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Brave New Words
UX/UI Case Study
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Project Brief
Brave New Words is an interactive vocabulary learning mobile app developed for a target audience of 16 - 24-year-old high school and college students. Brave New Words, employs methods and styles of learning that include learning vocabulary through reading excerpts from classic literature, current news articles, biographies, song lyrics, and playing games. Flashcard vocabulary words are available for learning by subject matter relevant to high school, college, and graduate school students.
The Problem
Students need a way to learn words based on the college courses they are taking and be able to add words while taking notes in class. They also want to study vocabulary in short uninterrupted time increments and have various ways to learn vocabulary. Many students wanted to learn words by reading different articles, news, fiction etc.
The Solution
We believe that by adding and creating a customized category of vocabulary words based
on Sebastian’s courses and allowing him to add his own words during class, we will make Sebastian’s experience more individualized and relevant for his college experience. Brave New Words will offer more learning styles to make learning more fun and rewarding.
The Development Approach
1. Discovery
Understanding the Problem
Using the Double Diamond Strategy helped me understand the problem and remove bias allowing me to discover, define, develop and deliver. Conducting research then narrowing the scope to define the problem then iteration and validating the approach.
C H A L L E N G E 1
Sebastian is a new college student and he is focused on his transition from high school to college. He really wants to make sure he is organized and learns vocabulary based on subjects he is taking.
C H A L L E N G E 2
Sebastian is a very busy college student and only has short incremental times to be able to study
vocabulary. He wants to be able to study without being interrupted by social media notifications.
The User Interviewees
Role
UX Researcher
UX Designer
UI Designer
Tools
Sketch
Balsamiq
Figma
Adobe XD
Invision
Craft
Optimal Sort
Usability Hub
Photoshop
InDesign
Illustrator
Skype
Facetime
Zoom
Slack
Keynote
Typeform (surveys)
Vidyard
Loom
COMPETITIVE ANALYSIS
Meet the competitors
2. Concepting
User Proto-Personas
From the interview process findings, I was able to create a strong persona that would in turn help me decide what the most important features of my app would need to be created. For this project I only created one persona from the 5 interviews.
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3. Prototyping & User Testing
Prototyping
All Levels: Low, Mid and High Fidelity Prototype comparison
1
Open App
2
2
Splash Page
Usability Testing & Summary
The primary purpose of a usability test is to improve a design. In a typical usability test, real users try to accomplish typical goals, or tasks, with a product under controlled conditions. Researchers, stakeholders, and development team members watch, listen, collect data, and take notes.
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3
Login Page
4
Existing User
Dicovery
Concepting
Prototyping & User testing
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