From Solo to Social: Making Language Learning Engaging

From Solo to Social: Making Language Learning Engaging

From Solo to Social: Making Language Learning Engaging

Vocab with Friends is a mobile app that makes learning a language fun and engaging by continuously motivating users through collaborative learning and gamification.

Vocab with Friends is a mobile app that makes learning a language fun and engaging by continuously motivating users through collaborative learning and gamification.

Vocab with Friends is a mobile app that makes learning a language fun and engaging by continuously motivating users through collaborative learning and gamification.

The challenge

The challenge

The challenge

Design a mobile app that empowers people to learn a new language.

Design a mobile app that empowers people to learn a new language.

Design a mobile app that empowers people to learn a new language.

The process

The process

The process

My methods included conducting research, establishing user needs & personas, identifying possible solutions, wire-framing, testing and iterating based on feedback. Since I had only 4 weeks to complete the project, most of my iterations happened in the high-fidelity stage.

My methods included conducting research, establishing user needs & personas, identifying possible solutions, wire-framing, testing and iterating based on feedback. Since I had only 4 weeks to complete the project, most of my iterations happened in the high-fidelity stage.

My methods included conducting research, establishing user needs & personas, identifying possible solutions, wire-framing, testing and iterating based on feedback. Since I had only 4 weeks to complete the project, most of my iterations happened in the high-fidelity stage.

The problem

The problem

The problem

Often times, learning a new language can be daunting. Users either find dedicating enough time to learn difficult or become unmotivated as lessons become boring and/or tough.

Often times, learning a new language can be daunting. Users either find dedicating enough time to learn difficult or become unmotivated as lessons become boring and/or tough.

Often times, learning a new language can be daunting. Users either find dedicating enough time to learn difficult or become unmotivated as lessons become boring and/or tough.

My role

My role
My role

UX/UI Designer

UX/UI Designer

UX/UI Designer

Duration

Duration
Duration

4 Weeks

4 Weeks

4 Weeks

Tools

Tools
Tools

Marvel, Zoom, Figma

Marvel, Zoom, Figma

Marvel, Zoom, Figma

Competitive analysis

Competitive analysis

Competitive analysis

I began by conducting a competitive analysis to understand how other vocabulary apps on the market aid in or hinder users ability to learn new vocabulary or languages.

I began by conducting a competitive analysis to understand how other vocabulary apps on the market aid in or hinder users ability to learn new vocabulary or languages.

I began by conducting a competitive analysis to understand how other vocabulary apps on the market aid in or hinder users ability to learn new vocabulary or languages.

Opportunities identified

Opportunities identified
Opportunities identified

After synthesizing my notes, it was evident that most of the apps lacked interactivity that was relevant and/or engaging. There was essentially no way of instilling your learnings or tracking your progression to motivate users to continue to learn. What Drops did well was that they had a great interactive game but it lacked customizability to tailor learning to your proficiency level, therefore, someone who was intermediate level trying to level up their knowledge of a language would not find the app useful.

After synthesizing my notes, it was evident that most of the apps lacked interactivity that was relevant and/or engaging. There was essentially no way of instilling your learnings or tracking your progression to motivate users to continue to learn. What Drops did well was that they had a great interactive game but it lacked customizability to tailor learning to your proficiency level, therefore, someone who was intermediate level trying to level up their knowledge of a language would not find the app useful.

After synthesizing my notes, it was evident that most of the apps lacked interactivity that was relevant and/or engaging. There was essentially no way of instilling your learnings or tracking your progression to motivate users to continue to learn. What Drops did well was that they had a great interactive game but it lacked customizability to tailor learning to your proficiency level, therefore, someone who was intermediate level trying to level up their knowledge of a language would not find the app useful.

User interviews

User interviews

User interviews

After conducting my competitive analysis, I interviewed target users who had previous experiences with language learning apps to understand their thoughts, feelings and behaviours behind language apps.

After conducting my competitive analysis, I interviewed target users who had previous experiences with language learning apps to understand their thoughts, feelings and behaviours behind language apps.

After conducting my competitive analysis, I interviewed target users who had previous experiences with language learning apps to understand their thoughts, feelings and behaviours behind language apps.

  • “I think learning a language takes a lot of time and commitment.”

  • “I feel engaged when I’m learning/practicing with someone.”

  • “I think games/interactive features make learning fun and engaging.”

Learnings

Learnings
Learnings

From the interviews, it was clear that users often lost motivation when using language learning apps because they felt it took a lot of time commitment and/or didn’t offer a gamification aspect where you could play/learn with friends.

From the interviews, it was clear that users often lost motivation when using language learning apps because they felt it took a lot of time commitment and/or didn’t offer a gamification aspect where you could play/learn with friends.

