Enhancing Communication & Collaboration
Enhancing Communication & Collaboration
MYP 5
E-Portfolio to develop a solution which promotes Communication and Collaboration in
Communities.
The 21st century has brought interconnectedness and collaboration to be discouraged and
discomforted because of the various economic, social, and political problems. People have found
communication within their communities especially as collaboration between one another has been
significantly reduced. However, to truly understand the large scope of this problem, we must first look at
the history of communication in the modernised era. To begin, we must start at when communication
between communities started. Dating back to 3200 BC, archaeologists found hieroglyphic tablets that
incorporated pictures and text to track and record community affairs (Thoughtco, 20212). After this, the
written language began to form around the China and Asian areas, eventually providing leeway to
multiple other countries to adapt and incorporate the written and spoken language into their communities.
One of these areas, called Phoenicia, spread the Phoenician alphabet across the Middle East that included
Egyptian and Hebrew inspiration and this started the phonetic language (Britannica, 20123). After
centuries of progress with the Phoenician alphabet, we finally chose a global language as English during
the 17’Th century. As other languages also progressed, many focused on embracing English as a second
language and this added level of communication sparked globalisation, which eventually leads to the
world we are in as of now. (David Crystal, 20034).
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mostly prefer digital communication compared to speaking directly to somebody (Live Person, 20217).
Australia and France also find over 60 percent of their population leaning towards digital media, allowing
us to understand that most developed countries favour digital media and would rather avoid or distance
themselves from situations where they have to interact with people in person.
From the information gathered from my multiple sources, I have come to a valid conclusion
which could have various interpretations but a clear and focused idea. In today’s generation, the use of
social media platforms tampers with effective collaboration while reducing the number of chances for
people to learn active communication or experience it. Chatting websites like Instagram have completely
changed how interaction is done. By implementing activities that promote in person collaboration or
using social media as a method for teaching are powerful ways to handle this situation or to promote a
more sustainable and globalised future. If we create new, bold, and intriguing ideas and introduce them
into the market, we may find relative success in teaching or guiding this generation into a better future.
With all of this knowledge acquired, I am planning on creating a solution related to this issue
using the logistics of an educational activity. The activity will be either digital or analog, consisting of
activities to educate my target audience. The words, complexity, and learning potential from the product
will all be comprehensible by teenagers and they shall help promote communication and collaboration
between communities. The purpose of the solution is to motivate my target audience to be more confident
in their speaking skills while also enhancing their teamwork and networking skills. Creating a product of
this scale will be difficult and time consuming, but a masterfully constructed plan will facilitate any
challenges that must be overcome. Using my prior knowledge and other knowledge I gathered throughout
the journey, I will be able to create a product of the highest quality and efficiency.
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The community which I chose to focus on for this issue happens to be related to the issue as I
have picked my school community. More specifically, I have chosen the grades of 8’th, 9’th and 10’th to
administer my product and receive feedback from. I have picked this audience due to the fact that people
of this age and grade group will be entering higher studies soon and will choose to pursue all of the
different aspirations that come with it. Due to this, when communication is improved and brought up as a
key point in their lives, the target audience will be able to benefit immensely from this product and the
learning that follows. A product like this that exposes the students to global interconnectedness is very
necessary and here are some reasons as to why:
- Getting a user off their phone or into something more productive is one of the main focuses of
global interconnectedness. While we are connected online, it is also important to enhance our
behaviours and outlooks on the world in person or through interactive seminars. Students find
these types of seminars rewarding and entertaining and as survey suggests, many of them would
benefit from being taken away from their phones and put into the real world. As the survey
suggests, almost 50 percent of people ranging from 18-30 would pay five million dollars instead
of 10s or thousands to get rid of their phone from their lives (LivePerson, 202110). The fact that
this willingness is low means that an activity to get them off their phones would be very
beneficial.
- Interconnectedness pushes students of my target audience to improve on their skills and rectify
any mistakes. Roots, suffixes, prefixes, hyphens, punctuation, and intonation are just some of the
various aspects of communication that interconnectedness strives to improve. This concept must
be cemented into every student as learning in the IB curriculum requires connections with the rest
of the world to form meaningful answers and queries.
- My solution warrants interconnectedness and allows collaboration and communication to fester
and multiply. Since it involves teamwork through a pair activity and how the difficulty increases
along with the competition aspect, the activity must embrace certain skills that are essential to
everyday life. Activities meant to be played with others and require specific skills like
confrontational and patience skills while also focusing on improving the capabilities to
outperform others and acknowledge competition.
In addition, I received educated and valid answers from my Individuals and Societies teacher, as
he focuses on globalisation and economy; which are two priorities of my product that I found are very
important to understand and conceptualise (Refer to Appendix B for Survey Results). This primary source
happened to be extremely helpful for understanding the topic further and conceptualize a feasible product
that could be implemented in the near future. From the inputs of my Individuals and Societies teacher, I
was able to understand his take on this issue and how he feels about the idea that I am planning to work
towards. From his expert opinion, it is evident that while communication via devices helps to an extent,
there are key determinants that are overlooked. For activities, I found that his perspective on the ordeal
was much related to the concept of international mindedness, as he suggests that often, educational
activities produce a healthy amount of communication across borders and throughout the world. In
addition, by being more accepting towards others, we can identify each other’s strengths and weaknesses
while improving on what we can do best.
Aii. Identify and prioritise primary and secondary research needed to develop solutions to the
problem.
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1 What is By analysing the reasons for https://forms. https://education Desirable- 1) “Effects of Economic
Globalization? improved communication between gle/3pRic83G .nationalgeograp Low Globalisation | National
countries and people, I can bZnxWBN57 hic.org/resource/ Geographic Society.”
understand the root of the problem effects- Nationalgeographic.org, 2013,
and evaluate the implications of (Survey) economic- education.nationalgeographic.org
globalisation in day-to-day life. As globalization /resource/effects-economic-
this concept transcends borders globalization. Accessed 9 Dec.
and has been here since the dawn (Article) 2022.
of civilization, it is imperative that
proper research into both sides of 2) “Questions for Aii.” Google
the topic must be completed to Docs, 2022,
benefit my product. docs.google.com/forms/d/1SZxu
a7jHyyaofa6Ih4Am0PPs8zvEch
6MToLFcwGLXG0/edit#respon
ses. Accessed 9 Dec. 2022.
2 What is social As our world changes and the https://www2.de Desirable- 1) “Key Regulations in the Area
sustainability? 22nd century inches closer, we loitte.com/ce/en/ Medium of Sustainable Development.”
must take into account the fact that pages/about- Deloitte, 13 July 2021,
our methods of communication deloitte/articles/ www2.deloitte.com/ce/en/pages/
have stunted the norm and key-regulations- about-deloitte/articles/key-
augmented it into something with in-the-area-of- regulations-in-the-area-of-
many pros and cons. By learning sustainable- sustainable-development.html.
how to expand opportunities for development.ht Accessed 9 Dec. 2022.
communities, I can create more ml
long lasting benefits from using 2) Vallance, Suzanne, et al.
my product. In addition, it will (Article) “What Is Social Sustainability?
help me understand the topic at a A Clarification of Concepts.”
deeper level. https://www.scie Geoforum, vol. 42, no. 3, June
ncedirect.com/sc 2011, pp. 342–348,
ience/article/abs/ www.sciencedirect.com/science/
pii/S001671851 article/abs/pii/S00167185110000
1000042 42,
10.1016/j.geoforum.2011.01.002
(Article) . Accessed 9 Dec. 2022.
3 What methods By researching the means of https://forms. Desirable- 1) “Survey on Connection and
do we use to effective communication and gle/nBUJqLH Medium Collaboration.” Google Docs,
connect and collaboration, I can identify 5dVJmtcfn6 2022,
collaborate with existing models that allow docs.google.com/forms/d/1RCg
one another? individuals to interact with others (Survey) X-oMifPooT-
in a functioning community. I MhBlKhEBETedJDqO8MzEW2
asked my fellow peers and some HKYDs7c/edit. Accessed 9 Dec.
adults for a general answer. 2022.
4 Why are global Exchanging ideas and socialising https://www.e http://www.ador Desirable- 1) “Global Citizenship |
interactions with new individuals promotes ncyclopedia.c ngeo.com/global Medium Encyclopedia.com.”
important? creativity and the transfer of om/reference/ - Encyclopedia.com, 2022,
knowledge. As allowing encyclopedias interactions.html www.encyclopedia.com/referenc
communities with opportunities of -almanacs- e/encyclopedias-almanacs-
learning is my priority, researching transcripts- (Collection of transcripts-and-maps/global-
this issue will be very important. and- Journals) citizenship. Accessed 9 Dec.
This is because interaction maps/global- 2022.
between people across the world citizenship
will promote effective 2) Global Interactions. 2022,
communication; something that is (Encyclopedi www.adorngeo.com/global-
essential for my product. a) interactions.html. Accessed 9
Dec. 2022.
5 How can design As I have chosen to prioritise the https://www.c Essential- 1) “Digital Marketing.”
improve issues regarding communication oursera.org/sp High Coursera, 2016,
communication? and its relevance to collaboration, ecializations/ www.coursera.org/specialization
there is a clear incentive on digital- s/digital-marketing. Accessed 9
creating innovative designs to marketing Dec. 2022.
4
make effective changes in the
world. I used all of the information (Digital 2) Wiegers, Karl. The
from my research in Course) Thoughtless Design of Everyday
communication to truly understand Things. Perlego.com, 2021,
the scope of the concept and how it https://www.p www.perlego.com/book/359170
relates to the problem. erlego.com/b 5/the-thoughtless-design-of-
ook/3591705/ everyday-things-
the- pdf?queryID=71567aa46d8bce5
thoughtless- beea1c8799e8a40d3&index=pro
design-of- d_BOOKS&gridPosition=1.
everyday- Accessed 9 Dec. 2022.
things-pdf
(Book)
6 Is the increase While global interaction is very https://www.inte Desirable- 1) “Opportunities and Risks of
of global helpful to promote creativity and ractioncouncil.or Medium Globalization | InterAction
interaction a businesses, there is a risk that g/publications/o Council.” Interactioncouncil.org,
risk? should be looked at. By reviewing pportunities- 2022,
the risks regarding global and-risks- www.interactioncouncil.org/publ
interaction, I can understand what globalization ications/opportunities-and-risks-
to avoid during the creation of my globalization. Accessed 9 Dec.
product. (Academic 2022.
