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End-to-end experience, from user research to final product design .

Awards

The HMH Player app was awarded 3 awards in the education technology field. 

2016 Glowing Screen Award for the HMH Player. Awarded for outstanding UX/UI design for schools and districts transitioning to digital curriculum.

2015 Winner of Award for Excellence for the HMH Player,
Tech & Learning Conference

2014 ISTE Best of Show for the HMH Player,
Tech & Learning Conference

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User Research

I have a passion for creating the optimum user experience based on research insights. I Coordinated and managed user testing across products. The testing methods were both live moderated 1:1, online self-moderated tests, and classroom observation.

Managed usability testing with vendors and in-house lab.

Set up an in-house usability lab

Facilitated “team“ training sessions that included role-playing and constructive feedback

Create a cross-location user testing team. Met biweekly to share test results, new techniques, and process ideas.

Formulated a “friends and family” recruiting model for student participants. The database has been instrumental in providing student participants who have valuable insight into our products.

Developed protocol and results templates for the online testing tool UserZoom.

Initiated and managed classroom observations at a local elementary school. This provided opportunities for designer and marketing teams to observe teachers and students interacting in their environment. 

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In House Usability Lab
In House Usability Lab

The Boston based usability Lab tests the "Friends & Family" GRK-12 students. All student participants are encouraged to explore the user interface and share ideas.

 After larger user tests, the team has a workshop to determine high-level findings. 

After larger user tests, the team has a workshop to determine high-level findings. 

UserZoom online testing
UserZoom online testing

Recruit, build, and execute online tests.

Classroom Observations
Classroom Observations

This progressive school used the workshop model which influenced the physical setup of the classroom. All classrooms had a large area rug where the students sat at the beginning of the class.

Design Thinking and Processes

I create many types of document output for the design thinking during a product's development process. This allows us to determine touch points, discover opportunities, and keep everyone up to date with the latest thinking. 

User flows help facilitate discussion in workshops. This is especially helpful on video conference calls. I place the flows in a grid with numbered rows and lettered columns.The team can reference the screen's number and letter to keep everyone on the same screen when discussing ideas.

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Journey Map: Typical Student School Day
Journey Map: Typical Student School Day

The journey was to capture a typical day of a student and their touchpoints with the digital content, the device used, and if the device was online or offline.

Blueprint of a student accessing content online and offline
Blueprint of a student accessing content online and offline

The blueprint is a deeper dive into the typical student school day. Captures what is happening "behind the curtain".

Ideal Cycle process: Usability test process integrated into sprint workflow
Ideal Cycle process: Usability test process integrated into sprint workflow

The current challenge is implementing rapid user testing within the product development. The ideal cycle process integrates user testing into sprints. The goal is to align and track the user test tasks in the sprints. Ultimately, ensuring the implementation of the user findings during development.

Ideal Cycle: sprint roles
Ideal Cycle: sprint roles

Team member, Joe and I workshopped a workflow that includes user testing from the beginning of the development cycle to the end. Resulting in the immediate implementation of user test results in the development of a product.

Ideal Cycle: sprint task breakdown
Ideal Cycle: sprint task breakdown
Mental Model: Student Interacting with Content
Mental Model: Student Interacting with Content

A mental model was used to capture student behavior and their needs. This student mental model is aligning a users experience when accessing 3 different types of content.

Mental model of completing a lesson
Mental model of completing a lesson
Comparative Results
Comparative Results

The purpose of this exercise was to map out and align multiple products features. Then identify gaps, opportunities, and redundancies. The last 2 columns list the common feature and the differentiating ones.

Proposed Parent app
Proposed Parent app

Prototype screens and flow.

Assignment Task Flow
Assignment Task Flow

The task flow identifies the 3 entry points to the content.

Login User Flow
Login User Flow

User flows were also used to capture messaging and redirects.

Aligning the lesson experience sketch
Aligning the lesson experience sketch

Case Study: My Notebook

My Notebook is a note and image storage feature for students and teachers. The notebook allows students to write notes within the context of the eBook or in the app and save to their notebook. The teacher capabilities allow the teacher to write a note and share with students. Both teacher and students can comment on notes being shared. The commenting on shared notes is the most basic form of communication without building out a messaging app. 

