Wordly

 
wordly_header.jpg
 
 

Project: Wordly

Role: UX Designer (solo student project)

Tools: Adobe CC, Prott, Skype

 

 

PROBLEM
Adult language learners want to:

  • Study in short bursts

  • Feel entertained

  • Receive encouragement

  • Use techniques that reflect their learning styles

  • Put their new language skills to use at work

GOALS
Design a vocabulary flashcard app that:

  • Features pre-made flashcard decks

  • Includes study games

  • Allows users to connect with others for support

  • Contains a feature specifically created for auditory learners

  • Lets users study words based on topic

 

 
 

Competitive Analyses

I reviewed three flashcard apps, Flashcards+, Quizlet, and Brainscape, to gain a better understanding of the options available to consumers. Overall, I discovered that the apps failed when they were too complicated. They succeeded, however, when they catered to various learning styles and provided entertaining experiences. As a result, I decided to incorporate games and an auditory learning feature into Wordly.

 

User Interviews

In an effort to understand users study needs, I spoke to three adults with recent experience learning new vocabulary. A participant named Cassie described the challenges she faced when attempting to learn a new language prior to moving abroad for work. I found her story both powerful and relatable, and it made me want to find solutions for those in similar situations.

 

User Persona

I based my primary user persona off of the insights I gained from my interview with Cassie. Mirroring Cassie's experiences, I was able to create a very well-defined persona. Thus, when it was time to decide which features to include in Wordly, the choice was simple because I already had a very clear understanding of my target user's wants and needs. LEARN MORE

 

Wireframes

Based on my persona and competitive analyses, I knew that I wanted to include games, theme-based flashcards, a social networking option, and an auditory feature in my app. I tested out potential solutions in a series of exploratory sketches and then translated the best iterations into low-fidelity wireframes. This process was extremely beneficial, as it helped me determine what items to include in the app's navigation bar and toolbar. LEARN MORE

 
 

 

USABILITY TESTING
I conducted three moderated usability tests, where I gave participants access to a clickable prototype of the Wordly app. I asked participants to complete four tasks using the prototype and to give me their impressions of the overall experience.

 
 
 

OBJECTIVES
Measure participants' ability to:

  • Create flashcard decks

  • Download flashcard decks

  • Study a downloaded deck

  • Edit a downloaded deck

TASKS

  • Create a new flashcard deck

  • Download a premade flashcard deck

  • Study the downloaded deck

  • Add an additional card to the downloaded deck

 

 
 

Usability Test Updates

From my usability tests, I learned that participants were confused by some of the icons and terms used in app. They also experienced issues with the prototype's information architecture. Watching participants uncover these problems was incredibly valuable because it alerted me to critical errors that I had overlooked. To remedy these issues, I updated some of the prototype's wording and iconography and reworked the user flow in the problematic areas. LEARN MORE

 
 

 
 

Learnings

  • The iconography and phrasing used during onboarding has a dramatic impact on the user’s understanding of the app

  • The parts of the app that gave participants trouble during usability testing were areas that I had expected participants to use without issue

  • Writing out a list of user needs helped me organize my thoughts during the wireframing process

 

Next Steps

  • Create a high-fidelity prototype in Sketch

  • Perform usability tests with this prototype

  • Make necessary improvements and style the app's UI

  • Perform additional usability tests