>Practical 3: Ideation Prototyping Criteria
Due:
Monday Week 4 midnight
Guiding questions |
Bare minimum |
Satisfactory effort & performance |
Above & Beyond |
PART1 Need/Point of view. (10) GROUP |
|||
Does your point of view: · relate to the design brief, · relate to your observations · clearly express a problem / opportunity, · clearly convey what a good solution might look like |
0 – 3; The problem is unclear / missing, the solution requirement is unclear / missing, or the point of view is unrelated to the design brief. |
4- 7 The need (pov) relates to the brief. The problem and solution requirement are stated, but the solution requirement is either too general (anything that solves the problem meets the requirement) or too specific (only one particular implementation meets the requirement). |
8-10 The problem and solution requirement are clearly stated. The requirement provides focus without demanding one specific implementation. |
PART 2 |
|||
Storyboards (TOTAL 30) GROUP: Do ALL the Group’s storyboards: (Max 5) · address your point of view? · diverge in the solutions? |
0; The storyboards are hard to follow and/or do not address the point of view |
3;
The storyboards reasonably address the point of view. Solutions don’t diverge much. |
5; The storyboards are easy to follow and have diverging solutions |
Individual: your Storyboard (Max 25) Does your storyboard: · communicate your alternative clearly? · give a clear understanding of how your idea will work in context |
0-5-1 0; It’s hard to understand the alternative presented and only a vague idea of how the idea will work in context, |
11- 15- 22; The alternative is reasonably clear and different to other group members. However the reader may have lingering questions about the situations depicted or the differentiation of the solutions. |
23 -25; Very clear communication – Someone else could come up with distinct prototypes just from looking at your storyboards. |
Paper prototypes (30) GROUP: As a group (Max 5) · Did you explore clearly different interfaces? · Were all paper prototypes dynamic: · Were interactions included? |
0;
Prototypes incomplete in significant ways or all were too similar to distinguish the different interface. |
3
Prototypes mostly complete (ie some interactions included) and illustrated some distinct interfaces but with many shared similarities. |
5 The prototypes explore three different interfaces and included enough detail to feel like a working application |
Individual: your Paper prototype (Max 25) Does your paper prototype · Have a clear interface · ‘Feel’ like a working application? · Show the interaction flows · Have some creative interactions implemented |
0 – 3 – 6; · Prototype was incomplete and/or included little interaction · Many screens refer to screens that are not prototyped – i.e. leading to dead ends · Often unclear what a certain screen does. |
7 -10 -13; The purpose of each screen is clear with most interactions flows reasonably clear. A user looking at the prototype may sometimes have questions about: · how to navigate between screens, · how to use a form on a screen, or · what some element on a screen is doing there. |
14-15; Prototype demonstrated enough detail so that: · a user can get a good feel for how the application works and flows · a programmer can use the prototypes to implement a skeleton Web application that has working forms and links. |
Communication/Write Up (Max 15) · Clarity of write up submitted · Requirements followed · Quality of digital documentation · Reference to appropriate sources |
0-7: Difficult to understand generally. Not presented as an academic piece of work. |
8-12 Reasonably clear communication, Requirements generally followed Some resources used |
13 -15 Clear, coherent document that includes all requirements. Originality demonstrated in the application and use of academic sources. |
General originality (15) |
Paper prototypes for three versions of a home thermostat. From [Tohidi CHI2006]
Brief
This prac focuses on two rapid prototyping techniques that will help shape a design idea to a first draft of a user interface. Rapid prototyping addresses an important tension in design: forward momentum is essential, yet design excellence often requires exploring diverse ideas. |
STEP 1: PROJECT BRIEF (Group Task)
Your first step is to share your observations. Each group member should share:
· What brief did you choose?
· What activity (s)did you observe?
· What needs did you identify
· What were some of the ideas you proposed to cater for these needs?
As a group decide what design concept sounds most interesting to you all.
Please don’t consider technical issues at this stage!!!! Feasibility comes a little later!
Depending on your group experiences you may explore more than one idea at this stage or you can combine briefs.
