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For this course project, I was to create a basic design for an app that encourages behavioral change. I decided to make a language learning app, drawing inspiration from my own struggles with learning a new language. I find it hard to stay motivated to practice regularly. 

To give the user some incentive, the app focuses on caring for a pet by keeping up with their language learning journey. The pet is happy when the user is diligent, and slowly loses happiness if the user fails to keep up.

Programs Used



A cute and friendly approach was used for the branding of this concept. Greens and Neutrals were chosen so that the other elements of the app could stand out.

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Final Wireframes

Home Dashboard

This is where the app starts upon launch. The user can see at a glance their pet's happiness and their level progress. Also has easy access to the learning buttons.

learning buttons

friends, home, settings


Stats Page

This is where the statistics button leads to. Here the user can see in more detail their progress and learning patterns.

monthly progress

stats over time


Pet Care

This is where the user can care for and play with their pet.

This feature provides more practice by having the normal digital pet items be labeled in the language the user is learning.


pet care items

Pet Carecare.png

Friends Page

This is where the user can check on their friends' progress. 

The Event Ticket is another incentive that encourages a group. According to friends' overall performance this reward can be earned.

The alarm next to each friend is to send them some special encouragement if you think they need it.

user quick stats

reward progress

friend progress


Initial Sketches


moved forward with concept 2

Usability Testing

Where would you tap to...

Interact with your pet?

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Go back home?

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Check your stats?

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Check details of reward?

Check details of a certain month?

Check your friend's progress?

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