging, video meetings and team chat apps connect staff and customers in real timeFaster decisions; remote and regional staff includedInformation overload; security of confidential messages
Scenario A regional hospital trains nursing students with a clinical simulation and gives them a points-and-badges quiz for medication safety (gamification). A logistics firm's app shows a parcel's status and estimated arrival on a map, and messages the customer if it is delayed. A farm co-op's app lets members receive market price alerts and message the co-op's buyers. In each case the enterprise gains reach and speed, and the users need clear privacy information and a way to opt out of alerts.
HSC exam focus "Describe" needs the contribution, not just the technology: say what the media does for the enterprise or its customers (reach, cost, safety, speed, access) and give a specific example. A mark is usually earned for each correct link between a technology and an outcome, so name both.

Hardware Performance Requirements

🎯 (EC-11-08, EC-11-10)

📌 Evaluate the performance requirements of hardware for specific interactive media projects

Evaluating means judging against criteria

To evaluate hardware for an interactive media project, first list what the project must do, then compare hardware against those requirements, then make a justified judgement. NESA's glossary defines evaluate as making a judgement based on criteria and determining value. The wrong question is "What is the best computer?" The right question is "What is the cheapest hardware that reliably meets this project's requirements, including for the audience's devices?"

ComponentWhat to measureWhy it matters for interactive media
Processor (CPU)Number of cores, clock speedEncoding video, running scripts and physics, multitasking
Graphics processor (GPU)Dedicated or integrated, video memory3D graphics, games, VR, video effects, hardware video encoding
Memory (RAM)CapacityLarge images, layers and timelines are held in memory; too little causes slow, stuttering work
StorageCapacity, speed (SSD or HDD), backupRaw media is large; fast drives speed up loading and scrubbing video
DisplayResolution, refresh rate, colour accuracy, sizeJudging colour and detail; smooth motion in games and VR
Audio and input devicesMicrophone quality, audio interface, touch, controllers, graphics tablet, cameras and sensorsQuality of captured assets; suitability for the interaction
NetworkBandwidth, latency, reliabilityStreaming, multiplayer response time, cloud tools and asset sharing
Portability and powerWeight, battery life, coolingFieldwork, mobile use; overheating reduces performance

Requirements differ by project

ProjectDemanding onReason
Podcast or digital radio showMicrophone and audio interface, storage; modest CPUClean capture matters more than processing power
Video editing and effectsCPU and GPU, RAM, fast storage, colour-accurate displayLarge files, real-time playback and long export times
Interactive data story or websiteLittle on the author's side; the audience's devices and network are the constraintMust load quickly on low-end phones and slow connections
Mobile AR training appPhone camera, sensors, GPU, batteryTracks the environment continuously and draws in real time
VR safety trainingHeadset with tracking, powerful GPU, space, low latency, high steady frame rateDelays and dropped frames cause discomfort and break immersion

Working out storage and bandwidth

Calculating file sizes turns "large" into evidence. The examples below show why compression is essential.

  • One uncompressed 1080p frame: 1920 × 1080 pixels × 3 bytes (24-bit colour) = 6,220,800 bytes, about 6.2 MB.
  • One second at 30 frames per second: 6,220,800 × 30 = 186,624,000 bytes, about 187 MB. One minute is about 11.2 GB. Editing and streaming video are only practical because of compression.
  • CD-quality stereo audio: 44,100 samples/s × 16 bits × 2 channels = 1,411,200 bits per second, about 10.6 MB per minute.

Try it

Which hardware matters most?

Practise matching a project to the hardware that limits it. Enable JavaScript to use this tool. In short: VR needs a graphics processor, large layered images need RAM, 4K editing needs fast storage, recording needs good audio capture and multiplayer games need a good network.

Making the judgement

Scenario A school's media club will edit short documentaries in full HD. Option A is a standard laptop with 8 GB RAM, integrated graphics and a 256 GB drive. Option B is a laptop with 32 GB RAM, a dedicated GPU and a 1 TB SSD. Against the requirements: Option A can edit, but timelines will stutter, exports will be slow and 256 GB fills after a few projects, so storage would need to be added. Option B meets the need with room to grow but costs more and is heavier. Judgement: Option B, or A with extra fast external storage if the budget is tight, because the club's requirement is smooth editing of large files; RAM and storage matter more than display size. Note the trade-off explicitly and state the assumptions (these specifications are examples only).
HSC exam focus "Evaluate" needs criteria, evidence and a judgement. State the project's requirements first, compare at least two options against them, weigh cost, performance, portability and the audience's devices, and finish with a clear recommendation with a reason. Listing components without a decision earns few marks.

Supporting Creative Processes

🎯 (EC-11-06, EC-11-07)

📌 Explain how interactive media systems can support creative processes

  • sandbox gaming
  • social media
  • digital creative commons

A creative process moves from an idea to a finished work through cycles of making, sharing, feedback and improving. Interactive media systems support that process by lowering the cost of trying ideas, letting creators show work-in-progress to an audience, and letting others build on it. The three NESA examples show three different supports.

Sandbox gaming

NESA describes sandbox gaming as a virtual world where players can build their playscapes, invite other players to play and test game play. Games such as Minecraft and platforms such as Roblox give players building blocks, scripting tools and a shared world rather than a fixed storyline. They support creative processes in these ways:

  • Ideate and prototype: players sketch a build or a mini-game quickly and change it instantly.
  • Test with an audience: friends play the creation and the creator sees where they get stuck, which is usability testing in miniature.
  • Learn design and coding: logic blocks, redstone circuits or a scripting language teach systems thinking. Education editions of these games are used in classrooms for design and history projects.
  • Collaborate: several players build one world together, dividing roles as a real production team would.

The issues to weigh are moderation of user-made content, protection of young players in shared spaces, and who owns what players create. That last point is set by each platform's terms of use.

Social media

Social media supports creative work at every stage: finding inspiration and references, sharing drafts for feedback, collaborating across distance, building a portfolio and reaching an audience. A student filmmaker can post a trailer, read the comments and re-cut the ending. Remix features (duets, stitching, sharing a template) let creators build on each other's work, which raises questions of permission and credit. Algorithms decide what is seen, so reach is not a fair measure of quality.

Digital creative commons

Creative Commons (CC) is a non-profit organisation that enables the sharing of creative content without the need to seek legal approval each time (NESA glossary). Creators choose a standard licence that tells everyone in advance what they may do. Because permission is built in, others can legally reuse, adapt and combine work, which is a creative process in its own right.

Licence elementSymbolWhat it means for a reuser
AttributionBYYou must credit the creator. Every CC licence except CC0 requires this.
ShareAlikeSAIf you adapt the work, you must share your new work under the same licence.
NonCommercialNCYou may not use the work mainly for commercial advantage or payment.
NoDerivativesNDYou may share the work unchanged, but not modify it or share modified versions.
Public domain dedicationCC0The creator waives rights as far as the law allows; no conditions.

The elements combine into six licences, from the most open (CC BY) to the most restrictive (CC BY-NC-ND). Good practice is TASL attribution: Title, Author, Source, Licence. For example (a made-up credit): "Reading Room" by Jordan Lee, from example.org/reading-room, licensed CC BY 4.0. Check that the person offering the work actually owns it, and check the licence version and its link. A CC licence does not remove other rights such as privacy or ICIP. A CC licence on a photo of a person does not give you permission to use their image in an advertisement, and material based on Aboriginal or Torres Strait Islander cultural heritage may need community consent even when it appears online with a CC label.

Scenario A Year 11 group is making an interactive tour of their town. They build the base map in a sandbox game, ask followers on social media for old photos, and use only CC BY or CC0 images from a public collection, crediting each with TASL. They share the finished tour under CC BY-NC so other classes can reuse it for free but not sell it.
HSC exam focus "Explain" asks how and why. For each example give the mechanism (for instance, sandbox play lets creators test ideas on real players) and the effect on the creative process. When Creative Commons appears, name at least two licence elements and what each allows or restricts.

Influencing Human Behaviour

🎯 (EC-11-01, EC-11-07)

📌 Examine how human behaviour may be influenced by interactive media, including opportunities for people with disability to explore and participate in their environment

How interactive media influences behaviour

Designers use knowledge of how people think and feel to shape what they do. This is called persuasive design when it helps people reach their own goals and manipulative design when it works against them. Most techniques can be used either way. What separates them is transparency and whose interests they serve.

TechniqueHow it influences behaviourHelpful useHarmful use
Notifications and remindersPrompt an action at a chosen momentA medication or study reminderConstant alerts that pull attention away from other tasks
Streaks, badges and points (gamification)Reward repeated action and make people reluctant to break a chainDaily language practicePressure to log in daily or lose progress
Social proof and likesPeople copy what others do and seek approval"12 classmates have joined"Comparison, anxiety about status
Variable rewardsUnpredictable rewards, such as a new feed item, keep people checkingDiscovering new musicCompulsive refreshing
Autoplay and infinite scrollRemove natural stopping pointsContinuous playlists for a long journeyWatching or scrolling far longer than intended
Personalised recommendationsPredict what will hold attentionRelevant courses or newsNarrow "filter bubbles" and repeated exposure to the same views

Interactive media also shapes behaviour positively. Fitness apps encourage movement, learning platforms build study habits, and civic tools help people find services or take part in consultations. The eSafety Commissioner provides guidance on online wellbeing and safety, and Australian law now sets a minimum age for holding an account on certain social media platforms (the Online Safety Amendment (Social Media Minimum Age) Act 2024, in effect from December 2025), reflecting community concern about the effect of design on young people.

