SPEAKER

Mobile Application for Changing English Learners’ Behaviour

This project was completed for the course “Human Computer Interaction”, lasting for one semester. An mobile application would be designed and implemented for people’s behaviour change.

ROLE:

Team Leader, UX/UI Designer
· Manage the team and encourage all team members to be motivated.
· Guide and plan for each design process.
· Contribute to research, design alternatives, prototype, evaluation process in each design lifecycle.
· Complete high fidelity prototype in Adobe Xd.

Process

Some international student have been learning English for more than 10 years, but still have difficulties in face-to-face communication in English.

Research:

We conducted research with questionnaire and interviews to figure out reasons for this phenomenon. Participants were students of ICTE ( the Institute of Continuing & TESOL Education), an English language school for speakders of other languages.

“I want to speak English more but cannot help speaking Chinese.”

– interviewee

Goal:

Help students to foster a habit of speaking English instead of their mother tongue as a tool of communication when they are in foreign environment.

Requirement:

· Being motivated to keep speaking English 
· Being informed of their progress in learning English
· Providing opportinities for users to practice English with others.
· Interesting and fun
· No charge
· Privacy

Ideas:

· Monitor the amount of time spent on speaking English by users every day and provide feedback in a regular basis.
· Gamify the learning process by involving users in a world tour, house building or trees planting, all of which need long-term and lasting input.
· Provide opportunities for users to speak English, including voice over for movies and match practice partner. 

Design Pinciples:

· Match between system and the real world
· Flexibility and efficiency of use
· Consistency and standards
· User control and freedom
· Help and documentation
· Aesthetic Integrity

Evaluation:

First design lifecycle:
SUS and TAM (Paper prototype) 
· Finding out users’ attitudes and acceptance 
· Finding out problems related to navagation and task flow 
· Further exploring user needs and requirements 

Second design lifecycle:
Heuristic evaluation (low fidelity prototype) 
· Exploring existing problems related to interactions, aethetics and refined task flow.