UX Research on learning app

Define the challenge

UX Design Process = Design Thinking Process

  • Empathize
  • Define
  • Ideation
  • Prototype
  • Test

Empathize: to understand users’s needs. frustrations, aspirations toward their goals and their experience.

Define: to define the user based on the collected insights.

Ideation: to find alternative solutions that match user aspirations.

Prototype: to test the solution, make usability test with users and iterate on the users.

  1. Empathize

Do user research: survey, user interview, recognize insights, understand problems, relationships to the problems, couple information with market analysis to understand what was proposed by the competitors and their positioning. Understand the need of our users, understand where are their expectations in the market.

Do competitor analysis.

Do market analysis

Do studies: do Interney studies instead of making survey to find the insights on the target user.

Do user interview: to get insights about what they think.

2. Define The User

Do User Persona

Do Storyboard & recognize their pain points

Point out the problem statement

Part 2

Download the data and identify areas that we could dig into

Do User Persona. Important to have it in mind as part of a user-centered design process.

Do User Journey: to visualize via a timeline the different possibilities to satisfy the users. Put in the user’s shoes is key to identify pain points. Then recognize their paint points through the journey.

Identify the problem statement

3. Ideation phase

Tools:

Draw User Flow

State out the solution

Create lo-fi, mid-fi wireframe to present Information Architecture

Create a mood board: to express the spirit of the app based on pre-defined keywords

Create style tile by defining typography, colors, icons, and illustrations. Think about style across screens, visual elements, and their interactive properties. Alignments, spacing, and consistency in the icons, shapes, and colors were key elements to guide the user and keep usability heuristic in the design.

Part 2

Do site map: to ensure that every part of the application was reinforcing the goals

Do user flow: to release a MVP, can use this for a sprint to focus on the main functionalities.

4. Prototype

Do desirability testing: to see what the design conveys

Do usability testing: to see if the solution works well. Can use wireframe or a prototype built by Marvel, or any frameworks. Test with users by letting them experiment with the app while observing them.

Can use the hi-fi prototype to check if all the design elements are correctly understood and see how can create a better experience with users.

Part 2

Create mid-fidelity prototype: to present information architecture elements, test with users in an interview, correct some elements and mechanisms that had not been understood by the testers.

Create moodboard

Create style tile

Create hi-fi prototype

5. Test

Do usability tests

Do desirability tests

Do AB testing on the different home screens

References:

https://uxplanet.org/smart-people-inc-ux-case-study-df625ca803ee

https://blog.prototypr.io/ui-ux-case-study-language-learning-app-d8824807ea53

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