APRIL 2023
PRODUCT DESIGN
A SPECULATIVE FUTURISATION OF DUOLINGO'S ED-TECH MODEL
DUOLINGO RETAINS 55% OF USERS. WHERE DID THE REST GO?
THE PROBLEM
Duolingo is one of the most prominent examples of gamified education, and since I'm passionate about learning, it's also one of my favourite products.
Duolingo's user retention rate - 45% as of 2021 - is ever improving, but in this project, I uncover and address the concerns of the remaining disengaged users.
TIMELINE
8 WEEKS · Q1 2023
PROJECT BY
ADAM JARVIS · SOLO
SET BY
SELF-INITIATED
PLATFORM
FIGMA
DUOLINGO LEARNING + MOVIE SUBTITLES
With Duo Learning enabled, the user will be periodically assessed on their knowledge of the speech content.
I implemented a TV remote functionality into the Duolingo mobile app. This allows for a more user-friendly and accessible experience for low-vision users.



I provided users with mini-games which allow for anonymous, inter-personal communication. The games use frameworks that are adaptable to the user’s progress in Duolingo’s education structure.
Fluency points are a new user success value which can be earned through the new immersion additions. They conjoin with XP in the user profiles and leagues as ‘Points’, ensuring incentivise towards the new additions.
Feedback
I returned to the 5 test participants, and 80% said these features are likely to encourage their return to Duolingo.
Being ahead of the curve...
Duolingo MAX was unveiled soon after this project ended, using conversational AI to emulate language immersion and inter-personal exchanges, while also triggering the basis of my 2024 MSc dissertation project.
DOING THINGS DIFFERENTLY
If I was to do this project again, I would focus more on a single solution than spread across multiple. This way, the conception and testing would be more reliable and realistic.


















