Guidelines and Assessment Rubric
Because the work plan acts as a roadmap for the final project it's
important to know what kinds of final projects are acceptable. To avoid
confusion, however, note that there will be a separate rubric for the
final project given out later in the semester. The final project is the
culminating experience for this class, and will become the foundation
for much of what you learn. Unless you can make a strong case about why
you want to pursue something else, the final project should be
educational in nature, although education is used here in the broadest
sense of the term. For example, you can create a job aid that walks
users through assembling a device or repairing a piece of machinery.
Although they may not have learned the task, or be able to perform it
again without the job aid, learners should be able to perform the task.
You should be spending 5-15 hours in design related tasks (writing the
work plan, story boarding, and writing the project documentation), you
should be spending 40-60 hours in development related tasks (finding
and creating media, programming, etc . . . ). These ranges are for
individuals, if you work as a group you should be spending more time on
these activities.
You can either fabricate your own project, or you can find a real
one. You may also want to reverse engineer something that you have
already seen, just keep in mind that if you want to show this as part
of your portfolio you will need permission for any media and materials
you use in it. If you are currently working you are free to "double up"
and use something work related as your project. Finally, you may also
want to take something you designed in another class (design I or
design II) and take it to completion here. We will be devoting some
class time to your projects as we come closer to the end of the
semester. This will allow you to meet with your groups (if you have
decided to team up), and ask me questions, and get help working through
some of the problems you are sure to encounter. One final constraint as
you think through what you want to take on, you need to meaningfully
incorporate sound into your project.
As an initial step, you will be responsible for writing a work plan.
The work plan is a contract between you (or your group) and your
"client." The finished work plan will consist of the following
parts:
- Introduction - a half page to a full page which gives a clear
picture of what the project entails. This should be comprehensible by
itself, and to people who have no idea what the project is. Take a step
back from coding and development here (i.e., there should be no
mention of Macromedia products or other technical details).
You might briefly mention who the target audience is here and set the
stage for your goal(s).
- Goal(s) - a description of what end users will be able to do after
using the product. Think operationally. There is a big difference
between "Learners will know the fifty states" and "Students will
memorize the fifty states, and be able to name a state if shown its
shape and pick out the corresponding shape if given a state name."
- Client - a description of who your client is, if this is a
fabricated product be as specific as you can about who a real client
would be. This is important because it might impact some of your
design/development decisions.
- Scope - it is unlikely that whatever you create will be a
standalone piece, the intent of this section is to couch what you are
working on as part of a larger whole. For example, if you want to build
a piece of instruction on burning data CDs you might decide to cover
selecting appropriate media, formatting the disk, naming the disk, and
making a choice between an open and closed writing session, all for
Roxio Easy CD Creator version 5. �You would be leaving out other
Burning software, previous versions of Easy CD Creator, burning music
CDs, labeling CDs, archiving/compression and alternative media storage
(super disks, DVDs, zip disks, tape backup, etc . . . ). This is the
most important part of the work plan, as it protects both you and your
client from problems. If you are clear in describing what you will do
your client will be happy and if you are clear about what you will not
do your client will not be able to increase the scope without further
increasing the budgeted time and/or the budgeted money.
- Target Audience - an indication of who will be using the product.
Outline factors that will be critical to your design. For example, age,
level of computer literacy, connection speed, etc . . . For those of
you who have taken the Instructional Design class, this is not a full
target audience analysis. Be brief.
- Limitations - a discussion of constraints under which the project
has to be completed. All of you should have something to say about a
limited amount of time, and most of you should also be able to note a
non-existent or extremely small budget. Some of your limitations might
also flow naturally from your target audience section (such as reduced
connectivity or lower-end machines necessitating a smaller screen
resolution).
- Finished Products - a list of what will be given to the client. At
a minimum this should include the work plan, the storyboards, the
project documentation, any development files, and the final exported
files. You may also want to include things like a well organized set of
related media.
- Timeline - this is a list and description of responsibilities for
project completion. If you are working as a group, you should designate
what each person is responsible for.
- Story board - This is a very rough idea of what
critical interactions will look like. For those of you
who have taken the design classes we will not be going to that level of
detail. Instead, give me (and yourself) some idea of how you will use
your real estate in the finished product. This can either be done with
hard copy or electronically if you want to use a rapid prototyping
methodology. Either way, graphics should be accompanied with a text
description of what is going on in each screen. You should have
between 3-5 story boards.
Check the syllabus for due dates. Everything will be due before the
stroke of midnight (23:59:59) on the date noted. More important than
point values for each part are their corresponding percentage of your
final grade (repeated above from the syllabus). The remaining 20% of
your grade will be based on assignments. To give you more time to
devote to your projects the assignments pretty much stop as we get
closer to the end of the semester.
Deliverables: Ideally, these will consist of a single MS Word
document (or RTF file if you have another word processing program).
Go ahead and "build" on existing work (so your second
submission should include the intro and goals as well as the additional
sections, the third should include everything even though only the
storyboards will be new). You can revise the introduction and goals
based on feedback I give you but once your final submission is in do
not revise your work plan (even if you decide to modify your project
partway through). Any significant changes to your design can be noted
in your project documentation.
File Naming convention: workPlan1YourName.doc (so if your name were
Sam Walker you would name the file workPlan1SamWalker.doc). (use .rtf
if you submit a rich text format file). The second and third versions
would then be workPlan2SamWalker.doc and workPlan3SamWalker.doc.
Assessment Rubric
Your assignment will be assessed using the following rubric:
| Criteria |
Points |
| Is your Work Plan clear, well written, and professional? |
30 points |
| Does your Work Plan include all of the required elements noted
above? |
70 points |
| Total |
100 points |
Citation: admin. (2008, May 19). Work Plan. Retrieved November 23, 2009, from Free Online Course Materials — USU OpenCourseWare Web site: http://ocw.usu.edu/Instructional_Technology/flash/workPlan.htm.
Copyright 2008,
by the Contributing Authors.
This work is licensed under a
Creative Commons License.