A test you can apply Ask three questions. Is the influence disclosed or hidden? Does it serve the user's own goals? Is it easy to say no or stop? A "yes, yes, yes" design is persuasion. Several "no" answers point to manipulation.

Opportunities for people with disability

Well-designed interactive media can remove barriers that the physical world puts in the way, so that people with disability can explore their environment and take part in study, work, culture and social life. The key is that accessibility is designed in and that people with disability are involved in designing and testing. The technical benchmark is the W3C's Web Content Accessibility Guidelines (WCAG) 2.2, and in Australia the Disability Discrimination Act 1992 (Cth) makes disability discrimination unlawful, including in the provision of services online.

Access needTechnology or design featureWhat it makes possible
Low vision or blindnessScreen readers (such as NVDA, VoiceOver, TalkBack), text alternatives for images, magnification, high contrast, audio descriptionReading news, shopping, studying and using maps independently
Deaf or hard of hearingCaptions, transcripts, live captions, sign-language video, visual alertsFollowing video, lectures, meetings and games
Limited movement or dexterityVoice control, switch access, eye tracking, adaptive controllers, large touch targets, keyboard-only operationPlaying games, controlling devices and using every feature without a mouse
Cognitive, learning or neurodivergent needsPlain language, predictable layouts, text-to-speech, reduced motion and quiet modes, clear step-by-step tasksUnderstanding and completing tasks with less overload
Exploring the environmentMaps and journey planners with accessibility information, virtual tours, remote participation, smart-home controlPlanning a trip, visiting a place virtually or taking part from home

For example, an interactive museum tour with captions, audio description and keyboard navigation lets a visitor who cannot travel, or who cannot see the exhibits, take part. Voice control and adaptive input devices allow gaming with limited hand movement. The same features often help everyone: captions are used on noisy trains and clear layouts help tired or distracted users.

HSC exam focus "Examine" means to inquire into, considering more than one side. For influence, give one technique with a positive and a negative effect. For disability, match a specific need to a specific feature and say what it lets the person do (explore, learn, work or connect). Avoid vague answers such as "it helps disabled people".

Digital Marketing and Consumer Behaviour

🎯 (EC-11-04, EC-11-07)

📌 Investigate how digital marketing techniques influence consumer behaviour

  • guided choice (nudging)
  • default settings, including cookies
  • autofill
  • pop-ups promoting online shopping

Digital marketing promotes products and services through online channels such as search, social media, email, apps and websites. Because every click is measurable, marketers can test small design changes and keep the ones that increase sales. Understanding these techniques lets you use them responsibly and recognise when you are being steered.

Guided choice (nudging)

A nudge is a design choice that steers people towards an option without forbidding any other. The idea comes from behavioural economics and was popularised by Richard Thaler and Cass Sunstein in their book Nudge (2008). The way options are arranged is the choice architecture. Examples in online shopping include:

  • a "Recommended" or "Most popular" badge on one product (social proof);
  • listing a mid-priced plan between a very cheap and a very expensive one so that it looks reasonable;
  • a "Frequently bought together" bundle;
  • a pre-selected delivery option.

A nudge can serve the user (a default that protects privacy, a healthy option placed first) or the seller only (an expensive add-on ticked by default). A fair test: would the user be comfortable if they understood exactly what the nudge was doing?

Default settings, including cookies

Most people never change a default, a tendency called the default effect (or status quo bias). Whoever chooses the default therefore makes the decision for most users. Defaults appear in settings such as location sharing, marketing emails, auto-renewing subscriptions, and pre-ticked boxes for optional extras.

Cookies are small pieces of data a website stores in your browser. Session cookies last until you close the browser and keep you logged in or hold your cart. Persistent cookies last longer and remember preferences. Third-party cookies, set by advertising or analytics companies embedded in the page, can follow you across many sites and build a profile. Essential cookies are needed for the site to work; analytics and advertising cookies are optional. Cookie banners exist because some regions, notably the European Union, require consent before setting non-essential cookies. Australia has no single "cookie law", but the Privacy Act 1988 and the APPs apply when cookies and similar identifiers relate to an identifiable person, so notice and transparency still matter. The default in the banner matters: an unticked box and an equal-weight "Reject" button respect the user, while pre-ticked boxes and a hidden "Manage options" link steer them.

Try it

Say no to cookies: count your clicks

A made-up shop shows a cookie banner. Pick a design, then try to refuse the optional cookies. Compare how many clicks each design asks of you.

Banner design

Clicks so far: 0

What this design used

    Autofill

    Autofill lets a browser or password manager fill in saved names, addresses, card details and passwords. It reduces typing and errors, and is a real accessibility gain for people who find typing difficult. It is also a marketing tool, because every removed step makes it easier to complete a purchase. The risks: a shared device can expose saved details, and a malicious form can include hidden fields that quietly collect autofilled data. Good practice is to use a reputable password manager, keep card autofill for trusted sites, use a device lock, and turn autofill off on shared computers. Designers should mark fields with the correct autocomplete attributes so autofill works, and ask only for what is needed.

    Pop-ups promoting online shopping

    Pop-ups appear over a page to grab attention. Common shopping examples are a "10% off if you subscribe" window, an exit-intent pop-up when the cursor heads for the tab bar, a reminder of items left in the cart, a countdown timer, and "Sam from Parramatta just bought this" notices. They work because they interrupt at a decision point. They also annoy users, cover content, and can trap keyboard and screen-reader users if they are not built correctly. Sending marketing email or SMS to people who sign up needs their consent and a working unsubscribe under the Spam Act 2003.

    Dark patterns and the law

    Design that steers people into choices that are not in their interests is called a dark pattern (a term coined by user experience designer Harry Brignull), also called deceptive design. Examples include confirmshaming ("No thanks, I don't like saving money"), extra fees revealed only at the last step, a subscription that is easy to start and hard to cancel, and fake scarcity or fake countdowns.

    In Australia, the Australian Consumer Law prohibits misleading or deceptive conduct in trade or commerce and false representations, and the Australian Competition and Consumer Commission (ACCC) enforces it. In 2022 the Federal Court ordered Google to pay $60 million in penalties after the ACCC showed that Google had misled some Android users about what location data it collected. Google said one setting controlled this when another also enabled collection (see the ACCC media release). The case shows that how a settings screen is worded can be a legal matter.

    TechniqueExampleEffect on the consumerEthical check
    Social proof"Bestseller", customer reviewsMakes a choice feel saferAre the claims true and verifiable?
    Scarcity and urgency"Only 2 left", countdown timerEncourages quick decisionsIs the scarcity real? A fake timer is misleading.
    DefaultPre-ticked marketing emails or extrasMost people accept it unchangedIs the user's interest or the seller's served?
    Friction asymmetryOne click to accept, several to refuseMakes refusing harder than agreeingAre accept and refuse equally easy?
    Autofill and one-click buySaved card and addressRemoves steps from purchaseIs it easy to review and cancel?
    Interrupting pop-upDiscount for an email addressCaptures attention and dataEasy to close, honest about use of the email?
    HSC exam focus "Investigate" wants examination of how each technique changes behaviour. For a nudge, name the mechanism (default effect, social proof, friction) and both a benefit and a harm. Refer to the Australian Consumer Law or the Spam Act 2003 where a technique becomes misleading or non-consensual, and use the correct term (default settings, cookies, autofill, pop-up).

    Social Media and Human Connection

    🎯 (EC-11-01, EC-11-07)

    📌 Evaluate social media applications that encourage human connections

    • crowdsourcing through a social media app
    • learning via massive online open courses (MOOCs)
    • gaming platforms that encourage massive multiplayer online games (MMOGs)

    Criteria for evaluating a connection platform

    Evaluating means judging value against criteria. For a platform that is meant to connect people, useful criteria are:

    • Quality of connection: does it help people form real relationships, share knowledge or work together?
    • Inclusion and accessibility: who can join (cost, age limits, language, disability)?
    • Safety and moderation: can users report abuse, and does the platform act?
    • Privacy and data use: what does it collect, and can users control it?
    • Wellbeing and design: does it help users stop, or keep them hooked?
    • Reliability and reach: does it work well on ordinary devices and connections?

    Crowdsourcing through a social media app

    Crowdsourcing uses a large group of people to contribute information, ideas or work, usually online. Social media makes it fast: a community page asks residents to report potholes, a fan group identifies a song, and during a flood or bushfire people share observations and photos. Citizen-science apps, where users upload photos of plants and animals for experts to identify, collect far more sightings than a few researchers could.

    Strengths: speed, scale, local knowledge and low cost. Weaknesses: accuracy and bias (who takes part, who does not), rumours spreading as fact, privacy of people in photos, and no accountability. Organisations reduce these risks by verifying reports, using moderators and showing sources.

    Learning through massive online open courses (MOOCs)

    A massive online open course (MOOC) is an online course open to a very large number of learners, often free to start. Coursera, edX, FutureLearn and Open Universities Australia host courses from universities and other providers. Learners use videos, readings, quizzes and discussion forums, and peers connect in those forums.

