This document discusses the development of a children's gaming and learning app. It outlines personas for a child user, teacher, and parent. It then describes following an iterative prototyping process that involved defining requirements through online research and specifications, designing low and high fidelity prototypes, and usability testing. Key aspects included a user-centered design approach, interface design principles, and testing prototypes with users to gather feedback at various stages of the process. The overall goal was to create an intuitive app that satisfied users' needs and supported learning through gaming.
Behind the Scenes of the Use Experience of UnityNikoline Høgh
ver felt curious about what goes into the design decisions of Unity's features? Luca Giurdanella and Nikoline Høgh from the Copenhagen User Experience Team discuss their design and research methods and share examples from the development of 2D features and more. By Nikoline Høgh and Luca Giurdanella from the Unity UX Team.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
What is Lean UX? Come get introduced to the topic of Lean UX and learn the fundamentals of this approach, and how it is revolutionizing the field of UX with UserTesting. Discover how constant iterating through cycles and learning from each cycle can create products which can overcome business challenges and meet customer needs, while saving big bucks, resources, and time.
We will cover the basic principles of Lean UX, and how UserTesting fits into this model of research.
How to Effectively Lead Focus Groups: Presented at ProductTank TorontoTremis Skeete
Topic: How to Effectively Lead Focus Groups
Tremis Skeete, NexTier Innovations
Talking to users can be a challenge and running a focus group is one of those tasks which most Product Managers would say is essential in getting real insights. Whether you want to test your user group's response to a new product or changes to features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions. In this presentation, Tremis will discuss how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Behind the Scenes of the Use Experience of UnityNikoline Høgh
ver felt curious about what goes into the design decisions of Unity's features? Luca Giurdanella and Nikoline Høgh from the Copenhagen User Experience Team discuss their design and research methods and share examples from the development of 2D features and more. By Nikoline Høgh and Luca Giurdanella from the Unity UX Team.
2 hours training on Mobile UX with Farah Nuraini, Interaction Designer at Traveloka, Indonesia
45 min theory: Research, Analysis, Design solutions and Testing
+ 1h15 min of hands-on exercises with the 5 facilitators from Traveloka.
What is Lean UX? Come get introduced to the topic of Lean UX and learn the fundamentals of this approach, and how it is revolutionizing the field of UX with UserTesting. Discover how constant iterating through cycles and learning from each cycle can create products which can overcome business challenges and meet customer needs, while saving big bucks, resources, and time.
We will cover the basic principles of Lean UX, and how UserTesting fits into this model of research.
How to Effectively Lead Focus Groups: Presented at ProductTank TorontoTremis Skeete
Topic: How to Effectively Lead Focus Groups
Tremis Skeete, NexTier Innovations
Talking to users can be a challenge and running a focus group is one of those tasks which most Product Managers would say is essential in getting real insights. Whether you want to test your user group's response to a new product or changes to features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions. In this presentation, Tremis will discuss how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Designing and deploying mobile user studies in the wild: a practical guideKaren Church
This tutorial was presented as part of Mobile HCI 2012 in San Francisco on the 19th September 2012. The tutorial aims to provide a practical guide to conduct mobile field studies based on the learning outcomes of the research I've been involved in while working as a Research Scientist in Telefonica Research, Barcelona. I cover how to design effective mobile field studies, the importance of mobile prototyping, the impact of various design choices on the study setup and deployment, how to engage participants and how to avoid ethical and legal issues. I've also tried to include listings of useful resources for those who are interested in conducting mobile field studies of their own.
More details: http://mm2.tid.es/mhcitutorial/
Karen Church
Research Scientist
Telefonica Research
www.karenchurch.com
@karenchurch
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
User Experience Design (UX) is a hot term in software these days, but as a relatively new and evolving field there has been confusion as to what this discipline entails and how it relates to other design practices. In this talk, Dorothy will provide an overview of current user experience design and research best practices, touch on how these methods have evolved in recent years, and discuss what many practitioners believe to be core philosophies behind "User Experience Design" as an approach to software design. In addition, Dorothy will walk through a software product lifecycle using case study examples to illustrate how common UX methods can be leveraged to improve a product. The presentation will be followed by an open discussion about where User Experience Design methods parallel or counter other human factors and ergonomics practices.
Takeaways - Participants will walk away with a clear understanding of User Experience Design as a practice, an overview of current methods, and insight into how these practices might relate to broader human factors and ergonomics approaches.
