A Mobile Application for Learning Vocabulary
UX Design Case Study
Goal
The goal of the project is to design a vocabulary, flash card app to make users practice languages, enjoy the app with games, and see their progress.
Duration
The project lasted for 1 month and concluded with the creation of a prototype.
Methods
Competitor analysis, user interviews, personas, information architecture, low-fi wireframes, and user testing.
Overview
Tools
I employed design tools like
- Figjam
- MockUp
- Marvel
- Illustrator
- Draw.io
My Responsibilities as a UX Designer
- User Research
- Competitor Analysis
- Personas
- Low-Mid Fidelity Wireframes
- User Testing
- Iterations
- Prototyping
Insights
Challenges
However, the deciding the concept was a challenge, it was enjoyable to gather the information and create a gamification idea out of it so that user would learn the language with joy and more easier.
Takeaways
As a designer, I aimed for a look that stands out but still feels connected to the banking concept, giving users a relaxed and confident vibe.
Telling a good story is crucial – one that's convincing and practical. Also, considering the audience's behaviours and personal details when creating it.