Learn the lingo

A gamified language-typing app that helps learners build vocabulary through fast, repeatable practice.

Confidential portfolio material. Shared for evaluation only. Not for reuse, distribution, or implementation without permission.
  • Role: product Designer
  • Timeline: Oct 2024 - Aug 2025 (10 months)
  • Team Size: 1
  • Business Model: EdTech
  • Tools: Figma, SwiftUI, Maze
  • Purpose: Design a language-learning app that feels fun and engaging, rather than repetitive or academic.

Work summary

As a product designer, I achieved:

  • Conducted 30 surveys and 5 interviews to identify motivation drop-off patterns in language-learning apps.
  • Identified motivation loss during repetition loops as the primary barrier to sustained learning.
  • Introduced pixel-art reward animations to make repetition loops feel progress-driven instead of mechanical.
  • Live-tested a typing-based learning prototype and adjusted pacing and feedback timing to improve session completion.

Overview: Most language apps feel like homework. Learn the Lingo turns vocabulary practice into a fast-paced typing experience — meeting learners where they already enjoy practicing.

Prototype

Step 1 - Discovering the idea

Research and Market Trends

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

Current iPhone typing app

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

Synthesis: 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.

User Needs:

Step 2 - Designing a concept

Core Challenge

Based on the findings, I reframed the design challenge:

Using a typing test tool is practical, convenient, and aligns with user habits. 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 - Incorporating competition and gaming

Pixel art gaming

I used Figma to design a prototype based on all my findings through research and intial ideation. The first prototype was incomplete but it clearly demonstrated what I want to do, make learning fun.

Step 6 - Mapping the User Journey

Task Flow

The user flow prioritizes:

Step 7 - Prototype testing and improvement

Initial Prototype Testing

5 interviews, 5 iterations.

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.

Interview Iteration 1

Interview Iteration 2

Interview Iteration 3

Interview Iteration 4

Final Design

Design evolution

Users described the new concept as:

Step 5 - Testing shaped a series of deliberate design tradeoffs

Tradeoffs

Final Design

Step 8

Final Design Testing

Evaluate

Method:

Results:

Key Feedback Themes

Step 10 - Using Figma

Designing and prototyping in Figma

Because the app was designed exclusively for mobile, I treated Figma as a production tool rather than a sketching space prioritizing component reuse, spacing consistency, and interaction clarity across every state.

4Fimo

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Currently Under Development