    Strengths: access regardless of location, flexible pace, low or no cost, and courses in specialist topics. Weaknesses: many learners do not finish, there is little individual support, a reliable internet connection is needed, discussion can be uneven, and employers and institutions vary in how much they recognise a certificate.

    Gaming platforms and massive multiplayer online games (MMOGs)

    A massive multiplayer online game (MMOG) lets very large numbers of players share one persistent online world. Players form teams and guilds, trade, chat by voice and text, and take on shared goals. For many players, especially those who are isolated or live in remote areas, these communities offer friendships and a sense of belonging. Skills such as teamwork, leadership and problem solving develop through play.

    The risks are contact with strangers, bullying and harassment, exposure to inappropriate content, in-game spending (including "loot box" mechanics that resemble gambling), and time displacing sleep and study. Platforms respond with parental controls, chat filters, reporting tools and spending limits. The eSafety Commissioner publishes guidance for young people and families.

    Making the judgement

    CriterionCrowdsourcing via social appMOOCMMOG platform
    Quality of connectionStrong for a shared local aim; shallow for individualsModerate: forums, little personal contactHigh for teams that play together regularly
    Inclusion and accessWide reach, but only those online and confident are heardWide reach; needs connection and language skillsCost of hardware and subscriptions; accessibility varies by game
    Safety and moderationMisinformation and privacy risksLow risk, moderated forumsHigher risk of contact with strangers; depends on tools
    WellbeingNeutral if used for a purposePositive if paced well; isolation possiblePositive with balance; risk of overuse and spending

    Sample judgement: For building human connection, an MMOG platform is the strongest of the three because it produces repeated, shared activity, but only if safety tools are used and time is balanced. Crowdsourcing is best for a specific community task, and a MOOC is best for learning but weakest for personal connection. Your own judgement may differ if you weight the criteria differently. What matters is that you state your criteria and support your conclusion. Also note the current law: from December 2025 certain social media platforms must take reasonable steps to prevent under-16s holding accounts, which affects who can take part.

    HSC exam focus "Evaluate" needs criteria, evidence and a judgement. Choose at least two criteria, give a strength and a limitation for the named application, and end with a conclusion such as "on balance, effective because…, provided that…". Use the correct terms: crowdsourcing, MOOC, MMOG.

    Digital Identities and Profiling

    🎯 (EC-11-03, EC-11-07)

    📌 Explore how interactive media platforms support the creation of digital identities

    • personal e-profiles
    • identifier versus identity
    • profiling and auto-profiling
    • privacy settings

    Concept diagram

    How a digital identity is built

    You build an e-profile on purpose, while your data trail, identifiers and algorithms add a second, automatic layer.

    What to notice
    • Two routes lead to the same digital identity: one chosen by you, one inferred about you.
    • Identifiers are what let separate pieces of data be joined to one account.
    • Privacy settings sit underneath because they control both collection and visibility.

    Try thisList three things an app could infer about you without you ever typing them, then find the setting that limits it.

    Personal e-profiles

    A personal e-profile is the account page you build on a platform: display name, photo, biography, links, interests, and sometimes date of birth, school or workplace. You choose these details, so a profile is a deliberate presentation of yourself. People use different profiles for different audiences: a professional one, a gaming one, a school one. Interactive media platforms support profile creation with templates, prompts, verified badges, follower counts and portfolios. What you put in a profile is durable and searchable, and can be copied or screenshotted, so consider what a future employer or university might see.

    Identifier versus identity

    An identifier is a value that points to one account, person or device: a username, email address, phone number, IP address, device ID or cookie ID (and in the offline world, a student number or a Medicare number). An identity is richer: the collection of characteristics, behaviours, relationships and reputation that makes up who you are online and how others and systems see you.

    IdentifierIdentity
    What it isA label or code that singles out one account or deviceThe picture built from what you say, do, like and own
    Examplesjordan_lee07, an email address, a device ID"Keen cyclist and gamer who follows local news"
    Who controls itOften you choose it, or a system assigns itPartly you, partly others and algorithms
    Can one person have several?Yes: many usernames and emailsYes: different personas for different audiences
    RiskUsed to link data across servicesJudged, profiled and targeted

    Your digital footprint is the data you leave behind (NESA glossary). The active part is what you post and submit. The passive part is collected without you doing anything: your IP address, device details and browsing history. Identifiers connect these traces so they add up to a profile, even if you never give your name. Government "digital ID" systems, such as myID used with Australian Government services, are a different use of the words: a way to prove who you are to a service under a legal framework, the Digital ID Act 2024.

    Profiling and auto-profiling

    Profiling is building a description of a person from data, in order to predict what they want, like or will do. It can be done by people (a manager checking your public posts) or systems. Auto-profiling means the system does it automatically, by inferring characteristics from your behaviour without you entering them: your likely age range, interests, income or life events, from what you watch, buy, search and where you go.

    Profiles power the "For you" page, product recommendations, personalised prices and offers, and the ads you see. They are useful, but they can be wrong, can lock in stereotypes and bias, can feel intrusive, and can be exposed in a breach. Individuals can ask organisations covered by the Privacy Act what personal information they hold about them, and can generally ask for it to be corrected. The OAIC explains those rights and the APPs on its website (see Australian Privacy Principles).

    Privacy settings

    Privacy settings are the controls that let you decide what data is collected, who can see your profile and content, and how your information is used. Defaults are often more open than you might choose, so check them rather than assume. A short audit:

    1. Set the profile and posts to private or friends-only where possible.
    2. Turn off location sharing and remove location from photos you share.
    3. Limit who can tag, message or find you by phone number or email.
    4. Review ad personalisation and turn off cross-site tracking if offered.
    5. Check which apps and games have access to your account and remove those you no longer use.
    6. Use unique passwords, a password manager and multi-factor authentication.
    7. Repeat every few months, because platforms change their settings.
    Scenario Jordan, 16, joins a new video app with the school email address. The app asks for a name and photo (an e-profile), sets the account to public by default, and starts recommending videos based on watch time (auto-profiling). Jordan switches the account to private, disables contact syncing, turns off personalised ads and reviews the settings again next term. Nothing about the app changed, but Jordan's identity is now more under Jordan's control.
    HSC exam focus "Explore" rewards breadth with accuracy. Define each term precisely: identifier (a value that points to an account or device) versus identity (the broader picture of who you are online), and show the difference with an example. For profiling, distinguish a profile you create from one the system infers, and give a benefit and a risk.
    Syllabus Part 2 Capture, store and integrate data

    Choosing File Formats

    🎯 (EC-11-02, EC-11-08)

    📌 Select and use appropriate file formats for a defined purpose

    A file format defines how data is organised inside a file. Choosing a format is a trade-off between quality, file size, features (such as transparency or animation) and compatibility with the devices and software your audience uses. Two ideas underpin the tables below: bitmap images store a grid of coloured pixels, while vector images store shapes as mathematical descriptions; and lossy compression discards some data to save space while lossless compression keeps everything (explained in full under digitising assets and compression).

    Image formats

    FormatType and compressionKey featuresBest forAvoid for
    JPEG (.jpg)Bitmap; lossySmall files for photos; no transparency; no animationPhotographsLogos, text, screenshots (edges blur); repeated re-saving
    PNG (.png)Bitmap; losslessSharp edges; full transparencyScreenshots, logos, diagrams, images needing a transparent backgroundLarge photos (big files)
    GIF (.gif)Bitmap; lossless but limited to 256 colours per frameSimple animation; widely supportedTiny looping graphicsPhotos and long animations (poor quality, large)
    SVG (.svg)Vector (text-based XML)Scales to any size without blur; small for simple shapes; can be styled and animated with CSS or scriptsLogos, icons, charts and diagramsPhotographs
    WebP (.webp)Bitmap; lossy or losslessUsually smaller than JPEG or PNG at similar quality; transparency and animationPhotos and graphics on modern websitesVery old software that cannot open it

    Audio formats

    FormatCompressionKey featuresBest for
    WAV (.wav)Usually uncompressed (PCM)Exact copy of the recording; very large filesRecording and editing; master copies
    FLAC (.flac)LosslessSmaller than WAV yet restores the original exactlyArchiving and high-quality listening
    MP3 (.mp3)LossySmall files; plays almost everywherePodcasts, music downloads, sound effects for the web
    AAC (.m4a, .aac)LossyOften better quality than MP3 at a similar file size; common on mobile and in streamingStreaming audio; audio track for video

    Video and other formats

    A video file has two layers. The codec compresses the video and sound, and the container packages the video, audio, subtitles and metadata into one file. MP4 is a container that most commonly holds H.264 video and AAC audio. This combination plays on almost every phone, browser and television, which is why it is the safe default for interactive media.

