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: Design a language-learning app that feels fun and engaging, rather than repetitive or academic.

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 key barriers to sustained learning, and reworked my model to address common shortcomings in existing apps.
  • 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 experience 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 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 - Incorporating competition and gaming

Pixel art gaming

Step 4

Tradeoffs

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

Evaluate

Method:

Results:

Key Feedback Themes

Existing Soluions:

MonkeyType UI

DuoLingo UI

FINAL DESIGN

Step 7 - Outlook and lessons

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 - 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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