Spotwords

Revolutionising learning for young minds, offering an unparalleled level of ease and engagement

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Design brief

Design objective

Create a concept for an app that serves as playground for young learners looking to enhance their language skills in the most accessible and enjoyable way.

Spotwords should offer an unparalleled level of ease and engagement to its young friends.

Readiness for development

This concept was designed for study purposes and can be refreshed and tailored for an app per request.

Time
4 weeks (year 2019)

MY ROLE

Solo UX designer from concept to mid-fidelity prototypes

TECHNIQUES & METHODOLOEIS

User research, usability testing, wireframing, prototyping

TOOLS

Pencil and paper, Whimsical, Prott

Project by design stages





01 - Discovery

Competitive analysis - User interviews - User personas

Competitive analysis

I selected three well-known flashcard apps for a detailed examination, aiming to assess their strengths and weaknesses in terms of user experience.

Memrise / Mondly / Chegg

Memrise / Mondly / Chegg

User research

Insights gained from face-to-face interviews with four children aged 10-14, analysed using an Empathy Map, offer valuable understanding into their perspectives and habits.

Research goals

In order to enhance the learning experience for children, it is crucial to delve into various aspects that influence their engagement and motivation.

  1. Identifying usual time slots for learning

    Understand the typical time slots when children engage in learning activities to tailor activities to suit these peak periods of attentiveness.

  2. Exploring the typical learning experience

    Identify the elements that spark joy in learning and those that lead to feelings of frustration and adapt teaching methods to align with children's preferences and needs.

  3. Examining previous experience with learning apps

    Investigate children's prior encounters with learning apps to get valuable insights into their comfort levels, challenges faced, and preferred features. This knowledge can help to create new experience that better caters to children's learning styles and expectations.

  4. Understanding motivations for learning

    Discover what motivates kids to learn, be it intrinsic rewards, interactive activities, or tangible incentives, to design more compelling learning experiences

User persona

Meet Alice

Alice is a busy kid who always has something going on after school. She loves sports, arts, music, hanging out with friends, and playing with Lego.

Sometimes she gets so caught up in all the fun that she doesn't even realise how quickly time passes. While doing well in school is important, it's not always at the top of her list.

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She sits on the couch, studying for her test. While going through the pages, she encounters a strange word that she does not understand.

She considers writing it down but decides against it, allowing the unfamiliar knowledge to slip from her grasp like melting ice cream on a hot day.

Behavioural factors

  • Has difficulty following a strict learning schedule

  • Hates feeling lost in classes of complex subjects and loses interest

  • Loves positive feedback and pocket money she can spend on her wishes

Needs and pain points 

  • Needs to learn many new foreign words and concepts

  • Has difficulties learning new subjects such as history or science

  • Learning traditional way is boring

  • Getting good grades at school is critical

02 - Hypothesis and user flows

Problem statement - Hypothesis and solution objectives - User stories and task analysis - User flows

Problem statement

Alice needs a way to learn lots of new concepts and words in an encouraging way because she has a lot to cover and has difficulty focusing.

Hypothesis statement

Fun-to-use, personalized and visually enticing learning experience will engage Alice and help her to stay focused

Solution objectives

  • Make it easy for Alice to get help with words

  • Save words what matter to her

  • Keep her on a smart study track based on her time schedule and learning goals

  • Provide motivation to learn through enticing awards

User stories and task analysis

Task: Take a test

User story

As a young learner, Alice wants to get constant feedback, so that she can see how much she has learned and  has something to look forward to such as sweets, stickers, building a “virtual city”

Functionality

Quizzes with rewards to spend in a virtual or real life and invite friends to live in the virtual world, such as a city.

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Task: Capture and add a word

User story

As a primary school student, Alice wants to get an instant translation or explanation of unknown words, so that she can read and understand texts in English or science, without having to look up words in a dictionary, which makes her wary and bored.

Functionality

Ability to capture an unknown word with a phone camera from a textbook, getting an instant translation or definition, using the context around it, and saving it in a flashcard with an ability to add a personalised note, image or video.

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03 - Ideating

Sketching - Wireframing - Crazy 8 - Rapid prototyping

Sketching

Equipped with learnings from competitive analysis, user research and working through the user stories and task analysis, I went on sketching, at first with pen and paper, trying out different design versions through such methodologies like Rapid Prototyping and Crazy8.

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Paper Sketches

Prototyping

After voting for the best versions of screen designs I put together the user flows.

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Sketches were then redrawn in digital low-fidelity wireframes and linked up in Prott for usability testing.

04 - Testing

Usability testing - Learnings

Usability testing

To replicate real user behaviours and assess app functionality I employed scenario-based tasks to mirror real-life situations kids might encounter.

These customised scenarios helped to assess effectiveness of navigation as well as the overall user flow for its ease of use and efficiency. I also identified potential challenges, points of friction pointing me to the areas for enhancement.

Test tasks

  • Sign up

  • Create profile

  • Add a new word to a study list

  • Learn new words

  • Take a test

Learnings

Usability tests were conducted with the same kids who took part in user research. Testing with children poised some unaccounted challenging in comparison with adults.

Here are the key learnings I got from it.

Don't test with low-fidelity mockups

Wireframes felt very real to the young testers. They wanted to click everywhere and use the app for real.

Use native language

English was not the native language of the test participants, thus, sometimes it was difficult to tell if the problem was real or due to the language barrier.