Mark Nouneh | Designer
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LEARN THE LINGO / INTERFACE & VISUAL DESIGN

A game-inspired UI built for focused language practice.

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.

Learn the Lingo French typing competition concept

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

Making retro personality work within a modern interface.

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

Make repetition easy to start—and easy to understand.

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

COLOUR SYSTEM

Navy, selected blue, white surfaces and subtle neutrals.

COMPONENT STATES

SOLO MULTIPLAYER

EASY MEDIUM HARD

The same selected state works across mode and difficulty controls.

Illustrative pattern reference based on prototype screens; values are approximate, not exported design tokens.

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

From a generic typing test to a distinct visual identity.

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 typing-test setup: a simple entry point.

Early interface: simple language and mode entry.

Initial timed typing experience, before the final visual direction.

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.

The mapped journey: enter, choose a mode, configure, play, and review the result.

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

From expressive screens to a reusable UI language.

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.

13Colour primitives
12Semantic colours
7Typography styles
6Component families

COLOUR / CONTRAST

Calm foundations. Clear interactive states.

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.

Navy
#223148
Selected blue
#3568C0
White
#FFFFFF
Paper
#F8F8F8
Outline
#737987
Ink
#3D3D3F
Player teal
#087F83
Opponent blue
#4393F1

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

Modern clarity meets a retro game identity.

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

Start a practice session

COURIER PRIME BOLD / MODE 24PX

SOLO   MULTIPLAYER

JETBRAINS MONO / UTILITY 24PX

Test Settings

VT323 / PIXEL LABEL 16PX

exit   ·   lvl 02

COMPONENTS / STATES

Shared controls, predictable 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.

Mode control
✓ SOLOMULTIPLAYER
A filled selection and explicit selected label reinforce the active choice.
Primary action
START PRACTICEDISABLED
Action hierarchy and disabled feedback stay consistent.
Language choice
FRENCHENGLISH
Compact outlined options simplify game configuration.
Navigation
STATSPROFILE
Destination states reuse the same visual vocabulary.
Typing key
AA
Rounded keyboard keys have idle and pressed variants.
Health feedback
PLAYEROPPONENT
Player and opponent labels identify each side alongside distinct colours.

These are simplified static representations of the Figma components, not interactive game controls.

SPACING / HANDOFF

A clearer reference for the next iteration.

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

A cohesive mobile experience across key moments.

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.

Solo or multiplayer entry.

Mode selection — segmented Solo and Multiplayer control.

Language and difficulty options.

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

Competitive typing concept.

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.

Session result with words-per-minute feedback.

Account entry and progression context.

Account entry — standard form controls within the same visual language.

06 / DESIGN OUTCOME

A clearer UI language for a playful product concept.

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.

What I would validate next

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.