Meeting)
7 What are the By identifying the different Interview Essential- 1) (Vinodh Prakaash).
basic materials materials necessary for creating a with Vinodh High “Designing of Communication
required to collaboration based activity, it will Prakaash Activity”. Interview completed
create a physical be very simple to gather and sort by (Name of Interviewer), 9 Dec.
activity? out materials for the creation (Product 2022
process. This question will allow designer and
8 What are some me to create a plan to print, create, expert in Essential-
methods of and display sufficient information product High
creating bold effectively. In addition, While the evaluation
and intuitive activity houses the informational with 10+
activities? aspects of the product, the research years of
and learning must be very experience)
9 How could the thorough and of high quality. Each Essential-
necessary activity should be planned in High
dimensions, accordance to the respected time
length, and frame and take into consideration
content of each the users interest. Lastly, the
activity be product must be convenient to
determined? display in any situation, resulting
in the dimensions to be very
important in the creation process.
This question will primarily focus
on identifying key measurements
and mathematical indices of my
product.
10 How can online Online apps such as Patreon, https://www.rese Essential- 1) Annikki Kaivola-Bregenhøj.
applications or YouTube Live, and Twitch are all archgate.net/pub High “The Riddle: Form and
streaming tools valid streaming websites that have lication/3252682 Performance.” ResearchGate,
allow for better threads like chatting, interactive 76_The_Riddle_ MDPI AG, 18 May 2018,
communication gaming sessions, and viewer Form_and_Perfo www.researchgate.net/publicatio
with the target controlled activities that all rmance n/325268276_The_Riddle_Form
audience? promote communication. These _and_Performance. Accessed 9
websites are highly credible and (Article) Dec. 2022.
are used by millions of people
daily.
Aiii. Analyse a Range of Existing Products that Inspire a Solution to the Problem.
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Product 1: Mattel Apples to Apples Party Box The Game of Hilarious Comparisons (Family Edition)
Link: https://www.amazon.in/Mattel-Apples-Hilarious-Comparisons-Family/dp/B00112CHCK
Description: Apples to Apples is an exciting family game that plays on word choices and teamwork. It
involves quick thinking, humour, and strategy (amazon: Mattel Apples to Apples, 2022). The game
includes 756 red cards and 252 green cards with dimensions of 2.36 x 3.86 x 6.14 inches. By allowing
one judge to review different words to fill in their statement (found in green card), there can be many
opportunities for effective learning and humour. The product sells for 5472 INR. One review by Nitish
Bhardwaj mentions the pros and cons of the product. He states that the quality of the cards is great and the
replayability of the game is excellent. On the other end, he explains how the box of this game was torn a
bit, which could be a safety issue (amazon: Mattel Apples to Apples, 2022).
SWOT Analysis
Strengths Weaknesses
Aesthetics, Function, Safety: Card Stock is a durable material that Cost, Aesthetics: While Card Stock is a very durable material, it does
can be any colour. In addition, there is no ink flaking/cracking during have some issues regarding the price of the material. The average price
guillotining (Afterhourscreative11, 2020). This way, the colours are of 12 pt cardstock is $3.95 per square foot (Printmoz, 2022 14). This
crisp and there is no error in any card. In addition, there will be no means that the amount of money needed to print and create the
cracks or flakiness anywhere across the card, resulting in a quite safe individual cards will be very expensive, increasing the price of the
user experience. product.
Material, Aesthetics: The material used for the card is highly Safety, Material: Professional card thrower and dealer, Rick Smith,
durable and the same material used in regular poker cards. Also, suggests that throwing cards is very detrimental to health (Rick Smith,
using card stock can eliminate colour variation (Afterhourscreative, 201715). People caught at the receiving end of such malpractice can
202012). This allows for cards with no blemishes that are aesthetically suffer from high damage to the eyes, ears, or hands.
pleasing right out of the box. Environment, Material: While cards are small, they usually come with
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Size, Customer: The card game includes 756 red cards and 252 prints and a production line that will create more carbon emissions.
green cards (amazon: Mattel Apples to Apples, 2022 13). The size fits Typically, a normal card produces 20 g to 50 g of CO2, a noxious gas
the customer as the amount of cards allows for high replay potential that is harmful for our futures and for the environment (Uwe
and an even higher level of complexity for players that have high Trüggelmann, 201216).
experience.
Opportunities Threats
Aesthetics: The product includes a flashy and robust design that is Cost: The product sells for 5472 INR on Amazon.in (amazon: Mattel
fun for any audience regardless of age. This is a trait that is not Apples to Apples, 2022). The price of the product is extremely high
similar to the card game, “Cards Against Humanity” as their products when you take into account that other games like Exploding Kittens can
range from a vulgar set to a more family friendly set (Cards Against be found at a much lower rate. Online shops sell the family sized version
Humanity Family Edition, 201917) that limits their target audience to of Exploding Kittens at 1747 Rupees (MoonWalkBaby, 201919), which
a small portion of people (Cards Against Humanity is the closest is much lower than this product. The high cost may not appeal to the
concept-wise to the product as the premise is almost the same). target audience compared to other products in the market.
Size, Customer: The product contains 1008 cards in total, resulting Aesthetic: Uno, Cards Against Humanity, Kids Against Humanity,
in a long-lasting game. On the contrary, Cards Against Humanity Exploding Kittens, Sushi Go! Gloom, Five Crowns, etc. are all highly
contains 500 white cards and 100 blank cards in total (The Spruce, popular in today's market (Popular Mechanics, 202220). Card games that
201918). The level of playability when it comes to Cards Against focus on group playing or some type of group activity are very common
Humanity is much lower, resulting in a lesser pull on the customer. nowadays, so the unique qualities of Apples to Apples really comes
down to the fine print.
Conclusion: Apples to Apples is a great choice for popular and relevant card games in this current
market. It involves teamwork and communication skills to drive the player to victory. From the analysis, I
was able to discover that the 1008 cards that come with the family game pack are more than enough in
terms of replay ability and fun. However, when analysing the material used to create each card, I found
that it is much more expensive than other materials like cardboard and can be dangerous if malpractice
occurs. On the contrary, the material is highly durable and the colours will be crisp. When compared to
other products in the card game market, we can see that the size really does play to the game’s
advantages. The 1008 cards are much higher than the 600 cards in the modern day competitor, ‘Cards
Against Humanity”. In addition, the flashy colours and family-friendly cards allows the game to appeal to
a larger target audience compared to other games in the market. For all of these benefits, the cost of the
product is very high, as the family pack costs 5472 INR (amazon: Mattel Apples to Apples, 202221).
Different games such as ‘Exploding Kittens’ are priced at a more reasonable price of 1747 Rupees
(MoonWalkBaby, 201922), which will make Apples to Apples lose some of its appeal. Lastly, the concept
and premise of the game are closely similar to other card games in the market such as Uno, Gloom, Five
Crowns, etc. (Popular Mechanics, 202223). When looking at all of these options, it is evident that there is
still much room for improvement for the game and there are many aspects of the manufacturing process
that could be made more efficient.
Product 2: Communication Skills and Teamwork Course on EDX.org
(Cover Page)
7
(Information Page)
(Syllabus Page)
Link:https://www.edx.org/course/communication-skills-and-teamwork-
2?index=product_value_experiment_a&queryID=4c81bf655534286cb5ceacbf64edd3ff&position=3&link
ed_from=autocomplete&c=autocomplete
Description: The Communication Skills and Teamwork course on EDX is a verified course of 3 weeks.
This self-paced program allows the user to learn communication strategies, effective teamwork and the
fundamentals of communication (EDX, 202224). 3-4 hours are the recommended timings for each week in
order to complete the course and the cost to enrol is 12, 259 INR.
* There are no reviews of the course as it begins on 12/12/2022. Thus, there will not be any reviews until
the end of the course on January 2, 2023.
SWOT Analysis
Strengths Weaknesses
Aesthetics, Function: The EdX course is 3 weeks long while Cost: The price for the program is 12,259 INR (EDX, 202228). For a 3-
covering 8 topics as shown in the “What You’ll Learn” section (EDX, week program, it is unusually high, as that would mean there is a daily
202225). This suggests that around 2.5 topics are addressed in a single fee of 570 INR. This could be considered expensive in Indian standards.
week, which is efficient and less time consuming. In addition, the Aesthetics, Customer: Due to the fact that the price is very high, the
syllabus is very straightforward and easy-to-understand for the user feels obligated or must complete the course in order to get their
audience. money’s worth. Because of this, any unscheduled plans or delays in
Size, Customer: The 3-week course finishes on January 2, 2023 schedule for the customer could prevent them from completing the
(EDX, 202226). Due to this, the audience could learn about this topic course and receiving the verified and credible certificate that EdX offers
and have the knowledge in hand during the year of 2023. This would for every course (EDX, 202229). The time related aspects of the product
result in all members that take the online course to be prepared for the are very volatile and could result in money loss.
next year.
Safety: EdX was founded by professors from Harvard and MIT and
has more than 44 million learners (Upskillwise, 202227). This makes it
very credible and a valid source of information.
Opportunities Threats
Aesthetics: The product is highly credible and has only valid Cost: The price for the course I have chosen is 12,259 INR (EDX,
information. On the contrary, the competitor, “Coursera” includes top 202231). The cost usually averages around 9000 INR to 20000 INR.
rated courses that are accessible through a paid membership. Also, When compared with “Coursera”, the price seems drastically higher.
Coursera focuses more on professional training, for example computer Coursera offers many courses that cost less than 8500 INR (Edukatico,
science and business degrees (Edukatico, 201830). EdX is a non-profit 201732). This difference is understandable to an extent, but it is still a
organisation, so the only fee you must pay is for the courses. This large issue that makes many customers stray away from EdX. While the
makes the site more reliable and allows you to handpick what course higher quality courses do make sense, there is still a chance that a
you are doing without wasting money on a paid subscription. cheaper version of the same course is accessible on a different website.
Safety, Material: As the site is online and is created by Harvard and Because of this, the cost of the product is definitely a threat for the
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Stanford professors, there is a high level of safety in the EdX course. longevity of EdX.
Furthermore, a laptop or a phone is easily enough to complete the Aesthetics: The courses are put together by partners who have the
EdX course, allowing for ultra-portability. When compared to the freedom to create the course as they like. This can lead to course
other competitor, “Udemy”, which allows any user to create courses inconsistency (Upskillwise, 202233). On the other hand, competitors like
and upload them on the site, EdX seems much more reliable. This is Coursera are created by top experts in universities across the world
because EdX only chooses expertly crafted courses to display with (Upskillwise, 202234). This leads to more consistent and reliable
relevant information. Udemy serves as a platform for content creation information that could come in handy for future use. For example, a
and is not always credible. Coursera course could be shown in a resume to show valid and high
profile evidence on a certain topic.
