
Design Process
Learn the Lingo
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Problem: Language learners lose motivation in repetitive apps like Duolingo; they crave fun, competition, and meaningful engagement.
Mission:
I designed a typing test that makes language learning an adventure, using playful characters, exploration, and fast-paced challenges. Each language unlocks a unique companion, turning practice into a fun, social, and rewarding experience.
Hypothesis:
Research shows language learning boosts memory and flexibility, while apps like Duolingo and Monkeytype prove the power of gamification and competition. Building on this, I designed a character-based typing test where each language unlocks a new companion, making practice more social, exploratory, and motivating.
What I did:
- A/B Testing
- User Interface Design
- User Research and User Flow
- Wireframing
- Prototyping
Step 2
Finding -> Response
- Finding: Users lose interest quickly in mobile games. Design Response: Retro visuals and clear flows sustain engagement.
- Finding: Gamification in Duolingo was motivating. Design Response: Integrated progress tracking, rewards, and playful elements.
- Finding: Many struggle to find effective language learning tools. Design Response: Clear value upfront and easy-to-understand purpose.
- Finding: 90% dislike onboarding ads. Design Response: One-click start button, no disruptive ads.
- Finding: 70% enjoy light competition. Design Response: Leaderboards and timed challenges encourage motivation.
- Finding: 70% want multiplayer. Design Response: Solo and multiplayer modes provide choice.
Step 3
User Flow
Main Menu
- Central hub where users spend most of their time outside of gameplay.
- Divided into:
- Primary Actions: Start Solo Game, Start Multiplayer Game.
- Secondary Actions: Access Stats, Shop, Test Settings, Profile, etc.
Game Setup Screen
- The only screen where user choices affect gameplay.
- Users customize:
- Difficulty Level (Easy, Medium, Hard)
- Time or Word Limits
All Other Screens
- Designed for personalization and exploration.
- Do not impact gameplay mechanics (e.g. changing language, viewing stats, or browsing the shop).
Step 5
User Testing
Step 6
Final Design
Choices