Usability Test Report for Prototype #1

Mid-fidelity Wireframes
Sophie's Motivations
As a preservationist, I’m passionate about protecting and sustaining the historical significance of cities and cultures. When I travel, I enjoy diving into the local culture and having an authentic, immersive experience. For my upcoming trip to Hawaii, I would like to contribute to the revitalization of the Hawaiian language, by learning Hawaiian and speaking it throughout my trip.
—Sophie

Gamification
After completing six lessons
(a whole level), receive a lei. Each lei unlocks a new character for the user’s profile photo.
Lei Levels

Coconuts are earned by completing lessons. Crack them open when a little extra guidance is needed on a word or sentence, and receive a clue.
Coconut Clues

Use a pineapple to skip a question during a quiz or daily challenge. Earn a pineapple when all quiz questions are answered correctly.
Pineapple Pass

Low-fidelity Wireframes
Home Screen Improvements
next steps
Next steps would include re-testing the mid-fidelity prototype, making improvements based on user feedback to strengthen both user experience and business outcomes. From there, I would refine the user interface and interactive elements to polish the design, then launch a pilot release to gather real engagement data—iterating the design to optimize conversion, retention, and overall lifetime value.
Initial Color Palette
Environmental Mockup
Color values and usage would need further review to ensure ADA compliance.

Logo and Typography

Uncover what motivates users to enhance engagement

Explore key factors that help users retain a new language

Discover the features that users find most effective for learning new vocabulary

Research Goals
Overview
Using a flashcard learning approach,
I designed a native app that empowers people to learn the Hawaiian Language. My design process and the case study are outlined below.
MY ROLE
UX Designer
DESIGNED FOR
UX Immersive
PROJECT TYPE
Native App
DURATION
1 month
PRIMARY TOOLS
Figma, Marvel
RESEARCH
I defined my research goals and methods, and performed user research to empathize with users and better understand behaviors, needs, motivations, and pain points. Highlights of my research are below.
SYNTHESIZE
I synthesized my research into a persona, outlining the primary user’s motivations, goals, and challenges, along with problem and hypothesis statements.
STRATEGY
To boost user engagement and encourage a fun, competitive spirit, I created a gamification feature that rewards users for participating and learning Hawaiian.
IDEATE
During a brainstorming session, I sketched rapid iterations and rough concepts for the app based on my research data and gamification strategy.
ARCHITECT
After ideation, I refined my concepts into a design solution, developed the site plan, and used user stories to validate the user flow.
DESIGN
I brought the site map to life, starting with hand-drawn, low-fidelity wireframes, and progressed to mid-fidelity wireframes and prototypes using Figma.
USABILITY TEST
I developed a usability test plan and tested my hand-drawn designs first, so I could quickly identify pain points before moving the design to the computer. Feedback was evaluated using Jakob Nielsen's scale.
USER INTERFACE
The color scheme of the app is fun, vibrant, and colorful, representing the lush, diverse beauty of the Hawaiian Islands. These are my initial design concepts.
WALKTHROUGH
Experience a walkthrough of the Aloha prototype! This mid-fidelity prototype walks through tasks that fulfill the needs and goals of the persona, Sophie.
Competitive Analysis
Comparative Analysis
User Interviews
Research Methods
Collaborate

Flexible Learning

Conservation

Contribute to society by revitalizing the
Hawaiian Language
Preservation

Sophie's Goals
Sophie's Challenges
#00BEBE
#02A7A7
#DCF8F8
UC and Wellness Responsive Web App
NEXT Project
Although this was a sprint project, here are the anticipated results the Aloha app would likely achieve if launched, based on my research, design, and usability testing.
Acquisition would be
boosted by 15% through improved onboarding and value messaging.
Acquisition
User retention would be increased by 20% at 30 days through gamification, driving higher lifetime value.
Retention
Free-to-paid conversion would be raised by 5–8% through progress tracking and unlockable features.
Paid Subscriptions
Business Impact
User Outcomes
Quiz accuracy would be raised from 60% to 85%, improving language retention.
Learning
Usability errors would be reduced by 50%, as a result of key tasks and navigation being more intuitive.
Usability Errors
User satisfaction would be increased to an average rating of 4.5/5.
Satisfaction