🖥️ Sprint Demo Deck | Make a copy & edit

🖥️ Final Demo Deck | Make a copy & edit

Hand-off Documentation | How-To

<aside> 💡 Hand-off Checklist

Hand-off files and important information


<aside> <img src="/icons/vitruvian-man_gray.svg" alt="/icons/vitruvian-man_gray.svg" width="40px" /> Project Goals


  1. Explore the business ideas through UX research, and work with the client to formally define the Minimal Viable Product (MVP) and Minimal Marketable Product (MMP) scope for the project.
  2. Validate the problems attempting to be solved and perform evaluative UX research to determine product and market viability.
  3. Refine foundational vision, product strategy, and target audience for the product.
  4. Build Interaction and service designs for flows per the client’s needs.
  5. Implement and explore design sets and pathways representing the client’s needs. </aside>

<aside> <img src="/icons/document_gray.svg" alt="/icons/document_gray.svg" width="40px" /> Project Deliverables


  1. Explore the business ideas through UX research, and work with the client to formally define the Minimal Viable Product (MVP) and Minimal Marketable Product (MMP) scope for the project.
  2. Validate the problems attempting to be solved and perform evaluative UX research to determine product and market viability.
  3. Refine foundational vision, product strategy, and target audience for the product.
  4. Build Interaction and service designs for flows per the client’s needs.
  5. Implement and explore design sets and pathways representing the client’s needs. </aside>

<aside> <img src="/icons/bullseye_gray.svg" alt="/icons/bullseye_gray.svg" width="40px" /> Mission


The mission of All Minds Math **is to provide an online learning platform that caters to the unique needs of individuals with AD/HD, as well as those who struggle with traditional forms of math education.

</aside>

<aside> <img src="/icons/vitruvian-man_gray.svg" alt="/icons/vitruvian-man_gray.svg" width="40px" /> App Goal


Our goal is to empower our users ( ages 8 - 11 years old) by allowing them to customize their learning experiences to fit their specific needs and preferences.

</aside>