Yappy is a game-based language app that re-imagines the process for learning English as a second language. Yappy offers immersive scenarios based on real-life situations in the UK, where users practice conversation through interactive storylines with varying outcomes based on their choices with the help of your mascot, Yappy.
My role: User researcher, prototype development and testing.
Our journey began with understanding the unique needs and desires of Yappy’s users—English language learners and passionate dog owners. Through comprehensive user interviews, surveys, and persona development, we uncovered insights that shaped every design decision.
Following numerous structured interviews with our target demographic, I recognized the importance of creating a real-life scenario to emulate our vision for the game and gain a deeper understanding of how interactions with non-native speakers unfold.
To achieve this, we designed the first level of the game around a coffee shop scenario. In this level, participants were tasked with ordering a coffee and engaging in conversation with the café owner.
This game-based methodology allowed us to pinpoint specific language barriers within a typical coffee shop setting and propose effective solutions for players to overcome them.
Through this study, we uncovered the significant advantages of employing a game-based approach to language learning:
These findings validated our approach and highlighted the app’s potential to improve communication skills in everyday situations for non-native speakers.
With a deep understanding of our users, we brainstormed innovative solutions to enhance their digital experience. This phase was marked by collaborative ideation sessions and iterative sketching.
Prototyping was crucial in bringing our concepts to life. We adopted an iterative approach, continuously refining based on user feedback.
The visual design phase was about more than aesthetics; it was about creating a cohesive brand identity that resonated with Yappy’s playful spirit and user expectations.
To ascertain users’ design preferences, we employed a rank ordering method, a quick and effective way to gather quantitative data on preferred design options.
Participants were presented with individual cards, each displaying a different design choice. They were asked to arrange these cards from left to right according to their personal preferences. Their responses were recorded anonymously, ensuring unbiased feedback.
Personalisation and Assessment:
Accessibility Features: The settings page highlights key accessibility options, ensuring inclusivity and user comfort:
While some advanced game features, such as sound integration and speech analysis, were not implemented, this high-fidelity prototype effectively demonstrates the app’s functionality and potential user experience with these features integrated.