What is Travellingo?

Developed an immersive language learning app that integrates travel and curiosity, incorporating personalized, location-specific AI-generated vocabulary flashcards. It offers a recording function with instant feedback and areas for further improvement, empowering users to practice speaking confidently in real-life scenarios.

Running low on time?

Learn about how I created my app, Travellingo, by watching my video.

How Travellingo Works:

Problem Space

European travelers face significant challenges in effectively improving their language skills to facilitate communication and cultural immersion while traveling abroad. With 46% expressing motivation for learning a new language, primarily for travel purposes and out of interest in the language, they still encounter barriers such as lack of motivation, time constraints, and ineffective learning approaches. Nearly 30% of travelers reported language barriers as an obstacle to their tourism experiences. Despite the wide availability of various language learning methods and digital platforms, current language learning applications on the market fall short in providing genuine and natural language immersion experiences.

Role:

UX/UI Designer, Researcher, Writer, Branding

Timeline:

10 Weeks, 2024

Tools:

Figma, OpenAi, Slack, StorySet

Os:

Android

Creating Travellingo:

I chose the Double Diamond method for my app development because it offers a structured approach to problem-solving and design. This method guided me through understanding user needs, refining ideas, and iterating on designs based on user feedback. It ensured a user-centred approach, leading to a more successful and impactful app.

Secondary Research

Reasons and barriers to learn a language in Europe

26 % of language app users learn a language to communicate better when travelling and 22 % out of the interest in the language.

In the EU, almost one quarter (24.8 %) of working-age adults who knew at least one foreign language reported that they knew their best-known foreign language at a proficient level.

In 2021, 88 % of pupils in upper secondary education in the EU were learning English as a foreign language.

The most common way in which foreign languages are learnt is at school (68%).

The most common barrier to learning another language is lack of motivation, with a third (34%) of Europeans saying this discourages them. Around a quarter of Europeans cite lack of time to study properly (28%) and that it is too expensive (25%). A fifth (19%) of Europeans say that not being good at languages discourages them.

26 % of of 20,500 travellers reported language barriers as an obstacle to their tourism.

Assumptions

I used assumptions as a foundation and starting point to conduct further research and prepare for user interviews. These assumptions guided the initial direction of my research, helping me identify key areas to explore and questions to ask during interviews. By validating these assumptions through user feedback and insights gathered from interviews, I was able to refine my understanding of user needs and refine the design of my travel and language learning app accordingly. This structured approach ensured that my research efforts were focused and productive,

Hypothesis

I belive that despite individuals' interest in learning languages for travel purposes, their language learning efforts may not always effectively facilitate communication in real-life situations due to frustrations with ineffective learning methods, lack of motivation, or time constraints.

I will consider this hypothesis to be true supported if at least 2 out of 3 interviewees express frustrations with language learning methods that they perceive as ineffective in helping them communicate effectively in real-life situations.

Research Methodology: Interview

Through conducting user interviews, I gained valuable insights into the frustrations and challenges faced by language learners. These interactions emphasized the importance of active listening and asking open-ended questions to elicit genuine responses from participants. Additionally, maintaining a neutral stance during interviews was essential to creating an unbiased environment. Integrating these insights into my approach allowed me to gather meaningful feedback and address user needs effectively.

Hypothesis Validation

After the interview, it turned out that 3 out of 3 interviewees expressed frustrations with language learning methods that they perceive as ineffective in helping them communicate effectively in real-life situations therefore, I consider the following hypothesis to be true.

I believe that despite individuals' interest in learning languages for travel purposes, their language learning efforts may not always effectively facilitate communication in real-life situations due to frustrations with ineffective learning methods, lack of motivation, or time constraints.

Affinity Mapping

I utilized the affinity mapping process to organize and synthesize research findings, observations, and user insights. By gathering a diverse range of quotes and observations from my participants and sorting through these insights, I identified recurring pain points, behaviors, and goals. As I sifted through the data, intriguing patterns emerged, guiding me towards common themes that would drive my design decisions. This method not only distilled complex information but also sparked a clear path forward, ensuring my design approach directly addressed the most pressing user needs. After analyzing the advantages and disadvantages of each theme, I decided to focus on the theme “Travel, Mobility and Cultural Integration”.

Persona

To better understand the user perspective, I created a persona. Let's meet Barbara, a traveller and language enthusiast. She loves connecting with people, but she often feels frustrated when language learning seems unsuccessful or when she forgets previously learned words.
‍
Barbara represents the core attributes of my identified target audience.
‍
I created this persona by consolidating my user interviews and secondary research findings from European travellers and language learners.

