A Mobile Application for Learning Vocabulary

UX Design Case Study

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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.

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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.