Project Manager
Designer
Researcher
Conduct user research to collect insights into prototyping
Produce interactive figma prototypes for the main sing back and rhythm tapping exercises and feedback animations.
Conduct usabiilty testing with users to iterate on prototypes
I worked on this project for my HCI Capstone course, were I was able to collaborate with a real client Noteful, a music learning app that utilizes gamification to make music theory learning more fun and engaging. This project focuses on two specific lessons and general usability improvements for Noteful.
Michael Li, Megan Yim, Yuki Chen, Jonathan Lindstrom, Sisley Yang
Figma
FigJam
GaradgeBand
HTML/CSS/Javascript
POSITIVE REMARKS
e.g: easy, clear, intuitive, helpful, good
NEGATIVE REMARKS
e.g: confused, unsure, difficult, error, problem
RHYTHM MODULE
FROM 44% - 89%
SING BACK MODULE
FROM 33% - 89%
This is a demonstration of the happy path where the user does everything correctly
This is a demonstration of the error path showcasing how the system handles error
This is a demonstration of the happy path where the user does everything correctly
This is a demonstration of the error path showcasing how the system handles error
The progress bar design indicates the user's current lesson, and previous lesson's accuracy. At the end of each module, the interface indicate the user can retry previous incorrect answers and turn Xs into checks.
A tool tip now appears and prompts the user to use a hint when they get stuck. The hint menu composes of a hint, the lesson that is shown at the start of each module, and an instruction on more complicated lessons such as rhythm tapping and sing back.
Think Aloud Testing with
Interviews with
Secondary Research:
" 18 year old w/ limited music experience
" 19 year old w/ some music experience
" 21 year old w/ music background
" Pianist, music educator
" Soprano, music educator
User needs explanations/feedback about what they did correct/incorrect to increase the effectiveness of the learning module
Users need proper guidance in different modalities (visual, audio) to feel more confident in their performance
Users need intuitive and engaging experiences for ease of gamified learning and to feel motivated to continue practicing