Task 6 Study Session Helper Guide

Prototype and Wireframes

Plan the product experience before writing the final code.

Steps

  1. 1 Sketch or build the first screen and the main result screen.
  2. 2 Label each input the user must provide.
  3. 3 Show the main output or feedback the product gives.
  4. 4 Add a simple user flow: start, enter data, process, display result, repeat or exit.
  5. 5 Ask one student to explain what they would click or enter next.

Examples

Figma wireframe

A screen layout showing title, input fields, action button, result area and error message area.

Text interface wireframe

A numbered menu showing user choices, expected typed input and the feedback displayed after each choice.

Avoid

Spending too long on decoration

Making a wireframe that does not match the program logic

Leaving error messages or feedback out of the design

Project Requirements Reminder

Builds a Study Session Helper Program for a Year 12 student preparing for assessment.
Collects study topic, available study time and a confidence or priority rating.
Includes at least three practice questions, flashcards or prompts.
Uses input, processing and output in a way the user can understand.
Uses variables with meaningful names and suitable data types such as text, number and Boolean values.
Uses sequence, selection and iteration in the program logic.
Includes validation or error handling for at least one important input.
Produces a final study summary, score, progress message or next-step recommendation.
Includes clear interface decisions or interaction prompts so the product is usable.
Includes algorithm evidence before or during development.
Includes normal, boundary and invalid testing evidence.
Includes validation feedback, at least one documented iteration and a final evaluation.