Aung Hein Htet

Case Study of UX Project of Quiz Website

The following UX project was made by following “the design thinking process” which is a non-linear and iterative process. However, In order to be able to read clearly, the documentation was writing with less iterative process. 

Target Users

Age: teenagers and some adults; between 13 – 30 

Education: no specific background knowledge is needed 

Geography: Myanmar 

Gender: All (no gender specific)

Interests: learn a new language and people love to take quizzes 

The technology needed: all devices (mobile, laptop hence its website) 

What are the problems?

Problem 1: No quiz app or website specifically in the Burmese language

Problem 2: Some quiz apps have too many functions leading to a complicated system. 

Solution of this design: Simple design even for people unfamiliar with the website, light website, design familiar with Myanmar people

Users' Persona

Kaung Myat Thu UX Persona
Pyae Phyo Kyaw UX Persona

Flow Chart

Flow Chart of Quiz UX Project

Use Case

Use Case of Quiz UX Project

Colour Pallete

Typeface

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

a b c d e f g h i j k l m n o p q r s t u v w x y z

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TItle – Montserrat | 45px | Weight (700)
Heading 01 – Montserrat | 30px | Weight (300)
Text – Montserrat | 15px | Weight (300)

Web Content

English Quiz
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Wireframe

Low Fidelity

Figma LInk

Testing

Stage 1: Empathize—Research Your Users’ Needs

Here, UX designers should gain an empathetic understanding of the problem which trying to solve, typically through user research. Empathy is crucial to a human-centred design process such as design thinking because it allows them to set aside their own assumptions about the world and gain real insight into users and their needs.

Stage 2: Define—State Your Users’ Needs and Problems

It’s time to accumulate the information gathered during the Empathize stage. Designers then analyse their observations and synthesise them to define the core problems. These definitions are called problem statements. They can create personas to help keep your efforts human-centred before proceeding to ideation.

Stage 3: Ideate—Challenge Assumptions and Create Ideas

Now, designers are ready to generate ideas. A solid background of knowledge from the first two phases means you can start to “think outside the box”, look for alternative ways to view the problem and identify innovative solutions to the problem statement they’ve created. Brainstorming is particularly useful here.

Stage 4: Prototype—Start to Create Solutions

This is an experimental phase. The aim is to identify the best possible solution for each problem found. The team should produce some inexpensive, scaled-down versions of the product (or specific features found within the product) to investigate the generated ideas. This could involve simply paper prototyping.

Stage 5: Test—Try Your Solutions Out

Evaluators rigorously test the prototypes. Although this is the final phase, design thinking is iterative: Teams often use the results to redefine one or more further problems. So, the team can return to previous stages to make further iterations, alterations and refinements – to find or rule out alternative solutions.