LEARN THE LINGO / INTERFACE & VISUAL DESIGN
Learn the Lingo is an independent language-practice concept, designed and prototyped in Figma; it has not shipped. I explored how short typing sessions, game feedback and reusable controls could make repeated practice feel inviting.
The design challenge: give an expressive, game-like experience the clarity and consistency of a modern mobile product.

ROLE
Product & UI designer
UI FOCUS
Visual direction, reusable UI patterns and interactive prototyping
SCOPE
Mobile screens, interaction states and visual system
EARLY SIGNAL
143 pre-launch sign-ups
01 / DESIGN DIRECTION
I explored how a short typing challenge could feel engaging without adding friction. Rather than fill every screen with game elements, I chose a calm, spacious UI where characters and interactive moments provide personality.
The visual hierarchy separates setup, gameplay and results. Neutral surfaces carry the interface; blue marks actions and selections, while player colours belong to competitive feedback.
The principle: make the gameplay expressive, but keep navigation and controls quiet.
Early exploration moved from plain typing-test layouts toward pixel-art character moments supported by a more structured mobile interface.
02 / LANGUAGE PRACTICE
The starting point was my own experience practising French and Spanish vocabulary through typing. The learning intent is repeated exposure to words and their spelling: choose a language, set the challenge and practise a short word sequence. Difficulty, time and word settings let the player adjust the session before play.
PRACTICE SETUP / REPEATED PATTERNS
Navy, selected blue, white surfaces and subtle neutrals.
SOLO MULTIPLAYER
EASY MEDIUM HARD
The same selected state works across mode and difficulty controls.
01
Choose the language to practise.
02
Configure difficulty, time and word settings.
03
Type, review performance and repeat.
The UI separates the word area from game feedback so the language task remains visible. A result screen reports typing speed. That measures typing performance; vocabulary recall needs a separate check, such as recalling a word’s meaning after the session.
The next learning iteration would pair errors with the correct spelling and translation, then offer another attempt at missed words. Difficulty would need to reflect vocabulary familiarity as well as typing challenge. These are proposed learning mechanics to test.
03 / UI EXPLORATION
I considered a level map with monster progression, but participants found the progression confusing and distracting from language practice. I chose a simpler solo route alongside multiplayer. The tradeoff was less progression spectacle in exchange for a clearer reason to enter each mode.

Early interface: simple language and mode entry.

First typing layout: functional but visually generic.
I also considered keeping typing and game animation separate. In testing, participants expected their input to affect the action, so I moved toward immediate gameplay responses to typing. This made the relationship between input and feedback explicit; the word area still needed to remain readable while the game responded.

Core screen flow: choose a mode, configure the challenge, type and review the result.
The reusable patterns emerged across this flow: selectable options, focused task areas, supporting navigation and result feedback.
04 / DESIGN SYSTEM
As Learn the Lingo evolved, the same decisions repeated across mode selection, language settings, navigation, typing keys, and competitive feedback. I formalized those recurring treatments in Figma rather than designing each screen in isolation.
This section documents how the visual rules are reused: semantic colour roles, a type hierarchy, state patterns and spacing. The purpose is to make the next screen easier to design and maintain.
COLOUR / CONTRAST
The colour roles separate neutral surfaces, interactive controls and competitive feedback. In the revised web specimens, selected blue is #3568C0, player teal is #087F83 and functional outlines use #737987. Brighter decorative colours can remain in artwork without carrying essential state information.
Contrast check against white: selected blue 5.39:1; player teal 4.80:1; opponent blue 3.14:1; outline 4.36:1. Blue and teal support normal-size white text. Opponent blue is reserved for non-text indicators. Earlier screen images retain their original colours; these corrections apply to the web specimens.
TYPOGRAPHY / ROLES
The existing screens explore four typefaces: Raleway for display hierarchy, Courier Prime for modes, JetBrains Mono for utility settings and VT323 for pixel details. The two monospace families overlap in purpose. The streamlined direction shown here uses Raleway for headings and Courier Prime for functional labels; pixel personality comes from the artwork.
RALEWAY BLACK / DISPLAY 40PX
COURIER PRIME BOLD / MODE 24PX
JETBRAINS MONO / UTILITY 24PX
VT323 / PIXEL LABEL 16PX
COMPONENTS / STATES
Mode selection, primary actions, language choice, navigation, keyboard keys and health indicators share reusable Figma components. Documenting selected, unselected, disabled and pressed states makes behaviour easier to communicate across screens.
These are simplified static representations of the Figma components, not interactive game controls.
SPACING / HANDOFF
A 4–48px spacing scale supports consistent grouping, with compact corners for controls. Semantic names such as text-primary, action-primary and border-default describe purpose, so a contrast correction can be applied consistently instead of edited screen by screen.
The handoff reference connects each control to its intended state and colour role. The most useful documentation explains what changes after an action, what remains visible and how the player recovers from an error.
Explore the complete Figma design system ↗05 / FINAL UI SCREENS
The screen sequence carries the visual language from onboarding to configuration, typing and results. Repeated control treatments establish familiarity before the player reaches the timed challenge.

Mode selection — segmented Solo and Multiplayer control.

Configuration — repeatable difficulty, time and word-selection states.

Typing challenge — gameplay artwork and an uninterrupted text area.
Setup decisions happen before the session, leaving the word area as the main focus during play. Results sit in a separate view so the player can review performance without interrupting the typing flow.

Session result with words-per-minute feedback.

Account entry — standard form controls within the same visual language.
06 / DESIGN OUTCOME
Learn the Lingo attracted 143 pre-launch sign-ups. I also shared the project on Reddit, where it received early engagement. The available record does not establish the collection period, total landing-page traffic or channel attribution, so I treat the count as an expression of interest.
The strongest outcome is a clearer path from choosing a practice session to understanding its feedback.
Test whether players understand corrections, can recall word meanings after practice, and can distinguish feedback without relying on colour. A keyboard and screen-reader review of an implementation would complement the contrast corrections documented above.
This project strengthened my approach to interface design: establish a visual language, reuse interaction conventions, and make the most important on-screen action obvious.