B.Y.O.L.® (Bring Your Own Laptop®) sessions ensure that you receive in-depth, hands-on training, and while following along with the instructor step-by-step.
The design of mobile learning is a new discipline for many in the eLearning field. There are a host of new considerations you must recognize before you begin a comprehensive mobile learning effort (for example, not just one app, but perhaps multiple; not just a website, but a strategically positioned one connected to a content management system). These considerations range from choosing user interface conventions to picking development methodologies and deployment paths. Each of these areas is worth exploring in a prototype phase to get kinks out before the real costs start to add up. Making decisions and finding problems earlier in the process is far less expensive and requires shorter revision cycles and approval times. The bottom line is that prototypes save time and money. Everyone can agree that that is a good thing.
This session will show you how to create “tappable” mobile learning prototypes at any stage of the design and development process with no programming required. You will learn how to prototype to save time and how to leverage existing design skills to create new types of deliverables.
In this session, you will learn:
- How to create tappable prototypes at any stage of your project
- Use of prototyping to save time
- How to leverage existing design skills to create new types of deliverables
- How to realize the value of a prototype
Intermediate designers, developers, and project managers with some basic design skills and knowledge of web application usage (updating Facebook, etc.). Participants should also have some basic graphic preparation skills.
Technology discussed in this session:
Web content creation and mobile devices.
BYOL Student Technology Needs:
A laptop or smartphone loaded with a modern web browser—Chrome, Safari, or IE9.
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