Berta Rincon

Case Study

Vernaculus

A visual-engaging app to learn new vocabulary, everywhere you are

part one

Project overview

The product

A new visual-engaging app to learn new vocabulary that creates the habit of this learning into a normal life routine.

Vernaculus (Latin) – Vernacular The form of a language that a particular group of speakers use naturally.

Duration

3 weeks in May 2023

Role

UX Designer for the Vernaculus app from research and conception to digital wireframes

Tools

Pen & paper
Marvel
Figma
Zoom

Responsabilities

Conducting a competitive audit
User research & interviews
Creating User personas
Defining User flows & information architecture
Paper and digital wireframing
Low and mid-fidelity prototyping
Conducting usability studies
Iterating on designs

The problem

Design a visually engaging app to learn new vocabulary that creates the habit of learning a new language into a normal life routine where users can easily learn and practice new vocabulary making the process of learning suitable for lots of users.

Addressing the user needs

1

Make it easy to learn new vocabulary.

2

Allow users to save vocabulary to review it later.

3

Scheduling reminders.

4

Keep users engaged and motivated.

The solution

New and old language learners need to create a habit in their routines to learn and speak fluent language(s) because they may need to find a new job in a new country or they would like to travel and feel independent or they would like to maintain their brain healthy.

User sentiment

1

Takes effort to create a new habit of learning a new language.

2

Giving up is easy.

3

Learning without context doesn’t help to keep the motivation.

4

The learning process is frustrating.

Desgin Process

Empathise

Define

Ideate

Prototype

Test

Desgin Process

Empathise

Define

Ideate

Prototype

Test

part two

Understanding the user

User research

To better understand how people learn and what to expect from a vocabulary and learning app I conducted interviews gathering insights to create user personas and user stories.

I cover a range of ages, gender identity, ethnicity, professional careers and use of any language application in their lives.

Primary user groups identified through research:

  • Junior workers who want to find their entry-level position in a different country.
  • Young adults who want to resume learning a language.

Addressing the user needs

I feel frustrated because I recently gave up after three months of studying French.

Mother of two kids & Marketing Manager

I feel frustrated trying to remember new vocabulary and I have to repeat it again and again without any context.

Software Engineer

I feel frustrated because I can’t remember the new vocabulary and I can’t communicate as well as I could do it in my language.

Office Admin

User persona

One fictional persona was established to represent the needs of a larger group of users.

The persona was used to build empathy and stress-test designs to ensure I make the best decisions for the users.

Problem Statement

Sophia, an industrial engineer, needs a way to create a habit in her routines to learn and speak fluent German because she recently moved to Berlin and is looking for a job.

Hypothesis

We believe that by designing a visual-engaging app to learn new vocabulary that creates the habit of this learning into a normal life routine for Sophia, we will achieve the chance to keep learning and not give up when learning new vocabulary which will help her to find a job in Berlin.

User flows

Based on my user persona and her goals, I mapped out the user flows to identify the pages or screens for the app.

part three

Starting the design

Low-fidelity wireframes

Using pen and paper at the beginning helped me to quickly understand what you need to achieve. It allowed for rapid iteration and being able to address user pain points most effectively.

Digital wireframes

I built digital wireframes in Figma. I organise content using Gestalt Laws such as similarity and proximity. I also apply the Principles of Design to shape the overall design such as clear hierarchy and unity.

Low-fidelity Prototype

The low-fidelity prototype connects all the wireframe screens. Using the early interactive model, I analysed functionality without building the actual product.

Usability study

The low-fidelity prototype was tested in a usability study, where users were tasked to complete the core tasks following the Research plan: 
Onboarding and Sign-up; Select new language; Set up a habit; Save a new word.

After research, insights were implemented into the next design iteration. 

Study type

Moderate usability test study remotely and in-person

Location

Sydney, Australia

Sessions

15 to 30 minutes length

Participants

The study will test 5 participants

Insights

Onboarding Process

Onboarding Process

Most users found the Onboarding and sign-up very simple to complete although some of them didn’t understand very well the testing page.

Select new language

Dashboard

Most of the users found out easily. Although one of them thought that adding a new language would be part of the profile settings.

Set up a habit

Topics & Labels

In general, the feedback received was that "Habit" is not the right term to use for learning a new language. While the participants followed the instructions correctly, they would have found it more appropriate to use a term like "Goals".

Save a new word

Topics & Labels

Most users found the Bookmark feature confusing at first glance. They expected it to be more like a "Your favourite words" section with heart or star icons. Instead, they suggested a search bar and categories to organise their bookmarks, making it easier to find and review them later.

part four

Refining the design

Iteration

Task 1 revision:

Allow the users to start the course later by adding a button to go to their profile.

Task 2 revision:

Allow users to add a new course through their profile pages.

Task 3 revision:

Change the category title “Habits” to “Goals”.

Task 4 revision:

Change the bookmark icon for a Start icon.

part five

Project retrospective

Challenges

  • Understanding the user’s needs and goals: It can be difficult to understand what users need and want, especially at the beginning of the design process.

  • Prototyping for different user paths: Designers need to consider all of the different paths that users may take, not just the perfect happy path.

  • User testing: User testing can be humbling, but it is essential for creating a user-centred design.

Learnings

  • Start with pen and paper: Starting with pen and paper can help designers to brainstorm and sketch out ideas without getting bogged down in the details.

  • Iterate early and often: Designers should iterate on their prototypes early and often, and get feedback from users early in the process.

  • Be humble: Designers should be open to feedback and willing to change their designs based on what they learn from user testing.

Next steps

If I had more time, what else would I do?

  • Refine the wireframes from low-fi to high-fidelity.

  • Usability studies with the high-fidelity prototype and continue iterating.

  • Explore emotional design for user engagement such as the Wheel of Emotions and the three levels of design by Norman.

  • Accessibility considerations.