Word Knowledge

Programming Team Lead
Project Overview
     Word Knowledge is an enhancement that was added to the existing World Of Genres product. It is 5 activities that allow students to explore the vocabulary of their current lesson in World Of Genres. The activities have three themes to match the three themes from World Of Genres. It was also our team's first product that featured unlockable rewards and user customization. Due to business needs, the entire project from inception to release took place in the span of about 2 months. To make this works we adopted a strategy of coming up with ideas and quickly prototyping them. If after two iterations an interface did not seem like it was working or we unsure it was hitting the desired academic standards it was abandoned.
My Contributions
     This was my first complete project as a Team Lead and despite the aggressive timeline there was only one programmer assigned to my team. I designed the system for storing the rewards data and how to synchronize the user customization across the activities. Oversaw my team member's work on the spelling interface, rewards dialog, and deck selection menu. Prototyped and developed the other 4 interfaces, including all the ones using the customizable cards.
     In the first week of the project we had decided there needed to be a rewards system, but did not yet know what it would be. We did know there would need to be a spelling interface that included an integrated onscreen keyboard. The other programmer began development of this under my guidance while meetings continued to make initial designs for the other activities.
^Demonstration of card reward menu and how it immediately changes the card backs in activities.
The spelling interface in its final iteration. ->
     The second activity designed was based on simple definition flash cards. The idea of cards inspired the use of card designs as the reward. The first time an activity is completed for any set of vocabulary words a new deck design is unlocked. There are 8 unlockable designs per theme, they are only unlockable while in their respective theme but may be used in any theme. The user is limited to 6 unlocks at any time, once they have 6 they can choose to replace any of their current rewards with a new one.
     After gathering these requirements, the other programmer and I devised a schema for storing this reward data to the user's knowledge base. He began development of the menu to show and select rewards and I began working on ways to keep different kinds of card objects synced to the user's selected deck.
Activity for sorting synonyms and antonyms of the vocabulary words.
Matching definition to the word interface.
     By four weeks we had decided on all the interfaces and had working versions of all of them. Including the customizable card designs where applicable. We also had the menus completed for the three themes. Giving QA an extra week to ensure a bug free product and a smooth release.
Word and definition memory game.