UI/UX Design
Nigero Kanji Screenshot
ROLE
UI/UX Designer : Desktop research, User interviews, Concept testing, Create Lo-fi (wireframe), Mid-fi, and Hi-fi design, Prototyping, Usability Testing
DURATION
1 month (5 July 2021 - 12 August 2021)
TOOLS
Sketch, Balsamiq, InVision, Mural

Overview

Nigero Kanji is an iOS App that helps JLPT N4 test-taker to memorize kanji by playing a game. This app is my third team project as a learner at Apple Developer Academy @IL Batam. This project was developed by 6 members with different roles; Product Manager, Developer, and UI/UX Designer.

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Design Process

Empathise

This team was formed to solve a problem that is experienced by one of our team member’s friend, namely Difgy. Difgy is a Japanese language student in Indonesia. He is studying Japanese because he planned to work in Japan. He has passed JLPT (Japanese Language Proficiency Test) N5. However, he faced difficulties when studying N4 level. To solve his problem, we need to empathize with his problem.

Problems

In order to be able to work or study in Japan, someone must have passed in JLPT (Japanese Language Proficiency Test) certification. People has to be at least N3 or N4 to enroll a school in Japan and must be at least on N3 level to apply for a job. In order to reach N3, there's a good chance one has to secure N4 level first.

To pass the N4, we need to know about 300 kanji and 1,500 vocabulary words and we need at a good level of Japanese, understanding simple and intermediate grammar structures that can at least used in a small conversation in Japanese. And also, there is time limitation in every JLPT. Therefore, learner should be able to read and understand the text faster and to be able to read faster, they have to memorize kanji.

Key Findings from Interviews with Users

We interviewed 8 Japanese language learners with various background. All of them have difficulties in learning Japanese because of various reason. 1 of the reason that is experienced by everyone is because there are a lot of kanji and it is complex. That is why it is hard to memorize it.

Key Findings from Desktop Research

We found out that a lot of Japanese language learners found a difficulty to memorize for long term. From that, we must find a way to increase long term memory. Prior research has shown that spaced-repetition testing increases long- term memory retention (Roediger & Butler, 2011; Wozniak, 1990). It is a method that has been proven to help someone learning new things. The basic principles of spaced repetition is to introduce new things (such as kanji) and plant them into long term memory through repeated and spaced exposure.

Define

Problem Statement

JLPT N4 test takers must be able to memorize kanji and understand the text quickly because the time for taking the test is limited.

User Persona

We created user persona that represents our user target of this app.

Nigero Kanji user persona

User Journey Mapping

We created user journey mapping as a visual representation of the user’s experience when trying to achieve their goal using their method.

Nigero Kanji UJM

Ideate

Solution Concept Visualization

As a team, we brainstormed various solution concepts and then visualize it. And finally we chose 1 solution concept that we want to validate to user first before continue developing it.

Solution :

What if we could provide an interactive game/quiz of kanji using spaced repetition method

for students preparing for JLPT N4 test

so that they can read Japanese sentences to pass JLPT N4 on reading section.

Visualization :

Visualization.png

Concept Testing

After creating low fidelity design of the main features, we conducted concept testing by interviewing 6 users that match our user persona. This concept testing was held via Zoom Meeting. Here are the results:

  • All of them said that this concept help them to learn kanji vocabulary and kanji reading, especially because there is time limit. This app can help them to exercise as a preparation to take JLPT.
  • Each of them gave feedbacks about the flow and design that we gather as insights to improve our low-fidelity design.

Prototype

Wireframe / Lo-Fi (Low Fidelity) Design

After getting insights from the concept testing, we then proceed to continue this solution concept to refined low fidelity design using Balsamiq.

Lo-Fi Nigero Kanji.png

Hi-Fi (High Fidelity) Design First Version

We then proceed to continue it to high fidelity design, using Sketch. However, this design got a lot of feedbacks from our design mentors. The major problems are : the design is too complicated and the design on each screen is not one theme (not consistent).

Hi-Fi First Nigero Kanji.png

We decided to start over the Hi-Fi from scratch. We use color palette that is inspired from Japanese theme illustration to enhance Japanese ninja vibes for the game.

Style Guide

Style Guide Nigero Kanji.png

Hi-Fi (High Fidelity) Design Final Version

Here is the final result of our Hi-Fi design for Nigero Kanji.

Hi-Fi Final Nigero Kanji.png

Prototype

Nigero Kanji is a game that use gyroscope feature as the main feature, so we didn’t create interactive/clickable prototype for users because they need to test the app hands on to feel the gyroscope.

Prototype Nigero Kanji.png

Main Feature

  • Repetitive questions using spaced repetition method, to help users memorize kanji for longterm.
  • Time limitation to train user’s speed in reading, so user will be used to read Japanese quickly.
Nigero Kanji main feature.001.jpeg
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Test

Usability Testing

Usability Testing (UT) was conducted to evaluate Nigero Kanji’s main features (the visual design and the flow). This UT was conducted via Zoom. Because our app is a game that use gyroscope feature, we give the ones that use iPhone the TestFlight version of this app so that they can test it hands on. Whereas for the participants that didn’t use iOS, we showed a video of us using the app.

UT Tasks

The UT task is to see if our users can easily use the main feature of our app on their own (without our guidance). Our main goal is for them to play the gyroscope feature.

UT Insight

We found that all of them didn’t face any difficulties when testing our app. They can easily did the tasks we gave. However, there are some feedbacks for the visual design and flow from them:

  • Make game play variations for each levels
  • Provide tutorial how to play the game
  • Maximize the levelling system

Evaluation

What Went Well

Nigero Kanji is well accepted by our users. From Concept Testing and Usability Testing results, we know that our solution can solve our users’ problem. They said that it is helpful for them to learn kanji in a fun way.

What To Improve

We realized that there are still a lot of room for improvement for the design of Nigero Kanji.

For the User Experience (UX):

  • Provide features so that users can compete and motivate each other
  • Provide tutorial how to play the game
  • Make game play variations for each levels

For the User Interface (UI):

  • Provide various background/theme for each level

For the Content:

  • Provide all N4 kanji questions into the game
  • Provide questions based on each level

Lessons Learned

I personally learned a lot in this project, such as:

  • Learned how to design a game for the first time
  • Learned to create color palette based on mood-board we chose
  • Learned how to create style guide
  • Learned how to make Concept Testing and Usability Testing script, how to conduct it, and gather the insights

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