Conclusion: After a SWOT analysis, the Communication Skills and Teamwork course on EdX clearly
has its advantages as well as drawbacks. The course is very useful as it covers 2.5 topics every week, each
with their own subtopics and questions. Due to the fact that these courses cover so many topics in little
time, it is clear that it is an outstanding investment. The course I have chosen is a 3 week course that
finishes early in the next year, which is great for the customer as they will be ready for 2023. The course
is also certified by Harvard and MIT professors and has a large well-spring of information. For all these
benefits, there is a steep price of 12,259 INR or 570 INR a day and due to the course being held for only 3
weeks, the user must create some sort of timeline or schedule to complete all of the assignments issued by
EdX. This makes the user feel obligated to finish this course in order to get their money’s worth. The high
price is almost justified by the fact that competitors like ‘Coursera’ charge a subscription fee to access
their courses, increasing the amount of money necessary to learn. In addition, the courses are very safe
compared to other sites like ‘Udemy’, that allow for anybody to create and distribute a course. When
compared by cost to these two competitors, it is evident that EdX charges almost 20-40 percent more than
websites like Coursera. After considering all of these positives and negatives, it is clear that creating a
website or teaching others must be more cost-oriented and should mitigate the amount of funds necessary
for the user to access the site.
(Back View) →
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Link:https://monopoly.hasbro.com/en-us/product/monopoly-game:7EABAF97-5056-9047-F577-
8F4663C79E75
Description: Monopoly is a game for ages 8 and above and for 2-6 players (Hasbro, 202235). The game
allows you to buy, sell, dream, and scheme the way to riches. The classic version includes 8 tokens, 28
title deed cards, 32 houses, 12 hotels, 2 dice, instructions, and a money pack (Hasbro, 202236). This game
features various different modes of communication such as auctioning, trading, or even sabotaging
between players. The product sells for a reasonable rate of 1656 rupees, or 20 dollars. I conducted an
interview with one of my family friends who has purchased and played Monopoly for several years. They
stated that, “The game is complicated, but very fun and intense once you understand how to play.”.
SWOT Analysis
Strengths Weaknesses
Material, Aesthetic, Safety: Most Monopoly tokens are made from pewter Material, Safety: The 0.86 x 2.08 x 3.74 inches currency titled,
(Monopoly Land, 202237), which is a metal alloy that consists of tin, antimony, “Monopoly Money” (Amazon, 202245) is made out of low quality
silver, and other metals. The tokens are highly durable and do not corrode paper. In most cases, the paper will rip and tear very easily or get
easily. On the contrary, wartime Monopoly tokens were sometimes made from creased, resulting in many bills to be lost or deemed useless. The text
wood or compressed paper (Monopolyland, 2022 38). The board game has that is printed onto each of the coloured papers is only printed on one
moved away from lower quality tokens that are harmful for the environment and side, resulting in some confusion for the visually impaired.
have worked towards creating stronger and more durable alternatives. Material, Environment: To begin, the board is created out of
Size, Function: A game of Monopoly will last for around 45 minutes to 60 plasticized cardboard (Martin Plastics, 202046) which can also be
minutes on average (Monopoly Land, 202239). The time to play this game made of plastic. Plastic is very harmful to the ecosystem and its
increases depending on the amount of players present at a given time. Due to distribution is also very detrimental to our futures. In addition, the
the complexity and size of this game, it is clear that multiple playthroughs can paper Monopoly Money is of low quality and promotes high
be made and there will always be a difference in outcomes for every deforestation to manufacture. Hasbro prints 30$ billion in Monopoly
playthrough. Money every year, (CNN 202247). The highest denomination in
Cost, Customer: Monopoly sells for 19.99$ or 1656 rupees (Hasbro, 2022 40). monopoly money is 500, which denotes that a large amount of
With a total of 116 different components that must be created for each standard monopoly money is produced every year.
board game, the price is highly reasonable.
Opportunities Threats
Aesthetics, Function: There are over 300 versions of the Monopoly Game Cost: Kevin Tostado, a director of The Monopoly Story explained
(Monopoly Fandom, 201541). Fans of the game can choose between several how USAopoly, the major manufacturing brand that produces
different editions that are recognized and distributed internationally, allowing Monopoly board games, charges 100,000$ for 5000 units (Kevin
many people to choose their preferred type. One of the competitors for the Tostado, 201248). This would mean that Monopoly would make their
board game is “Sorry, The Game of Sweet Revenge”. While Monopoly has money's worth if they sold each unit for 20 dollars. However, to make
versions of over 300, there are only 15 versions from the beginning of “Sorry!” profit, the MSRP is typically 40$ for these sets (Kevin Tostado,
(ultra board games, 202242). The playability and different functionalities make 201249). When considering the normal amount that consumers are
Monopoly much more recognized in terms of skill and talent needed. using to purchase the product, it is evident that competitors like
Safety, Material: Unlike other games such as ‘Sorry!’, or Candyland, ‘Sorry!’, that only charge around 20 to 30$ (1654-2482 rupees) are a
Monopoly uses character tokens that are made from a strong alloy called pewter much better choice.
(Monopoly Land, 202243), which prevents most of the oxidation and rust that Aesthetics, Customer: A typical game of Monopoly takes 60 to 90
can build up with a board game. The competitor, ‘Sorry!’ has plastic tokens to minutes. However, when common rules such as collecting money on
indicate each player, which is very flexible and weak (ultra board games, free parking and not auctioning unpurchased properties are
202244). implemented, such games could last 3 hours or longer (Alexa
Answers, 201850). Compared to the 1 hour maximum for ‘Sorry’, and
the 2 hour maximum for ‘The Game of Life’.
Conclusion: For the final product of analysis, I have chosen to review Monopoly, a capitalist game that
revolves around purchasing and selling properties with friends and family. Monopoly is known across the
world with a variety of different versions and customers, resulting in a highly trusted and secure game.
The materials used to create the player tokens are also much more durable and safe compared to the older
models. However, the currency used in the game is sub-par and prone to being lost or destroyed, resulting
in a strain in the environment with all of the other materials used to create the board and cards. Compared
to other famous board games like ‘Sorry, The Game of Sweet Revenge”, the higher level of variety allows
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for a level of complexity that suits the fans or professionals of the game. The Monopoly player tokens are
also much better than other competitors like ‘Candyland’. However, to look at the downsides of the
product, we can see that the necessity for so many different cards and moulds makes Monopoly very
expensive to produce and results in most of the sellers charging double for the product. Lastly, the longer
time frame needed makes the game less time-convenient and highly excessive. From all of this, we can
conclude that Monopoly is a great game but is very complex for newer players, resulting in a gap between
new players and more experienced players.
Through my research findings, I was able to further understand and refine my knowledge on the issues,
solutions, and descriptions regarding the lack of effective collaboration. I first delved into several
resources to understand the quintessential topics of globalization. Social sustainability, and methods of
connecting and collaborating. Google forms, encyclopaedias, and books were extremely helpful for
understanding why global interactions are important and how design can improve collaboration. From
this research, I was able to identify multiple different methods of improving communication such as
outdoor activities, games, events, and competitions. In addition, I was able to justify whether global
interactions would be detrimental to our environment, subsequently allowing me to realize the effects of
business and competition on society. Next, I completed further research on how to create my physical
activity, noting down the requirements for a functional product such as the dimensions, materials, length,
and content of the activity. Through this, I also was able to indulge in further research as to how online
applications like YouTube or Patreon have a large impact on our communication with target audience in
both a positive and negative sense. To find all detailed information and research findings, refer to
Appendix E.
Through my research on existing solutions, I was able to create design specifications to determine
what the ideal product would include in terms of individual criteria. In terms of the aesthetic nature of the
product, the digital activity will be created through the use of online website creators, course starters, and
coding languages such as CSS or HTML. An analog activity will use card stock, measuring tape, printing
devices, and 3 dimensional cut-outs to create pristine cards of the highest calibre. The product will appeal
to the target audience using thorough descriptions, information, a vibrant colour scheme, and a plethora of
shades and gradients. This could be achieved through chat features, reflection surveys, and detailed
questionnaires. Next, the cost of the digital activity will cost no money to publish but advertising will cost
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around 450 INR. Due to this, spending extra money for publishing the activity like the existing products
will not be a relevant problem. The analog activity will cost 750 INR to create and sell at 1050 INR to the
target audience. The customer for this product who is my target audience will be teenagers of my school
in the age range of 13-16 years (8th - 12th) who struggle with communication or are looking for means to
develop their existing knowledge.
When considering the environmental impacts of the product. It is imperative that the analog
activity should be of high quality so that the product can be used multiple times and reduce the need for
recycling the product. An analog activity will be environmentally friendly and have the ability to be
recycled or renewed. After deciding these thresholds, it is clear that each activity must take 35-40 minutes
including the time needed to explain and administer the activity to not lose the attention span of my target
audience. Cards made from card stock will be of dimensions 2.5 x 3.5 x 0.012 in and each digital activity
will consist of 3-4 pages and range around 20-100 megabytes for downloading. In terms of safety, an
analog activity will be safe to use as long as proper protocol is maintained. If the card stock is used
rigorously with reckless abandon, there will be some safety issues. The digital activity will not pose a
threat to the safety of users. With these guidelines, the purpose of the activity will be to focus on teaching
and educating young minds on the methods of communication and the various ways to do so. Each
activity will prioritise the learning of the user by focusing on different aspects like intonation, pitch, tone,
and facial expressions. Language and the understanding of back and forth communication will also be
covered and explained thoroughly. The short activities will motivate my target audience to speak more
confidently and excel in their lives while also participating in more group events or activities. Lastly, the
materials are much more straightforward as a digital activity will use applications called Patreon and
YouTube Studio to create and arrange all the necessary information. An analog activity will be created
from colour printed card stock and a stand made of cardboard.
After conducting ample research using my primary and secondary sources, I received information
as to the creation process of a communication activity, the interactiveness of digital media, the necessity
of interaction, and the existing methods and mediums for collaboration. This collection of information
allowed me to understand why communication has been lacking in the newer generation and how a digital
or analog activity could assist the teenagers of our generation to push past their boundaries. By analysing
existing and popular products in our current generation through the use of a SWOT analysis, I was able to
pinpoint the strengths, weaknesses, possible opportunities, and threats for deeper analysis. Understanding
the strengths and scrutinising the weaknesses of existing products will allow me to create a product that is
malleable, efficient, and exciting to fester and grow strong communication skills within the 21st century.
