E-Commerce 12

Curricular Competencies

Students are expected to be able to do the following:

 

Applied Design

Understanding context

  • Conduct research to understand design opportunities and barriers

Defining

  • Establish a point of view for a chosen design opportunity
  • Identify potential users, intended impact, and possible unintended negative consequences
  • Make decisions about premises and constraints that define the design space

Ideating

  • Identify gaps to explore as opportunities
  • Take creative risks to generate ideas and add to others’ ideas to create a range of possibilities
  • Critically analyze how competing social, ethical, and sustainability factors impact designed solutions to meet global needs for preferred futures
  • Prioritize ideas for prototyping and designing with users

Prototyping

  • Identify, critique, and use a variety of sources of inspiration and information
  • Choose an appropriate form and level of detail for prototyping
  • Plan procedures for prototyping multiple ideas
  • Analyze the design for the life cycle
  • Construct prototypes, making changes to tools, materials, and procedures as needed
  • Record iterations of prototyping

Testing

  • Obtain and evaluate critical feedback from multiple sources, both initially and over time
  • Develop an appropriate test of the prototype
  • Based on feedback received and evaluated, make changes to product design or processes as needed
  • Iterate the prototype or abandon the design idea

Making

  • Identify tools, technologies, materials, processes, and time needed for development and implementation
  • Use project management processes when working individually or collaboratively to create processes or products
  • Share progress to increase opportunities for feedback, collaboration, and, if applicable, marketing

Sharing

  • Decide on how and with whom to share or promote their product, their creativity, and, if applicable, their intellectual property
  • Critically reflect on their design thinking and processes, and identify new design goals, including how they or others might build on their concept
  • Critically evaluate their ability to work effectively, both individually and collaboratively

Applied Skills

  • Evaluate safety issues for themselves, co-workers, and users in both physical and digital environments
  • Identify and critically assess skills needed related to the project(s) or design interests, and develop specific plans to learn or refine skills over time
  • Evaluate and apply a framework for solving problems and making decisions

Applied Technologies

  • Explore existing, new, and emerging tools, technologies, and systems and evaluate their suitability for design interests
  • Evaluate impacts, including unintended negative consequences, of choices made about technology use
  • Analyze the role and personal, interpersonal, social, and environmental impacts of technologies in societal change
  • Examine and analyze how cultural beliefs, values, and ethical positions affect the development and use of technologies on a national and global level

MediaSmarts Resources

Dealing with Digital Stress

Digital Media Experiences are Shaped by the Tools We Use: The Disconnection Challenge

MyWorld (licensed resource)

Online Cultures and Values

Online Gambling and Youth

Online Relationships: Respect and Consent

Privacy Rights of Children and Teens

Remixing Media

Sex in Advertising

The Pornography Debate: Controversy in Advertising

 

Content

MediaSmarts Resources

 

Students are expected to know the following:

  • the evolution and nature of e-commerce
  • the economics of e-commerce revenue models
  • development and evolution of the digital retail environment
  • cyber marketing concepts and strategies
  • ethical marketing strategies
  •  ethics of cultural appropriation and plagiarism