Prototype
Build representations of your ideas that you can test and play with, to get feedback.
Steps2Success: Peer Mentoring
Mobile App and Curriculum Guide
Goal #3: inclusive learning, promoting engagement and participation
Prototype: experimental learning, identifying solutions
Quick Info
Course: ETEC 510 – Design of Technology- Supported Learning Environments
Group Members: Aimee Chung, Olga Kanapelka, Aiann Oishi, Gary Reimer
Influential Reading: Ito et al. (2015), Kalantzis and Cope (2010)
Creative Production: Adobe XD (Prototype), Adobe Illustrator (UI Assets)
Steps2Success is a peer-to-peer mentoring mobile app built for students and non-permanent residents looking to find a mentor to help them transition into a more successful job career in Canada.
Using the app, students can find a mentor, work through a self-guided, 12-step mentorship program and connect with others in the program.
The app is designed to provide an affinity pace where both the mentor and mentee can construct a community of practice, exploring shared interests and expertise. Affinity spaces are both online and physical; mentees, mentors and alumni can access peer support forums and meet onsite for weekly workshops hosted by Steps2Success.
Click on the images below to view larger.
Reflection
Prototype: Testing Possibilities and Learner-Centric Experiences
In the prototype stage, we build to test our ideas and role-play the learner or user experience. Our prototyping approach to building out the screens and interactions support us in visualizing how the app works.
We decided that the creation of a mobile mentoring app, would best fit our goals of creating a structured and focused service that would help temporary residents in their journey to becoming permanent residents. Building out a fully functional app would not be feasible within the timeframe of this course. Instead, we decided to build the screens as a prototype to represent how a typical user would interact and engage with the app. The prototype created in Adobe XD, an industry standard software, is meant to represent a proof of concept that would be handed off to an agency for further development, if the project was funded at a later date. The final deliverable includes a video tour to showcase the user interaction, a curriculum user guide and a postcard for marketing and promotion.
Using a Persona To Represent The Target Audience
Part of the process in creating the prototype involves developing personas to inform us of what a ‘typical user’ looks like. Personas represent the different user types that might use a service, product, site, or brand. Creating and testing with personas helps clients understand users’ needs, experiences, behaviours, and goals.
The use of personas in web development helps developers recognize that different people have different needs and expectations. When building a new website or app, personas can help identify with the user. In our case, the persona we used was a student named Akiko (see image on left).
Learner-Centric Pedagogical Strategies
The pedagogic foundation of our project is the learning paradigm of Vygotsky’s social development theory whereby, learners build an individual system of knowledge, actively participate in learning, that increases in conceptual complexity through interaction and linkage with multiple external perspectives (David, 2014).
The app has two aspects. As a digital artifact, it has a particular set of technical and aesthetic specifications. However, in a second aspect, the app serves as a catalyst for the growth of an affinity network: a scaffolding within which a web of relationships can be grown and nurtured. In both aspects, our pedagogical choices were informed by the “Learning by Design” approach articulated by Kalantzis and Cope (2010).
In keeping with a knowledge and learner-centric approach, we adopted practices such as the flipped classroom, self-reflective, goal-focused activities and badges for motivation within the app.
FirstYearU: Mobile Calendar App
Mobile App Prototype
Goal #3: inclusive learning, promoting engagement and participation
Prototype: building interactions with learners in mind
Quick Info
Course: ETEC 523 – Mobile and Open Learning
Technical: HTML/CSS
Creative Production: Adobe XD (Prototype), Adobe Illustrator (UI Assets), Adobe Dreamweaver (Web Development)
The need: First year is found to be the hardest transition period for students in higher education.
The solution: FirstYearU focuses on time-blocking, an effective way to protect your commitments and keep you on track. With smart notifications, you take back control of your calendar and get personalized tips, supporting your well-being.
I created a prototype for a mobile calendar app called FirstYearU, targeting students in their first year of post-secondary studies. The project deliverables include a mobile website pitch and an interactive demo to test drive the user experience.
Reflection
Prototype: Representing an Evidence-Informed, Innovative Solution
When prototyping, we also build to start a conversation with our users (students) and get buy-in from our stakeholders (academic institutions). By building out a select few interactions for the FirstYearU mobile app calendar, we can get early feedback and commitment to the proposed solution.
For many students, the first year represents a significant step towards adulthood while balancing study, work, family and personal commitments (Richardson, King, Garrett & Wrench, 2012). The ability to cope with stress is intensified by issues such as adapting to a heavier workload, new situations and social relationships (Baras, Soares, Paulo & Barros, 2016). While peer-to-peer mentorship services on campuses are available, participation can overload students already struggling with time management. Usability studies analysing university students’ use of productivity apps on mobile devices revealed a strong need for a calendar-based app with integrations to support well-being (2016, p. 2).
Statistics
- 33% of Canadians affected by mental illness in a lifetime
- 14 % of Canadians use health services for a mental illness
- 75 % of mental health problems that appear before age 25
- 65% of students reported overwhelming anxiety in 2016
Source: Council of Ontario Universities: Mental Health (2018), Government of Canada: Mental Illness (2017)
FirstYearU focuses on time-blocking, which has been shown to empower learners to: engage in deep work and set and meet realistic goals. The mobile calendar design makes use of: multiple views of information, notifications and alerts, and synchronization with existing devices and wearables. Combined with the portability of being mobile, the digital calendar has significant advantages over print-based tools, to support individual time management strategies (Wu, 2009).
Next Stage: Test
Gather feedback from learners, redefine and rework the problem and prototype as needed.