In addition, by analysing the issue and its roots in strand 1, I could understand the essentials for building
communication and how social media is one of the major tools that hinders its prosperity.
In my opinion, the core weakness that I was able to catch upon from all of the existing products
was the difficulty with time management, as the issue at hand requires something to catch the relatively
small attention span of the current generation. Also, the EdX course does not allow for time fluctuation,
forcing the user to create a time schedule in order to receive the best from the product. There is also too
much complexity within the analog activity and its various rules.
To avoid these weaknesses and learn from their strengths, I decided to focus on creating an
interactive activity that includes the following advantages:
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● Interconnectedness through activities or interactive chat rooms enable the viewer to exchange
ideas at higher efficiency.
● Higher interactivity and better quality information allow for a further influence on the audience
and a feeling of satisfaction.
Aesthetics If the activity is digital, it will be created through When designing a digital or analog The best way to receive natural
the use of online website creators, course starters, activity, it is imperative that necessary and feedback on the aesthetics of my
and coding languages such as CSS or HTML. If additional features are added to suit the activity, a survey will be
the activity is analog, it will use card stock, target audience. If they find the activity administered to participants in
measuring tape, printing devices, and 3 boring or confusing, they will not replay or order to find any areas of lacklustre
dimensional cutouts to create pristine cards of the truly enjoy the product. Colours, sizes, and content to fix and modify. The
highest calibre. The product will convey and the schematics of each activity should be survey will target areas such as the
educate the audience on the different factors of properly displayed and eye-catching for colour scheme, the readability, the
communication and how they can improve their the audience. Other key factors like size of fluidity of the text, and the quality
standpoint by using thorough descriptions, tips, content, play time, and fluidity will help to of information presented. When all
and a vibrant colour scheme. Since the target make the product more suitable for the of these are addressed with easy-to-
audience is of ages 13-16, the colour scheme will target audience of 13-16 year olds in a understand questions, I will be able
be eye-catchy and use primary colours or more certified educational institution. to evaluate my work.
complex and lighter colours made by mixing
multiple colours together. Other than this, the
activities will include a mix between games and
interactive sessions in which the user would be
able to express and exchange thoughts and ideas.
This way, the information that the audience learns
will be meaningful and worthwhile.
Cost My digital activity will cost no money to publish, Choosing a correct price is imperative as Through a survey, I will list
but advertising the product will cost 450 INR. The students of my age do have multiple multiple different price points that
monthly fee will be 300 INR. The analog activity money constraints. Due to this, the price are profitable for me and find the
will cost 450 INR to create, with its cost being 750 must be highly affordable and be easily ideal price range for the product
INR or above. accessible through savings or through the results. In addition, the
parent/guardians. Creating the product survey will have a scale of 1-10 to
should be in my price budget and be evaluate whether the target
affordable for continuing to manufacture audience is satisfied with the
the product. existing price.
Customer The target audience of the activity will be The complexity, size, and way of To test if my customer enjoys and
teenagers of my school in the age range of 13-16 displaying information changes with the learns from the product, a personal
years (8th - 12th) who struggle with target audience. That is why choosing an interview will be conducted
communication or are looking for means to age range and a community for the product between a student in each age
develop their existing knowledge. In addition, if that is available and willing to complete range and me, allowing them to be
the audience finds lower interaction between their surveys or questionnaires is very helpful. completely open about how the
friends and family, the activity will help target In addition, the product will have meaning product has impacted them and
these flaws and create meaningful change. and create change in the audience. changed their views on
communication.
Environment The analogue activity should be of high quality so Making reusable analog activities or As the environment is a key focus
that the product can be used multiple times and environmentally friendly digital activities of the 21st century, I will
reduce the need for recycling the product. is of utmost importance when considering administer a survey to experienced
However, the product will be recyclable. An each logistic of the product. The activity professionals like product
analogue activity will be environmentally friendly should not take up too much space nor designers and manufacturers with
and pose no existing threat. create environmental problems. This way, blueprints that display the product.
recycling and other methods of disposal They will identify any areas of
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can allow the product to be very friendly weakness when it comes to the
to the environment and participants. environmental aspects of the
activity.
Size Each activity must take 35-40 minutes including As students of my target audience prefer As the time taken by each activity
the time needed to explain and administer the smaller activities to fit their time varies depending on the player’s
activity to not lose the attention span of my target schedules, each activity must be well understanding, a survey will be
audience. Cards made from card stock will be of planned out to avoid an excess of time issued to new players and to
dimensions 2.5 x 3.5 x 0.012 in and each digital loss. When time each day can be allotted experienced players in my target
activity will consist of 3-4 pages. The digital to an activity, the product will be used at a audience to understand how much
activity must range around 20-100 megabytes for higher rate and by a larger number of time they usually take to complete
downloading. people. This will allow the product to the activity. This will allow me to
succeed compared to larger and existing understand how skill plays a role in
solutions. the overall activity.
Safety An analogue activity will be safe to use as long as When designing and implementing digital As safety is a priority at all levels,
proper protocol is maintained. If the card stock is and analogue activities into our daily lives, an interview with an expert in
used rigorously with reckless abandon, there will there must be a level of safety around the product designing will allow me to
be some safety issues. The high quality and process. No harm should be inflicted to the comprehend how some
reusable cards do pose a threat on the environment audience without malpractice so that the components of the product could
if they are thrown away. A digital activity will be product can be deemed safe and usable. be deemed unsafe. Afterwards,
safe to use and will not pose a threat on the This will allow the activity to succeed over research will be done accordingly
environment. others. to rectify all errors.
Function The activity will focus on teaching and educating An activity of this scale must always have For evaluating the function of the
young minds on the methods of communication a purpose and a function. When the product, I will administer a survey
and the various ways to do so. Each activity will audience decides to purchase or view the to the entirety of my target
prioritise the learning of the user by each focusing activity, it should be clear as to what audience to receive short answers
on different aspects like intonation, pitch, tone, learning and what priority the activity has. as to the learning from the activity,
and facial expressions. Language and the This way, there will be no unnecessary difficulties from the activity,
understanding of back and forth communication confusion as to what the audience will be understanding of the rules and
will also be covered and explained thoroughly. learning and effective collaboration can regulations, and the impact of the
The short activities will motivate my target take place between audiences. Rules and activity in terms of communication
audience to speak more confidently and excel in regulations that are clear will help the and collaboration. Each of these
their lives while also participating in group product be highly successful and usable by short answers will be paired
collaboration. my target audience. between similar results.
Materials The digital activities will use applications called When considering the safety and Along with an interview with an
Patreon and Youtube Studio, in which I shall environmental aspects of the activity, the expert product designer, I will also
create and arrange all the necessary information. materials are very important to consider. have an interview with an engineer
The analogue activity will be created from colour In this case, the materials will justify the that has worked in marketing to see
printed card stock. quality and time needed to create the if the products I have chosen are
activity along with what dimensions will durable, cost-effective, and easily
fall under my product. This will help me manufacturable.
make the cost simple and effective.
Convenience The activities will be accessible to the target The target audience revolves around By creating an excel sheet with a
audience on multiple different devices and the teenagers and their busy lives. The product checklist of different devices and
applications such as YouTube and Patreon will not should be highly accessible to add into issuing it to my friends and family,
be blocked in any region or area. This way, the their schedules as they are travelling, we will be able to test all devices
audience will freely access the details. working, or even participating in activities. and check if they are functional.
Management The activities will need to be managed as the As the solution must create meaningful An interview with the guest host
timings, content, and sessions will all have to be change, the quality that is taken to and experienced live streamers and
handled by the host and guest host(s). Because of maintain the product is of utmost content creators will help
this, regulating and conducting the information is importance. The quality must be stable and determine the work needed for the
important. constant throughout. product.
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Feasible Design Idea 1: Talko, The Taco-Based Activity for Communication and Vocabulary
Product Description: Talko is an analog activity that resembles the shape of a taco. Talko will be a fast
paced activity in which pairs will hold a card that includes a riddle and image on one side of the card and
the word along with hints on the other. Each person would draw a card from a colour-coded deck and
would have to identify the word by looking at the unique riddle on the card. Their teammate will assist
them by providing the player with hints that will allow the person who drew the card to identify what the
word could be. Each hint will deduct 2 points from the overall number of points attainable, which will
vary depending on the colour of the card, which goes up in difficulty from blue (easy), orange (medium),
and red (hard). The word itself will be progressively more difficult and hard to find even with hints. The
activity will allow for effective collaboration between pairs and the challenge of competing against a
separate pair will promote communication, as pairs will need to discuss and exchange hints while
understanding the meaning of each riddle. In addition, the activity can be played in groups of 4, 6, or even
8 members, allowing for large and small groups to enjoy the activity.
Visual Representation of Talko:
To list the specifications of my product, I will be using ACCESS FM to deeply analyse each aspect of the
activity.
ACCESS FM Analysis
Aesthetics Talko is a compact analog activity with colourful playing cards made of durable card stock. The casing of the product should be reusable
and efficient at carrying all cards in a small form factor. Each card should pertain to multiple aesthetics which include the colour,
dimensions, and complexity in terms of the activity. The colour coding on each card should be visible and the activity must make sense
for each player of the target audience.
Cost The cost to create this activity will be 750 rupees, as the card stock, taco shell, marker or printer will require additional money. The
product will sell at 1050 INR as this price is what the audience believes is reasonable for a product of this quality and size.
Customer Students ranging from grades 8-12th or students ranging from 13-16 will enjoy this product and the learning that comes from it. The
words start off at the 8’th grade level and eventually work their way up to a difficulty that is difficult for grades of 11 and 12 or even
college. The main target audience is the 10th and 11th grade students, as they will be in the perfect middle point to help them review
15
already known words while learning new ones. Since communication is so important at this age demographic, this product will be most
suited to them.
Environment The product could be used anywhere and it does not make unnecessary mess. This means that students could even play by themselves in
libraries, enjoy the activity with friends at bookstores, or compete with adults at parties. The card stock and shell are also recyclable and
are not wasted.
Size There will be 3 levels of difficulty, ranging from blue, orange, and red respectively. Each level will have 26 riddles, netting a total of 78
words that the user can learn. The taco shell that houses the tray and the cards will be 7 inches, with a 6 inch tray housed inside. The
cards will be of 2.5 x 3.5 x 0.18 in, the same as a normal playing card. This way, it can fit in any backpack, suitcase, or luggage
compartment.
Safety The product is very safe and only poses a hazard as to what people do with the cards. Using the cards to throw at people is very dangerous
and could result in eye damage or bodily harm. Other than that, the activity is very safe and poses no immediate threat to the customer.
