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PALLAS LANGUAGE APP

Platform

Industry

Language

Timeframe

Mobile

E-Learning

English

2 years

TABLE OF CONTENTS

1. PROJECT OVERVIEW
2. BACKGROUND INFORMATION
3. RESEARCH
4. COMPETITIVE & COMPARATIVE ANALYSES
5. USER INTERVIEWS
6. USABILITY TESTS
7. USER FLOWS
7. WHAT IS THE ISSUE?
8. PROTOTYPE
9. RESULTS
10. VALUABLE LESSONS

PROJECT OVERVIEW

Embarking on a solo passion project, I developed a language app aimed at bridging mainstream and endangered languages. The spotlight was on the Japanese language, offering users a rich cultural immersion experience. As the sole product designer, I integrated user interface elements and employed diverse research methodologies to ensure a user-centric design approach.

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The main issue is that users are searching for a seamless and immersive language learning journey that cultivates continual growth.

BACKGROUND INFORMATION

Inspired by Greek mythology, Pallas, the owl companion of Athena, symbolized wisdom and learning, reflecting intelligence. The owl mascot drew inspiration from the iconic Duolingo owl.

 

Unlike transactional language learning apps focused on subscriptions, my approach emphasizes transformational learning. I prioritize diverse learning methods to bridge mainstream and obscure languages.

COMPETITIVE  ANALYSIS

Based on the competitive and comparative analyses, the focus was primarily on examining language learning applications such as Duolingo, Babbel, Busuu, and Drops, specifically evaluating their user interfaces and the degree of gamification integrated into their platforms. These features included progression indicators, a variety of tasks, and the usage of simple illustrations.

COMPARATIVE  ANALYSIS

In contrast to language learning apps, the comparison extended to popular streaming sites such as Netflix, HBO Max, Disney Plus, and Viki Rakuten. The focus was on assessing the diversity and availability of both domestic and foreign language content. In addition, key features matter, including effective user interfaces, task variety, and usage of simple illustrations.

USER SURVEYS

Based on the user survey with 16 participants, several common trends have been identified regarding the needs of individuals learning a language through the app. ​​​

By addressing these trends, language learning apps can better meet the diverse needs and preferences of users, ultimately enhancing the effectiveness and user experience of the language learning journey.

The survey gathered data on the language learning sites utilized by participants. The respondents were asked to indicate which language-learning platforms they have used. The options provided likely included popular platforms such as Duolingo, Babbel, Busuu, Drops, Rosetta Stone, Mondly, and among others, as well as an "Other" option for participants to specify additional platforms if applicable.

The survey collected data on the languages learned by participants. Respondents were asked to specify which languages they have learned or are currently learning. The options likely included a wide range of languages, both widely spoken and less common, such as English, Spanish, French, Mandarin, Japanese, German, and Italian, among others. There may have also been an "Other" option for participants to specify additional languages not listed.

The survey collected data on the frequency of language learning reported by participants. Respondents were asked to specify how often they engage in learning the language(s) they have indicated. The response options likely included a range of frequencies, such as daily, several times a week, weekly, monthly, rarely, or other similar intervals.

These questions provided initial insights into language learning preferences. However, deeper insights were gained when focusing on the journey behind the language learning process.

Significant quotes from this user survey

Quote 1

"It’s very interactive and gives you different options to learn such as ‘conversation, playing, voice recognition to get the pronunciation right, etc). I also enjoy the UI."

User Interviews

Based on both the initial survey findings and further insights from 4 in-depth user interviews, the following refined points regarding the needs of individuals learning a language through the app have been identified. The most important quotes were:​​​

"It's a fun way to learn and the badges help a lot. There is a need for colloquialisms since it makes it more human."

"Through interaction, consistent practice, and watching shows or listening to music."

"The biggest reason is that people do it for intellectual pursuit and traveling."

Main Trends

Access to Media

Users expressed a need for access to media content in the target language. This could include articles, videos, podcasts, and other forms of multimedia that allow learners to engage with authentic language use.

Community

Participants highlighted the importance of a supportive community within the app. Features such as discussion forums, language exchange opportunities, and peer support networks were mentioned as valuable for motivation and learning.

Relatability

Users expressed a preference for content and learning materials that are relatable to their interests, backgrounds, and everyday experiences. Customization options and personalized recommendations based on user preferences were suggested to enhance relatability.

Practicality

Practical applications of language learning, such as vocabulary and phrases relevant to daily life, work, travel, or specific interests, were deemed important by participants. They emphasized the need for learning materials that have real-world relevance and utility.

Real World Learning

Participants preferred learning materials that condense real-world language usage into digestible and practical lessons. This could involve focusing on common conversational scenarios, cultural insights, and useful language structures that learners can apply immediately.

Immersion

Immersive experiences within the app were identified as beneficial for language acquisition. This could involve interactive activities, simulated real-life scenarios, or virtual immersion environments that provide opportunities for practical language use.

PROBLEM STATEMENT

Users need a way to learn a new language and immerse themselves consistently in a space that makes them grow.

HOW MIGHT WE?

  • Create a community where learning a language requires others to fully immerse into the culture.

  • Allow users to have access to language learning tools virtually.

  • Create an emphasis on developing the conversational skills of the language.

SHOWCASED LANGUAGE: JAPANESE

After conducting a thorough analysis of various languages, Japanese emerged as the focal language for this application, driven by three primary reasons: 

1. Rich Variety of Media

2. Distinctive Writing Systems

3. Integration of Loanwords

USER PERSONA

Persona- Kevin Williams (1).png

I created a user persona, Kevin Williams, an English teacher at Kyoto State University in Kyoto, Japan. He is passionate about bringing the English language into the Japanese education system to enhance his students' language skills and broaden their horizons. However, he faces a common challenge: most of his students predominantly speak Japanese, which creates a barrier to accessing and understanding English effectively. 

PROTOTYPE

VALUABLE LESSONS

1. As a SCRUM Master, I upheld a positive outlook while executing research methodologies within tight two-week deadlines.

2. Embracing adaptability was crucial for enhancing outcomes during mobile application design.

3. By emphasizing the significance and impact of our work, we enriched the user-experience journey beyond mere results.

© 2023 by Daniel Noah Karp. Proudly created with Wix.com

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