Tica StudiosUX / UI Design
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Mobile App

Linguist

Most language-learning apps overwhelm beginners — especially children — with long text and intimidating lesson structures. Linguist replaces that with a friendly mascot, illustrated quizzes, and a world-map dashboard that turns learning into an adventure.

Role
UI/UX Designer
Timeline
2026
Type
Mobile App
Tools
Figma
Linguist world-map dashboard — skills as continents
The world-map dashboard — skill categories become continents, so learning reads as an adventure to explore, not a syllabus to finish.

A friendly, illustration-first language-learning app for beginners — especially children — that replaces intimidating text and lesson lists with a mascot guide, visual quizzes, and a world-map dashboard.

Role
UI/UX Designer
Timeline
2026
Type
Mobile App
Tools
Figma
Outcome
A guided, mascot-led flow that makes a child's first steps in a new language feel like play — approachable and visual enough to build confidence instead of anxiety.
Problem

Language learning shouldn't feel like work

Most language-learning apps overwhelm beginners, and children most of all — long blocks of text and intimidating lesson structures create anxiety instead of excitement. And children are the hardest audience to design for, because they won't tell you what's wrong.

A child won't file feedback — they'll just quietly stop opening the app. That raises the bar on every tone, tap target, and bit of warmth.
Onboarding

A guided start, led by a mascot

The first run is the make-or-break moment. Instead of a sign-up form, the mascot welcomes the child and walks them through a few playful, illustrated choices — native language, current fluency, a daily goal — that personalize the whole experience before a single lesson begins.

Linguist welcome screen with mascot
Welcome — the mascot greets the child in their own language.
Linguist native language picker
Native language — set the language instructions appear in.
Linguist fluency selection
Fluency — a simple, illustrated 'how much English?' scale.
Linguist daily objective selection
Daily goal — Rookie to Master, framed as a friendly commitment.
Learning

Where the question is a picture

Lessons are visual-first by design — a quiz shows an illustration, not a paragraph, so comprehension never depends on reading the child can't yet do. And being wrong is designed for: a miss gets an encouraging "Not quite, try again!" rather than a harsh red X, keeping a young learner's confidence intact.

Linguist visual quiz exercise
A quiz — the prompt is an illustrated clue, the answers are simple taps.
Linguist world-map dashboard
Back to the map — skills framed as places, progress as a journey.
  • Mascot-driven UX

    The character guides every step, building an emotional connection and easing the anxiety of starting something new.

  • Visual-first learning

    Illustrated clues over text-heavy prompts — comprehension stays intuitive for pre-readers.

  • World as playground

    The globe turns skill categories into a geographic adventure: learning framed as places to explore.

Reflection

What I'd carry forward

Linguist was an exercise in designing for an audience that can't tell you what's wrong. That raised the bar on everything — the tone of error states, the size of tap targets, the warmth of the mascot.

If I took it further, I'd test with children directly and watch where they hesitate. With this audience, observation is the only honest research — and it would sharpen the onboarding pacing in ways I can't guess from the outside.

Want to talk through the decisions behind this work?