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Scope: UX Research, Concept Sketch, Wire-frames, Prototyping, Usability Testing and Concept Presentation
Project Brief:

Gauge’s mission is to make learning a new language a quick and easy process through bite-size learning modules. They are best known for their learning analytics that allow students to monitor their progress and meet learning milestones. They are a web-based learning platform that has primarily been used in traditional school settings, and they are looking to expand with a new mobile app that will be available to the everyday consumer. With the launch of their new app, they aim to increase traffic flow by targeting users 18 years and older and raise the number of full course completions. They have hired you to design their new language learning app to meet the needs of their new user base.

The Ask:
  • Shift the focus from web-based platform to mobile app

  • Increase the user base from school students to 18+ users

  • To monitor the progress of the users

  • Meet different learning needs

Market Opportunities For Language
Learning Platforms
Competitive Analysis
Competition Topical Observation


  • Is the most popular learning app in the market

  • Has self paced interactive learning lessons

  • Users find it fun and engaging

  • App has gamification features and cute micro interactions

  • App has a in app reward system


  • Has interesting scenario-based learning which is unique

  • Has bite-sized enacted videos which again is unique

  • Conversation is again a useful feature in the app

  • Paid subscription unlocks all the content and runs the app Ad free


  • Has self paced interactive learning lessons

  • Only a sample content is free

  • Has live class rooms

Research Methodology

Qualitative research:
A set of users were interviewed on their language learning practices and tools


Affinity Mapping:
Data points collected were grouped to identify the patterns.


Insights were drawn from these pattern to define problem statement.

Affinity Mapping & the 'I' Statements

Research Insights:


  • Users think social interaction is essential for learning

  • Users have different preferences

  • Regular practice is critical

  • Existing apps are not good enough for stand-alone learning

Defining the Problem Statement & the ‘HMW’

Problem Statement:

A language Learning enthusiast with busy schedule needs an engaging language-learning platform to learn on the go.

How Might We Statement:

How might we Integrate Academics with fun experience in a learning platform.

User Persona and Storyboard
Our Unique Proposition
  1. To make travelling a compelling reason for learning a new language

  2. To facilitate learning on the go

  3. Help users track their learning progression

User Flows and Iterations

Multiple user flows and sketches were explored before narrowing down on the final flow and idea.

User Flow -1
User Flow - 2
Low-Fidelity, Mid-Fidelity Wire flow

Check My Progress:

  1. Check your progress in all 4 skills

  2. Learning Streak

  3. Leader board

  4. Take test

Learn About the language:

  1. Know the history and geography of a language

  2. People and cultural background

  3. Popular content

Proposed Features of the App

Language Learning:

  1. Scenario-based learning: Learn from real life scenarios

  2. Short Videos: Native language speakers in conversation

  3. Translate on the Go: Translate with AI assistance while traveling

  4. AI Tutor: Learn all four skills of a language

  5. Connect and Learn: Connect with the community, converse and learn

Primary Screens: Flow and Screen Anatomy
Learning Screen: Flow
Scenario Based Learning: Flow
Translate on the Go

So far…

  • User research & defining the problem

  • Ideation and concept sketch

  • Defining the user flow

  • Mid-fidelity wireframes of the screens

  • Prototyping

  • Usability testing conducted for ‘Scenario based learning’ and ‘Translate on the go’

What’s Next?

  • Wireframes of the remaining screens

  • More usability testing and iterations

  • Visual design

  • Final usability testing after visual design

  • Handover

Learnings from the Project:
  1. Conducting User Interviews and Competitive Analysis

  2. Creating User Persona and Empathy Mapping

  3. Defining Problem Statement

  4. Creating Wireframes and Prototypes

  5. Conducting Usability Testing

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