• Linguo: Language Learning App

  • Project Background

    Linguo, is a language learning app for those looking to learn foreign languages. It provides a game like process in which the user can learn and have fun at the same time so as not to lose interest and feel like the process of learning a new language is difficult and laborious. Linguo targets all levels of difficulty, from beginners to people who are more familiar with a given language. It also allows for communities to learn together with friendly competition and leaderboards.

  • Users

    Linguo’s users consists of college students and adults who are looking to travel and learn the local language. These users are individuals who are excited and willing to learn at a quick pace and only learn the essentials of what is needed to get by in a different country.

  • Research Findings

    User Research was conducted in order to receive feedback from users in order to create personas. One of which was Lupe, a 22 year old college student who is interested in studying abroad for 6 months and wanted to learn the basics of a language as quick as possible. Lupe is frustrated by the various language apps she has tried in the past, complaining about how they go straight into complex phrases without teaching the classics first. On top of that she wants to enjoy the process of learning a new app and be able to jump right into a quick lesson in between classes.

  • So, what’s the problem?

    Currently, the Linguo app is lacking in an engaging learning feature to help users get “hooked” to re using the app/

  • Ideation

    From what we learned of our users, I came up with new ideas represented in the Crazy 8’s approach. This helped to come up with new solutions to pain points.

  • Wireframe

    The first level of designs were created with the need of making the process of learning an interactive one. There “skill tree” feature provides a sense of achievement and adventure for the user as they unlock new levels of learning to obtain badges of completion and high scores. the screens are linear in construction to reduce the confusion of navigation.

  • Lo Fi Prototype

    Wireframes were put together into a functional and interactive prototype. Users were able to use the prototype use the app elements as a whole in order to discover any existing pain points and errors.

    Prototype

  • Research Plan and Usability study

    Our goal was to identify any struggles and errors users encountered while trying to complete the task going through one of the first levels in the learning app. A remote and unmoderated usability study was conducted in Jul 3-Jul 7. Each session lasted 15-20 mins, including the test and interview questions. 5 users were tasked with completing the 2nd level in the learning language app, Linguo. All participants ranged from ages 20- 35 years old, with a balanced number of male, female, and non binary participants. We took notes as the participants made their way in completing the task of finishing the first level of the Learning app.

  • Usability Study Insights

    Based on the data we received, we found that;

    1. Users found it difficult to navigate backwards through the app

    2. Users expressed the need for a “Hint” feature to help when they got stuck

    3. Users expressed the need for an audio recording of the pronunciation of the characters to help them learn better and faster.

  • Mockup

    Colors, icons, and and logos were added to the design to create hi fidelity versions. the feedback from the usability study was implemented and the pain points were adjusted. A hint, audio, and back button were added to the corresponding pages.

  • Hi Fi Prototype

    A functioning prototype was then created to simulate a live app with corrections made and pain points corrected, the hi fi prototype was then presented to stakeholders.

    Prototype

  • Accessibility Considerations

    To ensure that accessibility was addressed, we included assisting features, such as audio recordings, hints, and easy visuals.