STEP 2: POINT OF VIEW (Group Task)
Your next step is to write down a need or problem statement (point of view) in a sentence or two.
· What’s a need or problem statement?
It’s your take on a high-level design strategy, before actually designing a solution.
· For example, if you wanted to improve the check-out experience at a grocery store, your point of view might be: “waiting in line is intrinsic, but the boredom is not”
This would lead to design solutions like showing news or playing games while waiting in line.
Alternatively, your point of view might be “with a good scheduling interface, no one should have to wait in line”. This might lead to better ways for employees to staff registers and consumers to pick them.
Or, you might have a different point of view: Let’s make grocery stores more like farmers’ markets, where payment is distributed across the stands that have the food.
These are valid needs or problem statements – they suggest different possibilities and have different implications/entailments for what constitutes a good design.
A good need or problem statement should:
· clearly express the problem/opportunity and
· make clear what a good solution would accomplish.
Coming up with a good need or problem statement that you can successfully tackle in the remaining weeks of the semester is crucial. If you have doubts – then discuss with the lecturer.
As a group, develop your need or problem statement. To do this……
· Review all the observations from Week 2.
· What are some of the user needs identified?
· What seems interesting to explore further?
· What point of view /need/ problem statement summarises the design problem your group will tackle?
STEP 3: STORYBOARD SCENARIOS
Using a storyboard develop a user scenario that addresses/engages your point of view/need or problem statement.
Each team member needs to develop their own storyboard based on their ideas.
· A storyboard is a comic-strip-like set of drawings about what your interface/design idea: what it does and how it is used to accomplish tasks in a real usage scenario.
· Check out the Guide to Storyboarding in Week 3 Learnline
· A good storyboard should clearly demonstrate who the user is, the usage situation, and the user’s motivations for using the interface.
· It should show what the user can accomplish with your interface, but it needn’t (and often shouldn’t) show a specific user interface design.
Each storyboard should require 5-8 panels, and should fit on one A3 sheet of paper.
· Use a thick pen (not yellow)
· Using a thick pen limits the amount of detail that you can add, forcing you to only draw the most important elements of scenario, user, and interface that communicate your ideas
· A thick pen is a good reminder to focus on the high-level and not sweat the details at this point. There will be time for this in a few weeks!
· Ensure you sign your storyboard.
External students – either use A3 and photograph – (two A4’s stickytaped together will work) or use an online storyboard tool. There are a range of free tools available: eg Picton.
STEP 4: PAPER PROTOTYPE
Decision time.
· Share your storyboards.
· With your team members, take some time to discuss the different ideas you’ve had.
· Make sure you discuss the strengths and weaknesses of each design, and how well they achieve the goals set out by your point of view.
As a team, decide which of the ideas from your group you want to take further.
EACH team member creates a paper prototypes (one each) that implements the idea you’ve decided on. (in this task you are exploring alternatives?)
· A paper prototype concretely shows all the elements of a user interface, except that it’s implemented with pen on paper, as opposed to pixels and code.
· To learn how to do this, see the Snyder reading, in Learnline . See also
http://paperprototyping.com/references.html
for more references.
· Prototype interfaces must be hand-drawn, no computer. Again, it helps focus on the concepts, and saves you from wasting hours twiddling pixels.
The prototypes should vary in interface, but offer the same basic functionality.
· For example, if you were designing a mobile transit application, your two prototypes could display the bus times in two very different ways.
· The prototypes should be complete enough to “run” a new user through each task. When you’re done, label the prototype you created. It’s important to show interaction flows
· Note: the explanation here is very linear, but your process doesn’t have to be. You can start making a paper prototype, and then change your mind.
· Your prototype doesn’t have to exactly align with your storyboard if your ideas have developed as a result of making the storyboard.
To summarise:
· Each group needs to have a single point of view which is then explored through storyboards. (one for each team member)
· One storyboard (or two) is then chosen by the group to explore further
· Each person needs to create a paper prototype that reflects the chosen storyboard.
