top of page
G.R.Easy
A vocabulary learning app for people taking the GRE exam

Role:
UX design
Duration:
2 months
Skills:
Research
Data analysis
User stories
User Personas
Wireframing
Prototyping
Usability testing
Tools:
Lucid Chart
Gliffy
Marvel
Figma
Pixlr
Context
Problem Statement
Users need a way to understand and retain large volumes of new vocabulary that will appear on the GRE exam, because learning parrot fashion alone will not help them demonstrate comprehension in the test.
We will know users will have achieved this when they are able to recognize and apply the vocabulary in both spoken and written formats on the app.
Hypothesis Statement

I believe that a visually intuitive vocabulary app that covers listening, speaking, writing and reading with relatable context, can provide a multi-faceted approach to learning that will help users master the vocabulary. This will help user confidence when tackling the various GRE question formats.
The Design Process
Discover
Define
Ideate
Competitive analysis
User stories
Interviews
User personas
User journeys
User flows
Site maps
Low-fi wireframes
Mid-fi wireframes
Test / Reiterate
Usability tests
Reiterations
Final Mock-up
Clickable prototype
1. DISCOVER
1. Discover
Competitive Analysis



With a clear problem statement in mind, I began a competitive analysis with two vocabulary learning apps: Pleco, Galvanize and Magoosh. I looked at pros, pain points and notable features of all three. Below, I focus on Magoosh, another learning platform geared towards GRE revision.
Below, I focus on the SWOT analysis for Magoosh. Based on this, I created check lists : 'Must Haves, 'Nice to Have' and 'To Avoid'.
User Interviews
I carried out six interviews with prospective users, all of whom currently use and are familiar with a variety of language learning apps. I transcribed interviews, before writing up a 'Doing - Thinking - Feeling' profile for each person to become clear with user needs, attitudes, frustrations and behaviours.
Below I focus an interviewee who had recently completed the GRE exam.
2. DEFINE
2. Define
User Personas
Based on the interviews, I identified a user persona that represented user needs. From this point, my thinking pivoted around the circumstances, mindset and tasks this person will be carrying out when using the app.

User Flows
I began thinking through Amelia's journey when completing tasks on the app. Each step Amelia would need to take was considered before the screens were drafted.


3. Ideate
Low to Mid Fidelity Wireframing










4. Testing
Usability Tests
Five usability tests were carried out with volunteers from the vocabulary learning target audience.
In each usability test, volunteers were instructed to go through the onboarding process, test themselves on a new word set, change flashcard settings, add a new word to their vocabulary list as well as review mastered words. Functionality and ease of use was evaluated using Jakob Nielsen’s rating scale.

Reiterations
Once usability tests were complete, the prototype went through a final iteration phase. Below, I illustrate the main menu and register new account page iterations before and after the usability tests.
Issue
Participants in usability reported felt the main menu page felt like an admin area, given the first CTA was 'My Account'.
Since, vocabulary learning involves lists of words, participants expressed a wish for something different in the layout of the main page.
Finally, the grey scale made it harder to read CTA options.

Issue
Usability test participants pointed out that a two-step password confirmation process would not compatible with the password managers on their phone. Extra clicks add an unnecessary frustration.

They commented they like to know password requirements
before choosing. They also like to see / check what they have typed before committing to a password.
Clickable prototype
Feel free to explore the app below

Photo credit: Unsplash and Adobe Stock
bottom of page