Case Study
Design Thinking I User Research I UX Design
Vocab Boost
Vocab Boost is a vocabulary app designed to help professionals expand their vocabulary with interactive, audiovisual learning units, and gamified elements. The app makes language learning both effective and enjoyable.
Challenge
How can an app be designed to empower users in learning new vocabulary?
Process
I researched competitors to identify opportunities for a new app. Through user interviews, I gained deep insights into needs and behaviors, then created a persona to define key user goals. Based on this, I outlined necessary steps and designed a low-fi prototype.
Goals
The app must combine interactive audiovisual learning with real-life examples, technical audio texts, and gamification to keep users motivated and engaged.
This project was created as a part of the UX Design Course in at Careerfoundry.
Product
Vocabulary App
Role
UX Designer:
Research to Conception,
Visualization and Testing
Stakeholder
Tutor at
CareerFoundry
Tools
Figma, draw.io, Pen & Paper
Project Time
2 months
Competitor Analysis
I compared three existing vocabulary apps, each offered different opportunities for learning.
WordUp provides learning on multiple levels (visual, auditory, and kinesthetic) and rewards progress. Its user interface appears modern. Contract with payment required.
Babbel tailors its learning programs to users' preferences and is very easy to use. It offers a well-structured approach with a variety of exercises to keep learning engaging. Contract with payment required.
Memorion is a free app and focuses on gamification to enhance learning. However, its dark user interface and animated icons may be distracting for some users.
User Interviews
To understand the target group, I conducted in-depth user interviews. These revealed key motivations, frustrations, and preferences for vocabulary learning. I discovered that gamification is highly effective, especially when combined with multiple learning methods like visual, auditory, and reading exercises.
User persona
Based on my research insights, I created the user persona Lara, which helped me define the problem statement and design effective solutions.
User Stories
- As Lara, I want to expand my vocabulary with technical terms using practical examples so that it helps to solve problems in workplace conversations and improve my chances of fast-tracking my career.
- As Lara, I want vocabulary with pictures and examples of use that I can use directly in my job.
- As Lara, I want to be able to measure my learning progress so that I can determine when I reach the next level.
- As Lara, I want to stack on challenging tasks so that I have fun with studying.
- As Lara, I want to learn as efficiently as possible in compact, short units, so that I still have some free time.
Job Stories
- When I come across language barriers at work, I want to write down the phrases and foreign words so that I can look them up and learn them.
- When I go for my daily run, I want to do the listening exercises so that I improve my listening comprehension.
- When I sit on the sofa in the evening, I want to learn in a playful, audiovisual way so that I feel like continuing to play.
Problem Statement
Lara needs a way to efficiently learn vocabulary and phrases for her specialist area because she wants to develop professionally.
We know that to be true if she will achieve this if there are fewer misunderstandings due to the language barrier and she is performing well at her projects.
Hypothesis Statement
We believe that by combining compact, interactive, audiovisual units with real-life examples and game sequences and providing technical audio texts for Lara, we significantly expand her vocabulary and language comprehension.
Task Analysis and User Flow
After defining the main user goals, I created user flows for the app's two key features. By establishing the start and end points along with success criteria, I ensured a clear structure that includes all necessary steps at the right time.
Sketching & Wireframing
Creating frames that align with the user flow? Absolutely! But how do I structure the screens clearly while incorporating valuable features? I went through several iterations to integrate the best ideas, always keeping my persona's needs in mind.
User Tests
My first time prototyping with low-fidelity Prototypes and Testing with Figma:
I conducted Tests with 3 participants. Through conducting the User tests, I got interesting insights about the prototype. As the tests were in person, I could see the Mimik and Gestik as well being empathic the participants.
Test Plan
- Onboarding and sign-up, take the test to find out your level
- Add a new vocabulary term
- Review your vocabulary by taking a quiz
- Find the method to learn without feeling like studying
Test results
The meaning and labeling of tiles, such as "Immerse" on the start screen, are unclear and need more descriptive names.
The function of the "Plus" button on the home screen is unclear; some participants decided on “My vocabulary” instead.
“It is important, that the structure is clear to me.
It helps, if there isn`t too much information on each page.”
Jessi
"What does 'Immersion' mean?
I don't know what to do with it."
Christina
Final Low-Fidelity Prototypes
Key Learnings
To truly meet the needs and desires of users, thorough research on the target audience is essential. User personas help translate specific user requirements into realistic scenarios, which then inform the creation of user flows.
By continuously refining my designs through iterations up to the prototype stage, I ensure a user-centered approach that effectively addresses user needs.
I use descriptive and clearly labeled navigation icons and buttons to ensure that users can navigate the app easily.
I place particular emphasis on conducting early user tests to incorporate relevant iterations efficiently and cost-effectively.
Future Steps
- Validate the improvements through further usability tests
- Enhance the tracking of user progress
- Further develop the playful features to make the app more engaging and interactive
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