Learn the Lingo

Key Metrics (pre launch)

Why Language Learning

Step 1: Defining a problem

Research and Market Trends

User Persona:
Name: Maya Chen
Age: 24
User Type: Multilingual learner with a short-term goal
Goal: Improve language skills through quick, engaging practice sessions during commutes or short breaks.
Motivation: Visible progress, fast feedback, streaks, and light competition.
Pain Points: Loses interest when apps feel repetitive, cluttered, or slow.
Needs: Short sessions, distraction-free UI, measurable progress, and gamified repetition.
Quote: “I want practice to feel quick, fun, and like I’m improving every time.”
Current Market:

Current iPhone typing app

User Survey:
View survey here
Methodology: I surveyed 30 multilingual learners between the ages of 14 and 75, including students, professionals, and immigrants. The research explored their learning goals, mobile habits, motivations, frustrations, and reactions to gamified practice.
Quantitative Findings
Qualitative Finding
User Needs:
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.

Step 2: Designing a concept

Core Challenge

Based on the findings, I reframed the design challenge:
How might we make language learning as rewarding and measurable as leveling up in a game, something users return to for both the fun and the progress?
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

User research session with prototype walkthrough concluded

Step 4: Incorporating competition and gaming

Pixel art gaming

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

Step 5: Mapping the User Journey

Task Flow

Task flow optimizes for:

Step 6: Prototype testing and improvement

Interactive Prototype Testing

4 interviews, 4 iterations.
Design evolution
Users described the new concept as:

Step 7: Testing shaped a series of deliberate design tradeoffs

Tradeoffs

Pixel-art aesthetic vs. clean minimal
Early prototypes tested as "clear but boring." The retro aesthetic was a deliberate risk — one that paid off by creating an emotional reaction and a sense of world that keeps users coming back.
Multiplayer focus vs. solo progression
A monster-battle system confused users about whether they were competing or progressing alone. Splitting into a clean solo mode and multiplayer mode made each mode's value immediately obvious.
Typing based loop vs. spaced repetition
Spaced repetition optimises for memory; I optimised for motivation. Users who drop off in week two never reach the long-term benefits of a rigorous system anyway. Engagement first, retention second.

Step 8: Trophy Mode for Visible Progress

Gaming at its core

Design Opportunity
To make progress feel meaningful, I introduced Trophy Mode in multiplayer—a system that transforms completed lessons into collectible achievements. Rather than simply increasing a percentage on a progress bar, each mastered lesson unlocks a unique trophy, creating a visual representation of the user's language-learning journey.

Final Design