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USER-CENTERED DESIGN#1
A design approach focusing on understanding users' needs and preferences to create effective applications.
PROTOTYPING#2
The process of creating preliminary versions of an app to visualize and test design concepts before final development.
USABILITY TESTING#3
Evaluating an app's user-friendliness by observing real users as they interact with the prototype.
MOBILE LEARNING#4
Learning facilitated through mobile devices, enhancing accessibility and flexibility in educational contexts.
USER RESEARCH#5
Gathering insights about users through methods like surveys and interviews to inform design decisions.
USER PERSONAS#6
Fictional characters representing different user types, helping designers understand and cater to user needs.
LOW-FIDELITY PROTOTYPES#7
Basic, simplified versions of an app, often sketched or created using simple tools to outline concepts.
HIGH-FIDELITY PROTOTYPES#8
Detailed and interactive models of an app that closely resemble the final product, used for testing.
ITERATIVE DESIGN#9
A cyclical design process where prototypes are continually refined based on user feedback.
DESIGN PRINCIPLES#10
Fundamental guidelines that inform the design process, ensuring usability and aesthetic appeal.
FEEDBACK LOOPS#11
Processes in which user feedback is collected and used to improve the design iteratively.
QUALITATIVE DATA#12
Non-numerical information gathered from user feedback, providing insights into user experiences and preferences.
QUANTITATIVE DATA#13
Numerical information collected through surveys or analytics, used to measure user behavior and preferences.
STAKEHOLDERS#14
Individuals or groups involved in the app development process, including users, designers, and educators.
DESIGN SOFTWARE#15
Tools used to create app designs and prototypes, such as Sketch, Figma, or Adobe XD.
USER ENGAGEMENT#16
The level of interaction and involvement users have with an app, crucial for educational effectiveness.
ACCESSIBILITY#17
Designing apps that are usable by people with varying abilities, ensuring inclusivity in education.
CROSS-PLATFORM DESIGN#18
Creating apps that function seamlessly across multiple devices and operating systems.
A/B TESTING#19
Comparing two versions of an app to determine which one performs better based on user interaction.
DESIGN RATIONALE#20
The reasoning behind design choices, explaining how they meet user needs and enhance usability.
COMMUNITY LEARNING#21
Collaborative learning environments where users share insights and experiences to enhance knowledge.
PROFESSIONAL DEVELOPMENT#22
Continuous learning and skill enhancement in one's career, especially relevant in educational technology.
REFLECTIVE PRACTICE#23
A method of self-assessment where individuals evaluate their experiences to improve future performance.
ITERATION#24
The repetition of a process to refine and improve the design based on user feedback and testing.