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FAVORS a language learning app Case Study

Context
Design a mobile app that empowers children (5 to12 years old) to learn a new language.

Problem
Learning a new language can be fun and interesting to young children however children’s lives have become increasingly busy and it’s hard to find the time to commit to learning a language. In addition, because of children’s shorter attention span, it is hard to stay motivated once they start. 

“How can we encourage children to learn new languages when their time and motivation are limited?”​​​​​​​
Process
After conducting qualitative research, I discovered that children are driven by game competition and social connections. Additionally, my findings show that 3 out of 5 kids acquire language skills through educational TV cartoons or YouTube videos.
I decided to take advantage of this behavior and incorporate video watching and games into language learning. I believe this unique solution will help motivate kids to keep learning. 

To address the problem of time constraints, I envisioned short learning modules. These 5-10 minutes modules will be presented as fun interactions such as competitive games among kids, and entertaining interactive videos. 

Lastly, as working with children is subject close to my heart, I drew upon my own experience as a former healthcare worker. Over the years, I found nothing brings out a child’s best foot forward than good humor. I fully intent to invest on this emotional tug by sprinkling comical situations throughout the app.

“As a healthcare worker, I found nothing brings out a child’s best foot forward than good humor.”
I created my primary persona Andy, a middle schooler, who loves to play video games, and is in a baseball little league. With the help of Andy and my user stories I was able to identify  four key tasks as important. 

1) Learn vocabulary words in a fun way
2) Play games to learn sentences
3) Compete in games with other kids to reinforce learning
4) Watch cartoons to save new words

I developed a basic site map for these features followed by their task flows.
Next, in pencil and paper I sketched Task 1, Learn a word (Vocabulary), and Task 2, Play games to learn sentences (Practice).
I proceeded to create mid-fidelity wireframes and a prototype for these features which were then tested by users in my target audience.
User testing identified several concerns that needed addressing. The primary issue was the absence of a navigation bar, making it challenging for users to locate the main categories page – Words, Games, and Videos. Additionally, some users found it difficult to spot the burger menu and back button, noting that they were not prominently displayed.

To address these issues, I introduced a bottom navigation bar, placing the home button in the center for easy recognition, inspired by the well-known design of the iPhone. The buttons were redesigned with contrasting colors to stand out against the navigation bar, enhancing their visibility.
After analyzing the user feedback from my mid-fidelity prototype, I enhanced my features and developed a high-fidelity prototype.
To further progress, Flavors will proceed with conducting additional usability tests to evaluate the new iteration and the effects of the enhanced detail on usability.
Learnings
Throughout this project, I discovered an intriguing aspect: designing a product aimed at two distinct target audiences. On one hand, you have the direct users – children, and on the other, the indirect users – parents who purchase the product for them. Moreover, there is the added complexity of identifying which parent is the main decision-maker in seeking or buying the product. As a UX designer, it is crucial to factor in the goals, worries, and wishes of the parents to develop a successful product.
FAVORS a language learning app Case Study
Published:

FAVORS a language learning app Case Study

Published: