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ADDIE#1
A widely used instructional design framework consisting of five phases: Analysis, Design, Development, Implementation, Evaluation.
BLOOM'S TAXONOMY#2
A classification system for educational objectives, focusing on cognitive skills from lower to higher order: Remember, Understand, Apply, Analyze, Evaluate, Create.
GRAPHIC DESIGN#3
The art of combining text and images to communicate ideas visually, using principles like balance, contrast, and alignment.
USER EXPERIENCE (UX)#4
The overall experience a user has when interacting with a product, emphasizing usability, accessibility, and satisfaction.
INTERACTIVE ELEMENTS#5
Features in digital designs that allow user interaction, such as buttons, hyperlinks, and animations to enhance engagement.
CANVA#6
A user-friendly graphic design tool that offers templates and features for creating infographics and other visual content.
PIKTOCHART#7
An online tool for creating infographics, presentations, and reports, providing templates and customization options.
LAYOUT#8
The arrangement of visual elements on a page, crucial for guiding the viewer's eye and enhancing readability.
COLOR THEORY#9
The study of how colors interact, affect emotions, and convey messages, essential for creating visually appealing designs.
TYPOGRAPHY#10
The art of arranging text, focusing on font choice, size, spacing, and alignment to enhance readability and visual impact.
PROTOTYPING#11
Creating a preliminary version of a design to test concepts and gather feedback before finalizing the product.
USABILITY TESTING#12
A method for evaluating a product by testing it with real users to identify issues and improve the user experience.
USER PERSONAS#13
Fictional characters created based on user research to represent different user types and guide design decisions.
VISUAL COMMUNICATION#14
The use of visual elements to convey information or ideas, combining design principles with effective messaging.
INSTRUCTIONAL DESIGN#15
The systematic process of creating educational experiences that make learning more effective and engaging.
DIGITAL DESIGN#16
Creating visual content for digital platforms, focusing on usability and aesthetic appeal across various devices.
FEEDBACK MECHANISMS#17
Methods for gathering user input on a design, essential for iterative improvement and ensuring user satisfaction.
ENGAGEMENT#18
The level of interest and involvement a user has with a product, crucial for effective instructional materials.
REAL-WORLD APPLICATION#19
The practical use of theories and concepts in everyday situations, enhancing the relevance of learning.
VISUAL LITERACY#20
The ability to interpret and create visual messages, essential for effective communication in design.
DESIGN CHOICES#21
Decisions made during the design process that impact the effectiveness and appeal of the final product.
VISUAL APPEAL#22
The attractiveness of a design, influenced by elements like color, layout, and imagery to capture attention.
COMPREHENSION#23
The ability to understand and interpret information, a key goal in effective instructional design.
IMPACTFUL INFOGRAPHICS#24
Visual representations that effectively communicate complex information in an engaging and understandable way.