Breaking Barriers

Redefining Language Learning

with Speakeasy

#user research

#user research

#user research

#Figma

#Figma

#Figma

#Design system

#Design system

#Design system

Case Study

Role

Role

Role

Product Design, UX Research

Product Design, UX Research

Timeline

Timeline

Timeline

3 Weeks

3 Weeks

Industry

Industry

Industry

E-Learning

E-Learning

Tools

Tools

Tools

Figma, Miro

Figma, Miro

Addressing the Root Causes Behind Inconsistent

Addressing the Root Causes Behind Inconsistent Language Practice and Low Engagement

Language Practice and Low Engagement

Language Practice and Low Engagement

How 1.5 Billion English Learners Are

How 1.5 Billion English Learners Are Revolutionizing Language Learning in the Digital Era

Revolutionizing Language Learning in the Digital Era

Revolutionizing Language Learning in the Digital Era

Source

Source

Source

Source

Source

Source

Source

Source

Source

Source

Speakeasy makes it possible

Speakeasy makes it possible

Can language learning be consistent, engaging, and personalized?

Can language learning be consistent, engaging, and personalized?

What Drives Learners to Drop Out?

Explore the key challenges hindering consistent language practice.

Can Social Connections Boost Learning?

Discover the role of shared interests and community in language retention.

How Does Personalization Enhance Progress?

Learn how tailored features keep learners motivated and engaged.

THE FOCUS OF THIS PROJECT

Building a Platform That Truly Understands Learners

Source

Language learning has always been a journey filled with challenges, from mastering pronunciation to maintaining consistent practice. With Speakeasy, the aim is to address these challenges head-on by creating a platform that not only simplifies language learning but also makes it engaging, personalized, and socially enriching.


The goal is to empower users to practice consistently, connect with like-minded learners, and see tangible progress in their speaking abilities.


This project focuses on resolving core pain points and creating a user-centric experience that boosts confidence and retention in language learning.

5 Why’s

01.

Why do we believe this is a problem?

01.

Why do we believe this is a problem?

02.

Why is this problem occurring?

02.

Why is this problem occurring?

03.

Why is this frustrating for users?

03.

Why is this frustrating for users?

04.

Why should this problem be solved first?

04.

Why should this problem be solved first?

FIRST, CLEAR THIS DUMP

Real voices, Real impact getting insights from real reviews across language apps

PROJECT KICK OFF

We started the project with kickoff meeting with sponsors to understand project, expectations & deliverables

We started the project with kickoff meeting with sponsors to understand project, expectations & deliverables

We started the project with kickoff meeting with sponsors to understand project, expectations & deliverables

To understand project, expectations & deliverables

To understand project, expectations & deliverables

To understand project, expectations & deliverables

Understanding the Project

Identify user challenges, explore market gaps, and define the problem space to shape the solution.

Setting Expectations

Align goals, measure success with clear metrics, and ensure meaningful impact for users.

Defining Deliverables

Develop a personalized language learning app and a case study showcasing our journey.

RESEARCH

Then, I interviewed learners' and speakers' to understand their perspective on English

Note: This below image better view in large screen

User Interview

User Interview

User Survey

COMPETITOR ANALYSIS

I started exploring 2 Competitors - Speak out and VirtualBuddy. And peer reviewed it from 5 different project teams.

We showed both the concepts to our peers in the class and the sponsors to get feedback.

We showed both the concepts to our peers in the class and the sponsors to get feedback.

COMPETITOR 1

COMPETITOR 2

USER FLOWS

Task 1:

We tried a little bit of gamification in some storyboards to test out what was the feedback.

Task 2:

We tried a little bit of gamification in some storyboards to test out what was the feedback.

Task 3:

We tried a little bit of gamification in some storyboards to test out what was the feedback.

WIREFRAMES

Implementing ideas in paper

We tried a little bit of gamification in some storyboards to test out what was the feedback.

Let’s see

how this problem solved

POSSIBLE SOLUTIONS WHICH CAN IMPACT

Adding field of interest feature

Adding field of interest feature

Getting a English Tutor

personalised

personalised

Group calls

Durations levels

Adding field of interest feature

Adding field of interest feature

Getting a English Tutor

personalised

personalised

Group calls

Durations levels

TUTOR CONNECT

Book a tutor

Based on your field of interest and get feedback

TUTOR CONNECT

Book a tutor

Based on your field of interest and get feedback

TUTOR SESSION

Call with Tutor

Based on your field of interest and get feedback