    FormatWhat it isBest forNote
    MP4 with H.264 (.mp4)Container with lossy H.264 video and AAC audioGeneral web and mobile video; maximum compatibilityBalances quality, size and support
    WebM (.webm)Open container for web video (VP8, VP9 or AV1 video; Vorbis or Opus audio)Web video and short looping clips; smaller filesNeeds modern browsers; provide MP4 as backup if unsure
    PDF (.pdf)Fixed-layout documentPrintable guides and formsMust be tagged to be accessible
    HTML, CSS, JavaScriptText files that describe a web page, its style and its behaviourInteractive web-based systemsHuman-readable and tiny; compress when serving
    CSV and JSONPlain-text data formatsDatasets for data journalism and web appsEasy to check and share; no formatting
    ZIP (.zip)Lossless archiveBundling many files for sendingDoes not shrink already compressed media much

    Choosing a format for a defined purpose

    Work from the purpose to the format by asking five questions in order: What is it? (photo, drawing, sound, moving image, data); Will it be edited again? (keep a lossless master); What must it do? (transparency, animation, scaling); Where will it be used? (web, mobile, print, email); and How large can it be? (connection speed, storage, load time).

    Asset for the "Our Local Park" interactive siteFormat chosenReason
    Park logo that must look sharp at any sizeSVGVector: scales without blur; tiny file
    Photos of the walking trackJPEG or WebPPhotographs compress well with lossy compression
    Map screenshot with fine textPNGLossless keeps text edges sharp
    Bird calls collected on siteMaster in WAV; published as MP3 or AACKeep the exact recording, publish a small copy
    Interview with the rangerMP4 (H.264 + AAC) with captionsPlays on all devices; captions for accessibility
    Trail data (length, difficulty)CSV or JSONEasy for a script to read
    Using formats well Keep an uncompressed or lossless master (WAV, PNG or original camera file) and export a smaller copy for each use. Never edit a JPEG or MP3 again and again, because each save loses more quality. Resize images to the size they are shown before you upload them. Give files clear, lowercase names without spaces (ranger-interview.mp4), and always add alternative text for images and captions for video.
    HSC exam focus "Select" questions give a purpose and ask for a format with a reason. Reasons that earn marks are specific: "PNG because the logo needs a transparent background and sharp edges", "MP3 because the podcast needs small files that play on any device". Naming only a format, or saying "because it is better", does not.

    Try it

    Which file format?

    Practise choosing a format for a defined purpose. Enable JavaScript to use this tool. In short: SVG for scalable logos, JPEG for photographs, PNG for sharp or transparent graphics, GIF for tiny animations, WAV for masters, MP3 for streaming audio and MP4 for video.


    Software for Interactive Elements

    🎯 (EC-11-08)

    📌 Use software to develop elements of interactive media in a project

    Choosing software for each type of element

    Interactive media combines several kinds of element, and each is made with software suited to it. A project usually uses one tool per element and a way of assembling them (a web page, a game engine or presentation software).

    ElementExamples of softwareTypical tasks
    Bitmap imagesGIMP, Krita, PhotoshopCrop, resize, correct colour, remove backgrounds, layers and filters
    Vector graphicsInkscape, IllustratorDraw logos and icons from shapes and paths; export SVG
    AudioAudacity, GarageBandRecord, trim, reduce noise, balance levels, export MP3 or AAC
    Video and animationDaVinci Resolve, Clipchamp, BlenderArrange clips on a timeline, add titles and captions, export MP4
    Screen design and prototypesFigma, Penpot, or pen and paperWireframes, mock-ups and clickable prototypes
    Interactive pagesHTML, CSS and JavaScript in a code editor; H5P for quizzes and hotspotsButtons, forms, reveal panels, navigation, responsive layout
    Games and simulationsScratch, Twine, Godot, UnitySprites, scenes, rules, scoring, branching stories
    Charts and dataSpreadsheet software, Datawrapper, FlourishClean and summarise data; build charts and maps
    PresentationPowerPoint, Google SlidesSlides with linked navigation, embedded audio and video, templates

    Choose tools by what your school provides, what is free and what you already know. Many of these are free and open source. Whatever you use, keep original files (for example a layered image or an audio project file) separate from exported files.

    Features you should be able to use

    The NESA Course Specifications (p.21) describe the features of two types of application software you should be familiar with. Graphics software should allow you to create and manipulate bitmapped images; create and manipulate vector graphics as geometric shapes; rotate, crop, resize and distort images; import and export graphic data in a variety of formats; apply textures, patterns and transparent backgrounds; and use templates, colour themes and animations. Presentation software should allow you to create and manipulate text; apply editing and formatting features; insert and display text, images, audio, video and animations; import and export data; embed objects such as charts and tables from other applications; use hyperlinks within and outside the presentation; and use templates and themes.

    Graphics software featureProject use
    Crop, resize, rotateMake a 4000-pixel photo fit an 800-pixel page area; straighten a horizon
    Transparent backgroundPlace a cut-out logo over any coloured page; save as PNG or WebP
    Vector shapesBuild a scalable icon from circles and paths; save as SVG
    Import and export formatsOpen a camera JPEG, edit as a layered file, export PNG and WebP
    Templates and colour themesKeep a consistent look across all screens and slides

    A worked example: an interactive "click to reveal" element

    Interactive elements do not need heavy software. A reveal button is a common pattern in learning media: the user thinks first, then checks. The steps are to (1) design the element on a wireframe, (2) write the HTML for the button and the hidden content, (3) write JavaScript to toggle it, (4) test with mouse and keyboard, and (5) check with a screen reader. The code below is accessible because it uses a real <button> (focusable and operable with the keyboard) and aria-expanded to announce whether the content is open.

    <button type="button" id="hint-btn" aria-expanded="false" aria-controls="hint">Show a hint</button>
    <p id="hint" hidden>The Sydney Harbour Bridge opened in 1932.</p>
    
    <script>
      const btn = document.getElementById('hint-btn');
      const hint = document.getElementById('hint');
      btn.addEventListener('click', () => {
        const wasOpen = btn.getAttribute('aria-expanded') === 'true';
        btn.setAttribute('aria-expanded', String(!wasOpen));   // tells screen readers the state
        btn.textContent = wasOpen ? 'Show a hint' : 'Hide the hint';
        hint.hidden = wasOpen;                                   // shows or hides the paragraph
      });
    </script>

    Try it: save the code as reveal.html and open it in a browser. Press Tab to reach the button and Enter or Space to use it. Then extend it: add a second hint, or use the same pattern for a glossary term.

    Workflow for using software in a project

    1. Plan: list every asset in an asset register (name, type, source, licence, format, status).
    2. Create or capture: record, photograph, draw or write the source material.
    3. Edit: improve each asset in the right tool, saving the master first.
    4. Export: save each asset in the format and size chosen for its purpose.
    5. Assemble: combine assets and add interaction (navigation, buttons, forms).
    6. Test: on different devices, with keyboard only, and with a real user.
    7. Document: record your progress and decisions in a process diary.
    HSC exam focus "Use" is practical: expect to say which feature of the software you used for a stated task ("I used a transparent background so the logo sits on any colour") and what the result was. Practical work is also assessed through your project and process diary, so record the tool, the step and the result as you go.

    Digitising Assets and Compression

    🎯 (EC-11-02, EC-11-08)

    📌 Use hardware and software to digitise assets for use in interactive media systems, including lossy and lossless data compression

    NESA's glossary defines assets as the digital elements that can be used or incorporated into a multimedia production: graphics, photographs, video, audio, animations and other artistic data. To digitise means to convert something analogue (a printed photo, a voice, a hand drawing) into digital data using a combination of hardware that captures it and software that stores and refines it.

    Hardware and software for digitising

    AssetCapture hardwareSoftwareKey settings
    Printed photo or drawingFlatbed scanner, phone cameraScanner software, then an image editorResolution in dots per inch (dpi), colour depth
    Sound (voice, instrument)Microphone and audio interface (an analogue-to-digital converter)Audio editor such as AudacitySampling rate, bit depth, channels
    VideoCamera, phone, capture cardVideo editorResolution, frame rate, codec, bitrate
    Hand drawing for an iconGraphics tablet or scannerVector or bitmap editorCanvas size, colour mode
    Text and documentsScannerOptical character recognition (OCR) softwareResolution, output format

    Digitising images: resolution and colour depth

    A bitmap image is a grid of pixels. Resolution is how many pixels there are (for example 1920 × 1080), or for scanning and print, how many dots per inch (dpi). More pixels capture more detail and make larger files. Colour depth (bit depth per pixel) is how many bits describe each pixel's colour: 1 bit gives 2 colours (black and white), 8 bits give 256 colours, and 24 bits (8 each for red, green and blue) give 224 = 16,777,216 colours.

    Uncompressed size = width × height × colour depth ÷ 8 (bytes). Worked example: an A4 page (8.27 × 11.69 inches) scanned at 300 dpi is about 2481 × 3507 pixels = 8,700,867 pixels. At 24-bit colour that is 8,700,867 × 3 bytes = 26,102,601 bytes, about 26 MB before compression. Scanning at 600 dpi would multiply the pixel count by four. Use the resolution you need: about 300 dpi is common for print; a screen usually needs far fewer pixels than a print scan.

    Digitising sound: sampling rate and bit depth

    Sound is a continuous wave. Digitising samples it: measuring the wave's height many times per second. The sampling rate (in hertz) is how many measurements per second; the bit depth is how many bits record each measurement, which sets how many different heights can be stored. A higher sampling rate captures faster changes; a higher bit depth captures finer differences in loudness. To capture a frequency correctly you need to sample at more than twice that frequency (the Nyquist rule). People hear up to about 20 kHz, so audio CDs use 44,100 samples per second (44.1 kHz) with 16 bits (65,536 possible heights) per sample per channel. Video production commonly uses 48 kHz.