Function Talko gives the user the ability to play with their friends and learn new words together. Each card will have two faces, the front with the
riddle to guess the word and the other side with the definition. Player one will hold the card with the definition facing them and player
two will now have to guess the definition by using the riddle given. If they cannot figure it out, player two can communicate with player
one and ask them for clues as to what the word means or what the riddle could mean, helping them develop their communication skills,
collaboration skills, and critical thinking skills.
Materials Card stock, cardboard/plastic sheet (A4 or Poster Sized), Multi-coloured paper/wrapping (x26 for colours blue, orange, red), tape, glue,
rubber band.
Strengths of Talko: As analogue activities become increasingly more difficult and time consuming,
Talko provides my target audience with a quick and exciting activity that helps develop communication
and serves as a word-building exercise for my target audience of 12-16 year olds. On an aesthetic front,
the activity will be very colourful, fast-paced, and the complexity will be understandable for most of my
target audience. The product is also very cost effective, with a profit of around 300 INR. The size of the
product is what makes it special, as the activity can be done multiple times with different outcomes in
each play through. Experienced players will find the game to be challenging and rewarding at the same
time. Along with the fact that the activity is simple to understand with clear rules and regulations along
with an accessible material line makes the analogue activity easy to make and to comprehend.
Feasible Design Idea 2: ComuChance: The Communication Livestream with a Real-Time Chatting
Tool for Interaction in Activities
Product Description: ComuChance is a YouTube livestream that takes advantage of the chat function to
create an interactive session for my target audience of school members who are 13-16 years of age. The
livestream will include multiple activities like a question and answer, a quiz, a presentation with several
key images, and a guest appearance of an educated and professional from the backgrounds of human
psychology, public relations, and journalism in the time span of 40 minutes. The aim of ComuChance is
to educate individuals on the importance and different aspects of Communication while allowing them to
clarify any of their doubts in real time. Since the livestream can be watched by a large number of my
audience at the same time, the questions and answers will allow for all viewers to benefit from the well-
spring of information. Since a student will be hosting this activity, the teaching will also be very personal
and explanations will be simplified into easily understandable points.
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Visual Representation of ComuChance:
To list the specifications of my product, I will be using a custom version of ACCESS FM to analyse each
aspect of my activity. I issued a survey with my product idea to my target audience with questions on
each specification. I have rated my product from what my audience believes.
ACCESS Analysis
FM
Aesthetics The digital activity will be a 40 minute stream that will focus on addressing communication in a candid way while also allowing the audience
to add their own personal inputs. As almost all members of my target audience are accustomed with YouTube, the product is highly
accessible and engaging. The professional guest appearances will be detailed, personal, and more justified for the older audience as it
enables for sourced and very useful information.
Cost The cost to enter a livestream is 0 dollars but revenue from advertisements in the form of mid-roll ads and donations will add profit to
hosting the livestream. The price to create the product is also low, but there will be an added price for inviting the guest host and using their
time for the livestream.
Customer Students ranging from the grades of 8-12th or students ranging from 13-16 years of age will learn from the livestream and guest host. The
interactive chatting feature allows for all grades to ask questions about communication and explain their own experiences with it. The
inclusiveness from the livestream and the interaction make the customer much more inclined to spend time watching and being an active
participant throughout the stream. The educated personnel will also grant 15-16 year olds with quality information for their future campaigns
or speaking chances.
Convenien The video can be viewed anywhere and at any time, as a livestream and the chat is published after it ends. This effectively allows listeners
ce or watchers to interact in any environment and allow them to listen along under any condition. This makes it very simple for the audience
to access the information in the livestream, enabling a quick, effective, and concise spread of information. In addition, the activity is purely
online so there are no environmental issues.
Size The livestream will be 40 minutes minimum, and depending on the feedback from my target audience, the livestream may happen more
than once, in case there are more questions that want to be asked. Each livestream will host a different professional with varying knowledge
as every livestream is saved on YouTube forever. Because of this, latecomers can watch the entire live stream and chat to be filled in for
the next livestream. Each livestream will cover 2-3 main topics and each question and back and forth session between the host and the
audience will branch out certain topics.
Safety The product is very safe and poses no threat on the user. The activities are also very safe with no data exchange or transaction needed. The
entire process is seamless and does not have a threat on the environment. Donating money and advertisements are also covered by YouTube
for safety and security.
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Function The livestream will educate the individual on how to communicate effectively, including tips and tricks about what proper etiquette is, how
to convey information in a hurry, and how to create more simple information. Following this, the Q/A time of the stream will clear up any
doubts and allow users to ask any question about how to communicate well. Any question that deviates from the topic will not be answered
as the speaker has full control as to who and who not to mention/answer.
Manageme For each livestream, there will be detailed research on the topic that will cover each question that is asked with clarity and credible
nt information. Next, there will be a separate call that will need to be created with the guest host and with chat moderators. After this, a
presentation with multiple images that explain key parts of communication will be created and presentation software will be used to show
the chat, questions, and slideshow presentation.
Strengths of ComuChance: With an interactive chat feature and a multitude of ways to teach the
audience, ComuChance is an amazing way to promote and educate my target audience about effective
communication and how to implement it in day-to-day life. The fluidity in information and the relative
ease of access that comes from creating a livestream are great aesthetic features that help promote a
realistic way of exchanging information. In addition, the convenience of accessing the livestream on any
device by just opening a link or visiting YouTube makes the product highly portable and safe. There is
also an added level of convenience from the size of the product, as it is not extremely long and aims to
keep everything dynamic and concise. Other than some minor issues with payment, the product is highly
safe and reliable, with a high quality live stream posing no threat to the user. Lastly, ComuChance aims to
create very meaningful change to the user and will actually find great purpose at any stage of learning.
Product Description: With the world always changing and evolving, every year is not like the other. My
target audience of teenagers in the age range of 13-16 know that in educational institutions and places of
interest, there are many informal languages in the form of colloquialism that are used very often.
However, many students struggle to communicate efficiently with peers from their lack of knowledge on
these jargons and often find themselves to be confused by their friends and To combat this, Memenie will
be a course on Patreon that will have a monthly subscription which includes short videos, skits, and
segments in an extensive 1 hour video to fully explain the relevant words of the time and give examples
as to how they are used. Each word or phrase that will be covered will have a small timestamp on the
video, with labels to identify which segment refers to which word. The Patreon link will also include brief
contact information, an overview which includes images of the phrase or word displayed in the main
video, a subscription box for new users, and a chat link for any user that has an inquiry or question about
the subject. Taking advantage of the target audience’s attraction to smaller videos as of the 21st century
Memenie will break down these local and popular words into smaller portions that can be viewed every
day in 10-15 minutes. Since the monthly subscription lasts for 30 days, there is no pressure or inclination
to complete the course as it may only take 2-3 days to complete. Due to this, the course is more enticing
and appealing to my target audience, who may not be able to allot hours every day for learning activities.
Overall, the 21st century terminology booster course will assist my target audience by helping them
understand and visualise each word and phrase while grasping their everyday implications.
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To list the specifications of my product, I will be using a custom version of ACCESS FM to analyse each
aspect of my activity.
ACCESS FM Analysis
Aesthetics The booster course will be a 1 hour activity with a stylish layout that includes a webcam, presentation, and transitions between skits
and information makes the course colourful and aesthetic. The course will approach information in a simplified and explanatory way
that is more acquainted with my target audience. The information in the profile section will allow the subscriber to easily contact me
and ask for assistance. Lastly, the images will be clean and only display relevant information to not confuse the audience.
Cost Becoming a Patreon Creator and publishing your site is free, making the manufacturing cost 0 INR. The audience will pay a 300 rupee
subscription every month to receive the detailed videos. The yearly subscription will cost 3200 INR, which is much less than other
courses that charge 8900 INR for 1 month.
Customer Students ranging from grades of 8-12th or students 13-16 years of age will learn from the digital activity and images. The chat will
allow for feedback and questions to be delivered by all subscribers and my target audience will be able to choose when they wish to
participate or learn the content. The video will be accessible for the entire month or however long the user has subscribed for. A new
video will be published every month for the target audience to discuss newer and more relevant words.
Convenience Patreon can be accessed on cellular devices, laptops, and tablets alike. The digital activity will be accessible to all subscribers across
the world and will also have the option to adjust video quality for people that are having internet connection issues while travelling.
The website can be easily logged into and used in 1-2 minutes.
Size The Patreon course will be monthly, with a one hour video uploaded each month. The 1 hour video will be cut into 6 segments in which
6 words or phrases will be discussed. Each 10 minute segment will have a definition, a simplification, a skit that displays the instance
or context in which the word is used, and words that it will replace. Each of these words will be covered in depth and with typical use
case scenarios. This will be very helpful for the target audience as they will understand each word to the fullest potential and find out
when they should use it.
Safety The product is very safe and poses no threat on the user. The subscription is personally handled by Patreon, who take a large but
reasonable cut from the subscription price. Patreon will also charge 24 INR for every purchase and each transaction will be verified by
the website, making the transactions very safe. The entire digital activity is located inside the safety of the Patreon website with no
third party applications.
Function The course will educate the individual about trending informal language in the form of colloquialism. The use case of the word, the
simple definition of the word, instances in which to use the word, and skits about the word or phrase will be displayed which will grant
the user extensive knowledge about each word or phrase with practical knowledge. This way, they can communicate more effectively
with friends and family by replacing their daily words with relevant alternatives.
Management To create the Patreon Course, there will need to be a laptop, web camera, OBS screen recording, and a Patreon account to incorporate
all aspects of the course. There will need to be a 1 hour video with timestamps created every month. To access the course, the audience
will first need to pay the subscription through digital means and after, the audience will be able to access the information on cellular
devices, laptops, tablets, televisions, and etc.
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Final Rating: 57/80
Strengths of Memenie: Memenie offers multiple different ways to learn about informal language in the
form of colloquialism while educating the viewer on proper use case scenarios for each word and phrase.
With a presentation, skit, and examples for each word, the digital activity is very aesthetically pleasing for
the target audience. In addition, the cost of the activity is much lower than existing courses, raising the
appeal for the target audience. The course is also very convenient for users, as Patreon spans most
platforms in the world. The best part of the booster course is the size, as so much information is covered
and other key elements such as the contact information, chat feature, and a brief overview are also given
for further information. For the audience especially, the product is very helpful and serves its purpose as
the learning from the product immediately translates to real life. This makes the purpose very defined and
it solves the issue effectively. Lastly, the added level of safety for the audience makes the entire course
credible, packed with information, and helpful.