Are you looking to gather insights from your potential customers? When it comes to your prospects, do you really know what they want? Many startup teams tell us they are missing the key information they need to get into their users' mind. Without this information, the products often fall short of delighting users.
There are those that believe that user research and usability testing must be a complex and scientific process that takes lots of time, money, and resources. However, in the real world, most startups don't have the luxury to spend weeks or months on their user research. That's where guerrilla research techniques come into play.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Visual Usability: principles & practices for designing great web and mobile a...Tania Schlatter
These slides are from a one-day tutorial presented at the UXPA 2013 conference. The class is designed to help product teams bridge the gap between applications that look great or are highly functional.
This class provides guidelines and examples about how to make visual design decisions that reinforce usability best practices and create interfaces that people value. Participants learn the characteristics of “visually usable” apps to know what to shoot for, and get an introduction to the visual design “tools” for digital apps – layout, type, color, imagery, and controls and affordances – and how to use them to create appealing applications people can easily understand and use.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Designing and deploying mobile user studies in the wild: a practical guideKaren Church
This tutorial was presented as part of Mobile HCI 2012 in San Francisco on the 19th September 2012. The tutorial aims to provide a practical guide to conduct mobile field studies based on the learning outcomes of the research I've been involved in while working as a Research Scientist in Telefonica Research, Barcelona. I cover how to design effective mobile field studies, the importance of mobile prototyping, the impact of various design choices on the study setup and deployment, how to engage participants and how to avoid ethical and legal issues. I've also tried to include listings of useful resources for those who are interested in conducting mobile field studies of their own.
More details: http://mm2.tid.es/mhcitutorial/
Karen Church
Research Scientist
Telefonica Research
www.karenchurch.com
@karenchurch
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
User Experience Design (UX) is a hot term in software these days, but as a relatively new and evolving field there has been confusion as to what this discipline entails and how it relates to other design practices. In this talk, Dorothy will provide an overview of current user experience design and research best practices, touch on how these methods have evolved in recent years, and discuss what many practitioners believe to be core philosophies behind "User Experience Design" as an approach to software design. In addition, Dorothy will walk through a software product lifecycle using case study examples to illustrate how common UX methods can be leveraged to improve a product. The presentation will be followed by an open discussion about where User Experience Design methods parallel or counter other human factors and ergonomics practices.
Takeaways - Participants will walk away with a clear understanding of User Experience Design as a practice, an overview of current methods, and insight into how these practices might relate to broader human factors and ergonomics approaches.
Are you looking to gather insights from your potential customers? When it comes to your prospects, do you really know what they want? Many startup teams tell us they are missing the key information they need to get into their users' mind. Without this information, the products often fall short of delighting users.
There are those that believe that user research and usability testing must be a complex and scientific process that takes lots of time, money, and resources. However, in the real world, most startups don't have the luxury to spend weeks or months on their user research. That's where guerrilla research techniques come into play.
A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Visual Usability: principles & practices for designing great web and mobile a...Tania Schlatter
These slides are from a one-day tutorial presented at the UXPA 2013 conference. The class is designed to help product teams bridge the gap between applications that look great or are highly functional.
This class provides guidelines and examples about how to make visual design decisions that reinforce usability best practices and create interfaces that people value. Participants learn the characteristics of “visually usable” apps to know what to shoot for, and get an introduction to the visual design “tools” for digital apps – layout, type, color, imagery, and controls and affordances – and how to use them to create appealing applications people can easily understand and use.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
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Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
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Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2. Introduction:
• A learning application for children through gaming, to be
used as homework, class work, to help children struggling in
certain topics, or even for them to play at home.
• Users:
Child: Can play games, learn, do homework, view high
scores, take tests, play games with their parents or friends.
Teacher: Can use it to help individual children in their
class, create a lesson in it for the whole class, resource
learning, keeping up with each child’s progress, set homework
on it.
Parent: Can keep up to date with their child’s class work, view
their progress in each topic, see what they might need a little
more assistance in, join in and play games with their child or
speak to the teacher through a private mailing.
3. Persona:
• Child: John smith, 6 years old, Second class.
• Is having it difficulty when it comes to reading, falling
slightly behind the other children. John is aware the
other children can read better than him and so
whenever he’s asked to read out in class he starts to
stutter out of nerves.