From the interviews, it was clear that users often lost motivation when using language learning apps because they felt it took a lot of time commitment and/or didn’t offer a gamification aspect where you could play/learn with friends.

All users found that they were more motivated to continue learning if they had a friend to learn with.
All users found that they were more motivated to continue learning if they had a friend to learn with.

All users found that they were more motivated to continue learning if they had a friend to learn with.

Building empathy

Building empathy

Building empathy

Based on the information gathered from my user interviews, I created a Proto-Persona and identified user needs and goals which would later assist me in identifying ideal solutions for my target users.

Based on the information gathered from my user interviews, I created a Proto-Persona and identified user needs and goals which would later assist me in identifying ideal solutions for my target users.

Based on the information gathered from my user interviews, I created a Proto-Persona and identified user needs and goals which would later assist me in identifying ideal solutions for my target users.

Identifying solutions

Identifying solutions

Identifying solutions

With my persona and user needs in mind, I knew I needed to design an app that allowed users to customize their learning program and gave them the ability to learn with friends which would encourage/motivate them to continue learn.

I created user flows to map out the ideal paths users would take to complete the above key tasks.

With my persona and user needs in mind, I knew I needed to design an app that allowed users to customize their learning program and gave them the ability to learn with friends which would encourage/motivate them to continue learn.

I created user flows to map out the ideal paths users would take to complete the above key tasks.

With my persona and user needs in mind, I knew I needed to design an app that allowed users to customize their learning program and gave them the ability to learn with friends which would encourage/motivate them to continue learn.

I created user flows to map out the ideal paths users would take to complete the above key tasks.

Wireframing

Wireframing

Wireframing

After my key user flows were complete, I began sketching possible design solutions on paper to quickly get my ideas down. Once I was happy with a set of designs, I created a mid-fidelity prototype to test.

After my key user flows were complete, I began sketching possible design solutions on paper to quickly get my ideas down. Once I was happy with a set of designs, I created a mid-fidelity prototype to test.

After my key user flows were complete, I began sketching possible design solutions on paper to quickly get my ideas down. Once I was happy with a set of designs, I created a mid-fidelity prototype to test.

Testing and revision

Testing and revision

Testing and revision

With the feedback gathered through testing the mid-fidelity prototype, I began making iterations to the designs. As the screens were tested, one major issue was clear - users wanted more control of their learning. Even though they were given the option to choose the categories they wanted to learn through their on-boarding, they didn’t feel like they had the same control once they signed in as all categories were grouped into a lesson. With that in mind, I had to shift my focus for the app.

With the feedback gathered through testing the mid-fidelity prototype, I began making iterations to the designs. As the screens were tested, one major issue was clear - users wanted more control of their learning. Even though they were given the option to choose the categories they wanted to learn through their on-boarding, they didn’t feel like they had the same control once they signed in as all categories were grouped into a lesson. With that in mind, I had to shift my focus for the app.

With the feedback gathered through testing the mid-fidelity prototype, I began making iterations to the designs. As the screens were tested, one major issue was clear - users wanted more control of their learning. Even though they were given the option to choose the categories they wanted to learn through their on-boarding, they didn’t feel like they had the same control once they signed in as all categories were grouped into a lesson. With that in mind, I had to shift my focus for the app.

Give users more control of their learning - allow them to choose what category they want to learn at any given time.
Give users more control of their learning - allow them to choose what category they want to learn at any given time.

Give users more control of their learning - allow them to choose what category they want to learn at any given time.

Final solution

Final solution

Final solution

Learnings

Learnings

Learnings

This being the first project I worked on, I learned how important it is to test designs especially earlier on in the process. This ensures user needs are being met and prevents having to make drastic changes in higher stages where it becomes more challenging. I also learned about prioritization. Sometimes you have many ideas but they can be out of the scope so establishing realistic expectations of deliverables for the initial hand-off is highly important.

This being the first project I worked on, I learned how important it is to test designs especially earlier on in the process. This ensures user needs are being met and prevents having to make drastic changes in higher stages where it becomes more challenging. I also learned about prioritization. Sometimes you have many ideas but they can be out of the scope so establishing realistic expectations of deliverables for the initial hand-off is highly important.

This being the first project I worked on, I learned how important it is to test designs especially earlier on in the process. This ensures user needs are being met and prevents having to make drastic changes in higher stages where it becomes more challenging. I also learned about prioritization. Sometimes you have many ideas but they can be out of the scope so establishing realistic expectations of deliverables for the initial hand-off is highly important.

Let's team up to bring great ideas to life!

Let's team up to bring great ideas to life!

Let's team up to bring great ideas to life!

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