Biii. Present the Final Chosen Design and Justify its Selection
Through the previous strand, it is clear that aspects of one feasible idea are better than another feasible
idea and likewise. After rating each criterion for every product using a scale of 1-10, the results deem
that Talko is the best feasible idea in the evaluation as the product scored 62/80 total points. The survey
results located in Appendix D Justification.
Aesthetics A digital activity will be creating using course (10/10)The colour coding (8/10) The layout of the (9/10) The course will be
starters, website creators, CSS, and HTML. The and easy to learn mechanics stream and organisation very detailed and there
analogue activity will use high quality card stock, make this activity of each activity is will be many components
measuring tape, printing devices, and cut-outs to aesthetically pleasing and thorough and moves in a that will help the target
make the cards. The product will be able to educate understandable for the target fluid movement as the audience to learn and
the audience effectively on the factors of audience. stream progresses. The grow. The course aims to
communication and use descriptions, tips, and a realistic way of target individuals of all
vibrant colour scheme. The activities will have a mix exchanging information understandings and does
of games and interactive sessions where users will be makes the livestream this by providing great
able to exchange ideas. The information will be easy worthwhile to visit. detail.
to understand.
Cost The digital activity costs 450 INR and charges 300 (8/10) The price for this (6/10) While the price is (7/10) While the price is
INR monthly. The analogue activity costs 750 INR to activity is much lower than very low to create and very low to create and
create and sell at 1050 INR. other name brands and host this activity, the host this activity,
companies who sell similar additional fees for guest advertising the product
products at a larger scale. hosts can be expensive will be difficult and
in some cases. students may struggle to
acquire funds.
Customer The target audience of the activity will be teenagers (7/10) The activity is (6/10) The activity is (6/10) My target audience
of my school in the age range of 13-16 years (8th - appealing to the target appealing to the target will be able to use the
12th) who struggle with communication or are audience and the complex audience but the included components for
looking for means to develop their existing words will be younger audience will communication.
knowledge. understandable but only for struggle to grasp the However, there is an issue
the higher audience since learning that the older with timing as students
these words may not or are audience will receive might find it to be quite
not known by the younger from the guest host. This time consuming.
audience. is because their inputs
will be much more
professional.
Environment The activity should be high quality and easily (4/10) While recycling the
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reusable to ensure the product can be used multiple product is available, creating
times, reducing the need for recycling. and distributing the product
is not environmentally
friendly compared to digital
options.
Size Each activity must take around 40 minutes and the (9/10) Since there are 78 (9/10) Due to the fact (10/10) The size is perfect
digital activity must range around 20-100 megabytes double sided cards in the that the product takes for the 1 month time
for downloading. The cards should be made of card activity with 3 difficulties, place on a live platform, frame and the content is
stock with dimensions 2.5 x 3.5 x 0.012. the reusability and play any changes that are very useful for the target
through are highly optimised wished to be made or audience. The product
and fun for the target any doubts that wish for will allow the target
audience. The smaller form clarity will be addressed audience to understand
factor allows my product to and even answered. This these words to make their
be easily transported. makes the size very communication skills
dynamic. more efficient.
Safety An analogue activity will be safe to use as long as (8/10) While my product has (7/10) The product is (7/10) Transactions and
proper protocol is maintained. A digital activity will capabilities of harming an environmentally and every element is safe but
be safe to use without having an effect on the individual, these only apply digitally safe but the digital activity
environment. in the case of malpractice, advertisements which reduces the amount of
allowing my product to be are the main source of applications that can be
relatively safe for the most income could be very used to make the product
part. conditional and the more safe and secure.
profit will differ in every
stream.
Function The activity will focus on teaching and educating (9/10) My target audience of (7/10) My target (7/10) While this product
young minds on the methods of communication and 13-16 will be greatly audience of 13-16 will does solve a very
the various ways to do so. Each activity will prioritise impacted by this product as be greatly impacted by common issue for my
the learning of the user by each focusing on different in person communication this product as many target audience, it is not
aspects like intonation, pitch, tone, and facial will be greatly improved. In aspects of as necessary since
expressions. Language and the understanding of back addition, the challenging communication will be students can still discuss
and forth communication will also be covered and aspect motivates the user to covered. However, this and exchange ideas
explained thoroughly. The short activities will develop many skills and would require high without needing these
motivate my target audience to speak more understand how to effort by the host and extra words to improve
confidently and excel in their lives while also collaborate in a team. guest host, which could their day-to-day lives.
participating in group collaboration. be taxing.
Materials The analogue activity will be created from colour (7/10) Each material is
printed card stock and the digital activity will use highly accessible and can be
Patreon and YouTube Studio. found at any local
convenience store.
Convenience The activities will be accessible to the target audience (10/10) Since my digital (7/10) The digital activity
on multiple different devices and the applications activity can be accessed can be accessed
such as YouTube and Patreon will not be blocked in anywhere, it will be the everywhere but the target
any region or area. This way, the audience will freely best method for my audience must always
access the details. target audience that are keep their attention on the
prone to travelling and course, which will be a
listening on the go. This burden while travelling.
will also be easy to
access for regular users
Management The activities will need to be managed as the timings, (6/10) While hosting the (4/10) While the
content, and sessions will all have to be handled by website is quick and information is very
the host and guest host(s). Because of this, regulating effortless, the accessible for the target
and conducting the information is important. information that will be audience, there will be a
displayed and discussed lot of effort needed to
through the presentation create the video and
will need to be secure/maintain
individually created, relationships with
adding background Patreon. There will be
work before each much difficulty with
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stream. management.
Justification for Choosing Talko: Out of the three feasible design ideas presented, Talko was the best rated in terms of aesthetics and function. The purpose of
the analogue activity is very simple, as it prioritises competitive and fast-paced communication and collaboration between pairs of the target audience. The
unique riddles and hints ensure for effective learning to take place as students will learn new words, phrases, and literary devices. As the problem statement
derives from how social media hinders effective collaboration and active communication, the product will be the best solution for the problem and allows both
to take place. The product will also be very durable and colourful; aspects of any analogue activity that stand out to the target audience of 13-16 years of age in
educational institutions. Compared to the other feasible ideas, the handheld feeling and bold printed colours of the activity will increase engagement and
appeal to the target audience. The size is also one of the most important reasons for my choice as the 78 double sided cards will offer many chances to learn
new words and experience the activity multiple times. This aspect of replay ability is more prominent in this activity compared to the other feasible ideas. As
the activity lasts for 45 minutes and will cover around 13 cards in that time span, the activity ensures that my target audience will have ample content for
numerous playthrough.
After finalising and choosing my design idea, I realised that it was of utmost importance to start modelling the
solution through detailed diagrams that conform with the necessary requirements.
Requirements for Building the Card Activity:
Card Creator https://www.canva.com
Research on the Topic Through Different Sources Scholarly Articles, Blog Entries, Books,
Encyclopedias, Surveys, etc.
Identifying The Target Audience for Content https://forms.google.com and Mind Mapping
Software for Visualization of Purpose
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Research on Components of Card Activity Search Engine, Laptop, Books, Encyclopaedias
Design of the Face of The face will include a riddle of 13-19 words divided into 2 sentences on the top half of the face. The bottom will include an
the Card illustration or picture with a 0.3 inch spacing and a size of 0.8 inch width and 0.6 inch length.
Design of the Back of The back will include the word on the top half of the card along with a divider between it and the hints. Each hint will be 15.6 pt in
the Card size and will only take 1 line of the card.
Background Image A curved rectangle will be used to display the solid colours of Blue {rgb 177, 227, 250}, Orange {rgb 246, 184, 99} and Red {rgb
255, 87, 87} and a background with the primary colours of Scarlet {rgb 229, 8, 25} and Vivid Violet {rgb 156, 51, 162} for a
design that is visually appealing.
Borders The background and the coloured portion of the card will have a 0.22 inch distance in width and 0.2 inch distance in length. This
will make the background very visible.
Size of Card Each of the 78 cards will be of width 2.5 inches and length of 3.5 inches for convenient holding and stacking.
23
←Mind Map of
activity
Activity Plan
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Above, you can find the invitation for my activity along with the optimal seating arrangement for the
activity to take place. The blueprint makes it clear that teams of 2 are required for the activity, which will
be achieved by dividing the class in 2, with the more experienced students in one team generator and the
others in another generator. Next, teams will be randomly chosen and matching numbers in each team
generator will team up together. After this, the instructions above will be given and the activity will start.
To create a logical plan, I decided to use a GANTT chart in order to finish my work with ease and
organisation. I decided to divide my GANTT chart into 3 sections that are: Creating Level 1, Creating
Level 2 and 3, Printing and Finalising. I created this rift so that I could display my time and self-
management skills by ordering all of the information in a precise and structured manner. I have also
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included a thorough table which outlines all necessary specifications for each task.
Research - Find background information as to what the problem is (effect of Articles, blog entries, books, 5/12/2022 Function
About the social media on effective communication) encyclopaedias, surveys, etc.
Problem - Learn about the various causes of this hindrance and their results.
Find a - Outline the purpose that the product will achieve through a mind Forms.google.com (For Surveys 10/12/2022 Customer
Suitable map. and suggestions), Miro.com
Target - Receive feedback from peer reviews as to what age range the (Mind-Mapping Software),
Audience product may assist in the most.
- Market the concept idea and receive suggestions as to methods of
improvement.
Research - Generate background research as to what a card activity usually Search Engine, Laptop, Books 14/12/2022 Materials and
and Identify includes. such as “Hoyle’s Modern Function
Various - Cross-reference with other activities and create a list with all Encyclopaedia of Card Games
Component different elements. by Walter B. Gibson” (Amazon,
s of a card - Make a flowchart that allows for easy understanding as to what 202363).
activity. can be included.
Creating the -Design and Create Blueprint of Front and Back Cover of Cards Canva.com, Laptop, Canva 1/1/2023 Aesthetics and
Solution -Take a blueprint and use it for 78 cards, each with a front and Premium Membership, RGB Function
back cover. colour identifier
-Add all necessary colours and check if the formatting is the same (imagecolorpicker.com64)
on all cards.
Printing the -Gather and download all necessary files from Canva.com Canva.com, Laptop or Phone, 6/1/2023 Size and Safety
Solution -Print every card using the double sided mode on the printer. Canva Premium Membership,
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-Cut into even pieces from the A4 sized sheets of Cardstock. Printer (Can be found in all
printing or Xerox stores), Vinyl
Cutter.
