Cocadoo helps you learn, practice and master a new language with the help of flashcards.
Mentor: Javier González
Tutor: Tea Zbašnik
Duration: March 2019
Course by: Career Foundry
Cocadoo helps you learn, practice and master a new language with the help of flashcards.
Mentor: Javier González
Tutor: Tea Zbašnik
Duration: March 2019
Course by: Career Foundry
Cocadoo helps you learn, practice and master a new language with the help of flashcards.
Mentor: Javier González
Tutor: Tea Zbašnik
Duration: March 2019
Course by: Career Foundry
Cocadoo
Cocadoo helps you learn, practice and master a new language with the help of flashcards.
Mentor: Javier González
Tutor: Tea Zbašnik
Duration: March 2019
Course by: Career Foundry
Goal
Build a captivating learning environment using flashcards with rewards and by enabling the user to add their own words.
Problem
How might we provide an engaging language learning experience?
As 69,2% of people learn a new language out of their self-interest, it’s essential to create an engaging experience to keep the learner motivated and wanting to come back.
My role
Entire product design from research to conception, visualization and testing
Goal
Build a captivating learning environment using flashcards with rewards and by enabling the user to add their own words.
Problem
How might we provide an engaging language learning experience?
As 69,2% of people learn a new language out of their self-interest, it’s essential to create an engaging experience to keep the learner motivated and wanting to come back.
My role
Entire product design from research to conception, visualization and testing
Goal
Build a captivating learning environment using flashcards with rewards and by enabling the user to add their own words.
Problem
How might we provide an engaging language learning experience?
As 69,2% of people learn a new language out of their self-interest, it’s essential to create an engaging experience to keep the learner motivated and wanting to come back.
My role
Entire product design from research to conception, visualization and testing
Goal
Build a captivating learning environment using flashcards with rewards and by enabling the user to add their own words.
Problem
How might we provide an engaging language learning experience?
As 69,2% of people learn a new language out of their self-interest, it’s essential to create an engaging experience to keep the learner motivated and wanting to come back.
My role
Entire product design from research to conception, visualization and testing
I started by conducting a competitive analysis of 3 different language apps. Analysing some of the positive and negative features that could help in the development of the app.
I started by conducting a competitive analysis of 3 different language apps. Analysing some of the positive and negative features that could help in the development of the app.
I started by conducting a competitive analysis of 3 different language apps. Analysing some of the positive and negative features that could help in the development of the app.
I started by conducting a competitive analysis of 3 different language apps. Analysing some of the positive and negative features that could help in the development of the app.
To validate some of my initial assumptions and ideas, and to find out more about the language learning habits of my target users, I decided to conduct interviews and surveys with participants who fit into the target user base category. Most people who wanted to learn a language had similar issues from their previous experiences. From these insights, I found out that:
Hearing the new word:
When learning a new language, the user wants to listen to pronunciations of the original words, so they can confidently use it later.
Taking a test:
Having the possibility to take tests is crucial for understanding and remembering new words.
Adding words:
Users want to add their own words they found useful.
To validate some of my initial assumptions and ideas, and to find out more about the language learning habits of my target users, I decided to conduct interviews and surveys with participants who fit into the target user base category. Most people who wanted to learn a language had similar issues from their previous experiences. From these insights, I found out that:
Hearing the new word:
When learning a new language, the user wants to listen to pronunciations of the original words, so they can confidently use it later.
Taking a test:
Having the possibility to take tests is crucial for understanding and remembering new words.
Adding words:
Users want to add their own words they found useful.
Researching the needs and habits of the users
To validate some of my initial assumptions and ideas, and to find out more about the language learning habits of my target users, I decided to conduct interviews and surveys with participants who fit into the target user base category. Most people who wanted to learn a language had similar issues from their previous experiences. From these insights, I found out that:
Hearing the new word:
When learning a new language, the user wants to listen to pronunciations of the original words, so they can confidently use it later.
Taking a test:
Having the possibility to take tests is crucial for understanding and remembering new words.
Adding words:
Users want to add their own words they found useful.
To validate some of my initial assumptions and ideas, and to find out more about the language learning habits of my target users, I decided to conduct interviews and surveys with participants who fit into the target user base category. Most people who wanted to learn a language had similar issues from their previous experiences. From these insights, I found out that:
Hearing the new word:
When learning a new language, the user wants to listen to pronunciations of the original words, so they can confidently use it later.
Taking a test:
Having the possibility to take tests is crucial for understanding and remembering new words.