Internal students: |
External students: |
· Digital photos + your actual storyboards, which should be signed by the creator. · Photos embedded in the file · Storyboards brought to class · A set of digital photos + your actual paper prototypes, which should be signed by the creator · Photos to be part of the submission document · Prototypes brought to class (labelled) |
· A comprehensive set of digital photos & or scans of your storyboards, which should be signed by the creator. Digital Storyboarding tools can be used · A comprehensive set of digital photos & scans of your paper prototypes, which should both be signed by the creator · All photos should be part of the single submission document · Multiple documents will not be accepted for marking. |
Submit the digital resources via the submission link on Learnline. Ensure you clearly label your file with your team’s name.
PRACTICAL 3
Members:
Design Brief: Glance
Document typed and written by BJCJ in conjunction with AK and GK.
Step 1: Point of View
Brainstorming High-End Design Need
Knowing where others are (consumers and employees) so that you can be in the right place at the right time.
In order to maintain scheduled work, being ever conscious as to the whereabouts and actions of one’s associates.
In an attempt to reduce inefficiencies in scheduling, an individual must be constantly aware of the whereabouts, requirements and intentions of the individual’s associated entities.
conscious of, mindful of, informed about, acquainted with, familiar with, alive to, alert to; informal clued in to, wise to, in the know about, hip to; formal cognizant of;
Realtime
Associates
Perform jobs simultaneously
Chosen Topic: Tracking people’s location and intentions to maintain efficiency.
Step 2 – Storyboarding:
BJ’s Storyboard
G’s Storyboard
A’s
Step 3 – Paper Prototype:
Minutes of meeting:
Attending Members – G K, BJCJ, AK
Place: Library
Time: 5:45pm
Met at 5:45pm
Looked at G’s storyboard
Looked at BJ’s storyboard
Looked at As storyboard
Discussed the strengths and weaknesses of each storyboard
G’s Storyboard
Strengths | Weaknesses | |||
Detailed |
Not sure how dashboard is used exactly |
|||
Need identifiable |
Lots of writing |
|||
Characters are obvious – Taxi driver and client |
||||
Captions help with context |
Bj’s Storyboard
Strengths | |
Needs identifiable |
Not sure on how to design interface |
Characters are obvious – lifeguards |
Not sure on dashboard itself |
Shows needs being solved |
Story a little disjointed |
A’s Storyboard
Clearly shows needs |
Not sure on characters |
Shows outcomes at the end of the day |
Lots of writing, a little too detailed |
Interesting storyline |
|
After much discussion decided on choosing G’s storyboard as the needs were simple and obvious, and the storyboard showed this clearly.
The need was identified as –
Client needs a taxi
Taxi needs to know exactly when the client is ready and where
Taxi tracks client until they pick them up, allows for them to do other jobs if the client is busy doing something else. Also allows for the client to tell the taxi if they don’t need it anymore, or if they will be late/busy.
Discussed meeting tomorrow, agreed upon having the paper prototype completed by 5pm Thursday, 17th March in the library.
Discussed different styles of interfaces and applications. Talked about how to do a paper prototype. Sent email to everyone with photos of storyboards and with the information in this document so far and time and place of meeting tomorrow.
Meeting finished at 6:40pm
Meeting Thursday 17th March 2010
Time: 5pm
Present: All members
A had unfortunately not been able to complete his prototype due to other commitments, but had some ideas and pictures with ideas to show. B had completed his client part of his project and G had completed his paper prototype. All members went through their paper prototypes.
Members discussed when they would be meeting next, however due to time commitments they couldn’t meet at all until the day of the presentation.
Things that need to be completed at the next meeting include:
· Taking video or photos of the paper prototypes
· Formatting this document
· Ensuring that all points have been covered
· A brief analysis of each paper prototype and which one we all think will work the best
· Finalise presentation for Monday
Discussion around the presentation:
It was agreed that each member would take about 20-30 seconds to show their prototype and another 20-30 seconds to show their storyboards. Any remaining time would be used to briefly introduce the brief, and to finish at the end.
Members agreed to do a quick run through of their presentation 15 minutes before class.