    Concept diagram

    Sampling rate and bit depth

    The same wave measured too rarely, or recorded with too few possible heights, gives a rough copy.

    What to notice
    • Top row: a low sampling rate misses the peaks and troughs. A higher rate follows the wave closely.
    • Bottom row: bit depth is the fineness of each measurement. 2 bits allow only four heights, so the copy is a coarse staircase.
    • Real audio is far finer: CD audio uses 44,100 samples per second and 65,536 heights.

    Try thisWhich would you increase to fix a copy that looks jagged along the time axis, and which to fix one that looks like steps?

    Worked example: a 3-minute (180 s) stereo recording at 44,100 Hz and 16 bits: 44,100 × 16 × 2 = 1,411,200 bits per second; × 180 seconds = 254,016,000 bits, which is 31,752,000 bytes, about 31.8 MB uncompressed. An MP3 of the same track is a small fraction of that size.

    Digitising video

    Video is a sequence of images (frames) plus sound. Its size depends on resolution, frame rate (frames per second), colour depth and length, and then on the bitrate chosen by the codec. As calculated earlier, uncompressed high-definition video is enormous, so video is always compressed for storage and streaming.

    Try it

    Asset size calculator

    Work out the uncompressed size of an image, a sound or a video clip. Enable JavaScript to use this tool. In short: image bytes = width × height × bits per pixel ÷ 8; sound bits per second = sampling rate × bit depth × channels; and video multiplies the frame size by the frames per second and the seconds.

    Data compression

    NESA's glossary defines data compression as a reduction in the number of bits needed to represent data. It saves storage and speeds up transmission. There are two families.

    Lossless compression

    Lossless compression finds and removes redundancy (repeated patterns) but keeps every bit of information, so the original can be perfectly rebuilt. A simple technique is run-length encoding: WWWWWWBBBW can be stored as 6W3B1W. Real formats use more advanced methods. PNG, FLAC and ZIP are lossless. What is discarded: nothing. Artefacts: none. Trade-off: the saving is limited, especially for detailed photographs and natural sound. Use it when exactness matters: text, code, logos and screenshots, master copies, and archives.

    Lossy compression

    Lossy compression permanently discards information that people are unlikely to notice. The discarded data cannot be recovered. It can shrink files a great deal, which is why photographs, music and video are delivered this way.

    • JPEG splits an image into small blocks, then reduces fine detail and colour resolution that the eye is less sensitive to. Too much compression produces artefacts: blocky squares, blurred edges and ringing around sharp lines such as text.
    • MP3 and AAC remove sounds masked by louder ones and frequencies most people cannot hear. At low bitrates you may hear a thin, watery sound or smeared sharp sounds.
    • H.264 video stores full frames only occasionally and then just the changes between frames. At low bitrates you see blocks in fast motion and smearing or banding in smooth gradients.

    Every re-save of a lossy file discards more, called generation loss. Edit from a lossless master and export a lossy copy once, at the end. Use lossy compression when the audience cannot notice the loss and file size or speed matters most: web photos, streaming audio and video, and mobile delivery.

    LosslessLossy
    Original data recovered?Yes, exactlyNo, only an approximation
    What is discarded?Nothing (only redundancy is removed)Detail unlikely to be noticed
    Size reductionModerateLarge, adjustable by a quality setting
    Possible artefactsNoneBlocks, blur, banding, distortion
    ExamplesPNG, GIF, FLAC, ZIP, WAV (uncompressed)JPEG, MP3, AAC, H.264, lossy WebP
    Best forText, logos, screenshots, masters, archivesPhotos, streaming audio and video, web delivery

    Try it

    Lossless against lossy, on one image

    The same drawing is saved by your browser as a PNG (lossless) and as a JPEG (lossy). The file sizes are real. Lower the JPEG quality and tick the zoom box to see what is thrown away.

    Lossless (PNG)
    Lossy (JPEG)

    Loading the comparison…

    Digitising a printed photo, step by step (1) Clean the scanner glass and place the photo squarely. (2) Scan at 300 dpi, or 600 dpi if you plan to enlarge, in 24-bit colour. (3) Save a master as PNG or TIFF and do not edit that file. (4) Crop, straighten and correct colour in an image editor. (5) Resize to the display size. (6) Export a web copy as JPEG or WebP at a moderate quality. (7) Add alt text and record the source and permissions.
    HSC exam focus Learn one precise contrast: lossless keeps all the data and can be restored exactly, while lossy permanently removes data that is unlikely to be noticed. Then attach an example and a reason: "lossy JPEG for a photograph on a website, because the file is much smaller and the loss is not noticeable; lossless PNG for a logo, because sharp edges must be preserved." Calculations such as width × height × colour depth ÷ 8 are also fair game.

    How the UI Shapes the UX

    🎯 (EC-11-08, EC-11-10)

    📌 Explain how the user interface (UI) impacts on the user experience (UX)

    The relationship

    NESA's glossary defines the user interface (UI) as the means by which users interact with computer hardware or software. In software this is fields for text and number entry, mouse pointers, buttons and other graphical elements; in hardware it is switches, dials and lights. The user experience (UX) is the whole result of that interaction: usability, ease of use and enjoyment. The UI is what the user meets; the UX is what the user goes through and feels. A UI is therefore one of the biggest influences on UX, but not the only one, because speed, content, reliability and support also count.

    Concept diagram

    The UI is one part of the UX

    The interface is the surface a person touches on the way to a goal; the experience includes everything around it.

    What to notice
    • A beautiful UI on a slow or unreliable system still gives a poor UX.
    • A UI decision (colour, layout, wording) changes how easily the goal is reached.
    • The outcome includes how the user feels, not just whether the task was finished.

    Try thisDescribe an app you like using. Which parts of that experience are the UI, and which are not?

    How UI decisions change the UX

    UI decisionEffect on the UXExample
    Clear layout and visual hierarchyUsers find what matters first and spend less effortA large "Book now" button above smaller secondary links
    Consistent navigation and controlsUsers learn once and predict where things areThe menu in the same place on every page
    Immediate feedbackUsers know their action workedA button changes colour when pressed and a message says "Added to cart"
    Affordances and signifiersUsers can tell what is clickableButtons look raised; links are underlined
    Readable text and sufficient contrastUsers read comfortably, including in sunlight or with low visionDark text on a light background at a comfortable size
    Forgiving controlsUsers recover from mistakes without frustrationUndo and a confirmation before deleting
    Cluttered screens and tiny targetsErrors, delay and abandonmentFive competing banners around a checkout

    UI design principles

    • Consistency: use the same colours, wording, icons and layout for the same things, both within your system and following common conventions (a magnifying glass means search).
    • Visual hierarchy: use size, weight, colour, contrast, position and white space to show what matters most. People scan pages, so the first things noticed should be the important ones.
    • Feedback: respond to every action within a moment: a pressed state, a spinner, a success or error message.
    • Affordance and signifiers: an affordance is what an object allows you to do; a signifier is the visible clue that tells you (a raised button, a text cursor). Design so that the clue is obvious.
    • Simplicity: remove what does not help the task. Hick's law observes that decision time grows with the number of choices, so fewer, clearer options are faster.
    • Target size and distance: Fitts's law observes that a target is quicker to hit if it is larger and closer, so make touch targets comfortably large, especially on phones.
    • Error prevention and recovery: design so mistakes are unlikely, and make recovery easy.
    • Accessibility: design for the widest range of users from the start.

    Accessibility: WCAG 2.2

    The World Wide Web Consortium (W3C) publishes the Web Content Accessibility Guidelines (WCAG) 2.2, a W3C Recommendation released in October 2023. It sets testable success criteria at three levels (A, AA and AAA) and is organised under four principles, remembered as POUR. Level AA is the usual target for websites.

    PrincipleMeaningExamples of what to do
    PerceivableUsers can perceive the content with the senses they haveText alternatives (alt text) for images; captions for video; do not use colour alone to convey meaning; text contrast of at least 4.5:1 (3:1 for large text)
    OperableUsers can operate every controlEverything works by keyboard; visible focus; no flashing content; touch targets not too small (WCAG 2.2 adds a minimum target size of 24 by 24 CSS pixels)
    UnderstandableContent and behaviour are predictable and clearPlain language; labelled form fields; helpful error messages; consistent navigation
    RobustContent works with current and future technology, including assistive toolsValid, semantic HTML; correct roles and names for controls

    Accessibility is also a legal matter. The Disability Discrimination Act 1992 (Cth) makes discrimination on the basis of disability unlawful in the provision of services, and inaccessible websites can breach it. WCAG is the accepted technical measure. Accessible design also helps many people without disability: captions in noisy places, high contrast in bright light, and keyboard shortcuts for speed.

    Scenario A local pool's booking page uses pale grey text on white, a "Book" icon with no label, and a date picker that can only be operated with a mouse. Fixes: darken the text to meet the 4.5:1 contrast ratio, add a text label to the icon, use a standard date input that also works with the keyboard, and provide visible focus outlines. Each change improves the UX for everyone and removes a barrier for some.
    HSC exam focus "Explain how the UI impacts the UX" wants cause and effect: name a UI feature, say what the user experiences as a result, and say why. For example, "consistent navigation lets users predict where to find things, which reduces errors and effort, so the experience is more efficient". Keep the two terms distinct: UI is the interface, UX is the overall experience.

