STARLANG VIRTUAL REALITY INTERFACE DESIGN

Immersing users by using virtual reality to learn a foreign language.

TIMELINE

Jan. - Apr. 2024

ROLE

UX Designer, UX Researcher, Digital Illustrator

STRATEGIES

Goal Directed Design (GDD)

TOOLS

Figma, Procreate

Exploratory Lesson Section

Problem

Learning languages isn’t as simple as you think.

Instead of practicing in conversation, the current level of foreign language acquisition has placed a strong emphasis on picking up the language's basics. The way that people acquire languages more effectively through listening to and engaging in conversations is not taken into account by current products or services.

Solution

Moving Language Learning to the Immersive World of Virtual Reality.

StarLang seeks to improve language learning by turning its user interface into a virtual reality experience that immerses users in authentic foreign environments and allows them to engage with avatars who speak the language fluently.

The Method

Our team used the process of Goal-Directed Design (GDD), which was created by Alan Cooper. We used this method to understand our user’s goals, needs, pain-points, and motivations.

GDD Flow Chart

Problem Discovery

Can VR make the experience more real for users?

StarLang was created for an academic assignment for my senior capstone class. Our team therefore pretended to be stakeholders in order to mimic a formal Kickoff Meeting. After careful examination, we discovered that while a lot of young adults utilize language applications, more regular use is necessary for them to experience a noticeable progress in their objectives and routines.

Problem Statement

The current state of foreign language learning has focused primarily on learning basic language fundamentals rather than practicing in conversation. Existing products/services fail to address how people learn languages better by listening and participating in conversations.

Our product/service will address this gap by providing a realistic experience of learning languages by showing users a realistic person to talk to in a foreign setting.

Literature Review

VR can be a useful tool for education.

Literature reviews are important since they give us additional knowledge about the field in which a product is used. The product's vision and niche are defined with the aid of academic source synthesis and whitepaper study. Our group concentrated on studying concepts related to procrastination, accountability, and goal setting.

Foreign language learning needs to be immersive.

In order to encourage active learning and interaction between the user and the system, VR/AR effectively creates an immersive experience. Additionally, virtual reality (VR) fills in a gap in the ways of learning, particularly with regard to language learning.

Understanding culture is essential to learning a language.

It is best to learn the language by moving to a country where it is spoken, although financial constraints may prevent this. For people unable to move, virtual reality (VR) provides an accessible and immersive substitute that expedites language acquisition.

Competitive Analysis

Basic language learning is the main emphasis of the majority of other apps.

During our competitive audit, we examined seven popular language-learning applications, noting their advantages, disadvantages, and user reviews. As particular competitors, our team looked at and evaluated Duolingo, Babbel, Rosetta Stone, Itaki, and a few other apps. We then documented our findings.

Research Goals:

  • Explore why the apps were so popular

  • Identify likes and dislikes of each software

  • Find weaknesses within each software

  • Find ways to make StarLang stand out

Findings:

  • Mobile and computer platforms are most common

  • Virtual and augmented reality are emerging alternatives for language learning

  • Find weaknesses within each software

  • Find ways to make StarLang stand out

User Interviews

“Learning in a class setting is boring.”

We collectively developed a persona hypothesis prior to the interview in an effort to identify a StarLang user archetype. We selected our interview subjects, who were all mid-20s working professionals or college students, after developing our persona theory. We focused on how participants manage their lives and how they enjoy learning languages when we questioned them about their experiences as working professionals or college students.

Virtual User Interview

Affinity Mapping

What are the similarities based on our interviews?

We examined reoccurring topics from our user interviews after questioning five individuals. Common patterns surfaced despite a range of experiences and levels of motivation. Most wanted interactive grammar lessons with a straightforward, user-friendly design. Though doubts over the effectiveness of VR, there was interest in culturally immersive learning as well.

Affinity Map Interview Session #3

Persona Creation

Combining all of our findings.

In order to create user goals, we consolidated our data and looked for common patterns. Through this process, Olive Oyle, our Persona, was created.

Frameworks Phase

Lofi- Prototype Creation

We started by creating a simple wireframe as we worked through our concepts, then we refined it into a high-fidelity version. Taking into account the intricate parts of our software, the first low-fidelity wireframe helped us map out the functionality and layout.

We described the low-fidelity wireframe using our context scenario and needs as a guide. But based on our analysis of the requirements list, several features that were judged unnecessary were left out of the wireframe.

User Flow

How will the users navigate through the interface?

We gave top priority to determining the principal scenario, which represents the most frequently anticipated user trip, when adding validation and alternate user paths to StarLang.

Refinement

Hi-Fidelity Prototype Creation

Having gathered feedback and comments from our usability test participants, we were able to finalize our prototype. Also, we were interested in figuring out how to make several lesson kinds for users who might have diverse needs from StarLang.

Basic Lessons

We wanted to include lessons that provide basic language knowledge such as sentence structure, the alphabet, pronunciation of words, and more.

Quick Lessons

When users need to quickly pick up a few conversational words, they may easily access these lessons with their brief situations.

Exploratory Lessons

This lesson contains immersing the user in a virtual environment to learn vocabulary words, history, and culture.

Components

My Digital Illustrations

I designed a few iterations of Mr. Darling, the mascot for our app.

After our app was complete, I created a logo for it as well, which I believe complements the straightforward aesthetic we wanted for it.

Style Guide

Reflection

Things we could’ve done differently:

  • Conduct longer usability tests and include more test users for thorough assessment of Athena's configuration.

  • Plan team meetings in a more organized manner to improve communication and collaboration.

  • Consider Different End Users for usability testing.

Learnings:

  1. User research is crucial.

  2. Prototyping helps in visualizing the product.

  3. Design process should be iterative.

  4. Collaboration is key.

  5. Attention to feedback is important.

  6. Flexibility is essential.