Adding words:
Users want to add their own words they found useful.
From the user research, I developed personas to define further the motivations of the different types of users, who would guide me in my design decision process.
From the user research, I developed personas to define further the motivations of the different types of users, who would guide me in my design decision process.
From the user research, I developed personas to define further the motivations of the different types of users, who would guide me in my design decision process.
From the user research, I developed personas to define further the motivations of the different types of users, who would guide me in my design decision process.
Considering the needs of the persona, I had an idea how to structure the app, but I needed to validate my initial thoughts by using card sorting and asking participants to organise a series of structural words into categories that make sense to them, giving me an idea into their mental model. Based on the user feedback, I could construct the structure of the app.
Considering the needs of the persona, I had an idea how to structure the app, but I needed to validate my initial thoughts by using card sorting and asking participants to organise a series of structural words into categories that make sense to them, giving me an idea into their mental model. Based on the user feedback, I could construct the structure of the app.
Considering the needs of the persona, I had an idea how to structure the app, but I needed to validate my initial thoughts by using card sorting and asking participants to organise a series of structural words into categories that make sense to them, giving me an idea into their mental model. Based on the user feedback, I could construct the structure of the app.
Considering the needs of the persona, I had an idea how to structure the app, but I needed to validate my initial thoughts by using card sorting and asking participants to organise a series of structural words into categories that make sense to them, giving me an idea into their mental model. Based on the user feedback, I could construct the structure of the app.
Using the personas' motivation as a basis, I created flows for the primary use cases of the app for the different types of users of Cocadoo.
Using the personas' motivation as a basis, I created flows for the primary use cases of the app for the different types of users of Cocadoo.
Using the personas' motivation as a basis, I created flows for the primary use cases of the app for the different types of users of Cocadoo.
Using the personas' motivation as a basis, I created flows for the primary use cases of the app for the different types of users of Cocadoo.
I tried to make the process of playing, creating a list and taking a test as smooth as possible, as they would be the main actions that are repeated multiple times.
I tried to make the process of playing, creating a list and taking a test as smooth as possible, as they would be the main actions that are repeated multiple times.
I tried to make the process of playing, creating a list and taking a test as smooth as possible, as they would be the main actions that are repeated multiple times.
I tried to make the process of playing, creating a list and taking a test as smooth as possible, as they would be the main actions that are repeated multiple times.
Once I had established the user flows I could start prototyping the primary screens. Using the rapid prototyping method a collection of low-fidelity paper prototypes were created. After some paper prototyping adjustments, wireframes, mid- and high-fidelity prototypes were created
Once I had established the user flows I could start prototyping the primary screens. Using the rapid prototyping method a collection of low-fidelity paper prototypes were created. After some paper prototyping adjustments, wireframes, mid- and high-fidelity prototypes were created.
Once I had established the user flows I could start prototyping the primary screens. Using the rapid prototyping method a collection of low-fidelity paper prototypes were created. After some paper prototyping adjustments, wireframes, mid- and high-fidelity prototypes were created.
Once I had established the user flows I could start prototyping the primary screens. Using the rapid prototyping method a collection of low-fidelity paper prototypes were created. After some paper prototyping adjustments, wireframes, mid- and high-fidelity prototypes were created
After some paper prototyping adjustments, I made it clickable using Invision. With the early user testing, I discovered vulnerabilities in the structure and interactions, thanks to the user feedback I could tackle the issues early on.
After some paper prototyping adjustments, I made it clickable using Invision. With the early user testing, I discovered vulnerabilities in the structure and interactions, thanks to the user feedback I could tackle the issues early on.
Improvements made:
Simplified the user flow
Reduced the numberof steps needed tocomplete the games
Created a reward system
After some paper prototyping adjustments, I made it clickable using Invision. With the early user testing, I discovered vulnerabilities in the structure and interactions, thanks to the user feedback I could tackle the issues early on.
Improvements made:
Simplified the user flow
Reduced the numberof steps needed tocomplete the games
Created a reward system
After some paper prototyping adjustments, I made it clickable using Invision. With the early user testing, I discovered vulnerabilities in the structure and interactions, thanks to the user feedback I could tackle the issues early on.
Improvements made:
Selected Works
QubikoUX Case study
Cocadoo-language appUX Case study
Vahur KubjaBranding, Web
BohoPackaging design
VouPackaging design
MoqqaPackaging design
BoldPackaging design
ADC*Estonia invitationEvent Identity