Introduction: An application that uses artificial intelligence and games to help China people learn spoken English.
Target user group:
What pain points are solved:
Fluent oral APP interactive experience
1, advantages:
(1) Immersive learning atmosphere
Fluently speaking, the overall interface style is relatively simple, and the content display is mainly in the form of cards+waterfalls. Because the main functions of the APP are not many, the relatively simple tab navigation at the top and bottom is adopted, which is mainly divided into "learning" (course learning), "smooth bar" (content community) and "me" (personal center+settings).
(2) Game level design
Simple oral practice can easily make learners lose interest. For users who learn English spontaneously, how to arouse their interest is an important part in product design. All users are interested in the game. They are fluent in English. They can design boring and repetitive oral exercises into game levels of various sectors, and users can choose "practice" and "breakthrough". After successful entry, the APP will generate a beautiful poster that users can share with their friends to show off and their self-esteem will be satisfied.
Note: "cultivation" means that every conversation has the original sound reproduction, which users can repeat and compare with their own pronunciation and reasons. They can listen and practice repeatedly, and can score through the background scoring engine, without network recognition, and distinguish the pronunciation that needs improvement or good with different colors. Only when the pronunciation standard, sentence coherence and intonation of words are close to the original sound can users get a pass and a score of more than gold coins.
"Breaking the customs" means that the user must play the role of A or B respectively, complete the whole conversation and be scored by the application. If you score more than 60 points, you will succeed and get a star. Take two stars from 70 to 80 points; Get three stars above 80 points. Just like angry birds, you must unlock the first level before you can enter the next level.
(3) The number of gold coins replaces the time reminder.
In addition, a very clever design is to display the number of gold coins in the upper right corner of the stadium. Every time you pass a test point (read a sentence), the gold coin will be awarded +5. When the number of gold coins reaches 50/50, it is the end of a level training course. This feeling of gold coin accumulation will make users feel more satisfied than simple progress bar tips.
(4) Simple and effective color prompt system:
Fluent in oral English, able to build a color prompt system. Red, orange and green represent "poor", "average" and "good" respectively, and they are used to show users' different scores in the test. If they are unread or below 60, they will be displayed in red, if they are above 80, they will be displayed in green, and if they are between 60 and 80, they will be displayed in orange. On the other hand, words with good pronunciation will display green, and words with poor pronunciation will display red. This design conforms to people's inertial thinking, and people can immediately find out the parts with poor pronunciation and improve them without thinking too much. In addition, for people who are red, green and blind, you can change the color settings in the settings, which is very intimate.
(5) ubiquitous time bar and progress reminder settings.
For most people, no matter what they learn, persistence is the hardest thing to do. Therefore, how to motivate users to speak fluently every day has become the focus of APP interaction design. Fluent oral English, divide all courses into unit levels within 5 minutes, and prompt users how much content they have completed and how much they have divided on average in obvious places. This design helps users stick to it.
2. Deficiencies
(1) In the oral test, the remaining time of the answer will be displayed at the top, and the progress bar will be reduced all the time. This design can easily make users nervous and distracted, thus obtaining wrong and low test results.
(2) When testing words, if you get the wrong answer for the first time, speaking fluently will automatically display the correct answer, but the display time will not exceed 3 seconds, and it will almost flash by. For users, they will want to see the correct meaning explanation of words immediately and know why they are wrong, instead of waiting until all the tests are over before listing all the wrong words.
(3) When practicing single sentences, users need to click on the microphone to start recording; However, during the test, the APP will automatically enter the recording mode after playing the voice, without any prompts. Personally, I think this will form a broken interactive experience. In addition, users may be too nervous to wait until the voice is over, so the recording of the APP will be as short as a few seconds. It is best to set a buffer time here.