Languify

UI/UX
Web Application
Team:
1 of 3 UI/UX Designers

My Role:
UI/UX Designer
Team Lead

Duration:
5 Weeks

Tools:
Figma
Figjam

Overview

This project is what Springboard calls the Industry Design Project (IDP). The purpose of the IDP is to give Springboard students the opportunity to work on real life UI/UX Design projects with a client and other students. Myself and two other Springboard students were matched with Languify. Languify is an online platform that helps users speak English more fluently. Languify does this by offering courses, games, and practice exercises. They have created multiple practice exercises, each focusing on different aspects of the English language. They are able to use AI to give the user feedback on spoken exercises, written exercises, and video exercises. These practice video exercises can be conducted alone or within a group chat with other users who also want to speak English more fluently. 

Business Goal: 

Languify wants to grow their number of users and introduce a subscription model. They feel they can accomplish this by redesigning their web app to be easier to use, by giving the users opportunities to share their accomplishments on social media, and/or refer the Languify platform to their friends.

Problems:

  • The aggressive schedule did not leave room to do in depth primary research, specifically interviews and usability tests on the current version. 
  • The information architecture and section names needed to be reassessed. 
  • The overall usability of the site was poor. 
  • The visual design of the site was weak and inconsistent.

Challenges:

  • Limited amount of time to redesign the majority of the web app. 
  • Time difference between the UI/UX Team (PST) and Languify (IST).

Solutions:

  • Ran a heuristic evaluation, competitive analysis, and synthesized existing collected feedback and data. 
  • Redesigned the structure of the site and updated names of the sections to make the site easier to navigate and understand. 
  • Updated the visual design and implemented well known components and patterns to help with usability and flow.

Languify partnered with Springboard to have their site application redesigned to be more intuitive and welcoming for users. Since we only had 5 weeks to work with them on this project, we had to prioritize and adjust the usual user centered methodologies to best meet the client’s needs within that time frame. Since we were only able to work on so many screens and pages we spoke to Languify letting them know they could request a second team to pick up where we left off and to work on other features that they have plans for. With the 5 week deadline and knowing another team will be coming on board we developed a project plan that laid out the scope and timeline for our deliverables. We broke it up into 3 phases.

Phase 1 (2 weeks)

  • Introductions, gathering information, and planning
  • Heuristic evaluation, competitive analysis, and synthesis of current site feedback and information. 
  • Redesigning the site map.
  • Creating new user flows using the new site map. 

Phase 2 (2 weeks)

  • Redesign and iterate the pertinent screens into Mid-fidelity to be prototyped and tested in the next phase.

Phase 3 (1 week)

  • Conduct moderated usability tests with 5 users.
  • Synthesize the research.
  • Iterate on the screens and flows.
  • Update screens to hi-fidelity for delivery.
  • Prepare deliverables and files to hand over to the next team.

During the first week of working with Languify and my team, I took on the role of Team Lead. This consisted of being the point of contact for the client, speaking for my team at the majority of the meetings with the client, setting agendas for team meetings and client meetings, helping my team to stay on task during meetings and to accomplish what we set out to do during the meeting, and I was able give UI feedback due to my years of experience as a graphic designer.

Discover: Empathize

Truncated Research Process

Since my team and I had limited time for this project we decided not to do any primary research of our own but instead relied on the data that was compiled by Languify. One of our team members began analyzing and synthesizing this data. We also looked at the other UX assets that they had, such as user journey maps. This gave us a good starting point to understand the user and the pain points they were having with the current site. 

Another teammate did a competitive analysis so we could have a better understanding of what similar companies are doing,what to implement, and what to avoid. 

I worked on assessing the current site's usability by running a heuristic evaluation based on Jakob Neilsen’s 10 general principles for interaction design. The heuristic evaluation helped us decide what areas needed more work and refinement.

Key Findings

After each of us completed our tasks we put together a report with our findings. This list gave us things that we could implement and change currently, and also gives Languify some things to think about for future versions. 


Address Now:

  • Ease of login: Users are not keeping up with Languify as a way to practice their English regularly. Users were not kept logged in to encourage repeated use.
  • Users need digestible data: Several users found the technical report/analysis page to be hard to understand and didn’t have specific directions in how they can improve in the areas they’re lacking.
  • Trustbusters: Pages have dead-ends or broken experiences that did not instill trust in the product. Inconsistent navigation, components, elements, and screens can corrode the trust of users.
  • Graphics and Visual instructions: Next steps and expected course routes for users were missing. Clear instructions on what the options and next steps were needed..
  • Visual organization and consistency: A lot of the usability issues found can be addressed (to a point) by creating a logical hierarchy and organization to the product as well as consistency in visual components and elements.
  • Correct, clear, and concise language: A lot of the text throughout the product has grammatical errors and spelling errors. The language used in certain areas, such as instructions, isn’t clear and may not use simple language. These aspects will also make the product questionable since the purpose of it is to help users learn English.


Suggestions for Future Versions:

  • Goal, progress, and notification system keeps users engaged: User engagement can be improved by setting a goal in the beginning of learning and reminders to stay on the track of course.
  • Gamification: A lot of edutech applications have a way to collect points and redeem rewards by using them. There is also a leadership board to indicate the user’s standing. Some applications have puzzles, matching games, and stories to improve vocabulary.
  • Personalized level: Users can practice/play at the right level of difficulty and they can access the next level only after completing the previous one.