We determined the high-level capabilities such as create, share, and edit a note in a folder. 

link to prototype: https://xgt0r0.axshare.com/#c=2

 

 

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Access My Notebook
Access My Notebook

We determined the user must have access to the Notebook from any location in the application. The links were added to the top navigation submenu.

Whiteboarding
Whiteboarding

The Design team sketched out two UX solutions for the sharing and commenting scenarios. 

Whiteboarding
Whiteboarding

Tasks and questions were captured below the screens for discussion with the larger team.

Whiteboarding
Whiteboarding

Added additional flows that came out of the session.

My NoteBook home screen
My NoteBook home screen

The home screen model is similar to Google Drive. The model allows the user to easily find and organize their notes. The organization structure is shallow with sorting and filtering capabilities.

Board View
Board View

Board view lists all notes in a card or list format

Teacher/student comments
Teacher/student comments
Student view of teacher comment
Student view of teacher comment
eBook question
eBook question

Questions answered in the eBook are automatically saved to My Notebook. The Notebook is a repostory for any student input within the Player. 

My Notebook Writing Tool
My Notebook Writing Tool

My Notebook has a writing tool that can be accessed from the top banner of the application.

DataManager: UX|UI

DataManager is the number one assessment product used by school districts in the United States. DataManager assesses students’ performance from grades K-12. Currently, the test is administered in both print and online. The business goal was to move all States to online testing. UX’s first priority was to improve the overall online user experience for all administrator user personas.

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Student User Experience Analysis

The DataManager product is responsible for Student State assessment across grades K-12. The test is administered in both print and online. The trend is to move all testing online. The business requirements were to improve the overall student experience and improve student scores.

Currently, the student interface is difficult to navigate for both the student and teacher. One of the issues with the student interface is it covers the top and bottom of the test content area. In addition, there is confusing navigation and labeling.

http://o5ntj8.axshare.com/#g=1&p=student__current_and_new_interface_analysis

 

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Current Student Interface
Current Student Interface

The current student interface is a fixed dimension. Most students will be accessing the test through a secure browser on a small desktop or chromebook. The top and bottom band covers the content requiring the student to scroll. This effects the students performance because test questions take longer to answer.

Proposed Student Interface
Proposed Student Interface

All information, navigation, and buttons were moved to the top banner. The student name is larger for teachers to see as she walks around the classroom. The tools are represented as icons to separate from navigation buttons. The question number is grouped with back/Next buttons. Saturated colors were removed so the focus is on test content.

Current Teacher view of student test
Current Teacher view of student test

The student screen's do not always fit in iframe requiring both vertical and horizontal scrolling. The navigation is in the bottom banner and is not always visible.

Proposed Teacher view of Student Interface
Proposed Teacher view of Student Interface

The iframe for the student screen's horizontal width is set, eliminating any horizontal scrolling. All information, navigation, and buttons were moved to the top banner and are now always visible.

Tools Walk Through
Tools Walk Through

Many students do not know how to use all the tools in the test. Requiring them to figure it out during the timed test. Thus affecting their score. I proposed a walk through prior to the test. The student can take the walk through prior to starting the test. 

HMH Player 2.0: Card Navigation

The HMH platform team conceived the idea of using a card-based UI to present content responsively across screens and devices. The card UI pattern visually and structurally unifies the different source types of content being displayed. The HMH Player unifies two platforms under one user experience and visual design.

Stacking the Deck, by Chris Tse is a great resource for learning more about Card architecture.  https://vimeo.com/100662919

 

Teacher Grade 6-12 Dash
Teacher Grade 6-12 Dash
Grade 2-5 Dash
Grade 2-5 Dash
Grade K-1 Dash
Grade K-1 Dash

http://9qi320.axshare.com/?override=1#p=k-1_dashboard

Teacher Dash
Teacher Dash

Initial concept and wire frame of the Grades 6-12 card architecture. The cards pull the same feeds as the current dash. The feeds are displayed in the "Card" format. Also added a "personalization" card for the student.

Grades 2-5 Student Dash
Grades 2-5 Student Dash

Initial concept and wire frame of the Grades 2-5 card architecture. The cards pull the same feeds as the current dash. The feeds are displayed in the "Card" format. Also added a "personalization" card for the student.

White board of Student Dash
White board of Student Dash

Concept for student dash. The thinking is the data surfaced is time sensitive and in context of the students school day. 