    Try it

    Contrast checker

    Test a text and background colour against the WCAG contrast ratios. Enable JavaScript to use this tool. In short: normal text needs a contrast ratio of at least 4.5:1 and large text at least 3:1.


    Design Tools for an Engaging UI

    🎯 (EC-11-08, EC-11-11)

    📌 Apply design tools and techniques to develop an engaging UI

    From idea to interface: the design tools

    Designers do not start by building. They use a sequence of design tools that get more detailed, and more expensive to change, at each step. Finding a problem on paper costs minutes. Finding it after coding costs days.

    ToolWhat it isAnswers the questionFidelity
    Site map or navigation structureA diagram of pages and how they connectWhere does everything live?Structure only
    StoryboardA set of screens with the links between them (NESA notation, next section)How does a user move through the system?Low
    WireframeA simple layout of one screen with boxes and labels; no colour or final contentWhat goes where?Low
    Style guide (or style tile)Chosen colours, fonts, spacing, icons and button stylesWhat will it look like everywhere?Design system
    Mock-upA realistic picture of the finished screen with real text, images and coloursWhat will it look like?High (looks real, does nothing)
    PrototypeA clickable model that behaves like the systemHow does it feel to use?Interactive

    Concept diagram

    Wireframe, mock-up and prototype of one screen

    The same ordering screen shown three ways: structure, appearance and behaviour.

    What to notice
    • The wireframe is deliberately plain so people discuss layout, not colours.
    • The mock-up adds real wording, colour and images, and tests the visual hierarchy.
    • The prototype adds behaviour: the ring shows a tap that opens the next screen.

    Try thisSketch a wireframe of your school's home page on paper in two minutes, then say what a mock-up would add.

    Storyboards using NESA notation

    NESA's Course Specifications (p.9) describe a storyboard as showing the various interfaces (screens) as well as the links between them. Each screen is drawn as a rectangle containing a title, a Help button, a column of navigation buttons (the button for the current page is highlighted) and a content panel. A small dot on a button with an arrow means "this button opens that screen". The example below is NESA's own: three pages promoting a school canteen.

    Storyboard

    NESA storyboard: three linked pages for a school canteen website

    Redrawn from NESA Enterprise Computing Course Specifications, page 9.

    What to notice
    • Every screen has the same layout: title, Help, navigation column, content panel. That is consistency.
    • The highlighted button tells you which page you are on.
    • A dot on a button with an arrow shows where that button leads. Home links to Prices and Specials, and each of those links back.

    Try thisList every link on this storyboard as "from screen, button, to screen". How many are there?

    In the exam, apply the same conventions to a new scenario. The storyboard below is a new example that follows the same notation: three pages for a community library events website.

    Storyboard

    Applying the notation: a community library events website

    A worked example in NESA's notation: home, bookings and events pages, with the links between them.

    What to notice
    • The content differs but the layout and notation are identical to NESA's example.
    • Screens are numbered and captioned so they can be referred to in the answer.
    • The Bookings screen contains a table, showing that a screen's content panel can hold different content types.

    Try thisAdd a fourth screen, "Contact us", and show which buttons should link to it.

    Form controls

    Screen design questions often ask you to choose controls for input. Choose the control that matches the data and limits mistakes.

    ControlUse whenExample
    Text boxFree text of any contentName, comment
    Radio buttonsChoose one from a few visible optionsDelivery: pick-up or delivery
    Check boxesChoose any number of options, or a yes/noExtras: sauce, drink
    Drop-down listChoose one from many options in little spaceState or territory
    Date picker or number fieldRestrict input to valid valuesBooking date, quantity
    ButtonTrigger an action (verbs on the label)Order now, Cancel

    Applying the tools: an engaging UI for the library events site

    1. Define the audience and tasks. Residents of all ages need to find an event, see if seats are left, and book a seat. Some use screen readers; many use phones.
    2. Site map. Home → Events, Bookings, Contact; each event page links to Bookings.
    3. Storyboard the key path (Home → Events → Bookings) using NESA notation, as above.
    4. Wireframe each screen with paper or a tool such as Figma or Penpot. Check hierarchy: the event name and date first, then the Book button.
    5. Style guide. Choose two colours with sufficient contrast, one readable font, a spacing scale, and one button style used everywhere.
    6. Mock-up with real event names and photos. Check contrast and text size.
    7. Prototype the booking flow and test it with a few users, from young to old, including one using a screen reader or keyboard only.
    8. Refine from what you saw, not what you assumed.

    An engaging UI is one people want to use, not one that is merely decorated. It has a clear purpose on each screen, a strong visual hierarchy, quick feedback, a consistent style and small touches of delight (a friendly confirmation message) that never get in the way. Techniques that support this include a layout grid, generous white space, limited colours, a clear type scale, meaningful images, and responsive design so that the layout adapts to phones and tablets.

    Screen design checklist Title and purpose obvious? Navigation in the same place on every screen? Current page highlighted? The most important action stands out? Every control the right type for the data? Labels visible and clear? Enough contrast and text size? Feedback for each action? A way back or to undo? Screens numbered, and links between screens shown?
    HSC exam focus NESA's 2025 online exam included interface and screen design with form controls. For a screen design answer, label each element, choose controls that match the data (radio buttons for one choice, check boxes for several), keep navigation consistent, and add a sentence justifying a design decision using a principle (for example "the Order button is large and contrasting to create a visual hierarchy"). For a storyboard, use NESA's notation: a title, Help button, navigation with the current page highlighted, a content panel and dot-and-arrow links.
    Syllabus Part 3 Create interactive media systems

    Design Thinking for a Front-End System

    🎯 (EC-11-08, EC-11-09, EC-11-11)

    📌 Apply design thinking to develop a front-end, web-based interactive media system incorporating UX and UI principles

    NESA's glossary describes design thinking as a process where a need or opportunity is identified and a design solution is developed, with economic, environmental and social impacts core to it. It can be used to understand a problem, generate ideas and refine a design based on evaluation and testing. The stages below (empathise, define, ideate, prototype, test) are applied here to a front-end web-based system: the part of a web system that users see and use, built with HTML, CSS and JavaScript. The running example is a lunch pre-ordering website for a school canteen.

    Process diagram

    Five design thinking stages for a canteen ordering website

    Each stage produces something the next one uses, and testing sends you back to earlier stages.

    What to notice
    • The stages are a loop, not a straight line. Real projects revisit earlier stages.
    • Empathise and Test both involve real users; Define, Ideate and Prototype are where the team works.
    • Each stage has an output: insights, a problem statement, ideas, a prototype, and findings.

    Try thisChoose a problem at your school (queues, finding room changes, booking a laptop). Write its problem statement in one sentence, starting "How might we…".

    1. Empathise

    Understand the people you are designing for. Interview students, staff and canteen volunteers, observe the lunch queue, and survey people about how they currently order. Build a short persona (a fictional but evidence-based user: for example "Sam, Year 8, orders on a phone on the bus") and an empathy map (what they say, think, do and feel). Include users with different abilities and devices, for example a student who uses a screen reader. Outputs: notes, quotes and observed pain points (for example, "the queue is too long and I miss out on my order").

    2. Define

    Turn what you learned into a clear problem statement and measurable goals. Example: "Students need a fast, easy way to order lunch before school so they can avoid queues, and volunteers need orders arranged in advance." Add success criteria you can test: "A new user can place an order in under a minute without help", and "The site meets WCAG 2.2 level AA". Output: problem statement, requirements and success criteria.

    3. Ideate

    Generate many possible solutions before choosing one. Use brainstorming, sketching several layouts quickly, and mapping the user's journey. Then choose ideas using criteria such as desirable (users want it), feasible (we can build it) and viable (it is sustainable within the time and budget). Output: a chosen concept, a site map and a storyboard of the main path (see design tools).

    4. Prototype

    Build a cheap, quick model to test. Start with paper or wireframes, move to a clickable mock-up, and for a front-end web system build a working page in HTML, CSS and JavaScript. A prototype can be incomplete because its purpose is learning. Incorporate UX and UI principles from the start: semantic HTML (headings, labels, buttons), consistent layout, a clear hierarchy, immediate feedback, adequate contrast and keyboard access. A small front-end prototype of the ordering screen:

    <main>
      <h1>Order lunch</h1>
      <form id="order">
        <p id="order-help">Order before 10:30 am to collect at first break.</p>
        <fieldset>
          <legend>Choose your lunch</legend>
          <label><input type="radio" name="item" value="6.50" checked> Chicken wrap ($6.50)</label>
          <label><input type="radio" name="item" value="3.00"> Fruit cup ($3.00)</label>
          <label><input type="radio" name="item" value="5.00"> Veggie roll ($5.00)</label>
        </fieldset>
        <label for="qty">Quantity</label>
        <input id="qty" name="qty" type="number" min="1" max="5" value="1" inputmode="numeric">
        <p id="total" role="status">Total: $6.50</p>
        <button type="submit">Order now</button>
      </form>
    </main>
    
    <script>
      const form = document.getElementById('order');
      const total = document.getElementById('total');
      form.addEventListener('input', () => {
        const price = Number(form.item.value);
        const qty = Number(form.qty.value) || 1;
        total.textContent = 'Total: $' + (price * qty).toFixed(2);
      });
    </script>

    Notice which UX and UI principles this code applies. A <label> and <fieldset>/<legend> tell screen-reader users what each control is (perceivable, understandable). Radio buttons enforce one choice (error prevention). The role="status" total is announced as it changes (feedback). The type="number" field with min and max limits valid input. Native controls are keyboard operable by default (operable). Add responsive CSS so the layout works on a phone.

