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ROLE:  Product Designer

TIMELINE: Oct 2024 - Aug 2025 (10 months)
BUSINESS MODEL: EdTech
TOOLS: Figma, SwiftUI, Maze
PURPOSE: I wanted to make an app to help with language learning while also making it fun and engaging.

As the product designer, I:

  • Conducted 14+ user surveys/interviews on motivation in language learning apps
  • Created visual assets and animations to make practice feel like an adventure
  • Prototyped and A/B tested two interaction models to measure engagement
  • Designed and tested a gamified typing experience using playful character unlocks

What I did:

  • A/B Testing
  • User Interface Design
  • User Research and User Flow
  • Wireframing
  • Prototyping

Impact:

  • 99% Success with user Testing
  • 122 Pre Launch Intrest
  • 100% of testers would download and play

Step 1

Research

Purpose: I conducted exploratory research to understand what keeps language learners motivated and why existing mobile learning tools fail to sustain engagement.

Market Data: MonkeyType attracts 30M users monthly, while Duolingo reaches 130M showing strong demand for gamified learning experiences.

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

User Habits

Motivations & Preferences

App Concept Validation

Step 2

How Might We

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

Finding -> Response

Step 3

User Flow

Step 4

Early Concept

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.

Step 5

User Testing

Purpose: The goal of user testing was to evaluate how intuitive and engaging the gamified typing experience felt for new users and to measure whether the redesigned flow improved motivation to practice regularly.

Tasks:

  • Create account → Select a Game Mode → Select a Language → Start a game.
  • Start a typing practice session and complete one challenge
  • Navigate to the leaderboard and invite a friend

Existing Soluions:

MonkeyType UI

DuoLingo UI

Final Step:  

FINAL DESIGN

Step 6

Final Design Choices