Kategorie: UX Design

  • Designing a Vocabulary Learning Game

    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.