UX Case Study

Voxmoon- a mobile app

Voxmoon- a mobile app

Mission Start. Learn words. Earn rewards.

Mission Start. Learn words. Earn rewards.

Overview

Overview

Overview

Voxmoon is a language learning app aimed at helping individuals 18 and older, specifically university/college students learn language terms in a fun, easy way that works with their busy schedule. This is especially relevant for students studying abroad.

Understanding the Problem

Understanding the Problem

Understanding the Problem

Before touching anything related to design, I wanted to understand my users’ needs and pain points better to start building my problem statement aligned with a targeted user centered product, so I conducted a competitive analysis of current vocab learning apps on the market and conducted preliminary user interviews.

Competitive Analysis

This stage in the process allowed me to examine both the negative and positive feature aspects of other apps in the market. My findings provided me insight into possible target audiences, user goals and pain points, informing me of what the problem is, as well as what has been attempted to solve it.

Anki

Positive Unique UX Features

  • The ability to customize your terms cards within the app including adding images or audio clips

  • The ability to export cards for offline use

Quizlet

Positive Unique UX Features

  • The ability to find user card sets aligned with your college/university and specific classes

  • The ability to set term language


Brainscape

Positive Unique UX Features

  • The ability to download decks from a class of interest

  • The ability to use professional class decks and not only user decks

  • Clear non-abrasive advice for how to use each function


Positive feature aspects all apps shared were kept in mind including:


  • ability to sync information across all apps

  • multiple options to review or study terms

  • ability to see number of terms you’ve studied

  • ability to access shared decks

  • ability to create your own cards, folders or decks


In some apps these features were absent or lacking:


  • Ability to see your specific progress when studying

  • Ability to see a timer to accurately measure how long it takes to answer

  • Ability to set goals

  • Ability to create study plans

  • Ability to set reminders

  • More ways to customize your cards or learning options


Examining positive features gave me an ideas of what successful feature aspects I could adapt in my own app. Examining competitor weak points gave me an idea of what other study apps lack and what could be added to my app to better meet user needs.



User Interviews

In order to come up with solutions / features that will be helpful for users, I conducted 5 interviews with users who had experience, especially current experience in studying new vocab in-person and over Zoom. I looked at the purpose of their studying, their habits, study methods, their feelings and difficulties in learning new words.


After gathering insights from interviews, I identified common actions, thoughts and feelings, users had which indicated their needs and pain points.


DOING


  • Studying a new language through an app (Duolingo), flashcard app or through online resources (books, forums, blogs, ebooks)

  • Studying occurred in the morning, evening or in between chores and tasks during the day

  • Frequency occurred at least multiple times a week, once to a few times a day, mostly for 5-15 minutes at a time


THINKING


  • Difficulty learning on your own

  • Wishing for more speaking opportunities

  • Difficulty to retain learned words in conversation

  • Would like authentic materials


FEELING


  • Enjoy being able to use learnings in real life (meetings, conversations, etc.)

  • Enjoy when it doesn't feel like studying

  • Enjoy when it's authentic materials

  • Like apps that have colour, game function and show stats

Primary User Persona

Primary User
Persona

User personas were created from the information gathered in user interviews and competitive analysis. They were used to encourage a user centered approach by describing our target users and figuring out what exactly they need from the product to be designed.

User Problems

  • “I want to study in a short time frame, so that I can study after I’m finished school work or before I start my classes in the morning and be able to go to bed and get to my classes on time.”


  • “I want to be able to study terms again and again at different time gaps, so that I can better remember words . “


  • “I want to be able to be aware of terms I have difficulty with and practice those terms more, so that I can improve.

  • “ I want to use authentic materials and learn terms in context, so that I can apply what I learn in real life.”


  • “I want to learn correct pronunciation and practice speaking , so that I am comfortable doing so in real life with accuracy. “


  • “I want to study in a fun way, so that I’m more motivated to study and it doesn’t feel like more work.”



Problem Statement

Users 18 and older needs a way to study terms in a fun easy way because they're busy with school work most of the day and don’t want to be bored. We will know this to be true when we see that users are spending more time studying and maintaining their studying habits due to increased motivation. 

Information Architecture

Information Architecture

Information Architecture

User research findings were used to generate pivotal user tasks for the app based on user problems and needs. User flows were used to plan out intuitive user task flows and navigation.

Wireframes

User flows were translated into initial paper wireframes.

Task 1: Review and learn new terms in a fun way for a short time frame

Task #2: Upload new vocabulary words and definitions


Testing

To further iterate on the designs and make improvements, usability testing was conducted over Zoom and in-person for 6 individuals.

Improvements

Marvel Prototype

Next Steps

  • Summary: needed more explanation for app concept and less icons with more intuitive meanings

  • How can we improve?

    • Card sort

    • More usability testing with added complexity

    • Develop user flows for additional tasks

    • Create a task for usability testing for onboarding

    • Reduce any more clutter and stagger or remove any unnecessary pop ups or notifications (too many intro screens?)

    • Create more tasks to check usability of specific icons for functions such as adding a picture to a term card when uploading a term


Learnings

  • Less is more

  • Keep copies of all your wireframes to keep track of your progress and in case you need to go back

  • Usability testing is helpful in diagnosing suspected or unknown usability issues

  • Onboarding and/or intro screens are essential in avoiding potential issues as users use the app and also to develop user interest


  • Less is more

  • Keep copies of all your wireframes to keep track of your progress and in case you need to go back

  • Usability testing is helpful in diagnosing suspected or unknown usability issues

  • Onboarding and/or intro screens are essential in avoiding potential issues as users use the app and also to develop user interest


Bianca Serkhanian

UX /UI Designer

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