Designing a Vocabulary Learning Game

Role: UX Researcher & Designer
Timeline: Academic project
Tools: Interviews, Competitive Analysis, Figma, Usability Testing


Overview

I explored how people learn vocabulary and languages, and how a mobile experience could support learning during short moments like commuting.
The goal was to design a motivating, low-pressure learning experience that fits into everyday life.

The Problem

Most vocabulary and language learning apps fall into one of these traps:

  • They rely heavily on ads and paywalls
  • Learning sessions are too long
  • Progress feels punishing instead of motivating

I wanted to explore how vocabulary learning could feel lightweight, engaging, and flexible without adding pressure or guilt.

Competitive Analysis

I analyzed existing learning apps to understand how they approach onboarding, motivation, and vocabulary retention.

Vocabulary – The good

Vocabulary – The bad

Anki – The good

Anki – The bad

Key insights

  • Gamification increases motivation but can also create stress
  • Clear progress tracking keeps users engaged
  • Monetization is a major frustration
  • Most apps focus on isolated words instead of real usage

User Interviews

I interviewed multiple participants with different backgrounds and learning habits (professionals, teachers, researchers).
All participants have been anonymized.

Summaries

Tom

Martin

Nora

What I learned

  • People want to learn during “dead time” (commutes, short breaks)
  • Vocabulary sticks better when used in context
  • Structure helps, but flexibility is essential
  • Ads and streak pressure often lead to drop-off

Defining the User

Based on the research, I created a proto-persona representing busy, goal-oriented learners.

Problem statement

Busy learners need a way to practice vocabulary in short sessions without feeling punished by ads, streaks, or rigid schedules.

Solution Concept

Swords and Words (working title)

I designed a gamified vocabulary learning app where users actively learn words by typing them during short game rounds.

Core principles

  • Short, repeatable sessions
  • Clear progression and XP
  • Learning through action, not passive reading
  • Optional help from mentors or higher-level players

User Flow & Prototype

The experience was designed to be simple and linear:

  1. Sign up or log in
  2. Choose language and level
  3. Play a short vocabulary round
  4. Review learned words
  5. Return to the game board

Usability Testing

I ran remote usability tests focusing on:

  • Sign-up flow
  • Game loop clarity
  • Navigation (profile & vocabulary upload)

Martin

Johannes

Nora

What worked

  • Sign-up was fast and intuitive
  • The game concept was easy to understand

Pain points

  • Too many menus
  • Game loop felt too long
  • Button hierarchy was unclear

Iteration & Improvements

Based on feedback, I made several improvements:

  • Reduced multiple menus to a single bottom navigation
  • Clarified primary vs. secondary actions
  • Improved button labels and wording
  • Added clearer reminder options (including “never”)

Outcome & Learnings

This project reinforced a few key lessons for me:

  • Design should reflect real-life constraints, not ideal behavior
  • Navigation simplicity matters more than feature depth
  • Motivation works best when it doesn’t create pressure
  • Early testing prevents structural UX issues later

If continued, the next step would be refining the visual UI and testing the game mechanics in more depth.