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CS 6460: Babbel Redesign

Background

Andy Chen · 2026-04-29 13:50 · 0 claps · 2.4 min read
#babbel #app-redesign #edtech #figma #motivation
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Wiki topics: TLS · Design Tools & Workflow PSY · Psychology EDU · Education & Learning 🚀 · Self Improvement

CS 6460: Babbel Redesign

Background

Babbel is a language-learning app that was launched in 2007 and currently has over 10 million users. Its goal is to help users “have real-life conversations faster.” The app is known for its conversation-based lessons and structured learning approach.

Pain Points

One major issue is that advanced learners often get stuck with beginner-level content. Babbel’s placement system does not always adapt well to users who already understand the basics, which can make the experience feel repetitive and boring.

Another pain point is that the content feels limited to only a few topics. Lessons connected to a user’s personal goals or interests are often locked behind a paywall, making the learning experience feel less flexible.

The progress page also feels unmotivating because it is visually limited, dark, and gray. Instead of encouraging users to keep learning, it can make progress feel less rewarding.

Some question formats, such as choosing letters from a word bank, can feel tedious. These rigid interactions make the lesson experience feel more constrained and frustrating.

Finally, Babbel lacks a strong social component compared to other language-learning apps. Since users mostly learn alone, it can be harder to stay motivated over time.

UX Research

From our initial UX research, we found that users felt Babbel’s lessons were unfocused, lacked personalization, and did not motivate them to keep learning consistently. These findings helped guide our affinity diagram and identify the main areas for improvement.

Design Inspirations

How Learning Works (Chapter 3): Motivation depends on value and expectancy. Learners are more motivated when tasks feel meaningful but still achievable.

How People Learn (Chapter 6): Mentioned that understanding develops when learners actively work through problems and apply what they know, rather than just memorizing.

Low-Fidelity Prototype

Outline of Features

  • Automatically transition to Challenge Mode
  • Free-response questions

User Feedback

  • “Questions are too hard”
  • “Want to go back to normal questions”
  • “Want to have the freedom to decided if I want to enter the challenge mode”

Mid-Fidelity Prototype

Outline of Features

  • Prompt users to user to choose between normal and challenge
  • Provide option to transition back to normal questions
  • Updated the type of questions

User Feedback

  • “Add some motivating phrase instead of just asking them”
  • “The easy button felt weird.”
  • “The questions were okay, but could be a little easier.

High-Fidelity Prototype

Outline of Features:

  • Updated the motivation phrase before and after the lesson.
  • Added a Give Up button option
  • Made the questions a slight easier

Design Decision:

  • Using a black background creates a sense of mystery and intensity
  • Helps distinguished between normal

User Feedback:

  • “Liked the black color for the challenge mode”
  • “UI felt more consistent”
  • “The motivation phrase was good”
  • “Give up button made me want to try harder”


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