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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.