Mr. Kim

Overview
Mr. Kim is a Korean Learning App that not only focuses on learning through conventional textbook curriculum but also giving tips that may not be taught formally.

In addition, Mr. Kim offers unconventional features that can stimulate students’ will to learn such as connecting with other students all over the world and exchanging rewards filled with Korean-related content.
Team Members

Millennian Ibnu A K
Kenia Visakha Zerlinda

Roles

UI/UX Designer
Mentor

Duration

July - August 2022
(5 weeks)

Tools

Figma, Word

Define the
Problems

Language learning apps have their own advantages and disadvantages. Some of the advantages that they have are as such:

  • Gamified applications can be beneficial when learning a secondary language because they provide new sources of motivation, using the psychology behind human behaviour to ‘hook’ learners into continuing to learn a language, whether that decision is sub-conscious or realised,
  • Users can learn at their own pace whenever and anywhere they please.

However, there are more disadvantages to these language learning apps that users have expressed online as such:

  • Lack of examples, to deepen users’ understanding of the language concerned,
  • Foreign language is something that demands people around to talk with and learn from it,
  • When stuck, users have to figure it out personally through intuition and guesswork,
  • Sometimes it’s a bit complicated because users miss a lot of rules for grammar and sentence structures.
“Language learning apps lack what it means to really learn a language such as grammar RULES, sentence STRUCTURES and learning PARTNER. ”

Competitive Analysis

By learning what other language learning app has to offer that has succeeded and failed can we consider which ones should be avoided and implemented.

“Simple and organized interface with GAMIFIED learning system and some NONTEXTBOOK based lessons to avoid boredom.”

User Interview +
Pain Points

Conducting interview and tests for 5 users who have tried learning through a language learning app to know more what they think of their experience using those apps. They were given questions as such:

  • Which language learning apps have you tried before and why?
  • Did you have targets for learning languages using those apps?
  • Did you succeed to achieve your targets and why?What factors do you think will boost users’ consistency on learning?
  • What factors do you think will boost users’ consistency on learning?
  • Did you have expectations before using those apps?
  • What features do you like and dislike from those apps and why?
  • What do you think about their interfaces and why?
  • What features do you think is important for a language learning app?

Bonus question on how respondents prefer their learning method goes:

A) Themed Lesson, a lesson will cover one theme (e.g Introduction, At School), OR
B) Categorized Lesson, a lesson will have the same category (e.g Animals, Fruits)

User Persona

By using user persona according to how Korean learners are stereotypically, most of them are women in their teens or young adult age and is stanning a K-Pop group. They want to get to know more of their idols’ activity so they are moved to start learning Korean.

User Journey Map

With this journey map we could imagine what would our persona do for each phase of using the main features of the learning app. Obviously she will be a newbie to Korean so she would learn the letters first, then to the lessons and trying to connect with people through chat.

User Flow

This user flow shows how users would try to learn with the app. It is important for users to easily spot the features and navigate them on this app, thus a simple bottom tab bar that displays all the features of the app and simple functions inside each feature will be the most efficient for users.

Click here to view the Userflow.

Wireframe

Designing lo-fi design digitally saved so much time going to the hi-fi design and is easier to conduct usability testing with respondents via online. For this wireframe, Figma was used for ease of transition from low-fidelity to high-fidelity.

Usability Testing

To make sure this redesign was on track, the lo-fi design needed to be tested whether it functions well or not. So, 5 people tried testing it with scenarios as such:

  • As a newbie, you want to learn from hangul (Korean letters).
  • Now that you can read hangul, you want to try learning from the first lesson.
  • You want to edit your target to be able to be deemed as attending the day.
  • You forgot what you learned yesterday, you want to review them first.
  • You got bored with lessons, you want to try more fun challenges.
  • You have sufficient K-Points from learning, you want to try echanging them for rewards.
  • You want to practice with real people instead of just learning by yourself.
  • You want to know what a certain word’s meaning is.
  • You want to check your learning progress after using this app for some time now.

Style Guide

This shade of red, blue and white were chosen for the primary color as it is the color in the Korean flag. To make people notice that this is indeed a Korean-related app a “Korean color” from the flag is decided to represent “Korea”.

On the other hand, the secondary colors are to represent hanbok (Korean’s traditional outfit) and the font from Lotte Mart is generally known in Korean supermarket so it will be easier for users to relate with the design.

Final Look

Click here to view Prototype.Click here to view Figma file.

Validation Test

For validation testing, 5 respondents were helping to try the prototype out with the same tasks as the ones who tested the lo-fi design prototype.

Respondents shared that the app itself is pleasing for the most part especially the features that supports the main learning system as it is a nice touch to keep improving in Korean in a fun and exciting way.

However,  there are still some things that needed to be improved in the interface layout, information on steps to do, categorizing contents into the right group and quality of life.

Reflection

For my first app prototype from zero, it was such a delightful journey to research and design this prototype because it is a mixture of gaming and learning app so say that this task killed two birds with one stone. However, there are some points that I learned from this task:

  • Design will develop well with time and feedbacks
    Even though respondents have given their thoughts during usability testing of the lo-fi design turns out new pain points keep coming during validation testing. Truly, no apps are perfect but it can improve, thus pain points is something to never be afraid of but another thing to make an app become better.
  • Focus on one or two features
    Having too many features in a task was overwhelming and easier to miss the details on each one. By focusing on one or two features in the future hopefully the tasks can be handled more wisely and efficient on each step of the development including research and design.