Jara Montez

Building programs that drive community growth by day, and champion education equity by night.

Other sites in the Jara verse 🔗

The Program Playground
One Pot Studio
2024 Media Consumption
LinkedIn

Actual fun facts 😎

First job: Tae Kwon Do instructor

Worst job: Being the eldest sister. IYKYK.

Favorite fictional characters: Janine Teagues, Issa Dee, Arya Stark, The Fresh Prince, Maxine Shaw, Blossom (PPG), and Dana Scully

Favorite artist: Faith Ringgold

Tech stack: FigJam, Airtable, Webflow

Freelance availability: 🟢

Prototype for Good Workshop

Role: Instructor, Curriculum Designer
Tech stack: Figma, Canva, Canvas (LMS)

Prototype for Good is an instructional program where students learn to build a functioning prototype in Figma that solves a problem in their community. The primary goal is to motivate students to use technology for social impact by introducing them to UX design, design thinking, and Figma. To date, the program has served over 100 students.

Project goals
-Increase exposure to tech resources and concepts for younger students.
-Develop problem-solving, design thinking, and user interface design skills among younger students.Promote collaboration among younger students
-Provide formative and summative assessment of younger students' progress.

Student objectives
-Create a functional prototype in Figma
-Provide in-session feedback of peer's workConduct a final presentation to peers and facilitator


Process and results
I developed the program curriculum based on two key decisions: the level of detail to include in the content and the best way to present said content in a way that would resonate with students. My decisions were based on the challenge of introducing students to a new concept and new software in a short period of time. It was critical that the content was relevant and applicable to their lives, allowing them to retain information and remain engaged.

As an example, rather than immediately diving into design thinking on the first day, I spent the majority of the time asking students about products they use in a typical day; why some work, why some don't, and why they enjoy using them.

Here is an example schedule from one of our week-long sessions:

Day 1: Intro to User Experience + Design Thinking
Day 2: Brainstorm & Understating Users
Day 3: Intro to Figma & Design Part I
Day 4: Design Part II
Day 5: Final Presentations

A screenshot of a Figma prototype

Read my essays

Just some long-form thoughts on education, art, and life. This sounds deep, but it's not 🙃.

Get in touch

Available for program design + build, edtech consultation, and workshops.