Finished at 6pm
Paper Prototype – AK
Slide 1 – Dashboard |
Slide 2 – Input |
Slide 3 – Location check |
|
Slide 4 – Sending Request |
Slide 5 – Date and Time for Pickup |
Slide 6 – Cannot book Taxi more than 1 week in advance |
Slide 7 – My Bookings, track your booking |
Slide 8 – My bookings, map |
Slide 9 – Edit booking |
Slide 10 – Contact Driver |
Slide 11 – Taxi Arrived |
Paper Prototype – BJCJ
Slide
1 – Home Screen
Slide 2 – Ordering a Taxi
Slide 3 – Update screen
Slide 4 – Settin
gs screen, can change default language, default cars, skins for the application etc…
Slide 5 – Taxi has arrived, allows the user to contact the taxi, ask where it is, refuse taking the taxi or to tell the taxi to wait
Paper Prototype
– GK
Slide 2 – Booking |
Slide 3 – Details |
|
Slide 4 – Processing Request |
Slide 5 – Booking confirmed |
Slide 6 – Canceling a booking |
Slide 7 – Cancellation Confirmed |
Slide 8 – Get Update |
Slide 9 – Map of route |
Reflection:
How was your decision process?
The decision process worked quite well, with a decision as to what the high-end design need was, being made within about an hour of the practical being issued. This was done through brainstorming and discussion, along with the use of Thesauruses and Google.
In regards to the decision about the story board was made after weighing up the strengths and weaknesses of each storyboard, and taking into account which would be the easiest and quickest to paper prototype.
What did you end up going with?
We ended up going with the Taxi system.
What is something you learned?
Something that we learned is that it is difficult to set goals and achieve them in short spaces of time, especially when we all do things differently. Also, that picking the easiest idea, although not always being the most fun or interesting, is often the best way to achieve something if time is a major factor.
What was most valuable?
The most valuable thing in this project was learning about paper prototyping, especially after reading the article by Snyder as it offered some really good and creative ideas for prototyping.
developing design ideas beginning with people
Prac 3 Briefing: Prototyping
*
OK – so lets find out how it all went
Consider this…..
Human Computer Interaction Design
Human Computer Interaction Design
*
Human Computer Interaction Design
key questions when building prototypes
“What do I want to Learn?”
“What do I want to Communicate?”
Human Computer Interaction Design
When creating prototypes – don’t lose site of two key questions
This will help you keep your focus.
*
Rapid prototyping prac 3 – mission
“Create a high level point of view (define a need), flesh it out with storyboard scenarios, then pick a concrete direction and create a paper prototypes.”
Work in teams
Human Computer Interaction Design
http://us.123rf.com/
Human Computer Interaction Design
*
Prac 3 – 3 parts
Part 1
Negotiation
Decision Making
1 TEAM
Point of view /
Problem/need statement
Part 2 Storyboard
1 design idea each
that addresses your point of view /problem statement
Human Computer Interaction Design
Part 3
Paper prototype
Review all Storyboards
Decide which idea you take further
Create 1 prototype each
Human Computer Interaction Design
Prototyping – what concept?
Sharing……
What brief you chose?
What activity you observed?
What needs/insights you identified
Some ideas/inspiration to help
what design concept sounds most interesting
Stay with ideas
– don’t go to feasability!!!!!!
Human Computer Interaction Design
http://www.almostzara.com/wp-content/uploads/women-queue-shops
Decide……
10 – 15
mins
Human Computer Interaction Design
STEP 1: PROJECT BRIEF (Group)
Your first step is to share your observations…..
What brief did you choose?
What activity did you observe?
What needs did you identify
What were some of the ideas you proposed to cater for these needs?
As a group decide what design concept sound most interesting to you all. Please don’t consider technical issues at this stage!!!!
*
Prototyping–point of view
Write down…
a point of view or
problem statement
in a sentence of two
If you are stuck – (see prac 1 worksheet – reframe the problem)
A point of view is….
a high level design strategy.