Technical Skills
Designing The Cards As displayed in the blueprints found in B4, I created multiple cards through the use of an online designing
platform called Canva. I began with selecting the appropriate dimensions in the “Create a Design” tab and used
the range of elements and text tools to create each card. I began with creating an aesthetically pleasing layout
and began to add unique riddles and hints for each of the 78 cards. Afterwards, I browsed through the catalogue
of images found on Canva and selected the appropriate icon or image for each card. Finally, I designed and
constructed a vast number of cards that will help the user improve their teamwork and communication skills by
allowing them to overcome the issues regarding communication.
.
.
.
.
.
Evidence of Designing Each Level
Graphic Design for Background To incorporate a greater aesthetic appeal to my activity, I decided to add a gradient of colours to serve as the
background for each card. I had chosen a fluid wave motion for the colours and created lighter areas to
accentuate the curves. Through this, I was able to add a visually appealing border to my work that also allowed
for the user to grip the card without hiding any of the necessary content.
The Following Images show the gradient I created, which follows a wave-like motion with clear lines to indicate so. The colours range from a deep purple
to a vibrant red, and I chose to add a light blue to dark blue gradient between these colours to add a level of coersion between both primary colours.
Packaging Skills To make my activity analogue, I had to transfer each of the cards into an A4 sized sheet of paper through Google
Docs, a website designed for sending, editing, and downloading documents. After this, I printed pairs of A4 size
sheets in the double-sided format found on printing machines and cut them with a paper cutter to finally stack
them.
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.
.
.
.
.
.
.
.
Image of A4 Sized Sheet of Paper Through Google Docs with Spacing and Gaps Between Each Card
ATL Skills
Creative Thinking Skills Throughout the creation of my product, I focused on creative thinking skills to design aesthetic patterns and
Create Novel Solutions to Authentic icons for each card. I did this by creating interesting and thought-provoking riddles as seen in criterion B strand
Problems 4 and also used brainstorming to identify which words I will be using for each difficulty. Furthermore, I decided
to choose complex and distinctive colours as mentioned in strand 4 as simple colours would cut down on the
exclusiveness of the activity.
Research Skills While brainstorming as to what words I will be incorporating for each level, I needed a large amount of research
as to how difficult certain words were for my target audience. I had to use peer reviews and teacher suggestions
in order to remove inexplicable words and focus on the function of my product. I also required research as to
how to operate the printing machine for publishing my activity and needed background information for operating
a paper cutting machine.
Media Literacy Skills Using the vast array of elements found on Canva and understanding how to duplicate or copy the layout of a
different card helped develop the aesthetics of my product through a computational manner. The various icons
and images used had to be individually sized and fit into the allotted space in the layout.
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(Creating Every Card in Level 1 {Blue})
29
(Transferring Cards to A4 Document) (78 Finished Cards)
Throughout the creation process of my website, I made several changes to further enhance the
components of my activity. Here is the justification for each change.
1) Adding a Survey Card: As I was creating my product, I believed that it was necessary to add a
survey of sorts to check if my product was enjoyable and educational. To add this survey to my
activity, I used a simple QR code generator (the-qrcode-generator.com) that would create a
scannable code which was directly linked to my survey. The survey allowed me to learn about the
positive effects that may come from a normal playthrough and receive improvements as to how
the product could be made better.
2) Laminating Final Product: After printing my cards, I realised that there is a great option to
maximise their strength by using the lamination method. By encasing each card in the lamination
material and cutting them out into their respective sizes, I was able to ensure durability and make
the activity seem more professional.
Justification:
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3) Removal of Complex Images: Aforementioned, the original design of each card would include
an icon or image to support the riddle. During the process of creating my product, I was not aware
that some of the pictures on Canva.com were copyrighted and others were under a paid
subscription. In order to make sure that proper guidelines were followed with due diligence, I had
to remove the complex images on cards and replace them with simpler and more effective icons.
4) Adding Questionnaire Card: After creating all of the cards, I decided to create another card
with a questionnaire to test their understanding. I used a similar approach as the survey card and
used a QR code which directly linked to my questionnaire on forms.google.com. This allowed me
to collect all responses and send the quiz results back to the participant.
5) Specification of Point Deduction from Hints: As mentioned before, one of the core features of
my activity is the implementation of hints. However, I decided to change the point deduction
value from 2 points to 1 point for the hard cards and specify them with the text box that reads,
“Hints”. This action was for in case a new player decided to participate in the activity and needs a
reminder as to the point based system.
Justification:
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Timeline of the Product
Throughout my process shown in the GANTT chart, I have completed all of the tasks by the 13th of
January, 7 more days than the previous timeline created at Criterion C strand 1. This is because the extra
elements that I choose to incorporate with my product required more time and added to the amount of
work needed. These elements are the most significant reason for any deviation in time. However, I also
needed an hour to check each card and rectify any existing errors. Overall, I ended up taking 26 hours to
complete my product.
Criterion D: Evaluation
Di. Design Detailed and Relevant Testing Methods
Following the completion of my product, where I checked for all letters having a card for each difficulty,
I was ready to test my product with my target audience of 13-16 year olds in my school community. The
function of my card game is suitable for my target audience as a prior knowledge survey gave me 45
responses from my target audience that mostly stated that vocabulary and reasoning skills are very
important for great communication (Survey of Participants, 2023). I reached out to my target audience
through a questionnaire after a fully hosted event and interviewed an expert product designer to receive
feedback on the quality and durability of the cards.
Testing Method Criteria Evaluated
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creation process, quality, and design aesthetics of my product. I began the interview by explaining who
my target audience was and what this activity aims to do. The table below displays his responses.
3. Weekly Meeting
After completing the beta-testing with my target audience and issuing a survey to them, I was able to
understand how the event improved their communication skills. To test if my product was successful in
educating and assisting them, I hosted a weekly meeting in which I assessed their understanding after a
week to make sure that there was effective learning. The meeting helped me understand the impact of my
product as their feedback and inputs affirmed the purpose and function of my product. Found below is a
screenshot from the meeting in which participants provided me with feedback via chat and audio?
Dii. Evaluate the Success of the Solution against the Design Specification
Aesthetics 9/10 A digital activity will be creating using As aesthetics is the most important part of an activity for my target audience,
course starters, website creators, CSS, and the aesthetic features of my product are high quality and the colours are eye-
HTML. The analogue activity will use high catching, as mentioned by Mr.Vinodh Prakaash in my interview. He also stated
quality card stock, measuring tape, printing that the colours, texture, and vibrant nature of the cards helped make the
devices, and cut-outs to make the cards. The purpose well fulfilled, justifying my colour choices and palette. The dense,
product will be able to educate the audience laminated card stock was also highly durable as he stated and was not
effectively on the factors of communication covered with words. The target audience also stated that the card’s visual
and use descriptions, tips, and a vibrant appeal was high in both the weekly meeting and the feedback form but
colour scheme. requested for more cards, resulting in more fun.
Cost 7/10 The digital activity costs 450 INR and While the price and selling cost were great, the printing company did require
charges 300 INR monthly. The analogue manual labour for production. The target audience prefers a lower price, as
activity costs 750 INR to create and sell at mentioned in the survey.
1050 INR.
Customer 9/10 The target audience of the activity will be The target audience was accurately chosen for this activity as the survey results
teenagers of my school in the age range of state that teenagers in the school community are the best customers. The
13-16 years (8th - 12th) who struggle with weekly meeting also gave me responses in which participants stated that the
communication or are looking for means to words and phrases “Fit with the skill level of the Target Audience”.
develop their existing knowledge.
Environment 6/10 The activity should be high quality and Mr.Vinodh Prakaash stated that the cards were highly durable and reusable.
easily reusable to ensure the product can be On the other hand, the production is environmentally taxing with waste
used multiple times, reducing the need for produced.
recycling.
Size 9/10 Each activity must take around 40 minutes The precise measurements of each card and the accuracy of the paper cutter in
and the digital activity must range around the printing office made sure that each dimension was exact and perfect. The
20-100 megabytes for downloading. The download is also 34.21 megabytes for convenient sending and displaying.
cards should be made of card stock with
dimensions 2.5 x 3.5 x 0.012.
33
Safety 8/10 An analogue activity will be safe to use as The laminated card stock is of high quality and are reusable for multiple
long as proper protocol is maintained. A playthroughs. The corners of the cards are sharp because of the lamination,
digital activity will be safe to use without increasing the slight risk of malpractice by the target audience.
having an effect on the environment.
Function 6/10 The activity will focus on teaching and From my interview with Mr.Vinodh Prakaash and my interactive event, the
educating young minds on the methods of complexity of the activity could have clearly improved, with the rules and
communication and the various ways to do competition needing a revamp. The card activity could have included a
so. Each activity will prioritise the learning minigame session that could test the player and increase the fun aspects of the
of the user by each focusing on different activity. The target audience event also gave me feedback that the content could
aspects like intonation, pitch, tone, and facial be worked upon. The weekly meeting after the event had multiple people say
expressions. Language and the that while they learnt “various different vocabulary words and phrases”, they
understanding of back and forth did not find the same impact with their collaboration skills as they believe the
communication will also be covered and riddles could have been worked upon for faster and more efficient teamwork
explained thoroughly. The short activities to be put in place.
will motivate my target audience to speak
more confidently and excel in their lives
while also participating in group
collaboration.
Materials 9/10 The analogue activity will be created from The product is made out of the ideal materials and Mr.Vinodh Prakaash, expert
colour printed card stock and the digital product designer stated that the product is made from a decent range of
activity will use Patreon and YouTube materials.
Studio.
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Q2) On a scale of 1-5, five being the highest, Ans. The information seems very child-friendly, with progressive difficulty through each level and a
how would you rate the quality of colour scheme to match. The words are also pretty common and important for students to learn and
information in the cards? given all of this, I would probably give you a 5/5 for the activity.
Q3) How content are you with the product’s Ans. The high quality, the rigidness, the form, it all helps make me believe that this product is factory
visual appeal and aesthetics? Please rate it made and not hand made. The vibrant colours and rainbow background help with the visual appeal as
using the previous scale. the texture of each card helps with the aesthetics. I will definitely give the visual appeal a 5/5.
Q4) How detailed and comprehensible were Ans. Although some of the cards were lacklustre and hard to understand, the vast majority of the cards
the riddles? Please rate their contribution to were packed with useful information and could be understood by others easily. Some cards may need
the learning process. some work but changing the riddles could help with that significantly. Overall I would give it 4/5.
Q5) How would you rate the texture, grip, Ans. In terms of longevity and durability, the cards are excellently designed. The card stock that you
and strength of each card? Please rate its used is flexible but does not crease while the extra lamination makes the surface smudge-proof and
longevity. thick. The feel of the card is also great. Personally, I believe this is a 5/5 in terms of longevity.
