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Role: UX\UI
Tools: Ai & Xd
Timeline: 2016 – 2017
FUN WITH FLUPE MOBILE APPS
Project Overview
From the Helen Doron company, "FUN WITH FLUPE" is a learning application for children which has been developed for them to learn English in a fun way.
The application was developed several years ago as a game for children between the ages of 3 and 6 and it had to be updated with a more advanced and easier-to-use interface for it to continue to be effective.
A total of 21 chapters makes up the application. Each chapter contains words to learn subject to the animation films shown to the students in the study centers.
My role
To drive and lead the project from lean research through the UX process with the product manager to the creating the design line.
Research, UX design, prototyping, UI design.
Team & Partners
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Product manager
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Head programmer
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QA
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Animators
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UI designers/illustrators
Design Process
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Defining the customer's goal & user experiences
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Defining project challenges
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Key Objectives
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persona
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UI Design & Prototyping
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Summary
Challenges
Promote motivation to learn English words in children aged 3-6 through a game experience and encouraging the student to continue the learning process beyond the hours he spends in the learning center.
The application was built so that the students will move between worlds rich in game experience, visuals.
Each world contains vocabulary that can advance the student another step towards learning the English language.
FUN WITH FLUPE" app old version
Key Objectives
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Dividing the application into learning worlds (levels).
The student moves between worlds and thus expands and practices the vocabulary. -
Making a match between the content in the application and the animated films subject to the study plan.
There are 21 worlds designed according to the 21 animated films of the program, in each world several words are defined according to the curriculum. -
Screen game - redoing the UX and UI process to the game screen and adding features, which included: a button to mute music, adding a timeline that marks the stage the user is in, a button to return to the home screen, an information button about the program and operation of the application.
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Introducing a purchase mechanism - the app will be marketed for free in stores and will include up to 30 words, after which the user can purchase a group of 55 new words.
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The introduction of Google Analytics - to the application to measure the user's activity: time spent in the application, repetition of existing content, use of existing features.
Persona
Research Goals
Children are free and love to discover new things as they grow up.
Children go online for entertainment. They see the computer as a gateway to fun and play.
As easy as it sounds, designing for children is much more difficult than you think, so you must adhere to the following rules:
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Use bright colors
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Use characters
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Create depth in the design
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Image based navigation
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Low loading times
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User interaction
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Use video and games
Opening screen
World's screen - level's selection
Game screen
UI Design & Prototyping
Design of graphic elements
Summary
The FWF application has been successfully updated, with the achievement of most of the project's goals.
After the application was launched, it became apparent that learning English through a game created a significant memory impact on children and motivated them, providing an opportunity to progress at their own pace. The redesign process has been adjusted and modernized to align with today's competitive landscape in the language learning game market.
Currently, the application is available in online stores for the public, initially free of charge.