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USER-CENTERED DESIGN#1

An approach that prioritizes user needs and preferences in the design process, ensuring tools are effective and relevant.

PROTOTYPING#2

Creating preliminary models of a tool or app to visualize ideas and test functionality before full development.

IMPACT EVALUATION#3

A systematic assessment of the effectiveness of an educational tool on learning outcomes and user engagement.

USER RESEARCH#4

The process of gathering insights from potential users to inform design decisions and enhance usability.

LEARNING CHALLENGES#5

Specific obstacles that hinder effective learning, requiring targeted solutions through technology.

QUALITATIVE DATA#6

Non-numerical information collected through interviews, observations, and open-ended surveys to understand user experiences.

QUANTITATIVE DATA#7

Numerical information gathered through structured surveys and tests, allowing for statistical analysis of user feedback.

USABILITY TESTING#8

Evaluating a prototype by observing real users as they interact with it to identify areas for improvement.

ITERATIVE DESIGN#9

A cyclical process of prototyping, testing, and refining a tool based on user feedback to enhance its effectiveness.

AFFINITY DIAGRAMS#10

Visual tools used to organize and categorize qualitative data, helping identify patterns and insights.

USER JOURNEY MAPS#11

Visual representations of the steps users take while interacting with a tool, highlighting pain points and opportunities for improvement.

LOW-FIDELITY PROTOTYPE#12

A basic version of a tool that focuses on layout and functionality without detailed design elements.

HIGH-FIDELITY PROTOTYPE#13

A detailed and interactive model of a tool that closely resembles the final product, allowing for comprehensive testing.

DATA ANALYSIS#14

The process of interpreting collected data to derive meaningful insights and inform design improvements.

PITCH DECK#15

A presentation created to showcase a project or tool, highlighting its value, features, and potential impact.

STAKEHOLDER#16

Individuals or groups with an interest in the educational tool, including educators, students, and policymakers.

EVALUATION CRITERIA#17

Standards used to assess the effectiveness and usability of an educational tool during testing.

PRE-TEST AND POST-TEST#18

Assessment methods used to measure user knowledge or skills before and after using a tool, evaluating its impact.

DESIGN PRINCIPLES#19

Fundamental guidelines that inform the creation of effective and user-friendly educational tools.

PROBLEM STATEMENT#20

A clear description of a specific learning challenge that the educational tool aims to address.

CREATING USER PERSONAS#21

Developing fictional characters that represent target users, aiding in understanding their needs and behaviors.

NETWORKING OPPORTUNITIES#22

Chances to connect with other professionals in the field, fostering collaboration and sharing of ideas.

EDUCATIONAL INNOVATION#23

The introduction of new ideas, methods, or tools that improve learning experiences and outcomes.

TECHNOLOGY INTEGRATION#24

The incorporation of technology into educational practices to enhance teaching and learning.

SCALING INNOVATIONS#25

The process of expanding successful educational tools to reach a broader audience and maximize impact.