UX Case Study: An alternative learning app

MY ROLE
UX Research
UX Flow
team
Ridin’ solo
tools
Abode XD
Abode Illustrator
Whimsical - for user flows
Paper & Pencil 📝
In this “Alternative” learning app, users are able to learn words in context. The app includes articles, audios and images that the user can use to learn words based on topics of interest.

For example, if I’m into design I can select that category and the app will provide related articles, which I can read, save words and share. It was also important to include challenges, where users can interact and compete with others.

Additionally, the app includes a random feed where the user will find random images like memes with translations…more about this feature later.

WHEN November 2020 (One-month speed project)
USER PERSONA

Who is the learning app for?

So what can we actually create for Simone? In order to do that, let’s pin down our problem statement:

Simone needs a way to learn vocabulary in an entertaining and relatable format because she loses motivation when the learning material is boring and has no context.
NEEDS & SOLUTIONS

What is the app trying to fulfill?

FIRST PROTOTYPES

Sketching & Wireframing

Based on the user flows, simple wireframes where created. The first details the user journey from downloading the app till they are in the home page and decide to read an article.

In the second one, I worked on the Random feed. This is  where Simone finds images and videos related to her interest but also like a normal social media feed, with kind-of random content.  This feature came straight out of the user interviews. Although the interviewees belong to different age groups and backgrounds, they all described the need for content to be presented in a more entertaining way.

From this hand-made wireframes, I jump to the digital prototypes.

DIGITAL PROTOTYPES

Initial Prototypes

Just as a sidenote: Before the final testing began, I decided to dip my toes into an informal testing with a family member, there I learned that my assumptions are sometimes wrong in terms of what the user is familiar to and what they would find logical.

The most important example would be the use of icons, there I found the users tested preferred a combination of icon + word.

USER TESTING

Test & Results

The users of my usability tests were able to give me great insights and feedback. This is the tasks and results:

AFTER USER FEEDACK

Final Prototypes