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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.