EIBS7300 Assessment 1 Building Empathy Through User Journey Mapping
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[EIBS7300] Assessment 1 Building Empathy Through User Journey Mapping
Length:2500 words (± 10%), excluding reference list and appendices
Weighting:40% of final course mark
This assignment aims to develop your ability to build deep, evidence-based empathy with end-users and to translate qualitative user research into structured insights using design thinking tools.
Following a human-centred design approach, you are required to put yourself in the shoes of a clearly defined category of end-users, collect rich qualitative data, and critically interpret their lived experience within a given industry scenario (attached below).
You must present your work in the form of a professional report.
In Part A, you are required to provide a critical and synthetic overview of your assigned scenario and its associated industry(ies). Your analysis should demonstrate depth, selectivity, and relevance by:
Part A should clearly establish why the scenario matters, who is affected, and what is at stake, thereby providing a strong analytical foundation for Part B.
In Part B, you will zoom in on one category of end-users and one specific experience within the scenario that presents meaningful/significant challenges or opportunities for improvement for those end-users.
3.2.2. Step 2: Empathy building through qualitative research
You are required to build empathy by conducting a minimum of five (5) in-depth interviews with users from your selected category.
The goal is not to list tools, but to demonstrate that you understand how and why they are used to build empathy.
Keep in mind that a good designer always interacts directly with their end-users; purely relying on secondary information sources can jeopardise a designer’s ability to build empathy.
Important
The overall goal is to demonstrate you have built empathy with your end-users.
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High Distinction (7)
(85%-100%)
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Distinction (6)
(75-84%)
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Credit (5)
(65-74%)
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Pass (4)
(50-64%)
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Fail (3)
(47-49%)
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Fail (2)
(30-46%)
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Serious
Fail (1)
(0-29%)
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Understanding of Industry / Scenario Context 20% |
Demonstrates exceptional understanding of the industry/scenario through the use of robust, high-quality evidence and in-depth analysis. The report provides sufficient clarity and context for a reader with no prior familiarity to fully understand the industry/scenario and its key challenges.
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Demonstrates advanced understanding of the industry/scenario, supported by good-quality evidence and thoughtful analysis. The report enables a reader with no prior familiarity to understand the main features and challenges of the industry/scenario.
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Demonstrates competent understanding of the industry/scenario. Evidence anddepth of analysis are generally appropriate, though some areas require further development or clarification. A reader with no prior familiarity may require limited additional information to fully understand the industry/scenario.
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Demonstrates basic understanding of the industry/scenario, with notable limitations in the quality of evidence and depth of analysis. Important aspects of the industry/scenario are insufficiently explained, requiring additional clarification for an unfamiliar reader
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Fails to demonstrate an adequate understanding of the industry/scenario. Evidence is absent, irrelevant, or misapplied, and analysis is insufficient to support comprehension by an unfamiliar reader. |
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Empathy Building and Insight Generation through Interviews 30%
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Demonstrates deep empathy grounded in rich interview evidence. Reveals non obvious, meaningful insights into users’ experiences, needs, tensions, and underlying motivations. Insights go beyond surface observations and are clearly grounded in users’ voices and lived experiences.
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Demonstrates strong empathy supported by interview evidence. Generates clear and relevant insights into users’ experiences, though some insights may remain closer to observable needs rather than deeper underlying drivers.
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Demonstrates basic empathy informed by interview data. Insights are present but tend to be descriptive or confirmatory with limited depth or absraction.
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Limited demonstration of empathy. Interview evidence is used superficially, and insights remain obvious, general, or weakly upported.
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Minimal or unclear use of interview evidence. Empathy is poorly demonstrated and insights are largely absent or unjustified. | ||
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Application of Design Thinking Tools and Journey Mapping 30%
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Demonstrates skillful application of DT tools and techniques, understanding of their purpose, usage, and function. Journey mapping is used analytically, clearly translating interview insights into a coherent representation of the user experience.
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Demonstrates skillful application of some DT tools and techniques, presenting a good level of understanding of their purpose, usage, and function. Journey mapping is well executed an meaningfully linked to interview findings.
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Demonstrates competent
application of some DT tools and
techniques, understanding of
their purpose, usage and function
or parts of them.
Journey mapping is present and generally coherent, though links to interview insights may be partial or uneven.
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Application of some DT tools
and techniques that is not
always appropriate.
Journey mapping is included
but largely descriptive or
formulaic, with weak
connection to interview
evidence.
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Fails to demonstrate
understanding of the purpose
and/or elements of the
employed DT tools and
techniques and application is
incorrect. Journey map is
missing, incorrect, or poorly
constructed.
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Communication –Clarity 7.5% AoL Measure*
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Clearly and accurately
presents ideas with a coherent
structure, effective transitions,
and appropriate
contextualisation, using precise
and professional language
suited to the audience,
purpose, and medium.
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Presents ideas clearly and
accurately with a generally
coherent structure and appropriate
contextualisation. Transitions are
mostly effective, and language is
largely professional and suited to
the audience, purpose, and
medium.
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Presents ideas with reasonable
clarity, though structure,
transitions, or contextualisation
may be uneven or occasionally
unclear. Language is generally
appropriate but sometimes
imprecise or informal.
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Conveys ideas at a basic level,
but structure, transitions, and
contextualisation are weak,
inconsistent, or unclear.
Language may be vague,
repetitive, or poorly suited to
the audience or purpose.