• Teacher: Ms. Jennings.
• Began her career as a resource teacher, moved on to
taking second class full time as well as resource teaching
the other classes during certain periods and individuals.
Loves to engage children and teach them to love
learning.
4. Persona
• Parent: Sandra
• Loves to get as involved as possible in the children’s
school lives and keeping them very active after
school as well as on weekends. She’s always been
interested in education and would do anything to
help and spend more time with her children.
7. Development Process
(Methodology)
• Iterative as, you need to test the ideas with users at
all stages in the design process.
• Key elements of the design should emerge from the
requirements analysis – User centered design, user
stories and scenarios emerge.
• The need to define the users is very important as
Designers are not always typical users, also they’re
too expert and can fail to empathize with the
needs of first time users
• (Laurel, 1990).
8. User Centered Design
(Methodology)
• Software design is the portion of the development
process that is responsible for determining how the
program will achieve the user’s goals(Cooper, 1995).
• Focusing on: Needs of users (support their
goals), Limitations of end users, Preferences of end
users, Business objectives
• Importance: Satisfy the user with a more efficient and
user-friendly experience, Increase loyalty and return
visits, Establish a more relevant and valuable
website, Create websites that supports rather than
frustrates the user. (User acceptance testing &
compatibility with user experience – feedback –UCD
repeats: iterative process).
9. Requirements analysis:
• “How will the software be used? Who will use it? How
frequently? For how long? What feature are they
using? What is usually a source of frustration?”
Cooper, 1995).
• User Stories and scenarios were based on the online
and specification requirements gathering.
• Helping define the functional (To be able to
login/out, go forward&back, checks off sections are
you go through..ect.) and non-functional requirements
(Home button, stating the score after each
game, keeping the user up-to-date with what they’ve
done.)
10.
11. Interface design
• Pressman’s Principles, User in control
(accessing, back & forward), Keep interface
consistent, Demands on memory.
• Nielsen (1994). Heuristic approach: Minimalistic, real
world, Recover from error.
• Understand users goals. Properly labelled
interface, intuitive icons, Jones (2011). USD. Users
scan a page not read – Stand out, instant
gratification.
• Strive for simplicity. No manual needed.
• Responsiveness, targets, (Navigation and user
input). First impressions. Stark (2012).
13. Testing
• Questionnaire
• Low fidelity prototype (sketches) – Feedback
• Prototype draft, Usability testing & user experience testing:
“Would you be able to navigate this without my help? Are
the icons intuitive? What is your general opinion on the
overall look and feel of this scenario? , Did this app follow
the standard style of other apps, therefore making it easy
for first time users of this app but not apps in general?” –
Feedback
• Finished prototype, expanding the already incorporated
user centered design based on feedback.
• Robertson (1994) suggests testing procedures for
educational software to create a quasi-user-centered
design approach for educational software development.
Multidisciplinary design teams, each with individual
needs, and including children on testing teams.
21. Refernces
• Cooper, A. (1995). About face: The essentials of user
interface design. CA: IDG Books, Worldwide, Inc.
• Laurel, B. (1990). The art of human-computer interface
design. (pp. 8-10). USA: Apple Computer, Inc.
• Robertson, J. W. (1994). Usability and children's software:
A user-centered design methodology. Journal of
Computing in Childhood Education, 5(3-4), 257-271.
• http://mobile.smashingmagazine.com/2011/05/02/auser-centered-approach-to-mobile-design/
• http://www.usability.gov/basics/ucd/index.html
• Jones (2011) http://designfestival.com/5-principles-ofuser-centered-interface-design/
• Stark (2012) http://www.netmagazine.com/features/10principles-mobile-interface-design
Editor's Notes
Child account screen. Feedback: Icons were collectively thought to be intuitive however needed “Jazzing up” A childrens learning app should be colourful and fun, no grey buttons. Keep writing on buttons but make them colourful more like icons, make the pictures bigger make it all about the playing not the learning
End of child’s reading game.
Teachers account screen. Make it consistently colourful with the children’s app. What about previously created lessons? And chat to parents option should be a lot more visible on teachers account too.
Teachers “Add students to lesson” screen. Feedback: Select all children button? Either change check box option or make names and selectable area larger as finger size might be bigger than check box and accidentally select other choices.
Parent’s “view child’s progress” screen. Feedback:If going to make the child account colourful also make the teacher and parents account colour to keep consistancy