With good scheduling no one should have to wait in line
Waiting in line is intrinsic, boredom is not
A grocery story should be more like a farmers market where payment is distributed across food stands
Human Computer Interaction Design
Human Computer Interaction Design
STEP 2: POINT OF VIEW (Group)
Your next step is to write down a point of view in a sentence or two.
What’s a point of view? It’s your take on a high-level design strategy, before actually designing a solution.
For example, if you wanted to improve the check-out experience at the grocery store, your point of view might be: “waiting in line is intrinsic, but the boredom is not”
This would lead to design solutions like showing news or playing games while waiting in line.
Alternatively your point of view might be “with a good scheduling interface, no one should have to wait in line”. This might lead to better ways for employees to staff registers and consumers to pick them.
Or, you might have a totally different point of view: Let’s make grocery stores more like farmers’ markets, where payment is distributed across the stands that have the food.
All of these are valid points of view – they do suggest different possibilities and have different implications/entailments for what constitutes a good design. Write yours down.
A good point of view should:
clearly express the problem/opportunity and
make clear what a good solution would accomplish.
http://www.publicdomainpictures.net/top-images.php
*
Prototyping–point of view
A good point of view should:
express the problem opportunity,
make clear what a good solution will accomplish
Human Computer Interaction Design
http://ts1.mm.bing.net/th?id=H.4837693201909532&pid=15.1
As a group
– write yours
Human Computer Interaction Design
STEP 2: POINT OF VIEW (Group)
A good point of view should:
clearly express the problem/opportunity and
make clear what a good solution would accomplish.
Coming up with a good point of view that you can successfully tackle in the remaining weeks of the semester is crucial. If you have doubts – then discuss with the lecturer.
To develop your point of view…..
Review your observations from Week 2.
What are some of the user needs identified?
What seems interesting to explore further?
What is your point of view regarding this user need.
*
Prototyping – resources
Creating storyboards
Paper Prototyping
Reading: Ch 4 Snyder
Human Computer Interaction Design
Human Computer Interaction Design
There are two resource items that will help you with Step 2 and 3 of this prac.
Internal students – this will be the focus of Thursday class.
*
Prototyping -Storyboards
Human Computer Interaction Design
A storyboard is a comic strip that tells a user story or scenario.
It is a series of drawings about what your interface does and how it its used to accomplish tasks in a real usage scenario
Human Computer Interaction Design
STEP 3: STORYBOARD
Next, come up with a design idea each that addresses/engages your point of view. Illustrate each of these ideas with a storyboard.
A storyboard is a comic-strip-like set of drawings about what your interface does and how it is used to accomplish tasks in a real usage scenario.
Feeling stumped about how to show your ideas visually?
Be sure to check out the Guide to Storyboarding in the preparation activities.
A good storyboard should clearly demonstrate who the user is, the usage situation, and the user’s motivations for using the interface.
It should show what the user can accomplish with your interface, but it needn’t (and often shouldn’t) show a specific user interface design.
*
Prototyping -Storyboards
Good storyboards have:
Users
Usage situation / context
Users motivation for using the interface
Good storyboards show
what the user can accomplish not a specific user interface design
Human Computer Interaction Design
Human Computer Interaction Design
STEP 3: STORYBOARD
A good storyboard should clearly demonstrate who the user is, the usage situation, and the user’s motivations for using the interface.
It should show what the user can accomplish with your interface, but it needn’t (and often shouldn’t) show a specific user interface design.
Each storyboard should require 5-8 panels, and should fit on one A3 sheet of paper.
Use a thick pen (preferably black).
Using a thick pen limits the amount of detail that you can add, forcing you to only draw the most important elements of scenario, user, and interface that communicate your ideas>
A thick pen is a good reminder to focus on the high-level and not sweat the details at this point. There will be time for this in a few weeks!
Ensure you sign your storyboard.
*
Your Storyboards
Each person in the group ……
Illustrate1design idea that addresses your point of view with storyboards
Human Computer Interaction Design
5- 8 panels
A3 paper
thick black pen
No colour
Human Computer Interaction Design
STEP 3: STORYBOARD
Each storyboard should require 5-8 panels, and should fit on one A3 sheet of paper.