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Fails to present ideas clearly or
accurately; structure and
language significantly hinder
comprehension.
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Communication –Persuasion 7.5% AoL Measure*
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Constructs a logically coherent and credible argument for a clearly articulated interpretation of the user experience, using evidence selectively and ethically to guide the reader’s understanding.
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Constructs a generally coherent and credible argument for the user experience, using relevant evidence appropriately, though the logical flow or rhetorical precision may occasionally weaken.
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Communicates an argument for the user experience, supported by some relevant evidence, though justification may be partial, loosely structured, or inconsistently developed.
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Attempts to construct an
argument, but logical coherence is weak and use of evidence is minimal, poorly integrated, or inconsistently applied.
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Does not construct a coherent or credible argument; evidence is absent, misused, or ethically problematic. | ||
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Communication –Engagement 5% AoL Measure*
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Employs appropriate narrative
and rhetorical techniques to
maintain reader engagement
and enhance comprehension,
without relying on unsupported
claims.
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Uses suitable narrative and
rhetorical techniques to sustain
reader engagement and support
comprehension, with minor
inconsistencies or lapses in
effectiveness.
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Employs basic narrative or
rhetorical techniques to support
reader comprehension, though
engagement may be limited or
rely on descriptive rather than
strategic communication.
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Uses limited or ineffective narrative or rhetorical techniques; writing may be difficult to follow and does little to actively support reader engagement or understanding.
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Lacks effective narrative or rhetorical techniques; writing disengages the reader and obstructs understanding.
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According to the World Bank, the number of students in HE institutions has increased from 89 million in 1998 to 265 million in 2025. 1 Demand for HE services is increasing worldwide and pressure on HE institutions is mounting. Such institutions have moved from being simple deliverers of education, to becoming providers of a broad set of services for their students: from accommodation to job placement; from food & beverage to entertainment; from sports to some financial services, etc. To keep up with our rapidly changing society, and adapt to global scale phenomena, universities and other tertiary institutions had to become more creative also in terms of the channels they utilise to deliver such services: online education, digital libraries, virtual job fairs, but also smart payment systems, customised enrolment options, ‘freemium’ subscription services, etc. are nowadays commonplace in HE institutions. At the same time, the word ‘students’ has come to encompass a much wider spread of individuals: age groups, employment status, country of provenance, professional and personal goals, etc. all contribute to creating a highly differentiated mix of users, with their specific features, needs, opportunities, pain points, personal attitudes, feelings, etc. Besides students, academics have a growing voice in ,what services universities should deliver and how: far from being considered simple ,‘executors’ of teaching programs, academics have seen their roles within universities ,diversify further, in an attempt to bring them ‘out of the Ivory Tower’ and enhance the ,impact of their work on societies. Orchestrating the work of academics to meet students’ and broader stakeholder groups’ requirements (e.g., local communities, government organisations, society in general), universities are facing important innovation challenges.
Scenario: According to IBM, the average total cost of a data breach has increased to 4.44 million USD in 2025, setting a record high. 5 In Australia alone, during the FY 2024/2025, ,the Australian Cyber Security Centre has received over 84,700 reports for cyber-crimes, ,albeit 3% decrease from the previous FY. 6 Towards the end of 2025, ,some of these attacks have involved well-known brands (e.g., Quantas, MediSecure). Ransomware ,attacks, cyber-breaches to critical infrastructures, and geopolitical dynamics (e.g., the conflict in Ukraine) have characterized the global cybersecurity scenario in 2025. 7 Several are the reasons behind successful cyber-attacks perpetrated on organisations as well as ,individuals: cybersecurity appears to be a complicated domain for non-experts; digital technologies have increased the number of digital touchpoints for end users; Covid-19 and ,the post-pandemic world have increased the number of online interactions and purchases ,of goods and services; and a general sense of ‘it won’t happen to me’ often making individuals feel over-confident towards their usage of digital technologies (e.g., sharing ,passwords, using insecure passwords, etc.).
6. Industry: Sports and leisure: Time physical activity
After enjoying a steady surge in participation and revenue since the early 2000s, the global leisure sports industry faced an unprecedented downturn due to the impact of the pandemic. Now, the industry is promptly recovering, and its growth has been fueled by factors such as increased awareness of the importance of physical activity, the rise of specialized sports facilities, and the integration of technology to enhance the sports experience. 12 In 2024, 84% of Australians aged +15 participated in a sport-related activity at least once a week. 13 The emergence of diverse options for leisure-time physical activity, innovative facilities, and digital platforms has attracted a growing and diverse customer base. Similar to other sectors, stakeholders in the leisure sports market, including sports facilities, equipment manufacturers, and retailers, adapted to the changing environment by diversifying their offerings. Beyond the core activities, ancillary services like specialized training programs, nutritional counselling, and digital subscriptions have gained prominence. The Australian sports industry is estimated to support 128,000 full-time equivalent (FTE) jobs, around 1.5% of the FTE workforce in Australia. 14 At the same time, the industry is also facing several challenges: the explosion of electronic home entertainment makes people spend more time indoors with screens, which competes with traditional leisure activities. The resulting associated sedentary lifestyle contributes toconcerns for public health. In addition, the rising cost of living affects leisure sports facilities, with energy prices, in particular, impacting club finances, and making access to leisure activities less affordable for some. Some facility providers are responding by reducing sessions and increasing fees.
2026-03-18