Where's That Word?

2016–2017
Education
UX ResearchUI DesignPrototypingUser Testing
Where's That Word? cover image

Context & Problem

Target Users

Children aged 6-12 learning vocabulary, parents, and educators

Goals

  • Create an engaging vocabulary game that maintains long-term interest
  • Develop adaptive learning algorithms based on user performance
  • Design intuitive progress tracking for parents and educators
  • Ensure accessibility for different learning abilities

Traditional vocabulary learning apps lacked engaging gameplay mechanics and failed to adapt to individual learning paces. Children would lose interest quickly, and parents had no visibility into learning progress.

Process

1

Conducted observational studies with children in classroom settings

2

Interviewed parents and teachers about learning preferences

3

Created detailed wireframes and user flow documentation

4

Prototyped multiple game mechanics and tested with focus groups

5

Designed adaptive difficulty algorithms with educational consultants

6

Iterated on UI based on usability testing feedback with children

Where's That Word? process image 1
Where's That Word? process image 2

Solution Overview

An iOS vocabulary game featuring adaptive difficulty levels (Easy, Medium, Hard), engaging mini-games, progress tracking, and reward systems. The interface used large, colorful elements with clear visual hierarchy optimized for young users, including balloon-based difficulty selection and character-driven tutorials.

Outcome & Learnings

The app achieved 4.8/5 stars on the App Store with over 100K downloads. Teachers reported 35% improvement in vocabulary retention among students using the app, and average session time was 12 minutes with high user engagement.

Tools & Links

Tools Used

SketchInVisionPrincipleXcodeTestFlight

Project Links

Tags

EducationApp