Aaron Mayor | UX/UI Designer
experience designer
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Speach

 
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Practice the Fundamentals of Public Speaking

My Role: Concept | UX | UI
Tools Used: Sketch | Principle

“Don’t practice until you get it right, practice until you can’t get it wrong.”
— unknown
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PROBLEM

Some find speaking in public difficult, anxiety-inducing, demanding, and some would even say that they would rather die than speak in front of others.  And some don't. 

Some exude a charm and confidence that capture the full attention of their audience.  What is it that makes a person be able to shine in the spotlight?

 

SOLUTION

The secret to the latter group is simply practice.
Practice builds muscle memory and confidence.
Practice makes perfect. 

SPEACH, an app that breaks down the fundamentals of speaking into six digestible categories and allows you to practice and receive feedback away from the spotlight. 


INTRODUCING SPEACH

SPEACH utilizes various exercises that target different aspects of speaking. These include:

  • Avoiding the use of thinking sounds/filler words
  • Proper utilization of silences and pauses
  • Controlling the speed of which you speak
  • Being aware of the volume of your voice
  • Improving diction
  • Developing different tones of voices

SPEACH encourages daily practice, with the option of setting short term and long term goals. Users will be able to practice their own speeches by inputting it directly into SPEACH. 


FEATURES OF SPEACH

When coming up with the feature set for SPEACH, we wanted to create an experience that encouraged continued and regular practice. To achieve this, we looked to find human truths that we could leverage to keep ours users coming back to practice. 

1. Feedback

The feedback feature allows to the user to playback their completed exercise to hear themselves practicing. This gives them the opportunity to be more critical of themselves and makes them more comfortable hearing the sound of their own voice.

Metrics, such as volume, speed, etc., will be provided to the users to see where there is room for improvement.

All this in the comfort of their own privacy.

 
HUMAN TRUTH
When we get feedback, we often see it as a threat and respond defensively or just avoid getting feedback all together.
 
But the truth is without feedback, people will continue to make the same mistakes over and over again.
 
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2. Daily Goals

Users can set daily, reachable goals even if it's only 10mins per day. SPEACH encourages users to continue to put in the work, by sending friendly reminders.

 
HUMAN TRUTH
Seeing progress is addicting and addiction causes people to form new habits. 
 
Daily, reachable goals help keep the momentum going towards the true goal of not being afraid of speaking to an audience.
 

 

 

3. Rehearsal

While practicing the fundamentals is key to getting better, users want to see if all that practice pays off.

User will be able to upload their own speeches into the app to practice and get feedback beyond SPEACH exercises.

 
HUMAN TRUTH
Sure you can now talk the talk, but can you walk the walk?
 
Understanding conceptually is important, but it isn’t the same as being able to go out there and execute it to perfection.
 
 
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4. Competition

With the weekly leader board, users can compete with friends to see who has practiced the most.

Upon the completion of an exercise, users will collect points in the form of time.

 
HUMAN TRUTH
A little competition never hurt anyone.

People not only perform better, but they learn better if the stakes are low and the motivation is not just to win, but also to achieve mastery.
 

 

 

EXERCISES OF SPEACH

The exercises we wanted our users to practice are singularly-focused on different aspects of speech, but building a strong foundation will give them the knowledge and confidence to get over the fear of speaking in public.


ARTIFACTS OF DESIGN

User Persona

We developed a user persona based on the insights we gathered from preliminary research and informal interviews:

  • Those who want to get better at public speaking tend to avoid situations that will help them do exactly that.
  • They have a fear of putting themselves out in front of others.
  • They lack the formal knowledge of what it takes to be a first-rate speaker.
  • They also lack the experience necessary to understand their shortcomings and what it means to get to that next level.
 

Competitive Audit

We weren't the first to see that this is a need for people. There are a good deal of other resources (other apps, tutorials, books, classes, inspirational videos, etc.) to help people get more comfortable with speaking in public. 

To differentiate ourselves from them:

  • We gamified SPEACH to encourage continual user participation
  • We included simple exercises plus a rehearsal feature that gives both qualitative and quantitative feedback
  • We especially wanted to make sure that our users could practice alone in their comfort zone until they gain the skills and confidence to go speak in public.
 

Selected Annotated Screens 


TAKEAWAY

Public Speaking is like any other skill, to master it you have to practice on a consistent basis. 
Get your reps in, out of the public eye, then you'll be ready to go when it's time. 


Team

Aaron Mayor, Experience Designer

Lynn Nakamura, Art Director

Tools Used

  • Sketch
  • Principle
  • Adobe Illustrator
  • Final Cut Pro
  • Google

Team Dynamic

Lynn and I came up with the concept of turning the different facets of talking into games. 

Lynn created the logo, iconography,  chose the color palette, and chose the typeface with the help of my feedback.

I then brought the designs over to Sketch and Principle to bring our idea to life. 

Lynn and I shot footage and edited our explainer video in Final Cut Pro.