Opening a lesson at home:
The user is at home in the late afternoon, looking to relax but also learn something. They open the app and navigate to start a lesson.
Lead UX/UI designer
Miro, Figma
The project focused on designing a user-friendly interface for a language-learning app that integrates augmented reality (AR) and gamification to enhance engagement. The app enables users to interact with real-world objects, practice vocabulary in context, and participate in interactive challenges to reinforce learning. The target audience includes individuals aged 18-35 who seek an immersive and motivating way to learn new languages using digital tools.
Traditional language-learning apps often lack engagement and fail to provide immersive learning experiences. Many focus on passive learning methods, such as flashcards and repetitive exercises, which do not simulate real-life interactions. Additionally, existing solutions do not effectively incorporate AR technology, leaving a gap in providing interactive, context-based learning. These limitations reduce user motivation and hinder long-term retention.
To address these challenges, the app was designed with a strong focus on interaction, personalization, and real-world application. By integrating AR, users can learn vocabulary and sentence structures by scanning objects in their environment. Gamification elements, such as challenges and rewards, keep users motivated. Through usability testing, design improvements were made to ensure intuitive navigation and seamless user interaction. The final product offers an engaging, immersive, and effective way to learn languages through innovative technology.
After analyzing various language-learning apps on the market, such as Duolingo and Falou, we assessed their strengths and weaknesses. Our findings indicated a demand for a more interactive and immersive learning experience that incorporates real-world applications. A key pain point identified was the lack of engagement in traditional apps, which rely heavily on passive learning rather than interactive and gamified methods.
To further explore user behaviors and preferences, we conducted interviews with language learners (ages 18-35). We then analyzed responses using Miro brainstorming board, grouping insights into key themes:
Users prefer short, daily learning sessions but struggle with pronunciation and dialects. Many supplement app-based learning with TV series, online courses, and tutoring to improve their skills.
Most participants are familiar with mobile learning apps but have limited experience with AR-based education. Users see the potential of AR for interactive learning, but they need it to be intuitive and practical.
Gamification drives engagement, with competition (rankings, challenges) and cooperation (group tasks) being the most effective motivators. Users find traditional learning apps lack interactive, game-based experiences that make learning fun.
Our research confirmed the need for a more immersive, gamified approach to language learning by integrating AR and real-world interactions. To enhance motivation, we incorporated leaderboards, challenges, and interactive tasks. AR-based learning improves vocabulary retention, while multimedia integration supports better pronunciation and dialect training, creating a more engaging and effective experience.
Mine, a 30-year-old student from Istanbul, Türkiye, who recently moved to Poland for her studies. She is focused on learning Polish for everyday interactions like shopping, transportation, and socializing.
Mine's busy lifestyle leaves little time for structured learning, so she integrates language practice into small breaks throughout her day.
She wants to develop survival Polish skills to manage routine tasks and feel more connected with locals.
After finishing a yoga session, she has a short break before her next task.
Mine successfully completes her vocabulary review and feels a sense of progress in building her Polish language skills.
Anna, a 24-year-old student from Copenhagen, passionate about traveling and learning new languages. She enjoys watching Spanish TV shows and movies to improve her pronunciation and comprehension.
Anna is planning a trip to Spain in September and wants to practice Spanish in a natural, engaging way. Due to her busy schedule, she prefers learning through entertainment rather than structured lessons.
Anna wants to engage in basic conversations and understand commonly used phrases before her trip.
After a long day of work and classes, Anna unwinds by watching an episode of La Casa de Papel on Netflix late at night.
After finishing the episode, Anna feels more confident in her pronunciation and grammar, making her more prepared for real-world conversations.
Our design follows a modern, user-friendly aesthetic, ensuring clarity, accessibility, and engagement. The typography is based on the Nunito font, providing a clean and readable structure with distinct styles for headings, paragraphs, and captions. The color palette includes deep purples as primary colors, complemented by vibrant green and orange secondary colors, creating a bold, energetic contrast that enhances visibility while maintaining a polished, professional look. Neutral tones of black and white provide balance and readability. The Material Symbols icon set enhances the interface with minimalistic, recognizable icons, ensuring a smooth and consistent user experience. This cohesive design system prioritizes accessibility, usability, and aesthetics, creating an engaging and visually appealing interface that supports seamless interaction.
The first version of the design included all major features, such as vocabulary learning, interactive word repetition, and gamified challenges. Interactive elements were added to simulate real-world language learning experiences and enhance user engagement.
We used Figma to create an interactive prototype, allowing users to navigate through the app and perform key tasks. The first version of the prototype included all major features, such as AR-based vocabulary learning, interactive word repetition, and gamified challenges. Interactive elements were added to simulate real-world language learning experiences and enhance user engagement.
To evaluate the usability of the interface, we defined a set of test scenarios that focus on key user interactions to ensure the prototype's functionality aligns with user needs and expectations. The scenarios include:
The user is at home in the late afternoon, looking to relax but also learn something. They open the app and navigate to start a lesson.
The user is traveling in a country where they don't know the language. At a flea market, they find a chair they like but don't know how to ask about it. They must use the app to assist them.
The user has been in a foreign country for a while and has used the app before. Now, they want to review their past lessons through interactive games.
The user is in Spain and opens the app for the first time. They need to set a new language for learning and adjust their settings accordingly.
Some participants found it unclear which dropdown menu referred to the "native" vs. "target" language when setting up their preferences.
This created frustration and reduced the perceived value of the feature, impacting the overall learning experience.
Terms like "Content Library" and "Articles" were vague, leaving users unsure of their purpose.
This reduced the efficiency of exploring the app's features but did not significantly hinder task completion.
The "Learn" button occasionally repeated previously learned words instead of showing new vocabulary.
This created frustration and reduced the perceived value of the feature, impacting the overall learning experience.
The "Statistics" page lacked engaging visuals to highlight achievements, which made progress tracking less appealing.
While it didn't affect usability, this limited the motivational impact of gamification.
We refined the design based on usability testing results and finalized the prototype. Here are the changes we made:
The final prototype incorporated all feedback, resulting in a user-friendly, feature-rich application that met user needs and preferences.