ÁCORA MOBILE APP

Ácora is an application that allows language school teachers to manage their classes simply and efficiently.



Ácora is my final project at Ironhack. In just 14 days I carried out the entire research, testing and design process, below you can see the result.

Design process: Empathize, Define, Devise, Prototype & Testing


Challenge

This study focuses on teachers of language schools. 

The starting hypothesis pointed to the stress suffered by teachers at language schools due to extracurricular tasks that they have to perform. However, thanks to the research carried out, it was possible to detect a series of specific situations and their consequent problems: 

- Variable hours: The main difference found between a conventional teacher and an academic one was that the latter are subjected to such a great fluctuation of schedules that they have to keep a rigorous control of their schedule. 

- Attendance record: The second pain point that was detected in the interviews and surveys was that the teachers had to work twice as much because they took the register on paper and then they had to input it into excel. 

- Class diary: The advantage of interviewing different teacher profiles was the discovery of new concepts such as "Class diary". In the interview they explained to us that it is a document that school teachers have where everything is written down. it was done that day in class. 

In addition to these needs detected in the 7 interviews conducted with experts, two key generalizations for the study were obtained in the survey results:

84.8% of the 67 teachers surveyed feel stressed by doing work outside of teaching

90.2% of the 67 teachers surveyed  point out that there are communication problems with other teachers

Affinity Diagram -> User Persona


Once I had interviewed 5 expert professionals In teaching Spanish as a foreign language, 1 English teacher, 1 primary school teacher and carried out 67 surveys, I collated all the information in the Affinity Diagram to organize and identify patterns. With the conclusions drawn, I created the User Person, this being the recipient of my product.


Affinity Diagram

User persona

First conclusions

After completing the User Journey, it became much clearer to me when my digital solution would come into action:

1. Brainstorming

With all this information and with the help of colleagues, a brainstorming was carried out that helped to envision possible new functionalities.

2. Filtered out

The UX tool known as Moscow was key in determining which functionalities were of a higher priority than others when forming part of the app.

3. Choice

The next challenge was how to deal with the information architecture.

After this structuring, a series of iterations derived from the multiple tests were carried out, which were key when structuring the app as well as determining the nomenclature of the sections.

User Flow


Mid-fidelity Wireframes

After making the prototype on paper and testing it, I made the prototyping with Sketch (mid fidelity) rectifying the errors that I had previously detected.

Screen evolution

After carrying out new tests on the mid, a modification of the names of each category and the corresponding redesign of some screens was carried out. Some samples of this evolution will be shown below.

High-fidelity Wireframes

Here you can see what the final result of the project was, organized in four flows: Agenda, Assistance, Materials and the form which will appear in the configuration section.

That was all, if you want to know how the whole UX / UI process was carried out in depth, you can send me a message by filling out the following form.

© 2023 Javier Colomer
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