Use a thick pen (preferably black).
Using a thick pen limits the amount of detail that you can add, forcing you to only draw the most important elements of scenario, user, and interface that communicate your ideas>
A thick pen is a good reminder to focus on the high-level and not sweat the details at this point. There will be time for this in a few weeks!
Ensure you sign your storyboard.
*
Your Storyboards – DECISION TIME
Human Computer Interaction Design
Decide who
Is doing
what in your
group
Human Computer Interaction Design
STEP 3: STORYBOARD
Each storyboard should require 5-8 panels, and should fit on one A3 sheet of paper.
Use a thick pen (preferably black).
Using a thick pen limits the amount of detail that you can add, forcing you to only draw the most important elements of scenario, user, and interface that communicate your ideas>
A thick pen is a good reminder to focus on the high-level and not sweat the details at this point. There will be time for this in a few weeks!
Ensure you sign your storyboard.
*
Your Storyboards – DUE Wednesday
Human Computer Interaction Design
Storyboards
need to be
ready for the
Wednesday
class
Human Computer Interaction Design
STEP 3: STORYBOARD
Each storyboard should require 5-8 panels, and should fit on one A3 sheet of paper.
Use a thick pen (preferably black).
Using a thick pen limits the amount of detail that you can add, forcing you to only draw the most important elements of scenario, user, and interface that communicate your ideas>
A thick pen is a good reminder to focus on the high-level and not sweat the details at this point. There will be time for this in a few weeks!
Ensure you sign your storyboard.
*
Prototyping –Paper prototypes
Each person will make a paper prototype
Hand drawn – no computers!
Focus on concepts
Different interfaces – same functionality
Complete enough to ‘run’ the prototype
Think about flows
Requirements
Human Computer Interaction Design
http://portfolio.splendidnoise.com/images/portfolio_prototype
Human Computer Interaction Design
Each group member creates a paper prototypes that implement the idea you’ve decided on. (in this task you are creating alternatives?)
A paper prototype concretely shows all the elements of a user interface, except that it’s implemented with pen on paper, as opposed to pixels and code.
To learn how to do this, see the Snyder reading,in Learnline . See also http://paperprototyping.com/references.html for more references.
Prototype interfaces must be hand-drawn, no computer. Again, it helps focus on the concepts, and saves you from wasting hours twiddling pixels.
The prototypes should vary in interface, but offer the same basic functionality.
For example, if you were designing a mobile transit application, your two prototypes could display the bus times in two very different ways.
The prototypes should be complete enough to “run” a new user through each task. When you’re done, label the prototype you created. It’s important to show interaction flows
Note: the explanation here is very linear, but your process doesn’t have to be. You can start making a paper prototype, and then change your mind.
Your prototype doesn’t have to exactly align with your storyboard if your ideas have developed as a result of making the storyboard.
To summarise:
Each group needs to have a single point of view which is then explored through 3 storyboards. (one each)
One storyboard is then chosen and each person needs to create a prototype that reflects the chosen storyboard.
*
Prototyping –Paper prototypes
Decision time………. Wednesday class
With your group members
Review your storyboards
Consider the ideas you had
discuss strengths & weaknesses of designs
decide which one you want to take further
Human Computer Interaction Design
http://portfolio.splendidnoise.com/images/portfolio_prototype
Human Computer Interaction Design
Decision time.
Set out your storyboards.
With your team members, take some time to discuss the different ideas you’ve had.
Make sure you discuss the strengths and weaknesses of each design, and how well they achieve the goals set out by your point of view.
As a team, decide which of the ideas you want to take further.
You can continue to combine different sets of ideas.
*
Prac 3 summary
Part 1
TEAM
Point of view /
Problem statement
Part 2
Each person creates a storyboard scenario
of a design idea
Human Computer Interaction Design
ForWed
Human Computer Interaction Design
To summarise:
Each group needs to have a single point of view which is then explored through 3 storyboards. (one each)
One storyboard is then chosen and each person needs to create a prototype that reflects the chosen storyboard.
