Here we will be documenting our week-by-week schedule and plan for Semester Two and what we hope to achieve by the end of each week.

To begin, we have listed useful literacies and digital tools that we will continue to use throughout our design and development in Semester Two:

Name Purpose URL
MIRO A collaborative whiteboard/dashboard used for mind-mapping, note-taking, brainstorms, creation of schedules and more. https://miro.com/app/dashboard/
Slack Used to video call, voice call, share work and communicate. https://slack.com/intl/en-gb/
Trello Organisation tool for distribution of tasks, management and documentation of work https://trello.com/en-GB
Notion Document week-by-week findings and research. https://www.notion.so/
Facetime Video call and screen sharing for collaborative work Application on iPhone
Google Docs Collaborative files/documents such as presentations.
Version Control, Asset Testing and QA Testing. https://docs.google.com/document/u/0/

FINAL SCHEDULE/TIMETABLE

Using Miro, we have collaborated to create a brief schedule for semester two that organises our tasks week-by-week. This enabled us to analyse which tasks were of greatest priority and assess the process of our project with support of our agile methodology.

Once we have refined our project scope at the beginning of Semester Two, we will create a detailed and refined schedule that includes the distribution of tasks between each individual team member.

https://miro.com/app/board/uXjVOR3cNFA=/?invite_link_id=819095470646

Requirements: These are high priority tasks that need to be completed at the beginning of the semester, gathering the information that we require for our design and deployment of our deliverables.

Design: We have established that the first design obstacle we need to overcome is the refinement of the project scope as well as the plans for our interactions within the physical space. These details are essential for us to make further progress. On our schedule, we have organised the design of our experience by priority and time needed to ensure success with the support of user testing and iteration.

Development: This includes the production of prototypes, our artistic assets as well as development of the game in Unity. From the previous year in games design, we were able to realise the importance of beginning engine development early so we can ensure thorough testing and time for improvements/fixes.

Testing: This should be carried out weekly. Whether it be intended for prototypes, assets or the game in engine we want to ensure that both our game and app succeeds in providing the essential experience.