DESIGN: DEFINE & Ideate

Reassessing the Site Map.

From our findings we can see that the current site didn’t have a logical sense of hierarchy and organization for the different features and sections of the web based application. The top navigation was overcrowded with too many links. The names did not clearly define where it would send the user. This causes confusion, a lack of direction for the user, and decision fatigue. 

We went through the pages and organized them into logical groupings, cutting down on the clutter of the top navigation. While doing this we also renamed different sections and pages to make navigation clear and easy for the user. We cut the top navigation buttons down to 4 from 10. We did this by combining all of the “modes” into the “Practice” section, pulling “veteran mode” out as a separate link called “Mentor Call” combining the course section and games into the “Learn” section, and creating a dropdown menu to access profile/account information.

Updating User Flows.

After structuring the sitemap, we set out to create different user flows that a typical user would use. Doing so allowed us to see if we needed any additional screens or pop up modals. It also allowed us to better streamline some of the flows to make it easier for the user. 

Updating the Visual Design and Mid-Fi Mockups.

To help us get to our goal of delivering hi-fidelity screens at the end we decided to skip wireframes to start working on mid-fi mockups. We were able to do this since we were reusing some of Languify’s style guide and UI components. As my team started iterating and designing the mid-fi mockups another teammate and myself also edited and added updated design elements and components to the style guide as we worked through our screens. This process took a little more time but allowed us to expedite our process to hit our deadline.  

We split up the screens and each of us took on at least one of the more important and intricate sections/screens. Those screens are the dashboard, courses screen, practice screens, and analysis screens. 

In addition to several miscellaneous screens I was also responsible for the dashboard and the payment flow that included Unified Payments Interface (UPI). It is a real-time payment system that facilitates interbank transactions is very popular and widely used across India. Each brings their own different challenges to work though. 

We kept some of the original design elements such as the logo, main brand color, and typography. We then added more colors to the brand color palette, defined text sizes/styles, layout grid, components, and icons. 

We presented the mid-fi mockups to Languify for feedback and approval. After receiving feedback on our screens we built a prototype with the screens.

Validate Prototype & Test

Updating the Visual Design and Mid-Fi Mockups.

After creating the prototype we conducted 5 moderated remote usability tests, focusing on certain screens and flows. Languify helped us to procure these 5 users all of whom have had some experience with their current site. 

Through the testing we found that all users were able to complete the tasks assigned during the test. We didn’t uncover or run into any critical issues within any of the flows or screens. We synthesized the feedback and observations made during the interviews.

Some of the main findings were: 

  • The mentor section caused confusion regarding how to join a queue. There were also issues with red buttons.
  • Graphs and other measures of performance found on the dashboard and analysis screens weren’t clear and needed more context or explanation. 
  • The 1-9 rankings on the analysis screen were confusing and needed more explanation.
  • There were redundant buttons, unclear buttons, and unneeded steps on some of the practice screens. 
  • Some testers had issues with the instructions and instruction boxes in the practice section.
  • There were also issues with the visual design throughout the prototype. Most of these issues will be addressed after the style guide is completed and then implemented.

The tests also brought up some good questions and suggestions:

  • Will users be able to do other things within the site while waiting on a queue for a mentor call?
  • Having a peer review option whenever individuals participate in a group practice can add another layer of review and would help users better understand what to look for when speaking English.
  • A top 10 leaderboard would be fun for competition, increasing engagement.

Hi-Fi Screens and Delivery

We shared our findings with Languify to receive feedback and direction. We then began converting and iterating the mid-fi screens into hi-fi screens. 

  • To address the mentor section we reassessed the layout, tweaking the size and location of text and buttons. 
  • The line graphs were given labels for their x and y axes. Other measurement markers and graphs were given tools tips for added information. 
  • The 1-9 rankings were made more visual for quicker understanding. A tool tip is also available to learn more about it. 
  • Extraneous buttons were removed. Button icons were added to the instructions for better clarity. Steps were removed to streamline the process and to remove any confusion of what to do next. 
  • The instructions were updated to have icons and clearer language. 
  • We made sure each of the screens followed our design style guide and adjusted accordingly. 

As we finished iterating and updating the screens we prepared all of our research, findings, and design files for hand off to the next team of Springboard students. This team will be picking up where we left off and working on other features for Languify. We also put together some suggestions and next steps of how to pick up where we left off. 

  • Another round of usability tests on the hi-fi screens. Focusing on the Learn and Mentor screens.
  • Do more research on what users are expecting and looking for to be included on the dashboard and analysis screens (e.g. feedback, scores, etc.). 
  • Find ways to include more growth levers (e.g. refer a friend, social media share buttons, opportunities, etc.).
  • Design additional screens/features: recording history, account notifications in the profile dropdown, game screens, additional course screens, and site footer.

Results and Reflections

As a team we were able to redesign the majority of the web application into a better functioning and more usable tool to help users to develop their English fluency. By doing this we’ve added great value to the product that will allow people to easily use it and will use it repeatedly. We were also able to introduce a simple pay screen with the option to pay with credit card or UPI for subscribing and adding minutes. 

If we had more time to work on this project, I would have done more quantitative and qualitative research up front, specifically looking into what users were looking for on dashboard and analysis screens, how they would like to see their scores, and what they could do with that information. It would have benefited the project to do more usability tests, focusing on some of the more important or complicated flows to get more in depth feedback and data.