A language Learning App
Vocab-u-Learn is a language learning app, designed for part of the Career Foundry program. Following the steps of the design thinking process, a low fidelity prototype was created and tested on potential users to identify areas of improvement.
UX Designer
3 weeks
Pencil and paper
Marvel
During this phase, the goal is to better understand our target users. To understand their wants, needs and overall objectives. Below are the steps taken to accomplish this goal.
A competitive analysis was done to gather some insight, I analyzed 3 vocabulary apps currently on the market. My goal was to discover both strengths and weaknesses of the apps and come up with features to include and areas to be improved upon.
I interviewed 4 people to discover what potential users would find useful in a vocabulary app. Below are a sample of the questions I asked.
After the interviews were complete, I listened to the recordings and reviewed my notes. I sorted the data into “doing”, “thinking”, “feeling” categories.
Doing:
Thinking:
Feeling:
The interviewees want a flashcard vocabulary app that they can use in short 5-10 minute sessions at their convenience. They want both audio and visual features to facilitate their learning experience.
During this stage of the process, we look at the data gathered from the previous stage and define the problem. We create a proto persona to represent our problem statement and hypothesis.
After reviewing the data from the competitor analysis and the information gathered from the user interviews, it was determined that people want a ‘no fluff’ vocabulary app that they can use in short 5-10 minute sessions throughout their busy days.
A proto-persona named Ashley was created to represent the needs, goals, and behaviors of the potential users that we are designing this app for.
In this stage of the process, we take our ideas a step further into conceptualization and come up with ideas and thoughts on how to organize and present the information to the user.
I wrote a task analysis and user flows for the app. The goal was to address some features required by users while using the app.
In the prototype stage, we created some wireframes and prototypes around the users goals.
I drew out initial low fidelity sketches of Vocab-U-Learn’s wireframes. I uploaded images of the wireframes to a tool called Marvel, allowing them to become clickable prototypes.
In this stage of the process we developed a test plan to test the prototype on 5 potential users. The purpose of the usability testing is to determine the effectiveness of the app and gather user feedback.
Scope
Usability testing of Vocab-U-Learn, a vocabulary app that promotes learning through repetition and games.
Schedule
February 21, 2022, 4 in-person interviews and 1 online via zoom.
Sessions
5 participants were tested. 1 person per session. Each session lasted 10 minutes.
Equipment
In person participants used an iPhone 12 pro. Online participants used their own devices. Notes taken with pen and paper.
The view participants’ comments and observations were made into a usability test report. Each of the observations were rated with a severity rating based on Jacob Nielsen’s scale, along with recommendations to solve the issues.
Moving forward, next steps for Vocab-U-Learn would be to create an onboarding process for the app and then proceed to high fidelity prototypes on Figma. I would continue to test the prototypes with more potential users and continue until we have a final product that meets our users needs.
While creating Vocab-U-Learn, I balanced both app requirements and user needs to create an app that is best suited to help the user reach their end goal. The implementation of user interviews and usability testing help keep the users input and experience at the core of the apps design.