UX Design

Quick Flip

Year
2021
Tools
Figma
Adobe Photoshop
Miro
Duration
10 Weeks
Project Overview
Learning English is always a difficult process to most of the second language learners. How to make the learning experience more engaging is the biggest challenge. Keeping the learner's interest and motivation was always my top priority during the design process. At the end, I designed a video based learning mobile app "Quick Flip" for students to learn vocabularies.
MY ROLE
This project was partially individual work. During the research phrase, we worked in team that I had a partner to work together on the research plan and we were both responsible for all the execution tasks. Once we started the concept development phrase, it became an individual project that all of us worked on our own idea individually. I managed to do all the work from design, prototyping to user testing which allowed me to have a comprehensive experience of different roles in a design team.
Background

The Brief

At SCAD, students whose first language is not English are required to provide evidence of English proficiency. Students who cannot meet the school requirements will need to take the ESL Courses in their first year. For our project, those students are our primary users. To design a product that fit their needs, we wanted to understand their:

1. Current learning experience in class and outside school
2. Motivations in learning English
3. Key challenges and difficulties

Research Methodologies

Secondary Research

To expand my knowledge about language or English learning, I read online articles, journals and watch videos on Youtube and TedTalk. This process is to let me understand what I know and what I don't know so I could find a focus point in developing my solution in the later stage.

Research Methodolgies

Class Observation

We visited one ESL class and observed closely how and what students learned English in the lesson. The interactions between teacher and students helped us to build a broader understanding about the problem.

My Key takeaway:
It's my first time having chance to do a real observation for a design project. I realized it is much more valuable and interesting than I thought. Unlike doing secondary research or online survey, observation allows you to collect real time data and build empathy with your users as you can experience the same things in person.
Research Methodologies

Student Interviews

We also conducted individual interviews with students from different background. We designed a discussion guide to get to know each student how they learn English and their challenges or needs.

My Key takeaway:
It's my first time having chance to do a real observation for a design project. I realized it is much more valuable and interesting than I thought. Unlike doing secondary research or online survey, observation allows you to collect real time data and build empathy with your users as you can experience the same things in person.
Research Methodolgies

Teacher interview

We also conducted an online interview session with the ESL Professor through zoom. Through the Q&A session, we can understand the students’ challenge from a teacher’s perspective. She also shared a lot about her experience in teaching English and the tools she would use for teaching.

My Key takeaway:
Interviewing with an expert can give you a new perspective to see the problem. If we only rely on the users' perspective, we might fall into a bias trap and miss out some important information. I think expert interview is a good way to evaluate and validate our insights.
Opportunities

HMW Statements

I listed out the HMW statements as the guiding questions for me to develop the potential solutions.

Opportunities

Ideas Brainstorming

I brainstormed different ideas and put them together to review them one by one. Some of the ideas are not exactly a product but they are the interesting features or concepts that I would like to incorporate them in the product.

CONCEPT DEVELOPMENT

Building a Vocabulary App

I decided to make a learning app specifically tackling vocabulary learning. I stated 3 key directions how I would develop the product:

1. Incorporate with videos
2. Interest- based Learning Platform
3. Mobile friendly (Dictionary + Notebook)

CONCEPT DEVELOPMENT

Use Case Scenarios

After I confirmed my initial idea, I sketched out the scenarios how a user may use the app in the daily life with some sketches.

HI-FI PROTOTYPING

Interest-based Learning

Understanding users have different needs in learning English, Quick Flip allows them to select the topics that they are interested in to learn the vocabularies.

HI-FI PROTOTYPING

Update the Vocabulary List

Learning is a life-long journey. Once users completed a vocabulary list, they can always update the lists by adding new vocabularies or removing the old words.

Other UX Design Projects
The Brief
Research
Insights
Design
Deliver
Redesign