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A science-backed app, loved by over 1M students

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5

Pain points addressed

+1M

Users globally using the learning app

7

Competitors analysed

5

New features that engage learners

Help students track progress and stay motivated to practice regularly in a science-based learning app

Overview

Through various UX research methods collected over time, including user feedback from in-app forms, interviews, and internal observations, we noticed a recurring pattern: users struggled to understand when certain items were truly mastered and no longer needed repetition. Additionally, mastery took too long due to repetitive fact loops, and students often lacked motivation to return for daily practice.

Working closely with another UX designer, I set out to rethink the experience. Our goal was to design new features and solutions that made studying more engaging, while promoting healthy, sustainable study habits, all without compromising the scientific foundation of the app.

Role

User Research

Ideation

Prototyping

Duration

April to July
2024

Tools

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Benchmarking

Usability Testing

Workshop

User Flows

Prototypes

Interviews

Benchmarking

Usability Testing

Workshop

User Flows

Prototypes

Interviews

Benchmarking

Usability Testing

Workshop

User Flows

Prototypes

Interviews

Benchmarking

Usability Testing

Workshop

User Flows

Prototypes

Interviews

Benchmarking

Usability Testing

Workshop

User Flows

Prototypes

Interviews

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UX Research

We started by identifying key challenges through in-app feedback, user interviews, and internal observations. The goal was to understand why students struggled with motivation and memory retention—and to ground our design decisions in a shared scientific definition of mastery. This research led to a series of focused improvements to make learning feel clearer, faster, and more rewarding.

Problems Overview

Behavioral insights

Repetitive fact loops made mastery feel slow

Lessons felt too easy the next day

Lack of return motivation after three lessons

Algorithm logic was unclear

"Forgetting metric" was not immediately visible or understandable

Establishing a shared vision on mastery

Workshop

To align design with the company’s scientific model, we clarified what “mastery” means: successful recall after a 24-hour gap. This became the foundation for all design decisions.

Users need a better indication when to return and practice

Lessons and facts needed clear labels showing for how long they are being retained

Research metrics such as forgetting rate were too abstract for learners

Research metrics such as forgetting rate were too abstract for learners, and displaying only forgotten items might be more accessible

Benchmarking

5 competitors

Progress bars are used to show learning status → introduced a mastery progress bar for each lesson

Apps labeled long-term memorized items clearly → added simple indicators for long-term memory facts

Visual cues highlighted forgotten/at-risk items → included visual cues for lessons at risk of being forgotten

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Competitors use clear labels to indicate words mastered/learned and progress bars

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Competitors indicate the words that are at risk of being forgotten

There is a pattern for combining progress bars for overall progress on a lesson and progress on mastery

Ideation

To move forward with design solutions, we applied a user-centered prioritisation method. Together with my colleague, we evaluated each proposed feature based on five criteria: scientific alignment (does it reflect current research?), presence in competitor apps, technical limitations, time and resources, and potential user impact. Each solution received an average score from our independent assessments.

To ensure our decisions truly reflected user needs, we also asked a user to indicate their preference for each feature. Below is a summary of the solutions we shortlisted for each pain point, showing both the mean score (M) between me and my colleague, and the final user-selected feature:

Organise lessons into rounds/subtasks to make progress feel more achievable (e.g. n facts to master) (M = 3.2)

Access a dedicated “Review” section for items needing to be restudied based on the algorithm (e.g. top 20 items from a lesson) (M = 3.4)

Use reminders/recommendations to prompt users when facts are likely to be forgotten (M = 3.5)

Add a progress indicator to show completion progress within each lesson (M = 4.3)

Inform users about words in long-term memory with simplified explanations (M = 4.1)

Working in sprints helped us design new features

We presented our solutions to key stakeholders and together, we agreed on a final direction by selecting solutions that aligned both with our scientific rigor and business goals. We structured the design and prototyping phase in agile sprints, adding detailed stories to our Jira board. Over the course of two months, we designed and iterated on high-fidelity, interactive prototypes.

Throughout the process, I collaborated closely with another UX Designer and a Senior Researcher to ensure our work respected the scientific core of the app. At the end of each sprint, we shared progress with the broader team, collecting feedback and refining our designs based on their input.

Outcome

Feature 1

Labels indicating the user's current stage of learning

While analysing competitors, we noticed a consistent use of clear labels to mark different learning states. Inspired by this, we redesigned the list of words to be more scannable, allowing users to quickly identify which items need review. To reflect the algorithm’s function of helping users retain words for 24 hours, we replaced "Mastered" with a more time-sensitive label: “Done for today.” This phrasing acknowledges progress while subtly encouraging users to return the next day.

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Feature 2

Option to practice until mastery or with a timer

Through in-app feedback modals, we learned that students wanted more flexibility in how they practiced. Many expressed a desire to study until they felt confident with the material, rather than being limited to a set time. Previously, users could only practice using a timer. We introduced a new dropdown option: Practice until crown or Practice with timer. During interviews with three students, the change was received with enthusiasm, the new button was immediately understood and well appreciated.

Feature 3

Progress bar showing mastery achievement in three stages

Our original single progress bar left many users unclear on how crowns related to mastery. We redesigned this system to include a three-stage progress bar with each stage representing a session toward full mastery. The final stage ends with three full progress bars, visually reinforcing the idea of spaced learning. To ease the transition, we added a walkthrough when users first unlock a crown. All three of the students we interviewed intuitively grasped this new structure and said it made the path to mastery feel more rewarding.

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Feature 4

Refresh reminders based on memory decay

One recurring challenge was the drop in motivation after students completed their first three lessons. We realized that learning doesn’t end at “done for today” and long-term memory needs reinforcement. Drawing inspiration from six out of seven competitors, we introduced a subtle yet powerful change: the final stage of the progress bar now includes a “refresh reminder,” inviting users back when the algorithm estimates they’re most likely to forget most of the fact. This encourages sustainable learning while making the app feel more dynamic and personalised.

Feature 5

Spaced learning sessions by at least 8 hours and one day

We observed some students returning just minutes after midnight, attempting to earn crowns as quickly as possible. This behavior bypassed the benefits of spaced repetition. We introduced a time lock: users can only earn a new crown after an 8-hour gap and the next day. A small visual lock icon communicates this change. Not only does this align with cognitive science principles, but it also ensures that students revisit material once forgetting has begun, making reviews more meaningful and lessons more engaging the next day.

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Project Learnings

During this project, I gained valuable insights into collaborating with another designer and working closely across departments. I learned how to meet the shared needs of different stakeholders, including the business and scientific teams, while always keeping the user at the center. I also deepened my experience in interviewing users and exploring how game mechanics can be meaningfully integrated into educational apps.

This project helped me grow as a communicator. I learned how to better present and advocate for my ideas by grounding them in research and user data. I also became more confident in prioritising features and balancing input from multiple teams. Overall, it was a fun, collaborative, and insightful project that challenged me to grow both creatively and professionally.

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