Mark

End-to-end Product

A flashcard focused app designed to be not only interactive and fun to use, but also intuitive and user-friendly.

With features that makes learning a delightful experience, Mark is the perfect study buddy that helps you learn while having fun.

Roles

Product Design
UX Research
User Interface
Prototyping

Tools

Figma
Procreate
Sticky notes
Iced Vanilla Lattes

Timeline

3 Weeks

WTF? Why The Flashcards?

When starting this project, the goal was to create an end-to-end product pertaining to EdTech.

The concept of a flashcard app came up when I asked my friend, a medical student, what methods she used to study and learn medicine. I was suprised to learn that flashcards were the the preferred toold used by most medical students.

Flashcards offer a powerful tool for facilitating active recall, as one is presented with a term and actively engages in recalling its meaning. This process helps in the transfer of information from short-term to long-term memory.

Interviews

1. 40% of the interviewees claimed that using a flashcard app was their primary way of studying because of its convenience
3. Users say that the interfaces of these apps are lacking in terms of user interface and usability
2. Users liked using flashcards, but didn't like the idea of needing to carry around loose flashcards. They prioritized mobility.

To gain better insight on what features to highlight in the product, I sought to gain invaluable insights by conducting interviews with users who are specifically aligned with my target demographic.

These individuals include: Students, language learners, and users who use flashcards

KEY TAKEAWAYS:

Flashcards come with certain disadvantages, its wasteful and inconvenient to carry around.

Despite the availability of flashcard apps in the market, it appears that users often face a dilemma when it comes to choosing between a seamless interface and a satisfying user experience.

Cool we know stuff about flashcards, now what?

I created user personas to keep me on track and ensure that my decisions and design choices aligned with the needs and preferences of the target audience, effectively streamlining my efforts and keeping me on track towards creating a product that truly resonates with its intended users.

Stalking the Competitors

The analysis chart ↓ presents a concise examination of each feature's strengths and weaknesses. It allows for a quick and efficient understanding of the competitor's offerings, enabling us to identify areas for improvement and differentiation.

My next essential step was to analyze companies in the same industry. Researching about the potential competitor helps me identify their strengths and weaknesses, gaining insights into the market and user expectations. By understanding the competitive landscape, I ensured the product would be well-positioned and cater to the specific needs of the target audience.

The Logo-lution

In designing the logo, my primary objective was to maintain a balance between simplicity and memorability. I aimed to create a logo that would be easily recognizable and leave a lasting impression.

After peer review most suggested to change the colors of the logo to make it more friendly so I went with a nuetral green scheme.

Low Fidelity

I began the building process by creating a low-fidelity drawing, providing a preliminary guideline. My goal was to make it as intuitive as possible to keep the users' learning curve to a minimum.

Mid Fidelity

I wanted the structure to feel like a children’s toy to help alleviate the stress from users and evoke a nostalgic feel. By incorporating a playful design with intuitive features, the aim is to engage a broader audience and ensure a positive experience for users of all ages.

The Results

• Laid out layout available for those who prefer to see all the cards in one continuous page

• Allows users to see their progress of knowledge in decks

• Easy filtering based on self accessed grades

• Easy exit button

• Card information so users know where they are in progression

• To help guide users through reviewing without confusion

• “Go back” button for easy redos

• Back of card a different color to indicate a different side

• Self grading system

• Notes to allow users see their previous grading

I implemented a couple of interactive elements that transformed the flashcard experience from mundane to engaging. These interactive elements not only added visual interest, but also gave a sense of delight and discovery, making the learning process more enjoyable.

User Testing

In the initial round of user testing, I received valuable feedback that the front and back cards being the same shade of blue caused confusion among the testers. To address this concern, I made the "back" of the card a darker shade of the same blue.

This simple change was aimed to minimize confusion and enhance the user experience. By providing a noticeable contrast between the front and back sides, users can now easily distinguish between them, creating a sense of closure or change when flipping the cards.

Next Steps

One significant enhancement I would implement is the integration of gamification elements within the system. By incorporating game-like system such as achievements, rewards, and challenges, it would create a sense of enjoyment and motivation, making the product more compelling and encourages users to continue using it.

What I Learned

Iterative design became a mantra throughout the project. Embracing the iterative process not only allowed for continuous improvement, but also empowered me to refine ideas based on user feedback and real-world testing. This dynamic approach was fundamental in creating a product that resonated deeply with its intended users.

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