Nau mai, haere mai ki te whārangi "End-User"! This page will help you understand one of the most important people when we think about digital devices: the person who uses it!
Define what an "end-user" is.
Identify examples of end-users for different digital devices.
Understand that digital devices are made for people to use.
Demonstrate understanding of who the end-user is for a given digital device.
To get the most out of learning about End-Users, it's essential to have a clear understanding of:
Digital Devices (CL1-2): Do you know what a digital device is and can you name some common ones?
Input & Output (CL1-2): Do you understand how you give information to devices (input) and how they give information back (output)?
Quick Check: When you play a game on a tablet, who is the person pressing the buttons and looking at the screen? That's the end-user!
An end-user is simply the person or group of people who use a digital device or a digital tool. They are the final person who touches the screen, presses the buttons, or hears the sounds from a digital device.
Think of it like a new toy: The people who design and build the toy are important, but the end-user is the child who actually plays with it! Without someone to use the toy, it doesn't really serve its purpose.
Digital devices are made by humans for humans to use. So, the end-user is a very important person to think about when we make or use digital technology!
Examples of End-Users:
For a smartphone: You, your parents, your teachers, your friends.
For a calculator: A student doing math homework, a shop assistant counting money.
For a gaming console: Someone playing a video game.
For a traffic light: A driver, a pedestrian.
For a smart speaker: Anyone asking it questions or playing music.
Digital devices are designed to help people do things. Because of this, thinking about the end-user is very important, even for simple digital devices.
Digital devices have a purpose (a job they do). That purpose is almost always to help an end-user!
Example: A calculator's purpose is to help an end-user do math quickly.
End-users interact with devices using Input & Output. If the input buttons are too small, or the output screen is too dark, it's hard for the end-user to use.
Example: A big, clear button on a tablet is easier for a young child (end-user) to press.
Even at this early level, when people create digital devices, they make choices about how it will look and work. These choices are always better if they think about the end-user.
Example: A game for young kids (end-users) will have colorful pictures and simple controls, because that helps the kids use it easily.
Thinking about the end-user means thinking about who the device is for, and how they will best use it.
Activity 1: My Device, My User:
Task: Choose one digital device you use a lot (e.g., a tablet, a game console, a family computer).
Activity:
Name the digital device.
Identify yourself as an end-user of this device.
Think about what you like about using this device and what makes it easy for you to use.
Think about one person different from you (e.g., a grandparent, a younger sibling) who might also use this device. How might their needs or how they use it be different from yours?
Why this activity helps: This helps you understand who the end-user is for a given digital device and begin to think about different users' needs (DDDO PO1, CT PO1).
Evidence: Create a Google Doc or Google Slide describing your chosen device and your thoughts on its end-users.
Activity 2: Design for a Special User:
Task: Imagine you are designing a very simple digital device to help someone special, like your pet, or a favorite toy, or even a plant!
Activity:
Draw a picture of your special "user."
Draw a picture of the simple digital device you would design for them.
Explain:
Who is the end-user for your device?
What simple job will your device do for them?
How will your "user" give input to the device (e.g., press a button, make a sound)?
How will the device give output to your "user" (e.g., light up, make a sound)?
Why this activity helps: This helps you take end-users into account and understand the purpose of digital devices (DDDO PO1).
Evidence: Create a Google Drawing, Google Doc, or Google Slide
Task: Choose one digital device from your home or school (that we haven't used as an example on this page).
Activity: Create a short report (e.g., 1 page in Google Docs) or a simple presentation (e.g., 2-3 slides in Google Slides) that:
Clearly names the chosen digital device.
Identifies at least two different types of end-users for this device (e.g., "a child playing" and "a parent setting controls").
For each type of end-user, describe one specific way they use the device.
Explains why it's important that the people who made this device thought about its end-users.
Why this assessment helps: This assesses your ability to identify end-users and understand that devices are made for them (DDDO PO1, CT PO1).
Evidence: Submit your Google Doc report or Google Slide presentation to Google Classroom as instructed by your kaiako.
An end-user is the person who uses a digital device.
Digital devices are made by humans for humans to use.
Thinking about the end-user helps make digital devices easy and helpful to use.
Now that you understand who the end-user is, you're ready to explore how we solve problems and give instructions:
Decomposition (CL1-2): Learn how to break down tasks into smaller, simpler steps.
Digital Devices (CL1-2): (Revisit this page if you need to review the basics of digital devices again before moving on).
Input & Output (CL1-2): (Revisit this page if you need to review how devices take in and give out information).
Continue your journey by clicking on the links to these exciting topics within your current module!