10.1 Project Brief and Guidelines
Key Concepts
1. Project Overview
The Project Overview provides a high-level summary of the project, including its purpose, objectives, and scope. It sets the stage for understanding the project's context and goals.
Example: A project overview for a mobile app might state that the goal is to create a user-friendly fitness tracking app that helps users achieve their health goals through personalized workout plans and progress tracking.
2. Objectives
Objectives are specific, measurable goals that the project aims to achieve. They provide clear targets for the team to work towards and help in evaluating the project's success.
Example: For the fitness app, objectives might include increasing user engagement by 30%, reducing the average time to complete a workout by 15%, and achieving a 4.5-star rating on app stores.
3. Scope
The Scope defines the boundaries of the project, including what is included and what is excluded. It helps in managing expectations and ensuring that the project stays on track.
Example: The scope for the fitness app might include features such as workout tracking, personalized workout plans, and social sharing. It might exclude advanced analytics and third-party integrations initially.
4. Target Audience
The Target Audience identifies the group of users for whom the project is being designed. Understanding the audience helps in tailoring the design and features to meet their needs and preferences.
Example: The target audience for the fitness app might be young adults aged 18-35 who are interested in fitness and wellness, prefer mobile solutions, and seek personalized workout experiences.
5. Deliverables
Deliverables are the tangible outputs that the project will produce. They include design files, prototypes, documentation, and any other artifacts required to complete the project.
Example: For the fitness app, deliverables might include wireframes, high-fidelity UI designs, interactive prototypes, user testing reports, and a final design handoff package.
6. Timeline
The Timeline outlines the schedule for the project, including key milestones and deadlines. It helps in planning and managing the project's progress and ensures timely completion.
Example: The timeline for the fitness app might include milestones such as completing user research by Week 2, delivering wireframes by Week 4, and finalizing the UI design by Week 8.
7. Resources
Resources refer to the people, tools, and materials needed to complete the project. They ensure that the team has everything required to execute the project successfully.
Example: Resources for the fitness app might include a design team, access to user research tools, Figma for design and prototyping, and a project management tool for tracking progress.
8. Constraints
Constraints are the limitations or restrictions that could impact the project. They include budget, time, technology, and any other factors that could affect the project's outcome.
Example: Constraints for the fitness app might include a limited budget for user testing, a tight deadline for the initial release, and the need to ensure compatibility with both iOS and Android platforms.
9. Risks
Risks are potential issues that could arise during the project and affect its success. Identifying risks helps in planning mitigation strategies and minimizing their impact.
Example: Risks for the fitness app might include technical challenges in integrating workout tracking features, delays in user testing, and negative feedback from early adopters.
10. Success Criteria
Success Criteria are the standards by which the project's success will be measured. They provide clear benchmarks for evaluating whether the project has met its objectives.
Example: Success criteria for the fitness app might include achieving a 4.5-star rating on app stores, reaching 10,000 downloads within the first month, and receiving positive feedback from user testing.