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Individulingo

An ethical redesign of Duolingo — built around the idea that language learning isn't one-size-fits-all, and that a platform claiming a universal audience should design like it means it.

Design ThinkingCo-designDesign ProbesThoughtful Interaction Design
SUBJECTSHigh school students
TIMELINE5 months
ROLEInterviewer / designer
METHODSDesign probes, co-design workshop, Figma prototyping

Problem & goal

The brief: redesign a well-known digital platform as if other values and methods had shaped it from the start. This project turns that lens on Duolingo — examining a lack of individualization in how it teaches languages, and asking what the app would look like if it were built on learning theory instead of gamification alone.

Individulingo is grounded in selected learning theories, interaction criticism, and mobile learning theory. The empirical base is a questionnaire, semi-structured interviews, and a co-design workshop held with students at Ørestad Gymnasium — aimed at a free, more learning-focused experience that tailors itself to different learning personalities.

Process

01

Brainstorm

Interviewer / designer
  • Started from the brief "design again" and ran a collective brainstorm of technological controversies the team had experienced or read about, voted on and converged on Duolingo — an app everyone had their own history with.
  • Ran a thoughtful-interaction-design critique: used the app over a set period, reflected on the experience against Duolingo's own stated design philosophy, and looked for inconsistencies between the two.
  • Reflected openly as a team on our own position within the chosen design space, surfacing our biases before moving further.
02

Define

Interviewer / designer
  • Converged the brainstorm into a handful of concrete areas of interest, then a critical literature search to test whether Duolingo actually delivered on its own promise of effective, fun learning.
  • Found less a flaw to critique than an opening: alternative learning theory pointed at a different method entirely, and at people already in school as an underserved audience.
  • Brought the resulting design openings to a counselling session and were pushed to pick a target group — Duolingo claims a universal audience, but a universal design rarely is one.
03

Empathize

Interviewer / designer
  • Settled on high school students as the target group and built a co-design workshop, while in parallel reaching out to local schools for a two-hour session slot.
  • Secured a visit to Ørestad Gymnasium and built probes to surface how students actually experienced Duolingo — and how they responded to alternative ways of learning a language.
  • Synthesised the workshop data for recurring themes and significant interactions, forming the foundation for the design openings carried into prototyping.
04

Prototype

Interviewer / designer
  • Weighed a physical artifact against a digital one in a final critique session, and settled on digital as the right form for the product.
  • Converged on four areas the design needed to address (below), and built a functioning UI in Figma around them.
  • Time constraints meant the different motivational factors couldn't be properly A/B tested — the dynamic learning environment was simulated for the exposition instead of live-tested.

The four design principles

  • Individulingo should support a more extended learning experience.
  • Individulingo should address the individual's motivations for learning.
  • Individulingo should incorporate dynamic tasks drawn from other teaching methods.
  • Individulingo should keep a vibrant, minimalistic design aligned with Duolingo's existing visual language.
05

Test

Researcher / designer
  • Presented the prototype at the semester's closing exposition, with a tablet and phone on hand so visitors could interact with it directly.
  • Used the expo as both a presentation of the process and a live evaluation — a chance to critically reflect on the decisions made along the way.
  • Key takeaway: the team had been too product-centered early on, which meant doubling back later and losing time. The research should have led the artifact, not the other way round — and more teachers and pedagogues should have been brought into the ideation phase from the start.

Design principles

What the prototype was ultimately built to prove out.

01

Extended learning

Support a longer, deeper learning arc rather than short gamified bursts alone.

02

Individual motivation

Address what actually motivates a specific learner, not a generic streak counter.

03

Dynamic task methods

Pull task types from multiple teaching methods instead of one fixed format.

04

Vibrant, minimal UI

Stay close to Duolingo's existing visual language while making room for the above.

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