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PROJECT OVERVIEW
ABOUT
Sprout is a mobile app simplifying the learning experience by offering a quick, personalized, and motivating study sessions through flashcard methods
ROLE
Solo student project for CareerFoundry UX/UI Bootcamp
SCOPE
User Personas, Competitive Analysis, User Flows, Task Analysis, User Interviews, Wireframing, Prototyping
TOOLS
Figma, Marvel
DURATION
April - June 2022
SUMMARY
I was tasked with creating a vocabulary learning app as part of my introductory course at CareerFoundry's UX/UI Program.
This project allowed me to explore the fundamentals of UX Design and the most important terms, tools, and techniques in the field by researching and designing an app to empower people to learn new vocabulary.
PHASE 1: THE CHALLENGE
Students fail to accomplish their language learning goals
THE PROBLEM
The challenge was to create a vocabulary learning app that targets language learners through a mobile application. Students need a way to easily categorize, reference, and study new vocabulary in order to help them achieve in their language learning goals.
01
Busy Schedules
Individuals in school and learning new language find it difficult to spare time for study sessions.
02
Lack of customization
Many current products don't cater to the diverse learning styles of users, resulting in unsatisfactory and restrictive experiences.
03
Low motivation levels
Fluctuations in energy levels and lack of consistency in motivation stunts the user's progress towards vocabulary learning goals.
PHASE 2: DESIGN APPROACH
How do we create a design solution for this issue?
PHASE 3: THE COMPETITION
The competition had no personalized learning aspect
COMPETITIVE ANALYSIS
| 3 key competitors
I analyzed 3 similar vocabulary learning apps in the space - looking at both the content, design layout, and user experience to find patterns. I found that almost none of them had this aspect of customized learning tailored to the learning style of each user. This then became my opportunity for the solution.
ANKI APP
FLASHCARD
SMART FLASHCARDS
PHASE 4: USER RESEARCH
My interviewees wanted a way to customize their learning experience to be more likely to succeed
USER INTERVIEWS
| Interview Goals
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To better understand user motivations & behavior in using vocabulary learning apps
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To determine which features users prioritize in a vocabulary learning app
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To identify user pain points and frustrations in vocabulary learning apps
| Interview Questions
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Could you tell me a bit about your background and daily routine?
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Could you describe your past experience with vocabulary learning apps?
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Could you elaborate on any difficulties or frustrating experiences as a student struggling to learn new vocabulary?
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What does a typical study session look like for you?
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How often do you study vocabulary?
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What do you enjoy from learning new vocabulary?
SYNTHESIZE INSIGHTS
After combining all the notes from my interviews, I identified and summarized what the interviewees are doing, thinking, and feeling from the user's point of view.
PHASE 5: USER PERSONA
Different people have different needs and expectations, practicing empathy is a must
PROTO PERSONA
After consolidating insights from my user interviews and identifying key themes in the empathy maps, I began to create a proto-persona. I chose to create a proto-persona because this project is in its early stages and conducting further research is ideal. I plan on creating full-fledged personas following the validation of the assumptions made in the proto-persona.
USER STORIES
I relied on the consolidation of information in the proto-persona persona to extract the main goals, behaviors, and needs of my users. I used POV Framing techniques to create user stories to ensure my design sketches reflect the target user.
As a ___________________ I want _____________________ because ______________________.
USER
USER'S NEEDS
INSIGHTS
As someone who is extremely busy, I want a flashcard app that encourages me to study at my own pace, so that I can make the most out of my study sessions without feeling overwhelmed.
As someone who is used to tedious classroom instruction, I want engaging ways to interact with vocabulary material that appeals to my learning style, so that I can continue to foster my interest in the language.
As someone that doesn't have many Russian friends, I want to be able to meet people who have similar interests to me, so that we can engage in learning more about Russian language and culture together.
KEY INSIGHTS
| User Needs
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To be able to quickly and easily learn vocabulary
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To be able to meet people and learn in exciting ways to stay motivated
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To be able to have confidence in their vocabulary and language learning abilities
| User Goals
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To make significant progress towards mastery of vocabulary material
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To have a consistent study schedule to stay on track with learning goals
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To build a learning community and connect with like-minded people
PHASE 6: USER FLOWS
Exploring key features in a vocabulary app from a user's perspective
USER FLOWS &
TASK ANALYSIS
I relied on task analyses to help me focus on the steps a user encounters when completing a task. Then, I focused on user flows to cater towards a user's path and various needs and accommodations. Examining the user flow helped me visualize and identify entry points and success criteria.
Task 1: Create a custom study plan
Task 2: Create a flashcard deck
PHASE 7: LOW FIDELITY WIREFRAMES
Keeping the user in mind at every step of the journey
LOFI WIREFRAMES
Once the key routes and user flows were identified, I began to brainstorm and sketch out low fidelity wireframes. During this process, I constantly questioned myself in ways such as "What is the best way to complete each task?" Engaging in this questioning process aided me in focusing on the initial needs of the user and keep the user at the center of my design decisions.
| Introduction and Onboarding
| Task 1: Create a study plan
| Task 2: Create a flashcard deck
PHASE 8: USABILITY TESTING
From difficult setbacks to exciting improvements
USABILITY TESTS
I examined the usability of Sprout through a usability test, in which I met with 4 participants (via Facetime & in person) for 10 - 15 min sessions. I used Jakob Nielson's Error Severity Scale to quantify the results of the usability testing. I tasked the participants with four direct tasks and observed their ability to complete the task to assess the feasibility of Sprout.
Sign Up
Create Plan
Create Deck
Delete Card
ITERATIONS
After reviewing the results from my usability testing and receiving feedback from my mentor and tutor, I continued to iterate my design to focus on collaborative learning and accessibility.
REFLECTIONS & TAKEAWAYS
LESSONS LEARNED
| User experience design is entirely an iterative process
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There is no such thing as the perfect design or perfect solution to any problem, it will require many reconsiderations in order to dive deep into the design framework.
| Design and test based on what is best for the scope of the problem
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Having a concrete understanding of the problem and using various techniques to define the scope of the issue is a critical and necessary step in the design process.
| Design with the user’s best interests & be conscious of their pain points
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At times, it can be easy to slip into a stakeholder, business, or designer's perspective but the best user-centered design focuses on being considerate of the user at every step of the design process.
| Usability testing addresses the gaps in a designer's mindset vs user's mindset
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Although testing might not be enjoyable, it is a crucial part of the design process that opens the designer's eyes to the exact pain points and mindset of the user.
| Understand the problem space
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Interviews are extremely informative and allow the designer to empathize and understand the needs, goals, and establish a deeper relationship with the user and the product.