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MY ROLE: Senior Product Manager

CLIENT: Scholastic's Educational Technology Group

iRead is an adaptive reading software for students in grades K-2. Placement, pacing, and content selection are dynamically tailored for every student. iRead was a new product and the first of its kind for Scholastic, with an original cast of animated characters (the 5 teachers representing the 5 strands of reading above), over 50 activities, and 3 grades' worth of content. iRead's motivation system based on best practices from gaming theory and the Universal Design for Learning.

As Senior Product Manager, I managed a two-year production cycle for a multi-city, multi-disciplinary team of 30 people. 

 
 To ensure we met firm school-driven deadlines, I created a phased rollout plan to maximize efficiencies and prioritize our MVP. Above shows part of a phase plan linked to our Product Backlog which I used to monitor and report our progress. I also ran daily scrums and feature and iteration planning meetings.

To ensure we met firm school-driven deadlines, I created a phased rollout plan to maximize efficiencies and prioritize our MVP. Above shows part of a phase plan linked to our Product Backlog which I used to monitor and report our progress. I also ran daily scrums and feature and iteration planning meetings.

 
 I created Idea Statement Decks outlining core values and strategies behind the student motivation system in  iRead  (above). I presented these to senior stakeholders and worked to reach consensus and approval.

I created Idea Statement Decks outlining core values and strategies behind the student motivation system in iRead (above). I presented these to senior stakeholders and worked to reach consensus and approval.

 
 I created the UX story for how and when students receive new avatar features (above), paying close attention to story continuity inside the world of the game. I mapped this to client and server side business logic as shown above.

I created the UX story for how and when students receive new avatar features (above), paying close attention to story continuity inside the world of the game. I mapped this to client and server side business logic as shown above.

 
 I wrote detailed user stories (above) with illustrations, diagrams, voiceover tables, and any other appropriate documentation. I reviewed these with Engineering during a bi-weekly feature review meetings.

I wrote detailed user stories (above) with illustrations, diagrams, voiceover tables, and any other appropriate documentation. I reviewed these with Engineering during a bi-weekly feature review meetings.

 
 Working closely with Engineering, I wrote use cases for  iRead's  game logic and, from these, prepared User Flow Diagrams.

Working closely with Engineering, I wrote use cases for iRead's game logic and, from these, prepared User Flow Diagrams.