DUTCHIFY
Overview 👀
Duration: 6 Weeks
Role: User Research, UX Solutions, Wireframe and GUI Samples, Unity Developer
Tools: Adobe XD, Figma, Spline and Illustrator, Unity
Type: Product – EdTech
Year: 2023
The Idea 💡
Dutchify is an app created for Brazilians aiming to pass the Inburgering exam and embrace life in The Netherlands. It is a gamified app, which enhances language skills while having fun.
Problem 🔍
🌍 In recent years, an increasing number of people have moved to the Netherlands to reunite with family or partners, constituting 43% of temporary or permanent residency requests.
📚 However, the immigration process for non-EU/EEA citizens is challenging, as they must pass a pre-entry test in their home country in Dutch.
🧡 To address this issue, Dutchify was established to provide much-needed resources and support.
Project Goals 🎯
🖥️ Have a friendly interface that makes learning easier.
🧠 Give the user Interactive quizzes for exam preparation.
👨👩👦 Supporting families and Brazilian immigrants.
📚 Provide easy access to test materials.
RESEARCH
Methodology
Just Mix 🧩
To create Dutchify, a user-centered design approach was applied, combining Design Thinking, Lean UX, and Agile methodologies.
This approach aimed to balance design, development, and user needs while working with limited resources.
- 💭 Design thinking identified user demands and project requirements.
- 📊 Lean UX refined designs based on user feedback for precision.
- 👥 Agile involved users in app development, ensuring alignment with their needs and readiness for delivery.
Competitor Analysis 📊
Insights 🌟
In the world of Dutch language learning apps, Dutchify and AdAppel are the main options for the Dutch proficiency test.
However, AdAppel has a limitation – it’s only available on iPad, and it looks quite old-fashioned. Both its content and interface could use an update.
Duolingo is the most popular educational app around, and it’s fantastic when it comes to how it looks and feels. It’s like a game, which makes learning fun.
Dutchify has taken some inspiration from Duolingo’s design. What’s more, Duolingo has a lot of content and uses smart computer technology to help the user learn.
Lastly, there’s Babbel. It’s a decent language app, but it’s not as innovative, and its interface isn’t as clear. Also, it’s not specifically made for the Dutch proficiency test, so it might not be the best choice for that.
It’s crucial to remember that Dutchify serves a distinct purpose – it’s not intended for teaching Dutch from the ground up but rather for assisting users in preparing for the exam. With this in mind, it’s clear that while Duolingo and Babbel are included in this competitor analysis, they belong to a different category. They do, however, provide valuable reference points for our discussion.
USP 🌟
SWOT 🚀
Product Life Cycle 🔄
User Research
Demographics 🌐
Age Group: The primary target audience falls within the age group of 21 to 35 years old.
Gender: In the demographic of legal Brazilian residents in the Netherlands, women constitute the majority.
Income: The primary target audience belongs to the middle/upper class.
Education: target audience holds at least an undergraduate degree.
Location: Brazil.
Persona 😎
Isabella Torres
Bio 😇
She’s a multilingual woman, Isabela has always been interested in other cultures. She is engaged to Pieter, a Dutchman. Their similar opinions, love of art, and love of travel rapidly drew them together. They made the decision to get married and have a family in the Netherlands.
Personality 🧠
Isabella is open-minded, curious, and adaptable. She values cultural exchange and personal growth. Her friends describe her as outgoing and empathetic, always willing to engage in meaningful conversations.
Priorities and Goals 🎯
She wants to pass the inburgering exam and move to the Netherlands to start a new chapter with Pieter. She’s excited about the prospect of exploring Dutch art and architecture and immersing herself in the European lifestyle.
Frustration 😩
She gets frustrated when she feels overwhelmed by the complexities of Dutch bureaucracy, especially during the visa application process and other legal procedures.
Challenges 🧩
Balancing her demanding job responsibilities with the intense preparation required for the inburgering exam poses a significant challenge.
Fears 😱
- Language Barrier
- Failing the Test
- Cultural Shock
- Career Transition
Assumptions 🤔
Isabella thinks that the Dutch culture is very similar to other Western European cultures and that her proficiency in English will help her seamlessly transition to life in the Netherlands.
Aesthetic 🎨
She values clean and minimalist design and prefers a sleek, modern aesthetic. But she also likes game-like apps.
Psychographic 🧠
Empathy Map 🤗
User Journey 🗺️
Value Proposition Canvas 🤝
What do People Think About the Test ? 💭
Brainstorm 🌀
THE APP
Branding
Name Concept 🖋️
I chose the name “Dutchify” because it shows what the app does perfectly – makes the user integrate in the Dutch society. The first version of the app was called Puntenel, a joke about the “.nl” , but it was a long shot for people to understand the reference.
Logo Concept 💡
The logo, was created using a variation of the futura font. The ‘y’ at the end has a nice twist to it, reflecting the shape of a ‘6’, the score needed to pass the test and also a check mark, implying the user will pass the test.
This creative play captures Dutchify’s essence—an inventive journey in itself. It can be used in the colours Fox (standard), Hare, or Snow.
Design 📝
Colours 🌈
The primary colors are inspired by the Netherlands, with orange being as significant as blue and white. The Dutch royal family Van Oranje, and the national sports team both embrace this vibrant hue.
Color hierarchy:
- Fox: Our primary brand color, reflecting Dutch culture globally.
- Flame: Secondary color for text highlights.
- Hare: Frequent choice for typography.
- Snow: Main background color, providing a clean canvas.
Illustrations 🎨
Stroop, is Dutchify’s mascot, and it is named after the popular Stroopwafel, a delicious Dutch snack.
Stroop has a dual personality that represents both gains and losses, perfectly simulating the process of learning a language.
The other illustrations represents the KNS , reading, speaking and listening.
GUI
Low Fidelity Wireframe 📐
High Fidelity Wireframe 📱
Final Result ⭐