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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.