Project preview
Teach Me How App Preview
Disclaimer
This brand identity and logo were created for educational purposes as part of a design case study. Teach Me How is a conceptual project, not affiliated with any real company. Originally developed as a university team project with research, walkthroughs, and evaluations, I later revisited it solo—redesigning the app, building wireframes and a prototype, and refining the UX/UI based on feedback and my design growth.
Overview
It often starts with something small — a flat tyre, a loose bike chain, a leaking tap. People spend 10 to 15 minutes searching online, scrolling through endless videos and articles, just to find a clear solution. The problem isn’t the lack of information, but that it’s scattered, confusing, and rarely designed for someone who just needs a quick, step-by-step answer on the go. That’s where the idea for Teach Me How was born: a user-friendly app that provides clear, structured guidance exactly when it’s needed — quick, effortless, and right at your fingertips.

My Process

01

Understand App Purpose

Before designing, it was essential to clarify the app’s purpose. During the team project phase, we established that the app should teach essential everyday skills, help users solve problems independently, and save time through quick, well-structured instructions.

02

Understand Audience Needs

Next, we focused on the target audience: young adults in Europe. Research revealed that many users get bored quickly, abandon tasks if they seem time-consuming, and often believe they don’t need instructions. These insights guided the design approach and informed key UX decisions.

03

Define a Design Approach

I identified three major frustrations: unclear steps, irrelevant results, and poor mobile usability. To address them, the app was designed for speed and intuitive navigation, with tutorials combining a materials list, video, and step-by-step instructions, and a smart search providing faster, relevant results.

04

Review and Analyze Existing Prototype

With the design approach defined, I studied the original university prototype to understand its strengths and weaknesses. The review highlighted usability issues, visual inconsistencies, and UX areas for improvement, giving a clear picture for testing and redesign.

05

Gather Feedback

I then collected feedback to validate assumptions and uncover additional pain points. Observing real users interacting with the app provided valuable insights into what worked, what didn’t, and what could be improved.

06

Redesign and Refine

Finally, I redesigned and refined the app, addressing identified issues and incorporating user feedback. Iterative adjustments improved usability, visual consistency, and engagement, resulting in a polished, user-friendly product.

UNIVERSITY SAMPLES

uni-samples

Visual Design

Font Choice

I selected Jakarta as the primary typeface. It is clean and professional, giving the app a modern and approachable feel.

Jakarta

The quick brown fox jumps over the lazy dog.

Color Palette

The primary color is a Facebook-inspired blue, chosen to create a calm, friendly interface that keeps users focused without feeling overwhelmed. Together with white and black, this color palette keeps the app clean, simple, and non-intrusive.

Logo

With no logo established, I designed one from scratch: a speech bubble containing a lightbulb, symbolizing a collaborative space for sharing ideas and reflecting the app’s purpose of helping users solve everyday problems.

MY REDESIGN VISION

HOMEPAGE

homepage

UPLOAD PAGE

upload

PROFILE PAGE

profile

NEW RANDOM HACK PAGE

random-hack

ADDED LOGIN/SING-UP/LOGOUT

SEARCH BAR PAGE

search-bar

Reflection

This project taught me the value of iterative design and user feedback. By revisiting an earlier group project, I was able to improve not only the app’s UX/UI but also my design thinking process. If I were to continue this project, I would focus on usability testing with a broader audience and exploring gamification elements to increase engagement.

results