Q6) Did the words and riddles help in Ans. Of course! I found the cards have helped build on my communication and realise that there are
improving your knowledge of the necessity many words that I have not heard of or tackled in daily life. As an avid speaker with my colleagues, I
for effective communication? can see myself using these new words to diversify my language, both at work and at home.
Q7) What are your suggestions for Ans. There are several ways for you to make this activity more appealing. First, you could have made
modifying my product to be more suitable the point system of your activity complex by implementing other factors such as endurance through
for my target audience? small minigames. You could also create more of a gap between the first and second riddle.
Q8) How would you rate the environmental Ans. With cost in mind, the materials used are not environmentally-friendly, but they are reusable and
aspects of my product with cost in mind? durable enough to last for multiple years. I would rate the product a 3/5 for this aspect as it could have
been better for the environment or just digital to avoid waste.
Q9) Do you believe that this product can Ans. Absolutely. The words that are found on the cards range from words that are used daily to more
help teenagers learn higher vocabulary and complex and pivotal words for effective communication. The team-building and collaboration that are
enhanced communication? greatly improved through your product makes me want to recommend it to my children or younger staff.
Q10) Does this product serve the overall Ans. Definitely yes! The colours, texture, and vibrant nature of the cards help make the purpose well
purpose of being a functional card activity fulfilled. Although there are some slight tweaks to be added here and there, your target audience of
for my target audience? teenagers will surely understand most of the cards and communicate effectively with one another.
To conclude from the interview, Mr.Vinodh was astonished by the build quality, aesthetic, and most of
the content of my product. However, he suggested some changes to the riddles included in some of the
cards as higher difficulty riddles were sometimes confusing or misleading. In addition, he suggested that I
had used more environmentally-friendly materials to indirectly tell me that my selection of material could
be improved. Lastly, Mr.Vinodh suggested that I had created a higher level of complexity to the game in
order to help with replayability and overall enjoyment. To conclude, my interview affirmed that my target
audience of 13-16 year olds in my school community would be positively impacted by my card activity.
Diii. Explain how the Solution could be improved
From my target audience, experts, and self-evaluation of my product, I was able to receive great
insight as to the strengths and weaknesses of my activity. I have created a list below that details the
changes I could include in order to help my target audience improve their effective collaboration while
learning new words and skills.
Source of Improvement Improvement Justification for Improvement
Self Changing Difficulty of By changing the rgb value of 4-5 orange and red cards that are very complex, I can make sure
Specific Cards to match their that all cards are placed into their respective and correct levels. To improve collaboration in
level of Complexity. communities, I must re-evaluate my cards for effective communication.
Target User Adding a New level for more To enhance the function and aesthetics of the activity, I will add an extra level with a Light
Replayability and Difficulty. Green Colour scheme to increase the sustainability of my product as more cards will allow for
better connection and collaborating between team members.
Expert Modifying Riddles for Greater Mr.Vinodh Prakaash suggested that I could tweak and change some of the riddles as they may
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Visual Appeal and be too difficult for my target audience. This helps with my community as keeping their
Comprehension. preferences of lower words and higher images in mind will help enhance the communication
aspect of my product.
Expert Adding Minigame or Timed The overall premise of the game is very simple, so people may not play the game again. To
Challenge to Increase Function enhance sustainability, I will add an hourglass for a 1 minute bullet round and an elimination
& Aesthetics. mode in which the player keeps going until they guess wrong, helping to promote effective
teamwork and collaboration. In addition, the activity will be more sustainable and effective for
promoting communication and pushing the target audience to reach higher levels.
Self Reformat Card Sizes and By using an online editor to reformat my card size and print them once again, the unnecessary
Margins for Higher Visual margin gaps and fluctuations in the card sizes can be mitigated to ensure higher visual appeal.
Appeal. This will help in achieving higher aesthetics, promoting my activity as a high quality solution.
Target User Reduce the price in order to By using double sided print, I would be able to cut down my price by 150 INR and sell the
appeal to the audience. product at 900 INR, which is much more reasonable for my target audience.
Self Increase Competition by By outlining the total number of cards for each team throughout the playthrough and allowing
Changing Rules the opposing team to guess the word if not guessed correctly could make the activity more fun.
Found Below are the Images for the Possible Improvements to the Card Activity:
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Minigame Concept Drawings/Diagrams:
To begin creating my solution, a meticulous process was needed to take place in order to develop
a product that solves the main issue of a lack of effective collaboration. By considering and analysing the
roots of collaboration, I was able to understand that for collaboration to take place, effective
communication must be present. Throughout my E-portfolio, I covered the various steps required to
construct a product that enables effective communication while avoiding the negative impacts of social
media interactions. Social media communication prompts for artificial chat rooms that do not promote
effective communication, serving as a hindrance for collaboration in the 21st century. By creating my
product, I was able to justify the statement that “Effective collaboration can be enhanced through design
in a highly interconnected world”, as my solution will be able to help my target audience communicate
37
and undertake in more creative tasks that demand teamwork and critical thinking. After ideating a plan
and product to tackle this issue, I created the solution with a focus on quality and purpose, eventually
leading to evaluation. By allowing others to critique and give feedback about my product, I was able to
identify the multiple areas of strength and places for improvement from experts, members of my target
audience, and peer reviews. Knowing the areas of improvement, I now know the possible changes that I
could make.
From the expert evaluation found in Criterion D Strand 1, it is evident that Mr.Vinodh Prakaash
was thoroughly impressed with the build quality and design of the product along with its overall function.
From the learning he received through the activity, he mentions that the new words and phrases he learnt
can be implemented in his daily life and in his workplace to diversify his language portfolio. Furthermore,
his recommendation of the product to his children and younger colleagues allow us to understand that a
lack of communication or collaboration is found across the younger audience, resulting in many to
struggle with finding a job or expressing their ideas effectively. By issuing this product to my target
audience of students and receiving feedback through a form, I was able to understand how social media
has been disrupting their verbal communication and the product has helped them learn new vocabulary
through a refined and processed manner. A weekly meeting further cemented this as their feedback of
what they have learnt through my product have been completely positive, with mentions of “Vocabulary”,
“Team-Building”, and “Great Competition”.
Not only did many of my target audience state that the product helped with their vocabulary and
team building skills, it impacted their learning and social skills. The target audience survey shows the
impact on my audience as many took the solution in a positive connotation and some members
commented in the weekly meeting that they found themselves using the words learnt in their higher
studies. Words such as “Jurisdiction” and “Unanimous” were very helpful for student’s higher studies as
they are unique and are words they have never heard of. In addition, the expert product designer,
Mr.Vinodh Prakaash suggested that he could recommend this product to his children and/or staff
members as the level of difficulty was great for all different levels. Overall, the teamwork and social
skills, different words and vocabulary, along with the usefulness of the cards makes the solution have an
excellent impact on my target audience.
Throughout the creation process of my product, I implemented several technical skills in order to create
the most rich and quality product I can. Firstly, I needed to use my designing skills to create the multi-
coloured and multifaceted cards digitally, making sure that they adhere to the design specifications I had
set earlier. Next, I incorporate graphic design skills in order to choose an aesthetic background and liner
gradient which will stick out compared to other existing cards. Due to my selection, the finished product
was extremely bold and rich with colours, allowing the activity to be of high visual appeal. However, in
order to finish my product, I needed to use packaging skills in which I cut, laminated, and arranged every
card in order for them to be of the same size, shape, and thickness.
Due to this, the target audience of teenagers in my school community of ages 13-16 years are a
viable target audience for my product that can learn great skills that will leave a positive impact on their
lives.
The solution has many positive impacts towards my target audience, with the major one being the
reduction of non-verbal communication and focus on the ever-important verbal communication. This is
achieved by allowing peers in the school community with ages of 13-16 to connect and work towards a
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similar goal, with a point system encouraging teamwork and competition. Students have also developed
their time management skills as they are challenged under a timer in order to bring out the fast-paced
nature of the game. Along with this, the feedback form and weekly meeting have shown information as to
how the purpose of improving effective communication was met (Refer to Appendix B for Survey
Results).
While the activity aims to promote collaboration and enhance communication, there is a
limitation that could affect the overall impact on my target audience. Since 1 copy of my activity costs
750 INR to create 1050 INR to purchase, the high price could limit the number of users that purchase and
learn from my product. More diversity in the activity’s mechanics could have improved the justification
of price and helped achieve a higher function.
Other than the improvements mentioned in Criterion D Strand 3, my activity has successfully
fulfilled all of my design specifications. With highly rated aesthetics, size, and materials as mentioned
from both the event and my expert evaluation along with a good safety, function, and etc. it is evident that
my creative thinking and critical thinking skills were used very effectively. In addition, the activity did
achieve its overall function as the weekly meeting indicated great learning from my target audience.
However, the function of my card activity could have been marginally improved with some changes. For
example, my target audience suggested that another level could be added to increase replay ability and
appeal to a larger target audience. Also, the activity could have different backgrounds for each card to
enhance the aesthetic features of the card. Lastly, the rules and regulations could be adjusted to
incorporate a minigame or timed rush for extra collaboration between teammates. While there are certain
improvements that could be made, there is no doubt that my product fulfilled the standard and excelled
beyond expectations.
From my feedback, it has come to my attention that some of the cards are very high level and include
words that are unfamiliar to the target audience. Since this is the case, I can broaden the customer range
and target young adults of ages 19-25 to teach them new words and collaboration to assist in school work,
presentations, and business. The extra level of cards that could be added may appeal to the young adult
ages even more, as the words are unique and distinct.
Globalisation and Sustainability is the global context that is related to this project. As our society
is leaning towards the digital age, my product aims to maintain the effective communication that occurs
during face-to-face communication that cannot be found online, allowing for global interconnectedness to
improve significantly. The product is also capable of spreading the gift of language, which as a
developing world, is important to develop, refine, and enhance. By improving on language, teamwork,
and collaboration, the product helps in achieving a more globalised and sustainable society in which
effective collaboration can be enhanced through design in a highly interconnected world. In addition, my
research as to the effects of social media yielded that many of the target audience firmly believed that
face-to-face interaction and communication has been disrupted and lessened by social media applications
and chat rooms. To sustain our verbal communication in order to push towards a globally interconnected
world, we must preserve our methods of communication and enhance them. The product emphasises and
focuses on improving communication via activities and group discussions. Overall, the product aims to
achieve a highly interconnected world through better communication, vocabulary, and teamwork.
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