Also, the idea of personalization. Student's need to express themselves as individuals.

HMH Player App 1.4: Teacher View

I lead a team of five designers on the HMH player development team. It is an education app for the K-12 school market. The app allows teachers to access and interact with HMH content anytime, online or offline. The Teacher view surfaces real time data such as "Due next" assignments and reports. The teacher can create or edit custom lessons. Then assign to the student. Classroom Collaboration allows the teacher to share her screen with students. There is a raise hand and chat feature for the teacher to interact with individual students.

Teacher Home
Teacher Home
Teacher Hamburg Navigation
Teacher Hamburg Navigation
Teacher Assignments list
Teacher Assignments list
Teacher Create an Assignment
Teacher Create an Assignment
Teacher Create a Lesson 2
Teacher Create a Lesson 2
Teacher Create a Lesson 3
Teacher Create a Lesson 3
 Three student grade band UI's have been designed based on the user's cognitive abilities.   The student can also download content for offline reading or assignments.

Three student grade band UI's have been designed based on the user's cognitive abilities. 

The student can also download content for offline reading or assignments.

Grade 2-8 Assignments
Grade 2-8 Assignments

The Student view surfaces real time data such as "last read" content, assignments and reports. 

Grade 2-8 Progress
Grade 2-8 Progress

HTML eBook

The HTML eBook is a browser based eReader web app that is device agnostic and the first of it's kind in the educational market. The feature rich app is the container for many of the HMH products. It has many capabilities including data persistence. The UI spanned 3 grade bands and a teacher view.

 

eBook Cover
eBook Cover
Table of Contents
Table of Contents
Text Mark-up Tool
Text Mark-up Tool
Annotations Panel
Annotations Panel
Image and Question Panel
Image and Question Panel

Interactive white boards

Lead Designer on the interactive white boards for grades K-5. The team collaborated with Learning Designers and in-house illustration talent to create fun interactive lessons. The IWBs were created in an html format for online use and with interactive white board technology.

The team developed interactive games for learning to spell and read. The games were designed for class participation. 

 

Journeys Program Branding
Journeys Program Branding
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Word Building Activity
Word Building Activity
Word Sorting Activity
Word Sorting Activity
Matching Letters
Matching Letters
Adverb Activity
Adverb Activity
Matching Letters
Matching Letters
Word Creation Activity
Word Creation Activity

HMH Fuse

HMH Fuse Math Reports support site. The was created to allow teachers and Administrators to create and print reports. I designed and created the Splash screen and UI.

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Case Study: My Notebook

From User needs to feature requirements

The Player is a web app that will provide students and teachers with a digital ecosystem to access and engage with core program materials online and offline for all programs.

The objective of the workshop was to bring together the Design team in one location to conceptualize the integration of the storage and writing tool into the Player student experience. The company had recently acquired a cloud-based online storage company. Our goal was to improve the overall UX with the integration of the new features into the Player. (release pending)

 

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Ideal features and high level tasks
Ideal features and high level tasks

The first task was to have a group discussion to list the current player, platform, cloud-based storage, and other features and services.

Deriving from the list, we created the student and teacher high level tasks. The tasks were simplified and consolidated into 5 top tasks for both users.

Whiteboards
Whiteboards

The team then sketched out user stories from the high level epics.

User Task Flows
User Task Flows

The sketches of the user stories were translated into task flows using Axure by my team and me. The task flows visually communicated the concepts to stakeholders and teams.

http://gyucgf.axshare.com

Writing tool wire frame
Writing tool wire frame

My team and I created interactive wireframes for user testing to uncover usability issues and validate design decisions based on actual user reactions. (I did not create this wire frame)

http://gxtrok.axshare.com/#p=dash_interactive

 

 

 

 

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Back to UX Design and Research
0
Professional Experience
1
Awards
5
User Research
16
Design Thinking and Processes
11
Case Study: My Notebook
13
DataManager: UX|UI
6
Student User Experience Analysis
Web_square_Card.png
6
HMH Player 2.0: Card Navigation
Teacher Home
9
HMH Player App 1.4: Teacher View
eBook Cover
5
HTML eBook
Journeys Program Branding
8
Interactive white boards
Fuse_MOCK-UP_square.png
3
HMH Fuse
Web_square_blueprint.png
5
Case Study: My Notebook

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