Bridge
Interaction Design

Developed an accessible practice system for beginner violinists who are unable to afford private lessons.

Bridge

Interaction Design


Role

Product Designer

Individual Project

Timeline

16 weeks

Keywords

UI/UX, Learning design, User research, Interaction design

Overview

The price of private violin lessons poses a barrier to many families who want their children to participate in musical extracurriculars. Through this research, I aim to understand how I can design a self-sufficient guided learning system for beginner violinists that increases the accessibility of music education.

Solution

I developed a more cost-effective learning system for beginner violinists who cannot attend weekly in-person lessons, including a mobile app, lesson booklet, and learning device.


It supports young learners and caregivers by blending traditional approaches with emerging technologies, creating an engaging, motivating, and approachable way to extend violin instruction beyond the lesson room.

On average, private violin lessons cost $320 per month.

How can I lower the barrier to learning the violin by improving the quality of affordable music education?

Identifying a Problem Scope — Interviews with Self-taught Students and Public School Instructors

Who I interviewed

  • Band teacher

  • Choir teacher

  • 2 Orchestra teachers

  • Self-taught musician

  • Professional lessons teacher

  • Lessons student

Insights

Students lack motivation when practicing at home

Beginners often lack motivation to practice when results are not instant

The violin is intimidating and unapproachable

Learning the violin is an intimidating hobby and many new users don’t know where to start

Online learning platforms lack structure and feedback

Online music courses are not an immersive experience, as they do not offer real-time feedback and interaction

Private lessons are a major financial commitment

For low-income families, it is difficult to become involved in extracurricular lessons.

Competitive Analysis

While mobile music lesson apps are cost-effective, they lack interactive learning.

LOW COST

LOW INTERACTIVITY

HIGH COST

HIGH INTERACTIVITY

Comparing mobile music lesson apps to interactive learning instruments

Observing Music Lessons

Observing traditional music lessons through YouTube helped me digest how professionals design a learning curriculum for beginners. ↓

Insights — Good Music Curriculums Include

  • Slow progression and adoption of skills over time

  • Target specific skills with playing exercises

  • Start simple and grow more complex

  • Are enjoyable and engaging

Design Goals

Instill confidence in users

Through guided visual learning

Improve the quality of affordable music education

for beginner violinists who are practicing outside of school

Motivate beginners

by creating an interesting practice environment

Support measurable progress

through data informed feedback

Prototyping a Mobile App

ROUND 1

ROUND 2

ROUND 3

Design Features — Mobile App

ONBOARDING

User connects a the Bridge companion to a mobile device through Bluetooth so users can track their progress.

GUIDED LEARNING MODLES

Each learning module guides users through lessons in a structured and gamified format that reinforces learning.

PROGRESS TRACKER & ENGAGING GAMES

Extra features add interest and provide visual feedback that shows users their progress and ways they can accelerate learning.

Lesson Booklet — Color Coded Sheet Music

The lesson booklet replaces on-screen sheet music that distracted users in the third prototype. The book contains:

  • Step-by-step exercises found in the learning modules from the app

  • Color-coded notes to guide users through reading sheet music


Scroll to reveal booklet pages →

Designed to replace the on-screen sheet music that distracted users in the third prototype, this booklet contains each exercise that users need in a screen-free format.

Device Interface

The Impact — Meeting User Needs

USER NEED

MY SOLUTION

Users need to structured information flow and learning

Each learning module guides users through the basics in increasing difficulty

Users trust that my product will help them learn

The learning experience is authentic to traditional approaches

Users need motivation to practice on their own

Gamify the practice experience through characters and rewards to make it more interesting

Users need step-by-step visuals and interactivity when not in person with a teacher

The device shows users which notes relate to finger positions in real time

Learning Device — Design Process

SKETCHES

PROTOTYPE

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