OVERVIEW

How to make learning a new language from home more efficient.

Rubix is a mobile language app for anyone that would want to learn a new language! This app aims to helps users have their questions answered in an efficient time by being able to connect with both mentors and peers. Very similar to a class environment, being able to lean on your teachers and classmates for assistance is what Rubix is striving to provide.

PROBLEM

“I want to learn a new language, but I don’t have the time to sit in a classroom”

Learning a language can be both rewarding and confusing at time. There are so many challenges when it comes to learning a new language: Speaking, Reading, Writing, Grammar, Culture, etc.

As people, we only get older and time is precious. There is so much out there to explore and learn, but not enough time to do so. Developing ones knowledge in learning a new language takes both time and effort.

PROCESS

Research Goals
Competitive Analysis
User Interviews

Persona
Affinity Mapping
Card Sorting
Task Flow

Low-Fi Wireframes
Mid-Fi Wireframes
Hi-Fi Wireframes
UI Design
UI Kit

Prototype
Usability Testing
Affinity Mapping
Ideation

COMPETITIVE ANALYSIS

Compared a few different language learning apps.

In order to get a better understanding on how to approach this project, it was important to gather more information on the more common use language apps. Comparing how they structured the app, pricing, strengths and weaknesses.

USER INTERVIEWS

Diving deeper into users concerns and struggles.

After gaining information from my competitive analysis, I dived into User Interviews to know more about the users and their personal needs, pain points, and habits. These interviews were conducted via video call and in person lasting for about 30-45 mins each.

Participants: 5 Interviews
Age: 23 - 29
Learning a Language Activity: Beginner/Intermediate

Some goals of our users were that they want to be able to have basic conversations with their family and peers. When traveling or eating, they want to be reliable. They’re all immersed in the culture from either the area they live in, the music they listen to or that’s just their culture in general. The users that I interviewed are all young adults who are in different parts of their lives. Some pain points that were similar for all users were a busy schedule, juggling other priorities, and no structure within apps that they’re using. 

USER PERSONA

Diving deeper into users concerns and struggles.

For my User Persona, Kevin was the interviewee that I decided to create a persona. Kevin is 27 year old that just recently moved to New York. He has many hobbies such as dancing, cooking, thrifting, and traveling. Because he’s a man that dabbles in different hobbies and has many interest, he tries to squeeze in learning a new language. He’s traveled to many places with Spanish as their first language. A common theme that he has with his travels is that he also lives in a very hispanic populated area which pushed him to learning the language and culture.

AFFINITY MAPPING

Gathering results after interviews.

With affinity mapping, I was able to group relevant information together through the 5 interviews that I conducted. It's clear that users share the same struggles as well as similar wants and needs. I was able to find out a lot of similarities within each person. It's clear that everyone I have interviewed are juggling other responsibilities so learning a new language isn’t a top priority for them. A big common factor that I gathered was that everyone likes to study on their own time with somewhat of a structure if using an app like Duolingo. Duolingo seems to be the app that everyone has used before or currently using.

CARD SORTING

Understanding what users find important.

My next research method, it was best to understand what information is was priority in the design and what wasn’t. There were six categories and 30 topics. This was taken by four participants online.

TASK FLOW

Pathways for users.

LOW-FI WIREFRAMES

Started with drafting out a few ideas on how I would like to approach this design.

After my competitive analysis, I took lots of inspirations from all of the apps that I was able to review.

In the process, I went through a lot of back and forth of what I thought was best, but also with feedback from both mentor and peers. Did a low fidelity wireframe for “Sign Up/Log In” and “Unit Review/Feedback”.

I wanted to pick screens that were more helpful to the User and that they were able to relate to. This project, there were many changes late in the process.

MID-FI WIREFRAMES

Changed focus after consideration.

Like I mentioned previously, there were many changes late in the process and I then switch my screens one last time after talks with my mentor. Going back to the root of why the app was created and who it was for. Moved forward with a Request Session screens.

HI-FI WIREFRAMES

Moved forward with Hi-Fidelity Wireframes.

Overall, the screens stayed very similar to the Mid-Fidelity Wireframes with a few adjustments. Here I was able to adjust the shapes of buttons and calendar as well as add the icons and colors.

TESTING

Results after testing.

Had five users test out the project to gain more knowledge on what needs to be changed, what worked, and what was questionable. All the users that tested the prototype were young adults that ranged from the ages of 23-28 years old. The testing last about 25-30 minutes with both the user testing it out as well as a conversation after.

Participants
- Users of other language apps (past or present)
- Have been frustrated with language apps before

Success Metrics
- Navigation: Users can find their way through the product
- Time: Users can complete task within the time
- Users Satisfaction: Users are pleased with using the product
- Users Experience: How users show their expression through working their way through the product

ITERATIONS

Implementing changes after testing.

After testing, making iterations to my wireframes involves refining the design based on user feedback and insights to enhance usability, address pain points, and better meet user needs. Before testing, my mentor gave me a lot of feedback which helped a lot with so only minimal changes needed to be made.

DESIGN PROCESS

Walk through the screens.

I focused on making the process of requesting a session with a mentor seamless and intuitive. The goal is to ensure users understand that this feature is readily available for them to take full advantage of, helping them enhance their learning experience through direct interaction with experienced mentors. Clear call-to-action buttons, concise copy, and a user-friendly flow guide users effortlessly from selecting a mentor to scheduling their session.

THE FINAL SCREENS

The final product.

STYLE GUIDE

How to create the design?

Link to my full Figma work file here

CONCLUSIONS & LESSONS LEARNED

Final thoughts on what I could have done differently.

I created a mobile app that helps users have their questions answered quickly and collaborative either through a mentor or from other users.

Based on research through user interviews, many young adults feel that learning in a classroom environment helps keep the user more accountable and ability to retain information. With all that, confusion and uncertainty will be common in the process of learning a new skill. Having assistance through mentors and peers is crucial to ones development.

The overall goal for Rubix was a success. This was my first full length project in this course and though there were many challenges, it was as well rewarding learning new skills and the overall process. I started with picking a topic, sourced out competition, researched, interviewed, designed, iterate, more interviews, as well as many other steps in between.

Future Considerations:
Because this was my first time creating a project and doing things on my own, there are many things I would do differently.
- Create a more thought out plan for each part of the project.
- Interview more people.
- Get more feedback from other and not just my mentor.
- Spent more time to create a desktop version.

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