    5. Test

    Watch real users try the prototype. Give each a realistic task ("Order a chicken wrap for first break"), ask them to think aloud, and observe without helping. Record task success, time taken, errors and comments. Five users will usually reveal most serious problems. Then decide what to change. This might mean fixing a label, redesigning a screen, or going back to Define if you discover you solved the wrong problem. Repeat until the success criteria are met, then evaluate against the requirements and accessibility guidelines.

    Mapping the stages to UX and UI principles

    StageUX and UI principles appliedEvidence you keep
    EmpathiseHuman-centred design; inclusion of people with disabilityInterview notes, persona, observations
    DefineClear goals; measurable usability and accessibility targetsProblem statement, success criteria
    IdeateSimplicity; consistent navigation; visual hierarchySketches, site map, storyboard
    PrototypeFeedback, affordance, contrast, semantic HTMLWireframes, mock-up, working page
    TestUsability heuristics; WCAG checksTest plan, results table, list of changes

    Record decisions in a process diary (NESA Course Specifications, p.13). Each entry should include the date, who made the entry, progress since the last entry, tasks achieved, stumbling blocks and how they were managed, possible approaches for the next tasks, reflective comments and resources used. For example: "12 Feb, Priya. Tested the paper prototype with three Year 8 students; two missed the quantity field. Moved it beside the item and retested. Next: contrast check on the colour palette."

    Scenario Testing the canteen prototype, two of five users tap the wrong button because "Order now" and "Cancel" look alike and sit close together. Following the loop, the team increases the space between buttons, gives Cancel a plain outline style and retests. All five users then complete the order, and the change is recorded in the process diary. That is design thinking in one cycle.
    HSC exam focus "Apply" wants the stages used on a given context. For a scenario, walk through each stage with a specific activity and output for that scenario (not general definitions). Mention that the process is iterative and that testing uses real users. Where a UX or UI principle is named, say which feature applies it.

    Interactive Data Journalism

    🎯 (EC-11-04, EC-11-05, EC-11-11)

    📌 Develop and publish an interactive work of data journalism

    What is data journalism?

    Data journalism finds, analyses and presents data to tell a news story or explain an issue. The story is built from evidence in a dataset, such as government statistics, and is often presented with interactive charts, maps or searchable tables so the audience can explore the evidence for themselves. For example, instead of writing "rents rose", an interactive graphic lets each reader look up their own suburb. Interactive data journalism combines skills you already use: research, data handling, visualisation, front-end development and writing.

    Process diagram

    The data journalism workflow

    Question, data, clean and analyse, visualise, publish, with ethics checked at every step and updates after publication.

    What to notice
    • It starts with a question, not a chart. The question decides which data you need.
    • Cleaning and checking take a large share of the time.
    • Publishing is not the end: corrections and feedback loop back to the question.

    Try thisWrite one question about your school or suburb that data could answer, and name a possible source.

    Workflow, step by step

    1. Question. Ask something specific and answerable: "Has the share of students who walk or ride to school changed since 2019?" Identify the audience and what they need to know.
    2. Data. Find trustworthy data: national statistics from the Australian Bureau of Statistics (abs.gov.au), the government data portal data.gov.au, or Transport for NSW open data. Record the source, date, licence and definitions. Check whether you may reuse it and how to credit it. Or collect your own data by survey, and record how.
    3. Clean and analyse. Remove duplicates and errors, make units and dates consistent, and handle missing values openly. Then calculate the summaries that answer the question (totals, percentages, change over time) in a spreadsheet or code. Check results against a second source, and ask whether the data could tell a different story.
    4. Visualise. Choose the chart that suits the question: lines for change over time, bars for comparing categories, maps for location. Label axes and units, start bar-chart scales at zero, use a colour scheme that works for colour-blind readers, and add alt text and a data table.
    5. Publish. Build the interactive page, test it on phones and with a keyboard, and publish it to your school's web space or a free static host so your audience can read it. State the source, the date and the method, and give a way to send corrections.

    Ethics of data journalism

    • Accuracy and honesty: report what the data shows. Do not cherry-pick, and do not imply that correlation proves cause.
    • Context and fair scales: a truncated axis or unlabelled units can make small changes look dramatic. Present the numbers in context, such as rates per 1,000 people rather than raw counts when populations differ.
    • Privacy: small groups can be re-identified from data that looks anonymous. Publish only what is needed and never expose personal details.
    • Consent and sources: if you collect data from people, explain the purpose and get consent (and a guardian's if under 18).
    • Bias and representativeness: ask who is missing from the data. A survey of 20 friends does not represent a school.
    • Indigenous data: data about Aboriginal and Torres Strait Islander Peoples raises data sovereignty. NESA describes data sovereignty as the right of Indigenous Peoples to determine the creation, collection, ownership and application of data that is for and about them. Frameworks such as the CARE Principles for Indigenous Data Governance (collective benefit, authority to control, responsibility, ethics) and Maiam nayri Wingara are guides to good practice; involve the communities concerned rather than speaking for them.
    • Accessibility and transparency: make the story usable by everyone, share the method and correct mistakes openly.

    A worked mini-example you can build

    Story: "How do students get to school?" The dataset below is invented for practice and is not real. For a real story you would use a published dataset or your own survey. The interactive page has a slider to choose a year; the bars update, a sentence summarises the biggest mode for screen-reader users, and a table gives the underlying data.

    1. Question: Which way of getting to school is most common, and how has that changed?
    2. Data: percentages for four travel modes in four years, stored in a small JavaScript object (a real project would load a CSV or JSON file and record the source).
    3. Analyse: find the largest value in each year; check that each year sums to 100%.
    4. Visualise: bars of equal thickness with one colour (length carries the data), value labels, and a table.
    5. Publish: save the file as index.html, upload it, and add a source line and a contact for corrections.
    <h1>How do students get to school?</h1>
    <p>Practice data made up for this exercise. Not real figures.</p>
    <label for="year">Year: <output id="yr">2025</output></label>
    <input id="year" type="range" min="0" max="3" value="3" step="1">
    <div id="chart" role="img" aria-label="Bar chart of travel modes"></div>
    <p id="summary" aria-live="polite"></p>
    <table id="table"><caption>Data behind the chart (% of students)</caption></table>
    
    <style>
      .row { display: flex; align-items: center; gap: .5rem; margin: .3rem 0; }
      .row span:first-child { width: 4rem; }
      .bar { height: 1.4rem; background: #0a7c86; }   /* one colour: length, not colour, carries the data */
    </style>
    
    <script>
      const years = [2019, 2021, 2023, 2025];
      const data = {                       // % of students; invented for practice
        Walk: [22, 24, 26, 27], Bike: [6, 7, 9, 11],
        Bus:  [28, 22, 24, 25], Car:  [44, 47, 41, 37]
      };
      const slider = document.getElementById('year');
    
      function draw() {
        const i = Number(slider.value);
        document.getElementById('yr').textContent = years[i];
        document.getElementById('chart').innerHTML = Object.entries(data).map(([mode, v]) =>
          `<div class="row"><span>${mode}</span><span class="bar" style="width:${v[i] * 4}px"></span><span>${v[i]}%</span></div>`
        ).join('');
        const top = Object.entries(data).sort((a, b) => b[1][i] - a[1][i])[0];
        document.getElementById('summary').textContent =
          `In ${years[i]}, ${top[0]} was the most common way to get to school (${top[1][i]}%).`;
      }
    
      document.getElementById('table').innerHTML = '<caption>Data behind the chart (% of students)</caption>' +
        '<tr><th>Mode</th>' + years.map(y => `<th>${y}</th>`).join('') + '</tr>' +
        Object.entries(data).map(([m, v]) => `<tr><th>${m}</th>${v.map(n => `<td>${n}</td>`).join('')}</tr>`).join('');
    
      slider.addEventListener('input', draw);
      draw();
    </script>

    Extend it: add a "Year" label to the table, replace the data with a real dataset from data.gov.au (recording its licence), add a second chart, or add tooltips. Test that it works with the keyboard only, at phone width, and at 200% zoom.

    Scenario A regional newspaper wants a piece about local swimming pool visits. The reporter gets open council data, finds that several months are missing, and says so in the story rather than guessing. The interactive chart has alt text, a data table and a note describing the source. After publication a reader points out a mislabelled month. The paper corrects it, records the change and thanks the reader. That is data journalism done ethically.
    HSC exam focus "Develop and publish" is practical. You should be able to describe your own project's workflow, choose a suitable visualisation, and say how you handled ethics (source, privacy, bias, accessibility). Keep a process diary with dated entries. In writing, use the sequence question, data, analysis, visualisation, publication and give a specific ethical decision you made and why.

    Choosing a Project Management Approach

    🎯 (EC-11-08, EC-11-09)

    📌 Select an appropriate project management approach to develop an interactive media-based solution

    NESA's glossary defines project management as the process of planning, organising, controlling resources, monitoring timelines and activities, and completing a project to achieve a goal that meets identified criteria. The approach you choose sets how the work is organised over time. Three are common for interactive media projects.