*
Prac 3 summary
Part 4
As a team
present in class
(not assessable)
3 mins
Human Computer Interaction Design
Part 3
Create 1 prototype each
Should relate to storyboards
For Mon wk 4
Human Computer Interaction Design
To summarise:
Each group needs to have a single point of view which is then explored through 3 storyboards. (one each)
One storyboard is then chosen and each person needs to create a prototype that reflects the chosen storyboard.
*
Submit………..
in the discussion board
Design brief addressed
Point of view
Digital photo of storyboards (signed!)
Digital photos of prototypes (signed)
Internal students – bring artifacts to first class Week 4
In a single file include;:
as a team
label your contributions clearly
Human Computer Interaction Design
Nominate who
will do this
Human Computer Interaction Design
External students – please read carefully your requirements in the assessment task.
*
Prototyping prac – in the workshop
Each team will present for 3 minutes your experience of this assessment
your decision process
what decision
something learned
most valuable
First group self assessment
Human Computer Interaction Design
Human Computer Interaction Design
*
This Week
Monday
Profiles
Concept review
Forming groups
Prac 2 – sharing
YouTube prototypes
Prac3 Briefing
Wednesday
Creating Storyboards
Creating paper prototypes
Readings: Choose either:
Houde & Hill OR
Snyder, Ch 4
Human Computer Interaction Design
http://jithinvmohan.files.wordpress.com/2009/06/keep_thinking
Human Computer Interaction Design
*
We provide professional writing services to help you score straight A’s by submitting custom written assignments that mirror your guidelines.
Get result-oriented writing and never worry about grades anymore. We follow the highest quality standards to make sure that you get perfect assignments.
Our writers have experience in dealing with papers of every educational level. You can surely rely on the expertise of our qualified professionals.
Your deadline is our threshold for success and we take it very seriously. We make sure you receive your papers before your predefined time.
Someone from our customer support team is always here to respond to your questions. So, hit us up if you have got any ambiguity or concern.
Sit back and relax while we help you out with writing your papers. We have an ultimate policy for keeping your personal and order-related details a secret.
We assure you that your document will be thoroughly checked for plagiarism and grammatical errors as we use highly authentic and licit sources.
Still reluctant about placing an order? Our 100% Moneyback Guarantee backs you up on rare occasions where you aren’t satisfied with the writing.
You don’t have to wait for an update for hours; you can track the progress of your order any time you want. We share the status after each step.
Although you can leverage our expertise for any writing task, we have a knack for creating flawless papers for the following document types.
Although you can leverage our expertise for any writing task, we have a knack for creating flawless papers for the following document types.
From brainstorming your paper's outline to perfecting its grammar, we perform every step carefully to make your paper worthy of A grade.
Hire your preferred writer anytime. Simply specify if you want your preferred expert to write your paper and we’ll make that happen.
Get an elaborate and authentic grammar check report with your work to have the grammar goodness sealed in your document.
You can purchase this feature if you want our writers to sum up your paper in the form of a concise and well-articulated summary.
You don’t have to worry about plagiarism anymore. Get a plagiarism report to certify the uniqueness of your work.
Join us for the best experience while seeking writing assistance in your college life. A good grade is all you need to boost up your academic excellence and we are all about it.
We create perfect papers according to the guidelines.
We seamlessly edit out errors from your papers.
We thoroughly read your final draft to identify errors.
Work with ultimate peace of mind because we ensure that your academic work is our responsibility and your grades are a top concern for us!
Dedication. Quality. Commitment. Punctuality
Here is what we have achieved so far. These numbers are evidence that we go the extra mile to make your college journey successful.
We have the most intuitive and minimalistic process so that you can easily place an order. Just follow a few steps to unlock success.
We understand your guidelines first before delivering any writing service. You can discuss your writing needs and we will have them evaluated by our dedicated team.
We write your papers in a standardized way. We complete your work in such a way that it turns out to be a perfect description of your guidelines.
We promise you excellent grades and academic excellence that you always longed for. Our writers stay in touch with you via email.