Learn more about Barbara:

How Might We help European travellers effectively improve
their language skills in various foreign contexts in order to facilitate
communication and cultural immersion?

User stories

By creating user stories, I empathized with users and gained a deeper understanding of their experiences. This process helped me prioritize features, make informed design decisions, and ensure that the final product met user expectations and effectively solved their problems.

Main User Story

As a European traveller and language enthusiast, I want to engage in real-time language practice so that I can actively improve my language skills during my travels.

Epics and User Stories Categorisation

I've chosen the "Real-world Practice and Immersive Experiences" epic for our UX project because it perfectly aligns with the needs of language learners preparing for travel. This epic emphasizes providing users with authentic language learning experiences that mirror real-world travel scenarios, enhancing language proficiency, cultural understanding, and travel readiness. It empowers users to speak confidently in diverse environments, offering dynamic and enjoyable learning activities that keep them motivated and committed to their goals.

Experience Mapping

From Barbara’s current experience map I found that she is satisfied with existing learning apps for everyday learning but she may feel frustrated when trying to use learned words in real - life situations. So I decided to develop a solution to offer continues support in practical situations where other apps may lack.

Opportunities from the Experience Map

Task Flow

To ensure a holistic approach in addressing the needs of language learners and travelers, I've divided the usage of my application into three stages:

  1. Before travel: Learning and discovery

  2. During travel: Language experience - practise and engagement

  3. After travel: Insights and Improvement

In response to selected user story, I created a task flow for my application.

User story: As a European traveller and language enthusiast, I want to engage in real-time language practice so that I can actively improve my language skills during my travels.

Scenario: Barbara prepares for her trip to Spain by exploring her language dashboard in the app. To feel confident, she refreshes her vocabulary and learns typical words from Andalusia using AI-supported flashcards tailored to the location. After completing the lessons, she tries the live recording feature. Barbara records freely, knowing that the app captures only specific words and phrases needed for analysis. She receives instant feedback and valuable recommendations for improving her language skills, boosting her confidence for the upcoming trip.

Final task flow

User Interface Inspiration Board

Sketches

Low Fidelity Wireframes

User Testing and Design Iterations

The importance of testing and iteration

The project highlighted the critical importance of testing and iterative design processes in project development. Early testing was found to be essential for validating assumptions, identifying usability issues, and gathering valuable feedback for design improvements. Prioritizing testing facilitated faster validation of ideas, enabling more effective iterations and enhancing the overall project quality. This process emphasized the necessity of integrating testing early and consistently in the design process to ensure a successful and user-centered outcome.

Creating Brand Identity

Analysing colours

Wordmark

User Interface Library

High Fidelity Mockups

Alternate platform device

Additional User stories:

  1. As a busy professional, I want the ability to learn a language anytime and anywhere, so that I can make the most of my time and enhance my productivity.

  2. As a language enthusiast with a hectic schedule, I seek a flexible way to learn languages on the move so that I can practice whenever I have a moment free.

As part of the project, after creating the application, I also considered what could be the most beneficial alternative device type to use for my persona. Reflecting on the interviews I conducted during the project, I recalled how many individuals emphasized the importance of learning on the go and from any location. Therefore, I crafted alternative user stories based on this insight:

After analyzing various possibilities, I created a storyboard and subsequently decided that the best alternative would be wearables.


Later, setting aside time for brainstorming, I designed a draft of a potential solution for Google Wear OS:

Marketing Webstite

Thinking how to effectively communicate the value of my application and which features deserved emphasis, I crafted a marketing page with responsive design optimized for both web and mobile platforms. This process allowed me to showcase the application's key benefits in a user-friendly and accessible format across various devices.

Below are some excerpts from this page:

Design impact

Tech Tarots images “BrainStation”

Next steps

Based on the insights gained from my project, I have outlined several key next steps to enhance and expand the functionality of my language learning application. By pursuing these next steps, I aim to create a comprehensive and user-centric language learning platform that not only empowers users to improve their language skills but also fosters cultural exploration, enhances user engagement, and prioritizes privacy and security.

Key Learnings

The project was developed over 10 weeks during a bootcamp at BrainStation with most of my classmates and educators based in Canada, which meant collaborating across continents with a 6-hour time difference.

Through this UX experience, I gained valuable insights in UX design and about myself. I learned a range of skills from design methodologies to soft skills and professional development. Here are some key learnings: