Noteful

Noteful is a music theory education game. This project involves redesigning lessons screens for sing back and rhythm tapping lessons within Noteful's application.

01 PROJECT BACKGROUND

My Role

Project Manager
Designer
Researcher

My Responsibilities

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

Overview

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.

Team

Michael Li, Megan Yim, Yuki Chen, Jonathan Lindstrom, Sisley Yang

Tools

Figma
FigJam
GaradgeBand
HTML/CSS/Javascript

02 WHAT WAS THE PROBLEM?

Lack of guidance, feedback, and intuitive design causes frustration amongst users, decreasing retention

HOW CAN WE:
Improve the effectiveness of Noteful’s Sing-Back and Rhythm Tapping modules to increase Noteful user’s engagement and learning outcomes?

03 OUR SOLUTION

Using real-time feedback during the exercise; detailed, comparable feedback after each exercise; and layout, design, and icon changes to

increase user retention, engagement, and learning outcomes

FROM USER TESTING...

POSITIVE REMARKS

+38%

e.g: easy, clear, intuitive, helpful, good

NEGATIVE REMARKS

-41%

e.g: confused, unsure, difficult, error, problem

RHYTHM MODULE

SUCCESS RATE 
+49%

FROM 44% - 89%

SING BACK MODULE

SUCCESS RATE 
+56%

FROM 33% - 89%

Rhythm Exercises

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

Sing Back Exercises

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

General Designs

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.

03 RESEARCH & FINDINGS

Research Process

Think Aloud Testing with

9 Users from
Ages 18 - 21

Interviews with

4 Experts Teaching Music Professionaly

Secondary Research:

Heuristic Evaluation

Competitive Analysis

Literature Review

Users Said:

" 18 year old w/ limited music experience

"Sometimes there is no explanation when you get the question is wrong"

" 19 year old w/ some music experience

“I’m not really sure when I’m supposed to start; It’s hard to visualize when I’m supposed to go.”

" 21 year old w/ music background

"I don't really know what these icons are, what is the zebra doing here?"

Expert Reviewed:

" Pianist, music educator

“I usually count out loud, turn the metronome on, or I snaps for the beat"

" Soprano, music educator

“You should try to encourage retries instead of just incorrect messages”

Affinity Diagramming

Main Research Insights

01. Useful & Detailed Feedback

User needs explanations/feedback about what they did correct/incorrect to increase the effectiveness of the learning module

02. Guidance & Explanation

Users need proper guidance in different modalities (visual, audio) to feel more confident in their performance

03. General Design & Usability

Users need intuitive and engaging experiences for ease of gamified learning and to feel motivated to continue practicing 

04 IDEATION

Initial Sketching

2 Rounds of Prototyping & Testing

ITERATION 1

ITERATION 2

05 DESIGNS: BEFORE & AFTER

INSTRUCTION CARDS

Before: Lack of instructions or tutorial for more complicated lessons

After: Animated instructions for first-time users, giving them a better understanding of the exercise ahead and achieve their best performance

After:

COUNT-IN MEASURE

Before: Lessons start immediately, making users confused about when to start

After: Count-in measures before each exercise giving users room to prepare for the exercise ahead

Rhythm Tapping Exercise

After:

Sing Back Exercise

LESSONS

Before: Lack of visual feedback from the interface, leaving users confused

After: Real-time visual feedback gives users more insight into their learning

Rhythm Tapping Exercise

Before:

After:

Sing Back Exercise

Before:

After:

FEEDBACK

Before: Lack of explanation for what the user did wrong/right, increasing the potential of repeating mistakes throughout the exercises

After: More detailed feedback allow users to understand their mistakes and achievement, increasing their learning outcomes

Rhythm Tapping Exercise

Before:

After:

Sing Back Exercise

Before:

After:

Real-time feedback is designed to account for different use cases when the user makes an error

06 DESIGN SYSTEM

PROGRESS BAR

NAVIGATION HEADING

SAMPLE LAYOUT

LESSON COMPONENTS

07 NEXT STEPS

Work with Noteful developers to Deliver the Designs
Design additional lessons screens that would cater to users of Different Skill Levels
Populate the Design System for other lessons that were out of scope for the current project