    Three approaches

    • Waterfall completes the stages in order (requirements, design, development, testing, installation, maintenance). Each stage is finished and signed off before the next starts, and the client sees a working system near the end. It emphasises planning and documentation.
    • Agile works in short cycles (often one to four weeks, called sprints in Scrum). Each cycle plans, builds, tests and reviews a small working piece, with the client giving feedback each time. Work is prioritised from a backlog, and the plan changes as learning arrives.
    • Prototyping builds a quick, cut-down version early so users can react to it, then refines it (or throws it away and builds properly). It focuses on discovering what users need before committing to a full build. Prototyping is often used inside waterfall or agile projects.

    Animated diagram

    Waterfall and agile: when does the client get a working system?

    The same project delivered two ways, with the amount of working system the client can use shown week by week.

    What to notice
    • Waterfall delivers everything at the end; agile delivers usable parts along the way.
    • In waterfall a late request from the client is expensive; in agile it becomes the next item on the backlog.
    • The picture simplifies real projects, which usually mix the two.

    Choose Waterfall or Agile with the tabs. Step with ◀ and ▶ (or the arrow keys), play or pause with Space.

    Try thisFor each approach, name a project where a late change would be a serious problem and one where it would be welcome.

    Process diagram

    An agile sprint cycle

    A prioritised backlog feeds a short sprint that ends in a demonstrable increment, a review and a retrospective.

    What to notice
    • The client is involved at the review, every sprint.
    • The retrospective improves the team's process, not just the product.

    Try thisWhat would go on the backlog for a school events app? Order the first five items by priority.

    Selecting an approach: criteria

    CriterionWaterfallAgilePrototyping
    RequirementsClear and stableUnclear or changingUnclear; users must see something first
    Client involvementAt the start and endContinuousFrequent demonstration and feedback
    First working versionLateEarly, then regularVery early (limited)
    Cost of changeHigh once a stage is signed offLowLow early on
    Documentation and controlHeavy; strong milestonesLighter; working system valuedVaries; risk of a prototype becoming the product
    Fixed deadline and budgetSuits fixed scopeFix time; flex scopeSupports early decisions on scope
    Main riskBuilding the wrong thingScope creep; less predictable finishUsers expect the prototype to be finished

    Applying the criteria

    ProjectApproachJustification
    A museum kiosk with fixed content and a fixed opening dateWaterfall, with some early prototyping of screensRequirements and deadline are fixed, and hardware and content must be delivered together
    A student-led school events app when no one is sure what users wantAgile with prototypesNeeds are unclear; short cycles let users steer the design and change is expected
    An interactive data story for a newsroom deadlineAgile (a simple task board) with a minimal first versionA basic, correct version can publish early and be improved if time allows

    Whatever the approach, use the same planning and tracking tools: a Gantt chart for tasks, durations and dependencies (NESA Course Specifications, p.12), and a process diary for progress and decisions (p.13). Year 12's Enterprise project covers these in more depth; see the Enterprise Project notes.

    HSC exam focus "Select" needs an approach and a justification tied to the scenario. Say what makes the project suit it (clear or unclear requirements, deadline, client availability) and name a limitation you will manage. Avoid the claim that one approach is simply "better".

    User Interaction in Web-Based Systems

    🎯 (EC-11-01, EC-11-10)

    📌 Apply features of user interaction and UX within web-based systems

    • communication processes via social media
    • search, sort and selection processes via online retail services
    • online gaming platforms

    Applying features of user interaction and UX means choosing interface features and processes for a real system so people can reach their goals quickly and safely. The three contexts below appear in the syllabus. In each, ask what the user is trying to do, which features help, and which UX principles those features apply.

    Communication processes via social media

    Social media communication follows a repeatable process: compose (write, add media, add alt text and captions), publish (choose the audience), notify (followers see it in a feed or notification), react and reply (likes, comments, shares, direct messages), and moderate (report, hide, block, remove). Each stage relies on a UI feature and a UX principle:

    StageInteraction featuresUX principle applied
    ComposeText box, emoji picker, upload, alt-text field, draft savingAccessibility; forgiveness (drafts are not lost)
    PublishAudience selector (public, friends, private), preview, Post buttonUser control; clear visibility of who will see it
    NotifyNotifications with counts, muting, quiet hoursFeedback; user control over interruptions
    ReplyThreaded comments, mentions, reactionsRecognition; low effort to respond
    ModerateReport, block, hide, edit and deleteSafety; error recovery; user control

    Design a class discussion board: require a name (or a chosen display name), allow replies within a topic, let teachers pin announcements and hide inappropriate comments, notify users of replies only, and show a clear "Report" option on every post. Consider privacy (who can see the board) and accessibility (keyboard-operable reply buttons).

    Search, sort and selection processes via online retail services

    Online retail depends on helping people find the right item among many. The typical path is search, filter, sort, compare and select, then add to cart. Each step reduces the number of choices, which speeds decisions. The flowchart shows the logic, using NESA's flowchart symbols.

    Flowchart

    Searching, filtering and selecting a product

    The logic behind a shop's search, with a loop for no results and a loop for refining until an item suits.

    What to notice
    • Two decisions: "Any results?" and "Suitable item found?". Every decision exit is labelled Yes or No.
    • An empty result does not end the process: it returns suggestions and lets the user try again (help recovering from errors).
    • Filtering and sorting are a loop that continues until the user is satisfied.

    Try thisAdd a step to the flowchart so the user can view a single product's details before adding it to the cart.

    Good retail interaction features include a search box that suggests terms as you type and tolerates spelling mistakes; filters shown as check boxes or sliders (category, size, price); a sort menu; a results count; clear product cards with price and image; and a cart that always shows what is in it. Here is a small working example of search, filter and sort in JavaScript:

    <label for="q">Search</label> <input id="q" type="search">
    <label for="cat">Category</label>
    <select id="cat"><option value="">All</option><option>Shirts</option><option>Shoes</option><option>Bags</option></select>
    <label for="sort">Sort by</label>
    <select id="sort"><option value="name">Name (A to Z)</option><option value="low">Price (low to high)</option><option value="high">Price (high to low)</option></select>
    <p id="count" role="status"></p>
    <ul id="results"></ul>
    
    <script>
      const products = [
        { name: 'Polo shirt', category: 'Shirts', price: 24 },
        { name: 'Sports shirt', category: 'Shirts', price: 19 },
        { name: 'Leather shoes', category: 'Shoes', price: 65 },
        { name: 'Sneakers', category: 'Shoes', price: 48 },
        { name: 'School bag', category: 'Bags', price: 39 }
      ];
      const q = document.getElementById('q'), cat = document.getElementById('cat'), sort = document.getElementById('sort');
    
      function show() {
        let list = products
          .filter(p => p.name.toLowerCase().includes(q.value.trim().toLowerCase()))   // search
          .filter(p => !cat.value || p.category === cat.value);                        // filter
        if (sort.value === 'name') list.sort((a, b) => a.name.localeCompare(b.name));  // sort
        if (sort.value === 'low') list.sort((a, b) => a.price - b.price);
        if (sort.value === 'high') list.sort((a, b) => b.price - a.price);
        document.getElementById('count').textContent = list.length + ' items found';
        document.getElementById('results').innerHTML = list.map(p => `<li>${p.name}: $${p.price}</li>`).join('')
          || '<li>No matches. Try a different word or clear the filters.</li>';
      }
      [q, cat, sort].forEach(el => el.addEventListener('input', show));
      show();
    </script>

    Notice that every control has a visible <label>, the item count is announced (role="status"), and an empty search tells the user what to do next. Try searching "shirt", choosing a category and sorting by price.

    Ethics of retail interaction Ranking results to promote products that pay the shop the most, or hiding a cheaper option, may steer buyers unfairly. Say when results are sponsored, and let users sort by price.

    Online gaming platforms

    A gaming platform combines a store, a social network and a match-making service. The interaction features that shape the UX include:

    • Onboarding and tutorials: teach the controls in play rather than in a manual, with adjustable difficulty.
    • Lobbies and match-making: match players by skill and connection quality, and show waiting time (visibility of status).
    • Immediate feedback: sound, animation and vibration confirm actions; health and score are always visible.
    • Social features: friends lists, party chat, quick text phrases, and leaderboards that motivate without shaming.
    • Performance indicators: a visible ping or connection warning, because delay damages the experience.
    • Accessibility options: remappable controls, subtitles, colour-blind modes, adjustable text size and reduced-motion settings.
    • Safety and control: report and mute buttons, parental controls, spending limits and clear age ratings.
    Scenario A Year 11 group prototypes a "study lobby" for a school gaming club. Players choose a role, see who is waiting, and start when four have joined. They use a countdown and a sound cue (feedback), offer a text-size setting and a mute button (accessibility and safety), and test with a beginner who cannot find the Leave button. Moving that button to the same place as on every other screen (consistency) fixes it.
    HSC exam focus "Apply" means using a feature in a specified system. Choose a context from the question, name a specific interaction feature (search filters, report button, match-making lobby), and state the UX principle it supports and the outcome for the user. A short annotated screen design or flowchart with a clear justification can earn more than a paragraph of description.