PROJECT ITEMS & MEDIA

MOBILE APP UI / UX
PROMOTIONAL VIDEO VIDEO PRODUCTION
WEBSITE UI / UX
MOBILE APP ICON UI / UX BRANDING
MOBILE APP ILLUSTRATIONS UI / UX BRANDING

NOWORK

BY SEYEDEH HODA TARA

BRIEF

This app is an English homework app that makes doing homework more engaging, challenging, and competitive. It takes homework out of its original context in a way that it no longer feels like work. This is where the name of this app comes from. When compared to its competitors, instead of aiming to teach English, this app is a complementary application that is focused on making students practice English as a daily routine in a more delightful manner.

RESEARCH

TOPICS

  1. Study of age groups
  2. Regions of most English Learners
  3. Teenagers’ brains
  4. How to Teach Teens English effectively

RESEARCH FINDINGS

A study at MIT they found that it is best to start learning English at about 10 years old, to achieve a native-like knowledge of English grammar. Adolescent brain changes start around 11, first with major increases in numbers of neural connections. A natural loss of connections could affect a skill.

According to my research, Teens aging from 10 to 20 are the best at learning English explicitly and can even learn to talk as fluent as a native speaker. After this age, the learning process gets slower and younger than this age group are implicit learners meaning they learn from listening to native speakers and imitate them.

In order to teach teens effectively we must:

  • Build rapport
  • Show interest
  • Give choices
  • Offer variety
  • Challenge abilities
VIEW THE MOODBOARD

FUNCTION

To make doing homework more engaging, challenging, and competitive, I applied gamification principles to this app. Gamification is about taking something that is not a game and applying game mechanics to increase user engagement, happiness, and loyalty. This means that gamification takes elements from game-design and the general principles and theories which drive gameplay and applies them to other contexts. I have applied 23 gamification principles such as: loss aversion, leaderboards, time pressure and competition.

CONCEPT

As an English teacher I have found out that doing homework is boring for students; They tend to slack off or submit their homework late or even forget what homework they had. Students usually don’t practice English regularly (everyday). This app helps engage them into playing every day and has a schedule part where it notifies them daily at a specific time, so they become consistent in doing their homework, or shall I say nowork. If they do not play and do their nowork every day, they will lose points and their ranking among all the other students.

 

NOWORK APP

This app is an English homework app that makes doing homework more engaging, challenging, and competitive. It takes homework out of its original context in a way that it no longer feels like work. This is where the name of this app comes from.


 

PROMOTIONAL VIDEO

To promote the video I have shut and edited this short video and combined it with motion graphics.


 

WEBSITE

Also created a website to promote and inform the public about the existence of the mobile application.


 

MOBILE APP ICON / ICON SET

Made the app icon to help with the identity of the application.

Also designed all of the icons in the app.

 

MICRO ANIMATIONS

I have created micro animations to further construct the look and feel of the mobile application.

MICRO ANIMATIONS

I have created micro animations to further construct the look and feel of the mobile application.

 

MOBILE APP ICON / ILLUSTRATIONS

Made the illustrations to be used in the application so that there will be a coherent visual language in the images used within.