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Speakdual

Time Period
3 months
My Role
Competitor Analysis, Heuristic Evaluation, Usability testing, Wireframing, Prototyping 
Goal

My focus was on designing an app which will help users learn a second language using user centred gamification techniques.

Outcome

Designed interfaces based on my extensive user research which can properly utilise the use of gamification techniques to enhance the user engagement while learning a new language

Design process
Define
Competitor Analysis
Heuristic Evaluation
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Usability Testing

Evaluation

Design

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Design Overview

My focus was on designing an app which will help users learn a second language using user centred gamification techniques. This research is based on incrementally improving the existing solutions. The focus was on gamification techniques and application of gamification techniques to make the experience of learning a second language more engaging for the users.

The Problem

People want to learn new languages using their smartphones in a fun and interesting way that fits into their busy lives but the options are limited and may not be engaging enough

The Solution
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Following problem definition, I proceeded with the design process, brainstorming techniques to address the identified problem. I devised this research process after reviewing multiple papers. Based on my research I came up with these solutions

UX Research

Competitor Analysis
My competitor analysis was focused on Duolingo, Memrise, and Busuu
This evaluation provided insights into the app's gamification techniques, guiding the design of tasks for heuristic analysis and usability testing
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Competitor Analysis Sample

Heuristic Analysis
After conducting competitor analysis I conducted a thorough heuristic analysis to find out more about implementation of gamification methods. The choice of Duolingo, Memrise, and Busuu for expert evaluation was based on several key factors.
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Design Takeaways from Heuristic Analysis

1

The language selection process during onboarding should be straightforward and user-friendly.

2

The design should clearly mention the rewards for completing the daily challenges, quests or maintaining a streak for a period of time

3

Design improvement in daily challenges/tasks page which will enable users to easily find the required tasks and reward for completing it.

4

Home page should follow minimalist approach which will help users take faster decisions and reduce cognitive load of the users.

5

Icons should be selected such that they are easily recognisable by the users.
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sample of my heuristic analysis
Usability Testing
Criteria for selecting the users
  1. Age between (22-45)
  2. Want to learn (Japanese)
  3. Have tried learning new language using a mobile application
  4. Have experience using mobile applications
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Questions used for testing with the users:
I. Open Duolingo/Memrise/Busuu and proceed till the initial lesson and while doing so please share your thoughts a. What did you find easy or challenging during this process?
b. Did you encounter any difficulties in navigating or understanding the app's layout?

II. Now, select a lesson and complete it. Please provide your thoughts on the lesson structure, interface, and overall experience.
a. Were the instructions clear and easy to follow?
b. Do you find anything which is engaging while you are learning?
c. Did you encounter any obstacles while progressing through the lesson?

III. Please attempt to maintain your streak and share your observations about the streak feature.
a. Was it clear to you how to keep your streak going?
b. Did you find the rewards for maintaining the streak?
c. Was it easy to find the streak counter?

IV. Your next task is to locate the daily goals feature in the app. Please navigate through the app and describe your experience.
a. Were you able to easily identify the daily goals section? Why or why not?
b. What did you find engaging about these daily goals feature?
c. Did you find anything difficult to understand on this page?

V. Which app you liked the most and why?
VI. Which app motivated you the most to engage with them daily?
VII. What suggestions do you have to make these apps more motivating to use?
VIII. Do you have any final suggestions you would like to share?
Following a heuristic evaluation, I held usability testing sessions with 5 users via Zoom calls to validate findings and uncover common insights
Final Design Takeaways

These are the insights I came up with after conducting heuristic evaluation and usability testing

1

Users should not be asked to sign up immediately till they have understood what they can gain from the app.

2

Users should receive all the details necessary while onboarding to make it easy for them to take faster and meaningful decisions.

3

Home page should be minimal and all the elements should be easily recognized.

4

The progress bar ought to display essential information, such as percentages or numbers, to help users gauge the remaining tasks or lessons

5

Users should be easily able to identify the rewards for completing any challenge or maintain streak.

6

The interconnection of rewards plays a pivotal role in crafting a captivating user experience.
Low-Fidelity Wireframes
  • After gathering significant information about design patterns and usability I started designing the wireframes in Figma because I didn't have time to create paper wireframes
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High-Fidelity Wireframes
  • These are the final wireframes which I designed and tested on users to iterate my design
  • I designed wireframes for various user journeys, including the following examples in Figma
Final Evaluation by Usability Testing
To conduct the final evaluation, I employed the same methodology as in the previous user testing session. Testing the app I designed provided additional design insights, highlighting areas for improvement in future design sprints. Overall, the users were satisfied with the design and found the elements engaging. The users also pointed out that they found the rewards meaningful and understood the use of rewards which was missing in the competitors design. Based on the results I found out the importance of designing the gamification the right way.
Conclusion
Gamification techniques can be helpful and engaging for users if designed the right way.
Users found the newly designed app engaging and easy to understand and thought the rewards were meaningfully designed enhancing the usability of gamification techniques
Reflection
If I had more time, I would begin by testing a low-fidelity prototype before advancing to the development of a high-fidelity design prototype. Additionally, I would consider conducting a diary study to observe user behavior over time. I am also keen on exploring tailored gamification, a concept I discovered during my research, and I am eager to delve deeper and conduct tests to assess its effectiveness.
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