LEARN THE LINGO

Creation Process

Role:  Product Designer

Timeline: Oct 2024 - Aug 2025 (10 months)
Team Size: 1
Business Model: EdTech
Tools: Figma, SwiftUI, Maze
Purpose: wanted to make an app to help with language learning while also making it fun and engaging.

Work Summary

As a product designer, i:

  • Conducted 30 user surveys and 5 interviews to understand motivation, and engagement patterns in language-learning apps and Learn the Lingo design.
  • Identified motivation and repetition as primary downfalls to sustained learning and motivation in language learning, and reworked my own model to address current app issues.
  • Created concept pixel-art–inspired animated assets to make practice feel playful and rewarding rather than repetitive.
  • Live-tested a gamified typing-based learning prototype and optimized flow, pacing, and feedback to improve learner engagement.
  • Performed competitive and market research across gaming and language-learning products to identify unmet engagement opportunities.

Impact:

  • 90% task completion rate during moderated user testing of core lesson flows
  • 85% testers opted into notifications or email follow-ups, indicating ongoing interest.
  • 122 users joined the pre-launch waitlist, validating early interest

Overview: I set out to design a language-learning app that didn’t feel like homework. Instead of flashcards or memorization drills, Learn the Lingo turns vocabulary practice into a fast-paced typing adventure inspired by MonkeyType, meeting learners where they already enjoy practicing.

Step 1 - Discovering the idea

Research and Market Trends

Market Data:

  • Duolingo 130M monthly users: proof that gamification drives consistency
  • MonkeyType 30M monthly users: strong demand for fast-paced skill training

Current iPhone specific typing app

Testing demand and validation:

Methodology: I surveyed 30 multilingual learners (ages 14–75, from students to immigrants) to explore what motivates sustained engagement in mobile language tools.

Engagement Drops Fast

Motivation

Concept Validation

Takeaway: There is high demand and strong expectations for mobile learning tools, yet the market for gamified language learning is limited and dominated by only a few major players. This creates a clear opportunity for a focused, fast-paced, engagement-driven learning experience.

Step 2 - Designing a concept

Reframing the Problem

Based on the findings, I reframed the design challenge:

This direction also connected to my personal experience using MonkeyType to strengthen my French and Spanish vocabulary through consistent, gamified repetition.

First Idea

Step 3 - Modification from the user research

Finding Response

Step 4

User Flow

The user flow prioritizes:

Step 5 - Prototype testing and improvement

Evolution Through Preference Testing

Design evolved through user insight. Early prototypes were functional but felt “too plain.”Testing revealed users wanted energy and personality, not just clarity. I merged retro pixel visuals with modern UI simplicity to create a nostalgic yet fresh experience. Playful details like the red balloon and night-city backdrop turned the test into a game world that motivates learning.

Design evolution

Users described the new concept as:

Step 6

User Testing

Goals

Evaluate

Method:

Results:

Key Feedback Themes

Existing Soluions:

MonkeyType UI

DuoLingo UI

Final Step:  

FINAL DESIGN

Step 7

Final Outcome

Learn the Lingo combines typing, game mechanics, and language learning into a single engaging experience. It solves the drop-off problem by giving learners fast feedback, visual rewards, and a world that feels fun to return to.

This project taught me:

Step 8

Desining and prototyping in Fimga

Bringing Learn the Lingo to life in Figma required balancing two priorities: game-like visuals and fast iteration. Since the app was designed exclusively for mobile, I focused on crafting tightly controlled, pixel-precise layouts that matched the retro aesthetic and rapid typing experience.