User Experience
[Continued GlobalScholar Item Bank creation process]
In the process of creating an Item Bank Application, we built strawman conceptual ideas to fill in the gaps in initial missing requirements. Next, I sketched visuals as a tangible way to create further discussion. Finally, I designed high fidelity prototypes in PowerPoint to simulate human and system behaviors ,navigation and data retrieval. The end goal in creating user experiences is simplicity:
- Direct design thinking toward usefulness in a holistic way.
- Identify and describe core activities in need of support.
- Identify emerging patterns which help to maintain consistency. A pattern is a three part rule – expresses a relation between a certain context, a problem and a solution.
Roles: Collaborative and iterative development process with the Senior PM, design, competitive research and cognitive walkthrough with stakeholders, conceptual sketching and modeling, wireframe creation and interaction design consultant for final implementation with our offshore team.
Conceptual Problem Solving
Phase: Requirements Gathering and Planning
In adding to the product framework functionality, it was necessary to create new entry points, new administrator setups and management of multiple item banks.
Phase: Requirements Gathering and Planning
The purpose of the detailed views like usage is to provide enough metadata on an item for educational authors and editors to make informed decisions on an
item's standards alignment to use for formative and summative assessments.
High Fidelity Wireframe Prototyping
Online Education, GlobalScholar
Phase: Design and Implementation
Setting up an item bank for the first time experience.
Online Education, GlobalScholar
Phase: Design and Implementation
The parts of an item include: Status and availability, creation metadata and detail views into item correlations and statistics.




