UX Research, UX Design, Interaction Design, HTML Prototyping, User Testing
Illustration credit to Hsuan-Tzu Shen
Concierge MVP helped by Hsuan-Tzu Shen, Hou-Jun Chen
Method: User Interview, Persona, Lean UX, Concierge MVP, BJ Fogg's behavior model, Nir Eyal's hook model
Tool: Hand Sketching, Figma, Webflow
This is a class project on designing behavioral change product. The whole development of this project can be divided into three phases. The first phase focused on motivating people to keep self-learning every day while the second phase set the product’s goal specific to practice English speaking. Finally, the third phase modified the experience of practicing English speaking.
Phase 1: How to help people build a habit of keep self-learning every day?
Phase 2: How to help people keep practice English speaking every day?
Phase 3: How to make the experience of practicing feel good and prevent people from quitting?
An affirmative result on motivating people to practice English speaking every day.
"The activity gave me a reason to speak English every day. I like the interaction with partners. This motivated me more." ─ Participant who finish the challenge
Detailed UX design on improving Englishs peaking.
Online field observation: Many people failed on the Daily Challenge
I found that many people really want to improve their skills by learning and practicing every day. However, it's hard to form the learning habit for many learners.
What triggers people to take action to learn?
According to BJ Fogg's behavior model, people need more motivation todeal with things that are hard to do.
Test on early concept:
Let users set their own learning goals. And track if they can persist.
After researched on behavioral design techniques, I tested one of my design concepts: Let users set their learning goals on wunderlist, and I would leave inspirational messages to motivate them to keep learning tomorrow if they finish their tasks on time every night.
5 users were recruited to join the first test which lasted for a week. Later, I did user interviews to learn from them as much as I can.
The reasons why users failed vary from person to person and case to case.
The hypothesis of the first MVP ended up not working well. The reasons why the participants can’t commit to their goals are all different. Different learning goals require different motivation.
According to Nir Eyal's hook model, people get motivated when variable reward is offered. Further, people get hooked when external triggers (cue) turn into internal triggers such as emotion.
Partner’s feedback as a main variable reward along with other gamification techniques
In the second phase, I chose English speaking as a specific practice goal. The main idea in this concept is to have a partner review your practice and give you feedback. Each day, you’ll have a random partner to give you feedback. It ensures that someone would definitely listen to your practice. I also added other gamification techniques such as levels and rewards. Each time you level up, you’ll gain gifts to decorate your characters, and Native speaker would review your practice if you achieve the final stage. A sense of achievement would also accumulate during the process,that would make you eager to go back to practice.
Concierge MVP:
Put user testing as real as possible
In the second test, I want to see the most genuine result of users’ behavior, so I turned the design concept into an activity and build a website for it. I then did a Concierge MVP (with the help by Hsuan-Tzu Shen, Hou-Jun Chen) to see if participants can keep practicing for 7 days in a row as they committed in joining the activity. First, we published our activity news at school’s FB community and other English learning platforms. 27 people signed up for the challenge in just two days. And I sent invitation to those who rated their score of motivation on practicing English speaking 4 or 5 (out of 5). 13 people started the challenge, and 5 of them succeeded practiced for 7 days in a row.
Interviewing the participants:
Why some participants succeeded while others still failed?
I interviewed 6 participants, 3 of them finished the challenge while the rest three failed. The interview scripts focus on their previous experience of practicing English speaking and how they behaved during the activity.
A summary of the participants
All the participants I interviewed can be categorized into 3 personas. They hold 3 different attitudes toward practicing English speaking, and have different pains and goals on English speaking. It turns out that the design concept satisfies the persona of Yi Wun the most.
Insights of previous experience in practicing English speaking
The main problem of the design concept
Final Design